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Decade

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Decade last won the day on September 14

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About Decade

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    Decade

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  • First Name
    Graeme
  • Last Name
    McDougall
  • C4D Version
    R21
  • Location
    London

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  1. I mean props to David for coming on here to face the music. But MAXON must know that from a permanent licence holder's point of view - we don't care what you choose to call the product 'MSA' or 'Upgrade' - if future upgrades are going to cost the current non-MSA price then we've just been smacked with a 30-40% price increase alongside a very slim release. This year was the normal price via MSA. But R22 will need to be 'bloody spectacular' to persude me to part with the best part of £1000. The company I work for (with about 10 seats of Cinema) are seriously evaluating Blender - mostly not because of the change in license structure but because Cinema is visibly creaking round the edges (dies at moderate object count). To be honest, if Blender cost the same as Cinema, we would still be evaluating it, just on it's own merits. But the fact that at least the license costs are zero is just extra incentive. MAXON need to be seriously careful - they couldn't have chosen a worse moment for aggresively de-valuing their offer to their core customers.
  2. Here's a quick example file I made, maybe it's useful for your purposes: Robot Arm.c4d
  3. If you want a joint to rotate along one axis ONLY, the solution is an Up constraint WITHOUT an aim constraint. Get the axis right & it will rotate round just one axis towards the target object.
  4. Yes, you can go to the attribute manager's 'Mode' menu -> 'Configure Modes' & uncheck 'Tool'. Then you can go to Cinema 4D's main 'Window' menu & choose 'Attribute Manager'. Drag the 2nd Attribute managers swatch onto the first one to make them tabbed. Configure this 2nd attribute manager's 'mode' & uncheck everything except 'Tool'. Right click the tab of this 2nd attribute manager & choose 'Rename' & call it 'tools' - now you have a seperate tools manager & tool settings won't appear in the main one. Save your layout. Alternatively, with the object's attributes visible in the attribute manager, click the '+' icon in the manager's top right corner - It will create a 2nd attribute manager locked to the object's attributes, which you can then dock somewhere. This is more of a temporary solution, to keep the attributes handy while you work on something.
  5. You'll find it in 'Character' -> 'Manager', it's designed for this sort of thing.
  6. This should be what you're after:
  7. Thanks Vozzz, The rest of these creature sculpts are up on my Behance portfolio: https://www.behance.net/Graeme_McD
  8. Been a while since I did one of these - Modelling & sculpting a mix of Cinema 4D & ZBrush, render in Octane, plants from Forester.
  9. The best way is to make morph targets for the eye deformation & drive them with your eye controller. So make targets that distend the shape of each eye left and right & tie them into the movement of your eye controller. The up & down should be driving your eyelid morphs/ bones, such that the eyelid maintains it position relative to the top of the iris as much as possible. You will need to do some Xpresso to allow the animator to offset the lid on top of this ie the value from your eye controller & the values from your sliders should be determining your overall lid height.
  10. Exactly that, I was talking about the Character object templates. So it's a custom rig, good work. It's a rule I have learned that it's almost impossible to make a rig that is completely bug-free until you or someone else has put it through it's paces with a test animation or two. It's just part of the process, you always find something to improve or fix.
  11. What a cool idea for a thread ! Liking your work.
  12. Hey Fastbee, it's not a plugin for sale, I'm just using Python & standard C4D features. The basics are that I'm using the Interaction tag with python scripting in the 'scripting' tab to drive a wide array of pose morphs. The drag areas are defined by polygon selection tags - the interaction tag is designed to be triggered this way. Then you are defining which morphs are driven how much by what direction of mousedrag from these areas. The interaction tag provides specific python hooks for these kind of things. I have seen a tutorial kicking about for driving the interaction tag via Xpresso instead but I can't find it right now. In this case, I found it was actually easier to use Python for me & it completely side-stepped the complications of priority issues with Xpresso in a complex (ish) rig. You can also make the drag-zones explicitly visible by using duplicate non-renderable geo with a different material applied.
  13. I'm a Cinema 4D Rigger but unless you're a company, I'm probably too expensive. You go by their reel really, like you would for an animator or a lighter. If someone does a lot of rigging, they will have at least part of a reel dedicated to showing off their rigs. You could also ask them for a sample rig from a previous project so you can have a play, or a sceencap of them demoing one of their rigs, They're not obliged to share these things of course and might be too busy to supply them but no harm in asking politely. Here's a link to my showreel, for example: https://graeme-m.myportfolio.com/ Most artists will have something similar. It depends how much your budget is. If you're not offering an industry day-rate, then you're going to be getting hobbyists & students - some of whom are good but you can't be too demanding. If you're paying proper day rates, you can be pretty demanding about quality.
  14. No worries, you're right about the possibilities - you could have for example 4 events on the same slider - some kind of complex mechanical unfolding of different parts for example.
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