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Everything posted by everfresh

  1. tell me about it... been loosing my mind this entire saturday wondering why stuff doesn't work as i expect it to... rigging can be really frustrating at times. but i think i got everything sorted now. well i thought that already a couple of times today, so fingers crossed. regarding your problem: it's not necessarily only the joints axis, spline ik is also picky about the orientation of everything that's somehow in relation to it. but yeah, a file would certainly help.
  2. pixel plow is much cheaper than rebus , especially if you utilize the priority slider. if you can wait a couple of hours for your renders it makes a significant difference in cost.
  3. screenshots or a scene file usually helps others to help you. for instance we don't know if the point count of the edge loops of the neck is the same for both models. if so, you could join the two meshes and weight tags together, so you have one continuous mesh again. if not, you could still do it with a little bit more effort, or just hide the seam with some design choices like a scarf or a turtle neck.
  4. you can't trade an r20 perpetual license for a sub. you only can trade an r21 license for a sub afaik. also i don't think you can do it via the website anyways. also if you get r21 and then trade that perpetual license for a sub, r20 and the versions before will always belong to you, no matter what. at the time you bought r20 and versions before, there was no sub, there was a different eula, so it's not possible legally to take those perpetual licenses away from you, at least that's how i understood it. regarding you last question: you could have gotten r21 for regular MSA price, but there was a certain grace period for it (i believe it was end of september?), so that opportunity is now gone. best to talk about it with a MAXON representative though, maybe they can do something for you.
  5. how's that low poly??? https://gyazo.com/04a10817523b8fe119e2d0048161fcb9
  6. to fix the legs find the "L/R_Thigh_Bendy_targ1" null and set the priority of its constraint tag to something lower than the 25 it's set to. i set it to 15, seems to work fine. i just guessed that though, i'm not gonna pretend i understand that rig entirely. the issues with the arms when you move the spine i couldn't reproduce after setting the prio for the L/R_Forearm_Bendy_algn nulls to 30 like bret suggested. are you sure you didn't change anything else as well? btw, welcome to the wonderful world of c4d priorities, fix one, break another, what's not to love?
  7. How much of this working is just having good topology? >> it's good topology + good design. can I achieve such a style with just simple primitive shapes and still animate it? >> no. of course you can animate primitives, but it won't be anything like your example. when making a model for animation do I need to have the body under the clothes if it's not showing? >> no. is it better for weighting that everything be created separately and not merged together? >> doesn't really matter. will adding thickness to the shirt effect the weighting when i go to animate? >> don't add thickness to the whole shirt, just fake the thickness at the openings by extruding the edges inwards a little.
  8. you don't have to un-bind anything. just add your joints and controllers as a child of the head joint of your mixamo rig and paint the weights for those joints in.
  9. as for your question: you could make the hula hoop ring dynamic (give it a rigid body dynamics tag) and the characters mesh a collider tag. make sure to set the shape from "automatic" to "moving mesh" for correct evaluation. but tbh i would just animate the ring by hand, making the ring stay up and have it circle in a smooth motion by animating your character and using dynamics is even harder than making that thing stay up in real life with your own body
  10. it's been a while since i used the advanced biped, but i know that priority issue wasn't there when i used it. just tried it with r19 and r20 to be sure, and it works just fine in those versions.
  11. it's actually quite simple: if you want to make it as a freelancer while being specialized, you need to be really good in your field to get gigs constantly. that's why i'm a generalist the other important question you'll have to ask yourself is what is more fun to you. for instance my personality doesn't really allow for being too specialized, i get bored too quickly. i would hate doing just character animation each and every day, even though i love doing it. so diversity in gigs is important to me in order to keep my sanity (sort of). i've been freelancing for 18 years now, and to me variation in jobs is the best thing about it. if i would want to do the same thing every day i could as well be employed. edit: happy new year to you, too
  12. tbh fluid sims is the least important thing for me i need c4d to do natively, it's at the very bottom of my wish list. it's quite a special task and there's xp, realflow, houdini, blender and so on for that.
