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Rectro

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Rectro last won the day on January 17

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About Rectro

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  • Website URL
    www.daniel-ripley.co.uk

Profile Information

  • First Name
    Dan
  • Last Name
    Ripley
  • C4D Ver
    R20.026 Studio
  • Location
    United Kingdom
  • Interests
    Fishing, sculpture, 3D art, Animation, Human Anatomy, Music Production

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  1. Iv made a quick video for you. It shows that the two animations between the walk and the walk to stop where not originally cuts from the same animation, so you need to prioritize the feet that need to match. Then overlapping will crossfade. As you have seen you can get a speed difference during the transition. To fix this cut the clip at the transition start and drag out the clip to speed up or slow it down, then your get it looking much smoother. The video will follow, it staking ages to render video for some reason but I will post it soon. Video will be live in about 10min Dan
  2. Il have a look tomorrow, its 2:50am here at the moment. Dan
  3. Il have a look tomorrow if Im well enough. It should be the case that you have your t pose mixamo character with keys added to root joints, then add to motion clip. Import other mixamo animations add these to motions clips, delete these rigs after clips made. Arrange the clips to walk with pixot object added to this, then add the stop animation. Make sure the stop animation has a pivot object added so that matches the position of where the last animation stopped, you can overlap them to match the foot position. Use ghosting if needed. Dan
  4. The best workflow for what you want to do is with Motion clips. Im surprised how my video seems to not get found on youtube, it take you through the whole lot in detail? If you open the details tab on youtube your see the chapter (Motion Clips) show you what you need to know. Just before this chapter your see mixamo basic set up. Dan
  5. Hi. You need to use motion clips which is C4D Non-Linear Animation system and is designed for doing just what your asking. In order to get one clip to start from the location of the last, you need to use Pivot objects. These objects give the object a unique animatable pivot so you can move the entire animation to start at a different position. To see this workflow I suggest you watch my in-depth video on this subject, your then be making your own short animations in no time. Chapters can be seen on the youtube channel. at 0:44:05 it shows pivot objects in use. Dan
  6. Wow! this is HUGE news. Although Im not doing CG at the moment I had to come on here and say a huge congrats to MAXON. This is a very smart and good move. I had purchased Redshift as a alternative to Vray due to its licence changes and think Redshift is by far the fastest render engine iv ever used even on old hardware. Things are look positive for MAXON more than ever and think MAXON are heading in a good direction. Dan
  7. Hi The instance from generate tab follows the hair and the hair in turn is controlled by the hair material. For any adjustment such as random length, direction and density (controlled via a map) it can all be done within the hair material where there are parameters that include variable adjustments. It's also a good idea to use multiple hair objects each having less hairs, but using a different seed and instance geometry. Dan
  8. Hi Im a avid Zbrush user since 2003, and no issues talking about pipeline tools in C4D forum we are a friendly bunch here. Workflow wise here is how you an go about it. 1: Model in C4D to get basic shape. 2: Make good quality Uvs 3: export Obj and bring it into Zbrush via the tools/import menu. Draw it out on the screen at press the T key to make sculpt ready. 4: On panel to the right scroll down and expand the text menu Morph Target, and press store. This will retain the original mesh prior subdividing it, very important. 5: Sub divide the mesh one level at a time Ctrl + D and if your planning to make larger volume changes dont sub divide up to more levels till you really need it, it avoids lumpy sculpting, but I guess in this case your just adding detail. 6: Make a layer, again from the right panel. This will let you store your sculpting layers in which you can control the intensity of each layer of even delete it. 7: For a quick displacement or normal map you can make these from the right panel by opening the text menus but first do the following Go to the morph target menu, go down to lowest level Shift + D key, then press switch morph target button. This restores the mesh to how it came in. Then you can produce the normal and displacement map. You can make the maps from any sub d level above the lowest to capture different levels of detail, level 1 is normaly the way you make them. In the Uv menu you choose the size of the map, again in the right panel. you can go upto 8k.. if you have painted colour, then the texture menu is for generating the colour map but for that you need to be in the highest sub d level. 8: Multimap exporter plugin is another way to export all maps, this is found in the plugin menu. Your best to click on the little radio button at the top which will dock that menu to the right or left panels for easy access. Expand the multi map exporter plugin and from there you have the options to generate the colour, displacement and normal map with all the settings needed from there in the options menu. This plugin is also where you make maps if your using a UDIM workflow. If you have any more questions feel free to ask, and if you need a more direct way to learn this I could make a quick video if Im up to it tomorrow. Dan
