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jbatista last won the day on March 6 2018

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About jbatista

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    Cafe Ronin

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    Intel I7 5280k 6core 4.2ghz | 64GRam | Nvidia 1070Ti 8GB

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  1. Hi Thanks. I've joined this studio (glimpsevfx) recently (september 2019) and besides rigging and animation i'm also a generalist so i've to do a lot of stuff. The studio uses 3ds max + vray for rendering and ornatrix in this case for the grooming. I'm actually the only one that uses c4d over there and we are a team of 6 (2 artists in 3ds max, 1 in c4d, and 3 houdini artists). But because i know a little more of rigging and animation, i'm now in charge of that dpt. I believe that this project could have been done easily in c4d, even with native grooming, but since the other artists use other softs, we have to share a larger pippeline. We also rig in houdini but i believe we'll rely mostly in c4d for the next projects, since houdini is a pain to master and next to c4d it's not better (for animation). These are some of the projects we used c4d heavilly since i arrived. https://vimeo.com/391548633 https://vimeo.com/382435446 i also i've a reel with more stuff mostly done in c4d and (argh) 3ds max https://vimeo.com/user6050192 cheers
  2. i agree 100% with this statement and i want to add a litte more. Even if the tools in c4d seem outdated (and in many aspects they are) try to check some making ofs from big anmation studios. Most of the time they are using old versions of maya , some of them are like maya 2012 or similar. Of course they have TD's in their pipeline to solve and implement custom tools but the the core is always something that they rely on instead of the newest release. C4d sometimes behaves like houdini. We can try and mix diferent modules to enhance certain capabilities. That means that we have to create most of our solutions and there are no presets for this kind of stuff. I love to mix mograph in rigging. It's just amazing . But there are even more things that are really good: Pose Morph tools are super powerfull in the rigging process and really worth it to explore.
  3. Hey! Actually my technical references are pretty basic. i've watched some tutorials for maya, mostly about multiple joint chains in character limbs and such. From there i learned to replicate that in c4d but those were technical concepts since i've no intereset to work with maya. i've also checked some tutorials from cineversity but i found those a bit superficial. Cinema 4d has some interesting rigged human models you can find in the content browser, plus they added some cartoon models from Ace5 Studios that have a different type of rig, much simpler, and also a facial rig that is very cool to learn. I usually break that into components and do some revearse engineering. That's my way to work. For the bird i used this video from The Mill just for inspiration. It's just a breakdown so they cut out all tech parts. i also found something about the mechanics of wing feathers, but never related to rigging and absolutly nothing in c4d. The guys at the Mill made an incredible work and we tried to do our best. https://www.youtube.com/watch?v=tkagLUbs95Q In the end our bird was like this: http://glimpsevfx.com/portfolio/leroy-merlin-robin/
  4. Unfortunatly i also find very few tuts on this subject. Most of my rigging solutions are a translate from other softwares but with a lot of tweaking by my self. Also, most advanced stuff is difficult to find anywhere else. I can still find some stuff for human rigging but for other type of animals or creatures its almost impossible. I have already rigged a bird and that was crazy difficult because of the wing feathers . I found nothing usefull on that subject. I feel that if we want to create more advanced solutions we have to find ourselves the way to do it.
  5. Didn't know about that issue with those rigs. That problem should be reported (even if someone already did it) to MAXON. we can't afford to have broken tools instead of reliable ones.
  6. Hi There. This is a possible way. However, did you tried using a cloner for the book? With a few deformers and a nicely setup cloner, i think you can manage to create this effect very easily and cleaner. It might no be the most realistic but it works well. There are also a few other tuts about book rigging and other products like preset tools. https://giannilorusso.com/2015/02/16/realbook-preset-the-best-book-rig-for-c4d/ cheers
  7. Hey. I saw your file. In this case since you are using the sweep generator, you cant bake it's animation because the generator is constatly generating more and more geometry. The better way to "bake" this is through a conversion. In other words export an abc (alembic) file of your animation and it will behave as a bake. You can also make an OBJ sequence or use the Nitro 4d. Bake animation is used mainly to bake some deformers and PSR animations. In this case (generators) it might not work as expected.
  8. Cinema 4d has good tools for rigging. Besides 3ds max and a bit of maya i dont know much about other packages but i feel very confortable rigging in this one. Obvisously i would like some improvements in the skinning system, maybe a multi layer system for the weight painting and a better constraint system that wasn't much of a drag with priorities. Unfortunately i'm mainly a generalist and i only rig occasionally, so there are a lot of skills (including learning python) that i miss. However it's good to work in a system that have such potencial and it helps a lot professionals like me that are not fully dedicated to rigging. For example i watched some rigging maya tuts and i find that if your are not a python user, you don't go very far... Perhaphs blender is better, but like i said it before, don't know it very well. Another thing that i really like is that we can mix mograph tools with rigging tools and provide some cool effects, and i dont see this kind of interaction in other packages. Here's a an example of some of those rigs i've worked, and to show that c4d is a good tool to use. A lot of xpresso but no python at all. enjoy:
