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Everything posted by Rectro

  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
  16. The current offer would let the OP upgrade from a very old version to studio r20, it pays off to get as a old version as you can get within the rules of that offer but I do wonder at how low of a version MAXON would even do a licence transfer? Dan
  17. When having both Modo and C4D at hand your have all you need. For each program there is a set of good and not so good areas and in the case of these two apps this is how I compare them and why I got C4D in the first place, Il try to keep this short as possible. I originally came from Hexagon made by DAZ3D. It was a modeller and nothing more, but its dam fast. I was a beta tester for DAZ3D at the time and it was going to be further developed but that didn't happen. I got MODO at a huge discount price soon after. As I mainly like to model organics I found right away that MODO felt more suited to Hard Surface modelling and that it often made me take many steps to perform what I would perform in Hexagon in 1 or 2. I thought Id get over this but I never did, it felt so mechanical to work in MODO hence why I felt for Hard Surface its perfect, still I kept with it for some years. As time went on it got some awesome updates but that came at a cost of being very crash prone and a pattern also started to emerge. The preview demo videos showed features that sold me the updates prior to their release, but in use these features felt barely out of beta, and felt like it was made to make you work hard to get half decent results, in other words not very intuitive and very limited. Now time is going by and each year I hope for some crucial features, ones that work out the box so to speak. Hair, Skin, Rigging, and NLA. Hair came but it was so slow and awkward to use, and the render times where insane to say the least. The skin shader came, I was happy to get this but needed that hair system to get a update like its sculpting tools and texturing which where at the time very slow too but that didn't happen, instead the feature set just got less and less appealing each year and still no rigging or NLA. Then the ACS kit came out and I jumped on it, that was a sure way into getting my character rigged, but without Non Linear Animation I wont be making any short animations, at best id be making a asset to be animated in other packages or just pose a character with very bad looking hair. Looking over the fence at Maya I felt tempted to just jump ship but the cost was way too much for a perpetual licence and they had a limited time to get such a licence, then they had you over a barrel for maintenance. I had looked at C4D many, many times for years but the costs and lack of three things stopped me moving onto it. 1: No dedicated skin shader like in Modo, 2: No Auto rigging, and 3: No IPR. I kept coming back with my obsession on skin asking for any updates but the examples shown where not much past Carrara or poser which was certainly not where I was heading. In the end when it got to around C4D r16 till I took another look at C4D and decided to give the demo a very good go over. Within one day I felt like I was home. It was missing some very important things compared to Modo yet I still felt more compelled to stay in C4D from only one week of a demo than years in MODO because to me it felt too clinical to doing things. I looked into the possibilities and decided that C4D is as close I will ever get to Maya which really Maya was more ideal for a team in a studio than a freelancer. So what made me jump from Modo to C4D in such a short time of trying it out? Simplicity, flexibility, stability, expandability, fair licence options including the ability to buy and sell and used licence and having perpetual options. The hair system in C4D was just in a league of its own compared to MODO in every single way including the sheer speed of how it can render it. The Character tool is great in most ways other than Mocap retargeting. Thats the good stuff, here is the downfalls. Very old school method of modeling in symmetry still a pain in the neck to this day, the action centres in MODO which I got used to where just gone, very limited in this area, and no macro which I used allot to make my own tools in MODO. The skin is only good for Cartoon, and there is no IPR, the MODO render engine compared is faster in many cases and with the IPR the iterations where much less. I did however have the opportunity to get Vray, and that for me was a game changer. A few plugins and it was almost complete. I find C4D much more welcoming, intuitive to use, and for organics feel right at home with it. Its sculpting tools where also much better than Modo to the point I use them in every single modelling session. I think C4D is heading in the right direction and that its the best solution for a freelance right now. Dan
  18. Hi Yes that tutorial is a nice one, I havent got it myself but I too came from Modo and can tell you that what he does in that tutorial you can do in C4D but your be in the same position I was in when I came to C4D in that you have access to MODO good Uv tools. C4D can make a character like that with ease only if you have Studio your have access to a much better hair system and Character rigging tool set that comes with C4D studio native. I have Modo ACS Kit 2, thats also a nice rigging tool set. You can get the principles of what you learnt from MODO and bring over to C4D. As I dont own the tutorial in question I cant compare the methods used but can say your get the results that you get in Modo and better if using C4D hair system. If you venture into trying to translate the tutorial into C4D then there is help on this cafe that can help. Do you own both Modo and C4D, how much experience do you have in C4D? When I came over from Modo to C4D I pretty much found all the modeling tools I needed but there are a few gotchas in C4D compared to Modo. If you own Modo and have complete this tutorial and got the desired results what is it that makes you wish to do the same thing in C4D? Dan