  9. Greyscalecorillia has a free intro course which takes you through all that, try that first. https://greyscalegorilla.com/intro-to-cinema-4d/ Dan
  10. What sort of thing are you doing in after effects, what kind of things would you like to add as 3d?
  11. Hi C4D is a 3d application that has many features and it is the case that it caters for many usages. You don't have the learn the entire program unless your a generalist, but even generalists seem to have one area in which they are particularly good at. At the heart of every 3d application is the modelling, so if you want somewhere to start its there, but it all comes down to what you want to get out of it, what was the reason you got C4D for? CMI FX has courses, cinivercity has plenty of training, and greyscalegorilla has some content. As to what path, that depends on what your end goal is? Mine was content making so the first thing I did was learn modelling. I found I liked organic modelling more, so I learnt sculpting. From just these two areas you need to know Modeling, Uv mapping, texturing, surfacing, lighting, the hair system. Now if you go character design route your also need to know some anatomy. That's just an example of how one discipline leads to another. As you have found its hard to learn even C4D if you have no goal or purpose. C4D is very easy to learn compared to other similar apps, you just need to follow why you got C4D in the first place. Dan
  12. Its down to the usage. how low you go is down to what you expect it to do, how close you get at render time and what its being made for. I would not go that low unless I was asked to make it for a low end phone app/game. As I mentioned before SDS tag will simply smooth the mesh, but its the cage mesh that the weighting get applied to and does not take into account how smooth it looks from the SDS tag. If I was to make a bird, even for personal stuff I would add enough loops to allow a dynamic set of wings using dynamic joints, maybe use a Random effector on it to flap them. I would make the beak separate as its of a different material surface to the body. I would not push the beak into the head but make the beak flush with where the face finishes as if the beak is more of a mask over the muzzle. You can rig that but it will have limited movement, and maybe if you need 100s of them all walking about at distance then yea stay that low. Dan
  13. Keyshot is without doubt a superb renderer and sits in its own place at the top when it comes to product shots. Its sheer simplicity and speed makes life easy, but comes at a huge cost. I cant see why you wouldn't get close results in C4D physical render, its just times with be significantly longer. As Fastbee said show us a render in C4D physical using same HDR map and scene set up. It you use a PBR material set up it should yield good results. If you own Keyshot already then stay with it, its a rather expensive render engine so why settle with C4D own engine after shedding that kind of money out? I have keyshot for Zbrush at much cheaper option and can run my work from C4D through Zbrush to Keyshot, its not too much hassle to get the results I want but as it happens Vray, or Redshift can do them kind of shots with ease too. Dan
  14. You have to try to find the sweet spot between the volume the low poly model holds and the final detail your aiming for. If the model is super low poly (as yours is) and you put it into a SDS tag it will shrink and hold no volume or be at the mercy of what the SDS smoothing does, if it does not have enough structure, then your need displacement maps to get back that volume, thats not the best way to go about it, try to get the model to hold its own volume as much as possible, then if needed make up the rest from displacement maps. Ideal would be when you add the SDS tag the silhouette looks how you intended, then you bake high surface details into a normal map for best performance and render times. This does assume you have a high poly version, maybe you dont? The tutorials your referring to are rigging tutorials, not modelling, this is why they start with the model done. Modeling low polygon is certainly the way to go but you can if needed have it set at one subdivision higher than what you have now if it means you can hold more silhouette volume and get enough loops in the places you need them as the rigging process only takes into account the lowest polygon base mesh not the SDS tag you put it in. The process is... 1: Model to hold its own volume with enough loops to articulate when animating. 2: Rig it, test it, and add and take away loops to make it deform better. 3: Make the best Uvs posible. 4: Sub divide the model higher to add sculpting detail if needed such as surface detail like skin, feather detail. 5: Bake the higher details into a displacement or normal map. 6 Add the low poly version to a SDS tag set it up for how you wish to see it in the view port and for render time. In this picture of a wolf I did a while back he was one sub d level lower than this, I subdivided it once to get to this point. Everfresh had pretty much covered it. Cinivercity is your route to rigging for C4D there is enough there to rig from beginning to end, but it sounds like character modelling may be worth a look at too. Dan
  15. That's a great offer a one off opportunity to own such a high end 3d app. Dan

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