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Everything posted by everfresh

  1. how about this? it's all cloth, had to trick with some field force to prevent the ropes from stretching and added some fake bulging with a plain effector in deformer mode. sail_rig_0002.c4d
  2. @hobbyistnah, doesn‘t have impact on anything as far as i can tell.
  3. i have this too and wondered where it comes from.
  4. only things that are created with neutron benefit from it, regular objects will run at the "speed" we know. but at some point everything will be nodes in the background, so "regular" models will benefit from it as well. right now think of it as a thing that sits on top of your regular c4d, mostly disconnected from the rest of it.
  5. what makes it a tech demo is that you're going to be able to play with it in the next version, while it's not a fully fledged feature. it has limitations and it's only low level nodes at this point, but you can already do stuff with it. viewport performance is stellar, like millions of clones and still realtime, even on rather weak machines like laptops.
  6. that was just to calm down people who thought subscribers would get features perpetual license holders wouldn’t get. so it was said that the following release for everyone would of course have all the features of the subscription release included, that’s all.
  7. it stopped working with r20, back then i was in contact with the guy who compiled it for mac back then. he asked the developer if he could send the source code to me so that i can give it to a MAXON dev to make it fit for r20 and above. but the problem was he had it on an old external drive which was damaged, or he couldn't find it anymore, can't remember exactly. so yeah, it's dead. for now our best replacement for it is the magic symmetry plugin by nitroman, which isn't the same, but at least takes care of the faces at x0 problem the built in symmetry object has when creating new geometry at x0, via an extrude for instance.
  8. everything you create in c4d is facing that way , why should the CO be an exception to that? would be quite inconsistent if it was oriented differently. every software has their own convention there, to me c4ds default orientation makes the most sense tbh, since it's the same orientation common math graphs have. y+ is up, x+ from left to right and z+ from front to back. in the end it doesn't matter i guess, i just wished all programs could agree on a standard, so exchanging files and rigs wouldn't cause so many headaches.
  9. there's a lot wrong with that file, but your main problem ist the scale of the parent of your joints. it's set to 0.18, which is causing the offset as soon as you activate dynamics. i would recommend building everything clean from scratch, also make sure your joints are aligned correctly with z facing down the chain... check the file where i stripped it down to the essentials and fixed the orientation and scale values of the joint chain... that might give you an idea what to watch out for if you want to do stuff like this. WIMM - fixed.c4d
  10. your topology isn't very well suited to get good deformations in the ball area. autoweights will probably never give you good enough results. start clean by painting everything to the ankle, and then use a big brush size with a dome falloff to paint in the ball area.
  11. you forgot to mention patience and a fast computer for that level of detail
  12. that meme made me spit out my beer
  13. just uploaded a compilation of all the toon FX setups i've done to vimeo
  14. 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.
  15. he posted it in the facial rigging thread a couple of days ago
  16. you mean those glitches?
  17. 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.
  18. 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.
  19. 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
  20. 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.
  21. 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.
  22. 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.
  23. 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.
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