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woodstar

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  • First Name
    Michael
  • Last Name
    Wood
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    18 Studio

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  1. Because it's not a video file AE has no way of knowing what the frame rate is...Always remember to 'Hit Remember Interpretation' (Ctrl+Alt+C) then when you bring a sequence you can just right click > Apply Interpretation (Ctrl+Alt+V). Get's me still to this day.
  2. I don't actually get why people are jumping over to GPU when they only have 1 mid range Nvidia card with no plans to expand...CPU solutions are much more sophisticated and stable currently if your only going to roll with one singular piece of hardware, you probably won't see much but a marginal speed increase over the CPU. Saying that I did jump ship, got carried away and ended up with 2x 1080 hybrids and a new additional machine with 3x watercooled 1080tis...So I guess I took the plunge and yet I still want more speed Bottom line: You can add more GPUs to a system with most motherboards, but your pretty stuck with 1 CPU for most consumer grade mobos.
  3. I wanted to create 2 render presets which I use for every single project and noticed you can right click > Save Preset...However I added the same one twice and now I don't know how to delete it, or even clear the list so I can start again...It seems like once you 'Save Preset...' you cannot delete them? I'm talking about deleting the PRESET not the render settings at the side, they are easy to delete and rearrange. It would be nice to actually utilise this preset list but for projects and have starting presets for different render engines that I use or even quick access to test settings. Many thanks.
  4. Hi I have a simple xpresso setup on a null which simply just controls the grid size of the document (I know it's simple) BUT in order to use it you have to open up the document I made it in, otherwise xpresso unlinks the parameters. I just wondered if there was a way of turning this into a plugin like function where I could hit a button and it creates the object with the relevant xpresso linked to the current document. I would like to learn how to do things like this because I'm always trying to improve my workflow by creating 'rigs' or templates, but would love to take this to the next level. Would I have to go down the Python route or is there a simpler way? I did find this (http://www.mattrittman.com/how-to-create-macros-actions-in-cinema-4d) Which seems perfect but didn't work as it doesn't record the Xpresso part of the setup and is very limited in other areas. Would love some advice on how to achieve things like this, if there's any techniques or training you can point me to?
  5. Hi, I've always struggled with high poly modeling with sub-d, seems like a puzzle which is super time consuming and often times end up getting in a mess with support edges and having to go back on myself. Anyway I was watching this vid (Hes using blender) I know it's a pretty fast timelapse, but he seems to be getting away with alot in terms of mesh topology and he doesn't appear to be adding support edges, and the sub-d seems to be acting very nicely. Is this a Blender thing or am I missing something? Are there similar techniques/workflows for C4D?
  6. Man I feel like such an idiot for not noticing that, I have my interface pretty dark so I missed the arrow next to the blend..Thanks alot for pointing that out! I managed to get a much smoother result with the linear interpolation and playing about with the spline. I was hoping for a more long term solution as using the spline curve is good for adjusting setups with say 2 or max 3 but adjusting that spline to smooth out a bunch of cameras would be next to impossible right?
  7. Hi, I'm trying to get a smooth camera transition from quite a complex move and everything I've tried ends up with kinks or jumps in the animation. I wouldn't say I'm a noob at Cinema but have never had to pull off a move like this before, infact never worked on an ident so not needed extreme moves. I've tried so many different methods (some attached), my first instinct was to go with camera morph or multimorph and thought this was a nobrainer as I need to blend and move between different shots with the end goal of landing on the logo, then I would only have to control one fcurve tack of the blend. This attempt failed as the soft interpolation causes the path to detour in the opposite direction. So with that not working and deadline looming I ended up animating it with keyframes, but I had issues there too with the orientation, so I added target nulls which also needed to be animated. It just ended up messy setup which was too hard to handle, and not how I imagined the smooth transition. The move is similar to the transition in this ident at the end (HERE) I've attached 2 of my attempts, one is multi-morph and the other is more of a manual approach. Please if there are any tutorials, or a better technique than my supplied files I'd really appreciate hearing it! Frankenstein Camera Rig.c4d CameraMorphSetup.c4d
