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Everything posted by everfresh

  1. just uploaded a compilation of all the toon FX setups i've done to vimeo
  2. one more thing: rigging is rigging. the very same principles apply in any application. the techniques are very similar, the tools are just slightly different. developing a complex rig from scratch is hard in any app and requires expressions and deeper knowledge in any app, even in blender. blender for sure has nice and easy to use auto-rigging addons, no doubt. but can you customize them with your own rigs like you can do with the character object? also rigging tools sadly haven't changed much in any app over the last 20 years, ask maya people what groundbreaking new rigging tools they got over the last decade. again, it's not about defending c4d, it's about putting things into the right perspective.
  3. he posted it in the facial rigging thread a couple of days ago
  4. no, it's not too late. disable your skin object, create the new joints, place them in your rigs hierarchy where they belong. if your hand has some kind of functionality like automated curls and such make sure everything works again with the new joints. then bring up your weights manager, and under the joints tab, drag the newly created joints into the joints list. select your meshes weights tag, click on "set bind pose". enable the skin object again. then add weights to your new joints.
  5. not at all what i want to say. i think i literally stated that a couple of posts before. i just wanted to prove you wrong when you were saying it’s impossible to create decent results containing character animation with c4d, which i find quite insulting to a whole group of people. i think i‘m done here, since you obviously don’t want to hear anything about it, otherwise you would have to admit to yourself that your problems are not the softwares fault.
  6. i'm sorry i didn't make it to the first page of the google results. tells a lot you're giving up that quickly. my website is second on page 2. also here's my twitter, i recently posted some rigging stuff there. https://twitter.com/everfreshdesign
  7. must have missed that... that's awesome. @Fastbee google my name and you'll find some stuff... most things were rendered locally, since most of my stuff is toon shaded and renders within seconds anyways, but i also rendered a lot of more photoreal animations on farms, and yes, i know about issues with preparation times, but my shots are rarely longer than 5-10 seconds each, so those are usually neglectable. if c4d was as bad as you say regarding character animation, how come successful studios like aixponza, believe, nebula, bomper and many others use c4d for their character stuff? are they all stupid and you are so incredibly wise that they all need to listen to you? i know a rigger who rigs in any software, maya, max, houdini... on a very high level. and guess what? he actually likes c4ds rigging tools. again, i think blender is a fantastic piece of software, not arguing about that. also i'm not saying c4d is perfect. but this thread is about c4d facial rigging, and all you do is complaining that you can't accomplish anything with c4d in that regard. ever took into account that YOU might be the problem and not c4d? ps: there's an official blender forum i believe.
  8. first off, i was not involved in this animation. regarding rendering: what are you talking about? this was rendered in a 3rd party engine like redshift, arnold or octane, none of which are available in blender, and are faster than cycles afaik... and while eevee is certainly great, i highly doubt you can get that exact look with it. how many different cuts? probably a lot, that is how you do things in production, not because of any render time related topics, but workflow wise it just makes more sense to split things up in quite a lot of different shots. if you're trying to render out several minutes of character animation in one shot, then that tells me you have no clue about real production workflows. regarding rigging: my own rig preset can do pretty much the same as the one in that short does, i didn't measure the time it took me to get to that level, but we are not talking about how long it takes to develop a complex rig on your own, seems like you're more talking about how long it takes to be able to utilize an auto rig solution. i'm sure the developers of autorig pro or the rigify addon worked months or years on it to get the systems to the current stage. you can learn how to rig a character with the rig presets available in the character object efficiently within a day. if you already know about things like weight painting and stuff you can learn how to use it in a couple of hours. i guess it takes about the same amount of time to get the hang of the process of any auto rigging tool in any app. i can rig a body with usable autoweights in c4d with my preset in 5 minutes. i do prefer manual weight painting though (and btw, while blenders autoweights are good, i would still also weight paint manually in there, since they are also not perfect), weight painting takes me about 20min to an hour for the body, depending on the specifics. when it comes to a face rig, i haven't seen any blender demo or tutorial where the autoweights for a face rig did work out of the box, and the face usually takes a little more time to get the weighting right. i can setup the rig for the face again in a couple of minutes, and spend like 1-2 hours of weight painting, another hour or two predefining some common poses for lipsync and stuff (same goes for blender). maybe autorig pro is a bit more easy to handle than the character object, maybe retargeting works better (which i have no need for, i usually don't work with motion capture data), but i have watched some demos and tuts about auto rig pro, as well as about rigify, and i can't see a huge difference to the character object. the process is the very same, you bring the components in, you place the handles, you bind your mesh, you correct weights, you set up some custom stuff, like backpacks, antennas and stuff if needed. about scale: if setup correctly for the task, you can scale rigs in c4d to any proportion you wish, make your character have giant feet or hands, scale up the torso, any controller in the rig. in blender also things have to be setup right. just because you can scale your auto-rigged characters doesn't mean the developers of the addon didn't have to take care about things so this is possible. again, it's totally fine that you like blender better, if it clicks more with you that's great. just don't spread false information because of your lack of knowledge what can be done and how things should be done. there's enough people and projects out there to prove you wrong.
