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Everything posted by RobertL

  1. So I'm used to auto key being on all the time, however with the more clever filtering to only affect tracks that already have keyframes. Is there something like that in C4D? And another question, is it possible to tell C4D to not do bezier keys all the time. So for example I set my camera animation to linear keys, but when ever I change a key it is again a bezier.
  2. I think of selling my R19-R21 Studio MSA with X-particle (license will run till Oktober next year.) and Forester plugins. I even got V-Ray License for that, but not sure if that can be sold. All license will run till Oktober next year. The R21 is permanent. Anyone interested please drop me a suggestion price. Please if you could also inform me if there is anything to think about license transfer, I have no info about that. But the plugins are now bound to the license ID.
  3. Ok, I have all the information I need. My guessing goes toward MAXON getting sold to Adobe next year. So that would also explain running out of MSA. The discount they giving you is a joke. As it means the last version running permanent will be R20, and that means that all the plugins might not work right (change of license model), so R19 is where you can stay save. Anyway. For me its a clear signal to stop investing into C4D. If I want to get newer builds in the future, I always can jump into subscription, but then it will be forever. A freelancer that has changing project can't offer to pay for software that is not needed constantly. So subscription is fine, if its on a monthly rate, which might come. But even so it might be all in a Adobe package, and thats what scares me off. Case close, anyone wants to buy a license?
  4. Anyone heard of what special discount you get if you had a full MSA? I got no message from MAXON yet. Just the pay again for MSA full price. PS: I don't think Blender is ready yet to replace C4D.
  5. I need to have more than one motion tracker in my scene, so when setting up a second motion tracker and pointing it to my footage, the footage doesn't show up in the viewport.. funny enough it can be tracked, but its invisible. Reason? PS: tried 'create background item', didn't worked If I delete all other motion trackers it works. But that's not what I want.
  6. Damn, you are right. I haven seen that as its just 10% jump. I'm used to even lower steps. Like 1%, Where can I change that?
  7. I need to to do minor adjustments to matching camera. Values like millimeters or angles of +/-.01. Now this is hard in viewport and I really want to do that under coordinates anyway. However if I scroll the input field up and down I always get the same offset, which is too big. Default is 1 cm or 1°. In other application you can do various actions here, like pressing a modifier key to get lower values when scrolling up/down. But I can't find a way in C4D ? I really don't want to change scene size or the overall settings just for doing a bit of fine tuning so.
  8. Worked perfect. Old license detected and renewed. The only plugin working is x-particles and Redshift. Hope other follow fast.
  9. That statistic has two down points. 1. Its only C4D, no other software. 2. Companies are not in the list, so they are the major owner of licenses. I see the scepsis affect a lot people way over all applications. There are hypes and there are the negativity over subscription. Most Maya users I know get into very bad mood over updates, but then they pay on anyway. Do anyone like that V-Ray is subscription? I guess not more then 5%, but still they pay. So if 64% don't want to upgrade, then they truly hope to change something, before they upgrade. Its all about the money and as long as your job is running things are ok. I just think for freelancers times getting way harder, but that also reflect the overall economic crisis that just started. Keep in mind, that companies like Autodesk and MAXON lost a lot money, because more and more production went into countries with little to no respect for software costs. I know huge companies in India that have 100 artist doing post production in Nuke and the whole company own exactly 1 License. They think that's fair, as they live in a poor country. So when you start to learn Blender, know that your competitor in South Asia, owns what ever software, incl. all plugin and resource for free. You can't win here. In the end we can only live in markets where the artist is a high talent single and here the motion artist, is really ahead. So, I'm back in R21 now.
  10. Subscription is the pest of modern times. Else I keep both Modo and C4D in my workflow. In Modo I can edit meshes and shade like 20 times faster the C4D. The workflow with instances and group is much smoother and free of problems. C4D does so many things wrong here. However when rigging and deforming or doing FX C4D is way ahead of Modo. Its kind of sad that none of the two tools are complete for my work. To much CAD to much modeling and C4D is out of the game. In Modo I just stopped to use deformers, except spline deformer (which is better but different then in C4D). I wish both tools could work stronger together. C4D is really bad with FBX sometimes and there is no way yet to get shaders and render settings across platforms (except 3dsmax to Modo using V-Ray). I can hear the whole price discussion along Blender anymore. You can buy a fast GPU machine? Spend a few thousands and then work with Blender. That sounds greedy. In Blender you will invest a lot money into add-ons to do some of the basic stuff you get free in other apps. After buying a dutzend of them, you might realize Blender is not free. So, the professional level is alway money intensive, only it sucks that you need to spend money to keep a software, instead of just own it.
  11. The thing with subscription, the true problem, it only works for a limit time. Then the user who can‘t pay or don‘t want drop off for another software. Hard to get them back. AD us facing that problem right now and tries to avoid it with the low price for individuals (like Houdini). Downpoint in Houdini is the special file format that makes many resources unavailable. So, AD might get back a few switchers, but they ignore the causal users. The ones that work for passion or the ones that uses a software just rarely in a company. The model is all for short term cash flow.
  12. After a whole year I thank every day I have to model or uv that I don’t have to use C4D for that. I use it for the rest, but the workflow in C4D is so for away from productive. Pardon, just my thoughts. Maybe in R21 they realize the mess and remove selection tags from being such a pain the as. Or have something like copy paste polygons.