  19. Hi As you may have noticed you will have not found what your looking for and there is good reason for this. While Modeling, texturing, Uv mapping, sculpting, rigging, posing, rendering can all be done all in some 3D applications your find that a professional pipeline is normally using multiple applications this is one of the reason why you dont see such training as the tutor would have to assume the Student will also have that same combo of applications which will limit sales for such training. The second reason is its a massive job to undertake because each area you mentioned is a skill set within itself and takes days, weeks for each stage normally done by multiple artists within the whole pipeline. Your not talking about a tutorial here your talking about volumes. The next thing is character work is likely to be done mainly in Maya and even although some who use it dont like it they have no choice because the studio pipeline is built around that with many scripts built for it. For someone to take on such a huge job alone to make such a tutorial your most likely find it for Maya but even Maya users will use Mudbox, Zbrush, 3Dcoat, Marvelous Designer, Mari, Substance Painter/Designer, Unfold3D and your get different combos of these. I use C4D for modelling ,base sculpting, Rigging, posing, hair. Uv Mapping its hard to beat Unfold3D. Sculpting Zbrush, Clothing rather new to my pipline is Marvelous Designer, Texturing Substance painter, Zbrush and Photoshop. Rendering Vray or Redshift. If I was forced to teach the whole process all in C4D I would not enjoy the process as much as using my individual apps and the results would not be close to as refined, in fact I did just that for my first project in C4D. Now the good news is you can find this training but it will be as separate tutorials often made by different artists. You can learn these and bolt these skill sets together. Modelling will take some time to learn to get decent at it. You can learn from almost any 3d application for modelling as the tools or equivalent can be found in most 3d applications. Your naturally have to learn Uv mapping, that again needs practice and your modelling skills will make it easier for that process as you get better. Your find texturing tutorials mainly in Mari, Substance painter, Photoshop, but you can learn Bodypaint and get reasonable results depending what your aiming for, realistic or cartoon. Rigging, well if you dont want to get too deep into that then C4D Studio has its own character builder which you can use, or Mixamo online can rig for you, but if you intend to learn to rig too your have your work cut out for you if learning all them other skill sets also. As I dont know your current skill and experience level I cant assume where your coming from, but if your a total beginner you may well not realise just how huge of a job it is to create a character from scratch and do the Uv, texturing, sculpting, rigging, servicing, lighting, and rendering. There is allot to learn in them areas, years so if your a total beginner id start with just modelling alone. If you have experience in modelling but not character modeling then your half way there. On Cinivercity there is enough tutorials on there for you to get through most of what your after but some areas in C4D are not up to the industry individual apps out there that can do a better job such as Uv mapping, texturing, sculpting, but it is capable. Dan
  20. Maybe my inbox is full or the changes to site update has done somethng. Dan
  21. Hi You must use a Vray Material from the Vray material list. The two main ones are Advanced and Standard. When you load textures in a Vray material you should use a Advbitmap shader this will keep it compatible with DR and Vray including when you load a HDR map. You can use C4D procedurals within a Vray material but a C4D material wont render. Vray has a material convertor in the Vray bridge/commands menu this converts C4D materials to Vray compatible ones. As for making your own use either the Advanced material or Standard. Within these your find most attributes for most surfaces. There is some other special materials provided such as hair, and 3 different types of SSS materials, car paint, and displacement as well as a blend material. There are a few others too. If you do a google search for Vray4C4D materials your find material packs. If you need further help let me know, maybe I can make a quick start video for you. It sounds like your new to Vray4C4D yet Vray4C4D 3.6 is not for sale anymore, how did you end you end up getting Vray? Dan
  22. So from what I gather Pro render needs a beast of a card to get running decent speeds, and is a long way of to contend with the likes of Redshift? If that is a fair assessment then the next thing I would ask is how long has Pro render been in development for? Vray was significantly faster than Physical as a CPU renderer, Pro render is significantly slower than both compared cpu render engines with my GTX 780, while Redshift is by way faster than both render engines mentioned on my same GPU. Dan
  23. Is prorender in other apps faster than C4D own implementation at this stage, or is it the case that Prorender is just not optimized enough by AMD? Do you think it will ever be as fast as other GPU render engines such as Redshift? Dan
  24. As everfresh has said it would destroy too much which would be all down to point count or vertex count change. This is something that needs to thought about before rigging, before you even start modelling. Right at the beginning I decide what its intended outcome is to be used for. You can retain details and maps if you have already done the maps with the use of Zbrush. It has happened when Iv had a change in direction and wished to merged all parts down. I merge down a copy and make new Uvs that are broken. I bring both the original parts and the merged version and projected the parts colour info and displacement detail onto the merged version, then made new maps after a bit of clean up. Your pose morphs however will be lost, no way to project major deformations like eyes opening or mouth. Providing the character will have clothes on them parts for game would be covered at the seams, and for animation or movies either draped clothing sim or higher res clothing. You could I guess if your willing for the work make a merged down version for each pose morph baked into it as well as a non baked version and try to use the VAMP tool found in the character/managers menu but there would be a good few steps to do that which may not end well. Dan
  25. You could copy a strip of polygons where you intent to place the zip and project the details onto that. You will only need Subdivision on that strip at render time. Other way is as I said Bump with parallax. Dan



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