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Mike A

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Everything posted by Mike A

  1. Reading the length of that I'm pretty happy I've not been using R23 1.00000... "This update is highly recommended for all R23 users." Yes, I can see why...
  2. Very clever : ) I had no idea what was going on, but whenever I watch one of your videos it always leaves a smile on my face : )
  3. Generally speaking - yes. The key issue is the quality of that nurbs to poly conversion. If that's done by someone who doesn't understand the requirements of 3D rendering and you get handed a poly mesh - that can be a problem. You'll probably get a one-click default settings conversion. That can mean a mesh that's too low or too high in polygon resolution, has shading or other issues, and may simply be too complex to be worth the time / effort / cost to fix. On the other hand - you might get lucky and find it's perfectly 'render ready' : ) If the product has a rougher or more
  4. Yes, I watched that, and just did so again. Very sad to see. The one thing that really got me on both viewings was Ang Lee thanking everyone down to his dog - apart from the guys and girls who actually created most of the movie... I've not really been following the economics of the movie VFX business over the last few years. Has anything really changed?
  5. That was an interesting - and funny - story. A good read : ) One thing for the OP to note: working in 3D doesn't necessarily mean movie VFX - far from it. From everything I've read, including Dave's post above, working in VFX is just as 'bad' in terms of working expectations / conditions as working in advertising - if not more so. There are other niche areas for 3D - less popular, less glamorous, but maybe more viable as a long term career option: visualization for: architecture, scientific / medical, industrial, defence / military, etc. Realtime 3D for training an
  6. I'll give you a slightly different take on this... The best tool really depends on what you're aiming to do. The primary thing to understand is that there are two basic modelling technologies: NURBS / solid modelling - a curves and boolean based approach - or polygon mesh based modelling. C4D is of course the latter. It's quite easy to take a NURBS based model and convert it to polygons, albeit with limited control over the topology, but it's very very difficult to go from polygons back to NURBS. It's a bit like trying to 'unboil' an egg : ) NURBS modelling is the method used
  7. I'm not sure how you;d fix it in AE, but 'film offset' is essentially the same as 'lens shift' - as in a 'tilt and shift lens' - in real photography. That might at least give you something to Google...
  8. Thanks guys - Cerbera's grid, rather than linear mode best solved the issue. It was a more complex set up than described above, but the same principle. I still think it would be handy to have negative offset values available under Linear mode.
  9. A simple question for the cloner experts: I have a cube under a cloner. Linear mode, with a per-step x value offset - let's say 100cm. What I want is for the overall set of clones to remain centered on the cloner, no matter what the clone count is. Effectively if I have 10 clones, I want the offset value to be negative 5. If the clone count was 6 the offset to be negative 3.. etc. Seems strange to me that the 'offset' value can only be a positive - not negative. What's the simplest way to set this up?
  10. It's tempting to think the grass is always greener on the other side, so it's always interesting to read pros and cons like this. I've never used Max, but have thought about trying it more than once in the past as my work is much more 'visualisation' than 'mograph'.
  11. I have a .max format model I need to get into C4D. Is anyone able to help me out? Any assistance gratefully received.
  12. @hobbyistThanks - that's useful info and sounds like a sensible analysis from the Hardware Unboxed guy. I'm not a great Jayz fan - but that was the only video I'd previously seen on the issue! Moral of the story: don't always believe what you read on the interwebs : )
  13. @DasFrodo Ah, I didn't know that - I thought the capacitor type was the issue. Any reference to that uodated info? I'd like to read / view it. Total speculation on my part... But could they be covering this up a little? If it was the capacitor, then my guess is that replacing that physically would not be a simple swap - different pins etc, so would require redesign, new tooling etc = very expensive. Jayz did say, in that first video report, that this could be worked around using a driver update to reduce max boost clocks. So I wonder if 'its just a driver issue' might be an excuse?
  14. Looking a which partners used an expensive chip or two, and those who were the cheapskates might be an indication of their respective product quality in general - so perhaps useful info : )
  15. @contrafibbularities Thanks for the heads up on 'Primitive Sketch'. I managed to find a copy online - and have it up and running in R21 via the insydium Bridge plugin I would pay good money to have that further developed and maintained! Anyone in touch with the author?
  16. Keith, I'm going to sign off this thread - DECK is doing a great job : ) One final parting tip : ) Re your single guy above. Where should he be positioned vertically in the frame? As I think DECK mentioned previously, typically the camera will be at eye level to the subject - so lets presume that's the case here. Now imagine there is a clone of that guy in the distance - with his back right up against your backdrop. Let's say your virtual studio ceiling is at 2.5m. That guys eyeline would be around 2/3rds the way up the wall. And that's a great indication of where you tal
  17. This is much my preferred style of creation TBH. When I first came to C4D my all previous modelling softwares worked like this. I was quite shocked with C4D's limited 'drop it in the middile of the scene and move it' approach.
  18. Ah, a man with a similar level of athleticism to my own! : )
  19. ...to fully appreciate this : ) Some great character work. Rendered in Redshift. https://pintsizechat.com/episode-water/
  20. What Cerbera said: There are a number of ways you can do what you want with workplanes, but a good method - that works with primitives as well as poly objects is: Set a shortcut for "Locked workplane". Enable "Interactive workplane" - bottom icon menu, left hand tolbar. Now run your mouse over your object (don't click). Your workplane should change to match the normal of each poly. Lock workplane. Add your new object Unlock workplane To return to the standard workplane, select "Align workplane to Y" from the icon menu above.
  21. This should keep you busy : ) https://libraryofjuggling.com/

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