  9. Hi. For this kind of simple issue i would solve it in comp. So: 1 - Render your object with an id and a background. 2 - Render a background without object 3 - In comp use the object matte to separate it from the background. Then u can use the render of your background without shadow and comp it with opacity, as you like.
  10. Hi. My first guess is that your ram usage might be increasing due to the videos caching. There might be some solutions to solve that issue. 1. try to separate the render in blocks of 30 seconds . you can use takes to make it easier. that way, you avoid memory build up. 2. in the preferences try to alocate more ram into your picture viewer. it's a long shot but sometimes it also helps a little. 3. Check your video resolution. sometimes video formats have direct influence. jpeg sequences usually are fast but beware quicktimes, mp4, avi. 4. Have you tried rendering in Hardware render? Might result since it's gpu. cheers
  11. Sry everyone. My bad, my confusion. (by the way i do not work for MAXON). What i mean is perpetual can stil be upgraded even if msa is gone. That's what i meant to say, but choose bad words. So wat i really wanted to say is, if you have a Perpetual license and if you plan to use your software in a long term, i think is still worth the upgrade. sry again, poor choice of words. and by the way, if i was someone working for MAXON, i defininitly should be recomending you to go to subsciption, and also that S22 is a great release when in reality it is not, just to clear some confusion.
  12. I really think people shouldn't drop their MSA, or strike deals with MAXON just because they're releasing a subscription only update. In fact MSA's can be renewed after the release of R22 like always. For new users subscription is probably a more interesting option, but for old time users with MSA, things didnt change that much (probably prices). This S22 actually is more of a beta than a production ready version. It's filled with bugs and performance issues , so i don't recomend professionals to use it and to rely on it. Bugs like the sculpt system that is completly messed up (send an email to MAXON, and they are aware of it) and some bugs related to performance issues also. This version is nice to see some of the new features that will appear in the next R22 release, and hopefully with all the other bugs fixed. I used a trial version, checked the new features and now i'll wait for the september release. For me it's more important a stable and complete release than just a superficial one with stability problems. So for everyone with MSAs, just be a little more patient. Don't rush to convert your license type unless u prefer subscription model. Things didnt change that much, and in september we have a decent version to use.
  13. Windows has other options. It could either evolve to directx like 3ds max , or vulkan.
  14. Well, i hope when it comes to august during the R22 release (for everyone) they fix and correct some of these isues i mentioned before. I dont think its good pratice to replace old technology with some new tech that dont bring any significant improvement. I really like their uv update, but uvs for me it's just 5 to 4% of my total work in c4d, and looking to a crowded viewport is 90%. So i'm biased to say that i really prefer viewport performace, and not this. The sculpting module for instance, it's terrible! a simple sphere with 2mil and it almost doesnt work! what have they done? why it's so slow comparing to r21? I'm starting to like when they don't change nothing but keep the system running fine, to this... Right now i'm using the s22 trial since i'm on MSA. Perhaps it's a trial issue, but my guess it's not. If you know a way to report these bugs/issues to MAXON please tell me how to do it. i find this very frustrating.
  15. These numbers between versions are very weird. For an instance, i have an Intel i7 5280K at 4.2 (OC) 64 gigs RAM, Nvidia 1070 Ti 8gb + 970gtx (for gpu render aux) with latest drivers, plus 2 ssds to installation and cache . It's a decent machine, not brand new but i find weird that i have much better performance in other modules of r21 than in s22. Problems i found so far: i found that the new modelling core doesn't include the sculpt system. Somehow the sculpting in s22 it's very bad with +2milion pollygons. In r21 i can sculpt with 4million super smooth and sometimes in 8million with some laggy but still works. In s22 it's impossible. Right now i cant get more fps from this viewport than from r21. It's simply the same. Don't get me wrong, i was not complaining about r21 being slow, but now, advertising better performance i find that bad publicity. The system in s22 seems to work better with more objects. Yes, it handles 8000 clone cubes better than r21 but i tried 1000 cubes wich one with 1000 polys and s22 became sluggish. in fact became slower then r21 in timeline playback. it looks it cant handle heavy geo. only quantity. not good I found the un triangulate tool updates not that usefull. i triangulated a simple hexahedron, and it couldnt untriagulate it back decently. but i've might done something wrong in the process. It seems that this update was meant for mac users. bah I still not tried the uvs. i hope it works better. But so far i find these updates really messy. MAXON doesnt use to fail like this.
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