  13. I'm still fighting my way with instances, have to say: MAXON please rethink your workflow. But, maybe I'm just to stupid. What I want: Select the reference of instances, then select all the instances and move them to a group or merge them etc. Simple organize my scene. 1. Selecting all works with scripts, done. 2. Convert render instances to mesh: Strange but for that you first need to convert them to Instance, then do the conversion. Not logical, but maybe they hate us. 3. Convert instances to editable. Works. But each instance is moved to a group. So I need to select all former instances again to merge them. Thats really painful. 4. Moving instances in your scene (like in a new group). Somehow C4D always moves them when grouping. I want to have them remain in place. It works when unparenting, but not with parenting. Stuck here! This stuff I do all the time in other software without even asking once, so I'm a bit desperate, and already installed a bunch of scripts, still I'm far from production ready workflow. I normally just pick the reference of instances, and parent all instances under nice, to easily find them later. Not working in C4D. Also a simple merge selected only work on mesh, not instances, its getting painful. Hope someone has the same problem and helps.
  14. I have script here, that selet all Instances of a Mesh Object. However it does not work on render instances. Anyone knows how to do that? Also when deleting an Object that has Instances the Instances don't get deleted but are just broken Instances. Is there a function that does not only delete an object, but also its Instances?
  15. Every paper getting lit from behind should show it on the front side.
  16. Never mask refractive materials. The label need a front and backside. So it should be an own geometry with a shader that does separate this. Also translucence is important on that label. There are many examples for leaves. Redshift shading is a bit different to other render, but you can do everything and its really fun.
  17. Yeah it looks like this is the cold revenge of the mapping per shader nonsense. It did hold me back on C4D the last 9 years. I really hope to reach the developer to tell them to drop there, layer some shaders workflow. Some other C4D users pointed out: thats where RizemUV is for. And yes thats indeed the only good solution. You need UVs. Because then I'm also able to use the same UV channel across object using the identical shader. So in order to get that: First create a box with size of the projection. Then select all objects, incl. the proportion box. And then choose UV projection, name for the UV and option all selection objects. To be fair that workflow I often used in the past in different software package, to avoid any offsets through moved objects (world coordinates agains locals, can be tricky to handle). At least it's possible, that the most important thing right now. But I would love to have projection gizmos for extra textures. PS: Yes camera projection exists too. Its doing a good job, but its not really the correct thing here. First off, how to deal with multiple textures? (Just had to place 20 on one object!!!) Second you have no control of the true size of texture. So if its 1m x 1,22 m its get trick to handle, etc. Lets hope R21 finally comes with a rework of UV tools...
  18. Is it possible to have the texture projection on an object based on another one. For example instead of adjust the texture size of a flat projection per object, I want to define one square and then use it on multiple Objects. Like texture gizmo, or projection in other applications. I'm not sure how this would work. At best I would simple create a null with rectangle size and use it to project a texture in one shader too all objects its applied.
  19. I'm not sure how to achive that. I used a shader for that in a different software, that generated a gradient based on all connected surfaces in mesh. Ideal to shade variation of leaves (leaves more then one polygon) in a tree. So I guess in C4D that needs something like vertex colors, or? Well then how to get that done.
  20. I have some import items that I need further and because I don't want to change the scale in every modifier I want them to be truly scaled to the value I want. Its 1% on all values. Now, C4D seems to have a zero value function (with the untrue freeze) but not a way to really freeze scale. So if you for example use cloner, the object will be back to its original scale. The only work around I found is actually merging the object with another empty polygon. SOLVED: I leave that here for others: There is a command: Mesh/Commands/Reset Scale.. However you need to check the option wheel and choose 'compensate points'. That was a hard one to find.
  21. Hi thanks, the Material exchange did a good job. Never the less I ended up with many duplicated materials. I know sometimes this has to do with what to find in the tag applied. (UV and Tiling setting) but they where all identical. So I would say, this is not solved at all. The delete duplicate function did not work correctly. Any hint on why?
  22. I couldn’t find a function in C4D that removes duplicate material, meaning materials with he same name. I don’t really want to do that one by one manual as I have to many. Also is there a way to tell C4D on import or merge to replace the import materials with the ones already in the scene? If there is script or plugin no matter. I need it.
  23. Ok, it works like that. If the Shader was applied as UV-Textured, then C4D unify the mesh without creating individual shaders, but if its set to anything else (default spherical) then it creates one tag per merged object. Well, I totally ignore the shader tag attributes, as I'm not dealing with C4D concept, which I find terrible old school by the way. To good I don't need that in Redshift. So I need to work through thousand imported objects quickly. Unify them, merge them, organize them. If I got more then 15 min. for that I could think about deleting double tags, but I don't have that amount of time. So I need a plugin or script to clean that mess up. Yeah, the whole thing has to do with the fact that C4D puts the mapping of a shader into a tag. Instead of putting the mapping to the shader, texture, etc. Like it is in all other software packages. Thats for me like ruining agains a wall. To me thats the most - sorry but - stupid part of shading in C4D. And you see how many problems it causes later on. I wasn't even aware of that as I use only plugin renders, that don't do it that way. So in theory 30 materials could all be applied different. But then again, why not checking that on merging? Here developers missed to do that or user feedback didn't came into. Speaking to C4D users here I hear a lot the word 'stupid'. I shouldn't use it here, but I only reflect that. Not a power user myself, I have to switch to much between different software and I often wonder why thinks done so complicated or different in every software package... but thats a different story. In the end, call me stupid if I didn't got it.. no problem with that. Anyway, if someone knows some clever scripts that clean up scenes and tags I'm happy to here. And if a developer listen: Add true material tags, and skip selection tagging and I will call it the clever way. :-)
  24. Ah I was wrong on CAD import (I had FBX before) all instances are set to render instance. Creating a problem when trying to collapse them, the 'c' make editable not working on render instances. Can't see a reason why. First need to set them to instances. Do developers never think in the way users do? I have to create my a script: 1. Select an item. 2. If I item is instance then select the source. 3. Select all instance of source object. 4. convert them to instance 5. make them editable. 6. add source to selection 7. connect delete all objects, so you have only one.
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