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Isleofgough

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Isleofgough last won the day on August 30

Isleofgough had the most liked content!

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42 Noble Beginner

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  • First Name
    Philo
  • Last Name
    Calhoun
  • C4D Ver
    R20 Studio
  • Location
    Seattle
  • Interests
    Graphics arts

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  1. Isleofgough

    changing Modo for C4D licence

    I tried, but there is not much interest in buying Modo these days. A lot of people just use blender, if they are hobbyists. It is a pity, as Modo is one of the best SDS modelers. Personally, I am moving to Houdini as my primary 3D program.
  2. Isleofgough

    changing Modo for C4D licence

    Are you sure? The Foundry’s site looks like it is $599 forever if you drop maintenance. Your way makes sense but I don’t think it is the case.
  3. Isleofgough

    changing Modo for C4D licence

    I think that is right. Paradoxically, that makes version 9 more valuable than version 12, if you have let your maintainance lapse. The licensing of Modo is strange.
  4. Isleofgough

    sculpt text?

    You can also do this (probably even easier) with standard SDS modeling. 1. Use the polypen to create outline in quads 2. Use the knife tool to split in the middle 3. Select the middle vertices and transform/move upwards 4. Add a couple edge loops to keep things sharp 5. Drop into a hypernurb. DrawmText.c4d
  5. Isleofgough

    sculpt text?

    Looks like a sweep with triangular profile and adjustment of scaling along spline. There probably is a more elegant way of doing this though...
  6. Isleofgough

    Bunch-o-Questions

    It does sound like you would not be happy with anything other than Maya, and your tone dissuades others from wanting to continue to help. For others: I strongly second the recommendation for the HB scripts. It is particularly good in preventing the left over points that is common with built in tools.
  7. Isleofgough

    Bunch-o-Questions

    1) I thought I'd be clever and drop 4 meshes into one SubD node because my object manager is getting filled with Subdivision nodes, but it only recognizes the top mesh. Put your items in a null. The short cut key for turning hypernurb (SDS equivalent) on and off (toggle) is "Q" 2) Also is there a shortcut to drop meshes out of their hierarchy? Like in maya it's shift+p (un-parent) ? It's really distracting always having to go the object manger to drag things in and out of each other. You can add a toolbar for "unparent". I use parenting and unparenting all the time just to adjust position or rotation of several objects at one time. After unparenting, they will keep their new position. 3) Is there a setting to stop tools from repeating themselves when I let go of the mouse button? spacebar 4)....Is there a history stack? no. There are many procedural modeling options, but no history stack. It sounds from the discussion that you much prefer Maya. My favorite program was XSI, and it would be the one I would recommend for combining easy of modeling with mograph capabilities. It was logical, had a history stack, was very powerful, and .... is dead. I used Maya for awhile. It was much less intuitive than XSI for me, and was pretty unstable on a Mac and quite overpriced. I would guess that you could learn to be much faster in C4D, but its strengths are different from Maya. Only recently did Maya have any real mograph capabilities. You had to write Mel scripts for many things that were easy in C4D. NPR rendering was worse by far than C4D. The company was greedy and stopped allowing you to purchase the software outright. As Dan pointed out somewhere, after you have used some software for several years, it can be a logistical nightmare to move over to a new program. There is not only the learning curve (and funds and time for tutorials), but you have hundreds of old models that don't export very well to other programs (especially if you want to keep some of the proprietary systems in your original program that were procedural). You also loose all the money you spent with plugins and addons to your original program. Your basic knowledge of polygon modeling carries over but the hundreds of tricks you've learned for keystrokes and workarounds is gone. In the end, money savings will be not nearly as much as you might have thought. On top of that, there is also the question of a software company's future. There were a lot of us that were sure Avid was secure with XSI (or was it Microsoft before that, or Autodesk after?). The most exciting program right now for me is Houdini. It would solve your issue with "history state" ;-)
  8. Isleofgough