  13. i'm fully booked and tbh not an expert in mocap rigs.
  14. @manyarms might be the refraction causing it... although i have made toon glass with refraction before, and i didn't have those issues. if you want you can send me a link to the file and i'll take a look....
  15. you can do it in hierarchy mode. best practice here is to make parent nulls for your controllers, and just include those parent nulls in your pose morph. that way you will be able to still move ALL your controllers after you've set up your poses.
  16. noseman is making a tutorial about the general technique for cineversity. don't know how much he's going to cover though.
  17. i've been recently experimenting a lot with cartoon sfx setups like water, fire, smoke, explosions and so on purely with mograph, fields and volumes. no particles, no plugins. most fun i've had in a while, also i'm quite impressed what can be done with just the on-board tools. just wanted so share those here too, since people seem to like them a lot on twitter, hope you'll like them as well. https://twitter.com/everfreshdesign
  18. i missed that one, have to give it a spin... thanks for that
  19. it was a private conversation between friends, so if he would think it's bad he would have told me. there was absolutely no reason to sweet talk things. and again, i agree with the post above, if you apply a few "tricks", scenes can be handled pretty well so there's actually decent performance (not saying that i don't wish it was faster)...
  20. completely agree with what joao said. i worked on a couple of projects with a TD from holland, he rigs in maya, max, houdini and also recently a bit c4d. and he actually likes c4ds rigging tools. in every app the tools have pros and cons, but i always find saying x is better than y problematic, since it depends on so many factors which is actually better for your specific needs and mindset. he doesn't use blender though, but blender also has its pitfalls. for a start there's no equivalent to xpresso to my knowledge (correct me if i'm wrong). all the relations between bones are defined through drivers, which get applied directly to the bones that get driven. i suppose that makes setting up complex rigs a bit confusing and hard to manage. haven't digged very deep into blenders rigging tools yet, so i might prove myself wrong at some point. also just because there's a good add-on which makes it very easy for a person knowing nothing about rigging to rig a character doesn't make it a great tool for rigging in general. not saying that it isn't, just saying that this fact is not an indicator.
  21. i don‘t know what you are doing, but if it takes 24 h to get to frame 100 you’re doing something wrong (i suppose you’re talking about preparation times, right?) i agree that deconstructing the rig presets is hard, but so is deconstructing any rig that was made by another person in any app. i would even say that similarly complex blender rigs are a bit harder to deconstruct, but maybe that’s just because i know c4d better. if you use the rig presets as they are there’s no need to deconstruct anything, and the process of installing a rig to your character is fairly easy. when i was starting with c4d it was one of the first things i tried, and i had a working rig within a couple of hours. regarding complexity: the advanced biped is quite complex, but the other ones are kept rather simple. while the viewport performance of character rigs in other apps like maya and blender is better than in c4d, it‘s not as drastic as you make it seem. also it‘s not true that no one uses c4d for character animation. in fact it’s getting more and more used for character animation, by studios like aixponza, blinkink, believe, nebula, just to name a few... which certainly doesn’t fit with your statement that it’s unusable. while the character tools in c4d certainly could use further improvement, they are not that bad at all. and as a c4d character artist it‘s actually great times, since there‘s high demand of c4d character riggers and animators and not that many people are doing it. right now there’s more jobs for character animation in c4d than there are for blender i‘d say, this might change though as more and more studios are picking up blender for their pipeline since 2.8 came out.
  22. agreed.^^ the c4d character object is as easy as it gets in rigging. the rig presets that ship with c4d are stable and provide enough functionality for a start. once you're comfortable and get a better understanding about rigging you can start building your own rigs, you can even set those up to work with the character object then, so it's just as easy to apply to a character as the presets that come with c4d.
  23. i agree, seems overkill to simulate any of this... just model the basic shape and then use the sculpt tools for the finer details like folds and seams.
  24. could be this issue? https://forums.cgsociety.org/t/critical-solved-itunes-update-breaks-c4dr16-20-macos/2054377
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