  8. Thanks alot for the replies! Thanks littlepony for the files I'll cross compare with mine, although I did try animating the radius of the clone and it was unable to morph to the new position if the cloner is animating. I want to traditionally animate the position of an object, follow it with a camera, for it to seamless join the cloner for a metaball..I know I could potentially do this with switching objects out but the really wanted to wrap my head around the pose morph as it would help me in future. By the way the point level is not important in this case, I only need PSR of the same object.
  9. I'm not sure if I understand pose morph, but in my experience it's been very glitchy. I'm trying to find ways of blending between positions of one animated object to another one smoothly..As soon as I begin animating the transition(frame 72) it jumps to the end of it's path. Seems only to work with static objects? I'm assuming it's probably a simple checkbox or something. Main reason why I'm posting is because I always think pose morph as a viable solution to break up my animations into separate objects for larger sequences. But the thing never works properly and I'm left trying figure out other options, so of course if there's another solution to what I'm trying to do then I'm all ears. R18 file attached. Thanks. MorphTest.c4d
  10. We've been using Octane for our animations and although its faster than most CPU renders, it's not much faster for interiors. It buckles when doing indoor scenes, I've got it down to a minute per frame but it's super grainy..We have 2x Pascal Titan X so I'm just not too happy with the render times, there's only so much you can do in post. Don't really get how a game engine can render at like 150fps at 4k but 1 awfull looking 720p frame takes a whole minute. Does Redshift offer decent render times for animation/interiors? Would love to get hold of a sample file to see what speeds I get before jumping into learning it.
  11. I have been playing around with alembic actually and learnt alot from this project that I will be stressing to the team in future...Can I just ask what are the difference between Alembic and xrefs? I feel like they are similar but what are the pros and cons of using one over the other? I wouldn't mind being able to offset the start of an animation within an alembic file, and currently can't see a way of doing that with either of the formats. I've just read up on this again, I believe I enabled this a while back after reading about AE integration with Cinema, thought nothing of it at the time but after reading it makes complete sense! It seems it embeds a polygonal version of the scene which could explain it. I will check this first thing in the morning when I get to work.
  12. Materials are minimal, infact I use mostly the same material across the room as it's quite a minimal room. Mograph caches are pretty non-existent as i've baked most of the stuff to keyframes...Even so 8gb is the size when I remove alot of the scenes so I'm not sure whats going on. What would generally be larger in file size the dynamic cache or baking to keyframes? Like I said I had this problem with r17 files previously, but thought they'd fixed a bug because when I opened a 10gb project file in r18 and saved it ended up saving out at around 20mb...No word a lie. I can't see how any agency would be able to work like this so there must be something abit abnormal going on.
  13. Hi guys, We are creating an animation as part of a team at our agency and I'm taking the elements and placing them in a final scene. There are 5 scenarios in a room some using dynamics. mograph and abit of keyframe animation...Although I've ended up baking most of the dynamic sims to keyframes to allow me to scrub the timeline. The project has been fine up to now but now I'm struggling to work as the files are getting ridiculously large in filesize, and it's not even a complex animation..One of them is around 18gb and takes about 20 minutes to save, so I've lost work a few times due to avoiding to save. I've gone through everyone's stuff and everything is fairly optimised, nothing screams out that it would cause large filesize and to be honest this animation is super simple mostly using primitive shapes. I've deleted everyone's models apart from the one the camera is currently on and we've actually had to render like this with no background elements due to the filesize. (See screenshot) So that scene in the screenshot is 9gb! Quarter of a million polygons for a 2 minute animation shouldn't be creating filesizes this big surely? Thought they'd fixed this with R18 but apparently not. I just wondered if I'm doing something wrong or if there's a way of avoiding being in this situation. Any help would be appreciated!

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