    Local action centers

    I've tried changing the prefs in Blender to match Maya, but it doesn't quite do it. It works for viewport navigation, but not for most of the other commands. I've tried the alpha of Blender 2.8 ("beta version") and it looks better, but has a way to go before it will be stable. It is still pretty hotkey oriented. Blender technically has more features than Modo, but I don't find it much fun to use. Modo's curve extrude procedurally is a pain to set up accurately. I use tracers a lot to adjust curve node positions in C4D and that is possible but quite awkward in Modo. It is enough of a problem that modeling with twenty or more nulls controlling curve positioning is something I wouldn't do in Modo unless I had no other option. As you know, it requires both setting up the curve to be controlled by the nulls and then a procedural setup on the extrude in Modo. It is easy in C4D and Houdini. Are you thinking of jumping ship from Modo to Blender?
  9. Isleofgough

    Local action centers

    I would think that the regular scale tool set to “selection” and “normal” would work, but it just does weird things. That is why I was hoping for a plug-in or script. There is no doubt in my mind that Modo is a better SDS modeler than C4D, but it is pretty "clicky". Adding a dozen edge loops requires a lot more clicks than in C4D. It has a beautiful rendering engine, but working with editable curve extrudes is pretty painful. It lacks a history state system. Its future under the Foundry is questionable. Blender always looks promising, but is never quite there for me. It is not particularly intuitive (you have to remember a lot of keyboard shortcuts and the program does not use standard keys for navigation, scaling, etc.). Blender has the pros and cons of a software made by committee. The problem with having a few 3D modeling programs, is it gets quite expensive to maintain maintenance on them. They generally save in proprietary formats. Even if one "owns" them, the operating system will change in such a way as to make them buggy or out of date in features within a few years unless one pays for some sort of upgrade. Even C4D has problems opening older versions of its own files. Houdini changes node definitions. Modo, I don't know. I've never quite trusted it since the old days of instabilities. I like the current version better, but it is less logical than older versions (particularly with its procedural modeling system).
  10. Isleofgough

    sweep tool

    That looks better than your original but it is still not SDS modeling. I think of the sweep, lathe, and loft tools as basically procedural ways to get started modeling. They do not export well into other programs and have limited ability to tweak the results. So if you take your model (but change the handle to a rectangular sweep without the extra smoothing edges) and change those into editable meshes, add a couple of loop cuts, delete the polygons between the cup and the handle and bridge the gaps, you will get a fairly good model. You can then add a hypernurb to this for smoothing. If you wish to start with a lathe instead of a cylinder for the body of the cup, it is best to make the number of edges be divisible by four. That will give some symmetry to your model. For bridging, make sure that there are the same number of edges on the two sides your plan to connect. (the extrude used in your cup has eight sides and the edge cut in my diagram has four, so that is why I could recommend changing the handle to a rectangular sweep). Personally, I would just extrude the two polygons on the main cups a few times, rotate and move them and then bridge them to get the handle. (It is a bit more complicated, but you can select the edge loop around the polygon you want to cut from the body of the cup and convert that to a spline. This can be used, along with a curve of the handle, to create the actual handle with a sweep nurb. The handle width will exactly match the cut out on the cup body)
  11. Isleofgough

    Local action centers

    I must be having a senior moment, but I don't see the tool in the modeling layout and it is grayed out in the mesh>transform menu. It only seems to be available when one is in polygon (not edge) select mode. Unless the legs are a separate mesh and not connected to the top, I can't see it working.
  12. Isleofgough

    Local action centers

    Where did you find that normal scale tool in C4D? I've never seen it and have used C4D for years.
  13. Isleofgough

    Local action centers

    Hmmm. I'm not seeing that.
  14. Isleofgough

    Local action centers

    Is there a python script or plugin to replicate Modo's "local action center" in C4D? https://vimeo.com/290040078
  15. Isleofgough

    Arched Window Question

    That looks great. I might change the bottom frame of the upper window, as it kinds of sharpens and disappears. It is easier to model this as you have done with separating the various parts, rather than create one entire object with all the pieces. Here is the small fix that I would do to the "upper center" : A couple of minor issues though. Your vertical and horizontal window slats are separate objects, but overlie the same plane for their intersection. That might give texture weirdness. Connect objects and delete would fix that. (Edit: Oops, it doesn't. You would need to boole those). You use a few sweep nurbs. That is fine so long as you don't plan to export this to some different program, but you could make the sweep editable if you need to do this. Your file with minor fix: ChurchWindowFix.c4d

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