  9. c4ds rigging tools are much more capable than most people think! we do have a few limitations because of how our object system works, but most things that can be done in maya can be done in c4d as well.
  10. true. the lack of character rigging learning resources is by far the biggest issue with c4d. no doubt blender has a big advantage in this regard, also not having to deal with priorities is a huge plus. but i'd argue that in general creating a complex face rig is similarly difficult in any software package. the same principles apply everywhere, just the tools are different. some tools are better in package X, some better in package Y, you need to find workarounds to overcome the weaknesses of certain tools, blender doesn't seem to be any different in that regard. like everybody else i'm really impressed by blenders progress, in a lot of areas it's far ahead these days. what bothers me though is that obnoxious evangelism, especially from former c4d users, who surprisingly still hang around suspiciously much at c4d forums. saying blender is good is one thing, saying blender is better at everything and everything else is bullsh..t is just wrong and also a little bit annoying.
  11. also i find it somewhat offensive to say that no one can make a decent end product. it feels more like YOU can't make a decent end product, and you're blaming c4d for it. here's one example of what i'd consider a decent end product, i can show you a lot more if you insist.
  12. i‘m using complex facial rigs in production, it works perfectly, also for rendering on farms. a lot of xpresso involved. i‘m not experiencing that mess you‘re talking about at all. xpresso is a good thing, it allows you to create complex dependencies you just can‘t get with constraints alone.
  13. how about just parenting it?
  14. the fingers don't matter. what matters though is the alignment of the joints. yours are all aligned differently, and since the rotation values you're feeding are local you get those weird results. make sure all the joints in your chain face with the z-axis along the chain. another good practice is to set the rotation order for the joints in the chain to avoid gimbal lock as much as possible. here's a video that explains the concept of gimbal lock very well, also take a look at my file and in the attributes coordinates tab, check the rotation orders of the joints and controllers.
  15. i don't think i know a single professional who wouldn't say 3D is also their hobby. so i think the general needs and approaches are not that different in the end. the main difference i see is that the professional HAS to learn to be efficient, the pure hobbyist can afford to choose not to. of course that usually means if there's a shortcut available, you usually take it to be more efficient. but i think the same rule applies to hobbyists that are primarily creators, opposed to the hobbyists that are primarily gear-heads. with gear-heads i mean techies that never actually really create anything, who just love to play with the software. if your hobby is creating short films for instance, and all you want is to finish that thing, you don't care if it's done the good or the bad way, the most important thing is that it looks good and it gets out there. for them the needs and behaviours are pretty much identical to those of a professional. i started out as a hobbyist, i wanted to get sh** done as badly as a hobbyist as i want to get sh** done as a professional.
  16. here's one way to do it. you can add more joints to the forearm chain if you like, just make sure you adjust the values in the range mappers accordingly, so you don't get an over-twist. forearm_twist.c4d
  17. uncheck auto-normalize. since you only have painted weights to one joint, you cannot subtract any weights when normalize is checked, since normalize makes sure the sum of all weights is 100%...
  18. are you sure you selected a joint in the weight managers joints list before you started painting?
  19. here's an easy solution: just put your snake with the tongue into a group with an invisible tube that encapsulates all of the geometry at all times. then spline wrap that whole group, and since the length doesn't change any more now, no more wonky spline wrap animation
  20. it's good practice to animate with sds off for maximum performance. download that free script here, add it as a button to your animation layout, clicking it will deactivate any sds object in your scene, ctrl-clicking it will activate them again. very handy, couldn't live without it. https://helloluxx.com/tutorials/cinema4d-2/cinema4d-misc/disable-sds-script/
  21. works fine here. when i opened your file there was no joint selected to paint on and you were in subtract mode, are you aware of that? so just chose your joint to paint on and then painting will work as expected. btw, that mesh isn't suited for rigging at all. it's triangulated and too dense.
  22. have you tried putting it into a null before putting it into the cloner?
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