Insydium Cycles
Insydium Cycles

everfresh

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About everfresh

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    Cafe Logo Designer

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  • First Name
    sebastian
  • Last Name
    pfeifer
  • C4D Ver
    18 Studio
  • Location
    Budingen, Germany

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  1. usually you just use the sd export to have your objects as colliders or containers in realflow, and you just import the liquid mesh back into c4d. just keep your c4d objects in c4d and only Import the liquid from realflow, that's the proper workflow.
  2. +1 on cleaning up the mesh first. as for the component placing. mostly looks good so far, but you should place them more in the center of the mesh... the spine is ok, i would place it i little lower though, try to get the neck joints centered within the mesh. same for the leg joints. you tried to place them like where they would be in real life, but that won't work out well in a rig, you will have problems getting clean deformations that way... also the first joints of the legs need to start way higher. @digitvisions gave some good advice about looking at the rig first before you do any adjustments, this will tell you where everything should go.
  3. there's the explanation why you get the slowdown: deformations on a high poly object. for a quick test, deactivate the skin object for a second, i suspect your viewport will work as usual once you deactivate it. deformations on high poly objects in general is problematic. here's what i would do: duplicate the model and delete everything but the face area, with the other model do the opposite, delete just the face... delete the skin object on the model without the face. that way your skin object just has to handle the polys of the face, not the entire mountain.
  4. if i have a controllers selected on my character it does slow down a bit... but just by 1 or 2 fps, nothing significant. but that's always been that way, if i have all controllers of a character selected and it has to display all the curves, viewport performance slows down... has been that way since at least r14... but what you're describing sounds a bit more drastic, i never experienced a jump from 80 to 10 fps... or anywhere near that...
  5. @Daskerdaks just tested it, i get no difference at all in fps when switching layouts. i have a mbp 2,7GHz i7, 16 gig ram with a 4 gig radeon pro 460 and a 1,5 gig intel HD 530 graphics card. running osx sierra. same thing on my trashcan mac pro. all smooth. would be interesting to know if you have openGL viewport features activated and if so, what happens if you turn them off?
  6. i also have issues on my new mbp... sometimes when i play the timeline, cinema won't let me stop the playback, like if i was running a sim... have to check the animation layout issue you're describing...
  7. then something might be wrong with your rig setup. if you upload the file we can have a look...
  8. you need to parent constraint your hands ik controllers to the gun, after you've done that they will stay in place.
  9. i tend to mix both approaches, i try to do as much as possible with joints and add in point based morphs for finetuning of the poses. in general i'd say a facial rig is much less complex than a body rig, but i guess i all depends on how far you take it. if you want it super realistic with muscle movements and dependencies it can get quite complex and very hard to get right. but i prefer less dependencies on a face rig (for instance i don't need the eyebrows or cheeks to move a little with the eyelids when they close, if i want that movement i can animate that and have full control over the amount of the movement) . to me a good rig let's you decide how you want to animate it and doesn't dictate the animation style by pre-defined dependencies. i'll always choose artistic freedom over assumed comfort in a rig. implementing a basic facial rig into the advanced biped wouldn't necessarily have to be that elaborate and expensive. it's just not on maxons to do list, that's all.
  10. actually pretty simple... the one on the foot with the broken angle is just an animated spline in an extrude, the gooey one one the other foot is animated splines in a metaball with a smoothing deformer. and the actual trails are just simple planes ;) i've used that metaball with smoothing deformer technique a lot, it's really great for that sort of cartoony viscous liquid stuff... here's another example of basically the same thing, in this case i animated nulls connected with a tracer to generate the splines, tracer in a metaball, smoothing deformer on top of it and you get something like this.
  11. thanks... you seem to have missed it ;)
  12. made a zombie.
  13. set mode to unlimited and it will bend in both directions.
  14. nice work. the feet are slipping a bit and the trunk moves a bit too fast, like it has no muscles at all in it, somewhat like a wet sock ;) you should try to make it look way heavier. but overall nice work. i know nothing about c-motion, never used it, so i can't answer your question.
  15. very nice work! welcome to the forum :)