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FLima last won the day on December 13 2019

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About FLima

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    Cafe Ronin

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    São Paulo - Brazil
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    2 GTX 1080

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  1. Hello my friend! So, I believe your problem could be solved by using the tag "sketch render", found inside the render submenu on the Object Manager. (it is the tag closer to the "cube.1", not the sketch tag. Then inside its settings, uncheck "Allow Shading" and there, the transparency or alpha channel from the object will be respected, giving you just the outlines of what you need.. and maybe, in this case (since you made a drawing with lines and imported as texture inside C4D) , you can uncheck "Allow Lines" as well. Let me know if it works.
  2. Wacom is definitely the more useful and perfect way to navigate through scenes, and do everything you need in a computer, replacing the mouse entirely as soon as you get the hang of it. With that said, if you have a mac computer, I would suggest keeping the ipad pro and the apple pencil as well. For navigation and everything else, wacom is the best, but to make drawings on the computer directly from outside, nothing beats Ipad Pro and Apple Pencil. Of course, the sidecar thing from apple is horrible at the moment, but there is an app called Astropad, that basically turns your ipad pro into a Wacom Cintiq, transferring the computer screen directly to the ipad. I used it many times during tough productions, and the astropad has always been a brilliant app for that!
  3. Nah, I do my own rigs inside c4d. Even jf they are usually basic most of the time.. but yeah, sometimes a well functioning rig just “explodes” when I add a new keyframe element will try to replicate step by step and see what is happening
  4. Yeah, thanks for the headsup. I ran into other bugs as well, but I cant replicate them the same way. one thing that happened with my post above, is that, when I added new keyframe to an already made motion clip, first time things worked perfectil.. but the second time, the whole mesh was destroyed, pushed apart beyond recognition.... I have no idea what happened there... It is a bit of a confusing system, and I can see a lot of potential, but yeah.. I need to do more tests with it before I implement this into production..
  5. Hello Dan (and everybody who is struggling a bit with the same issue I had) I think I discovered a very, very nice solution to my problem. I am not sure if this is only on version R21 of C4D (I will check later on my R18 perpetual license later on) But I realised after I removed the keyframes when creating a new motion clip, a new timeline appears on top of my main character animation, folded, with the name of the motion clip I just created (in this case, Walk Cycle)... when opening, I can see the entire embbed animation from the motion clip in there (the same as accessing Dope Sheet from the motion clip timeline) so you can do your fine adjustments there. So far, nothing new... but of course, you can adjust the settings over there, so there is not really a need to convert the motion clip back to keyframes, since it is already easily accessible from there. But.. when you decide to add a new keyframe element (for instance, rotation on X axis, but you forgot to make a keyframe for that when creating the motion clip. you can leave your motion clip on as a reference for the new keyframe, or not, and animate on your main character on its own timeline (this will be the only animated bit since everything else was taken inside the motion clip): And after you are done, you can simply drag this new animated element inside the motion clip timeline! The new motion clip will automatically contain this new animation setting, in a very non-destructive manner!! of course, if you animated LEFT_FEET rotation on X axis, you drag it inside the "WalkCycle" motion clip LEFT_FEET rotation tab as well.. but if you want, you can drag it anywhere you want, pelvis, etc.. and it will still work! This is just amazing!! Next level stuff. This will definitely help me a lot with my character animation productions from now on. Being able to keep snippets of my animations, adding things here and there and keeping it overwall, being able to match animations,etc.. damn.. I have no idea the level of programming magic that goes into this! But I am so happy this exists on C4D Thanks again Dan!
  6. Hello Dan! I am absolutely grateful for you taking the time to explain this! I had no idea about the difference between animation layer/motion clip, etc.. for me, it was all part of the same thing somehow. But thanks to you, now I know the key difference! I will go through this tests before I get on with the animation process (I am doing a personal short film at the moment, with 3 characters, etc... ) so this will definitely save me a lot of time, I can already tell. And I will say it, thanks to your amazing tutorial on youtube, I learned so much more about Motion Clips... an aspect from C4D that i never used for about 12 years I work with the software. It takes the highest amount of care and dedication to make a 1 hour tutorial and post it on youtube. Thanks you so much for your amazing dedication Dan. And I hope you recover very soon from your illness, and be 100% fine very soon!
  7. I am wondering if anyone here uses motion clips constantly, and has developed a proper pipeline for character animation? I am struggling to implement this on my daily work, even though it is super attractive at first. Keeping basic pre-animated loops/sequences in clips, and being able to integrate/blend them independently. My main problem is.. what is the proper pipeline for this? I've noticed you cant add new keyframes to an already made motion clip (like, adding a rotation keyframe to an object that only had position animated) and when you try to convert the motion clip back to keyframes, it is basically unusable, one keyframe for each frame, making it impossible to edit back like in the beginning... So, should I create several copies of the same character before I create one motion clip? I saw the nice tutorial from the C4D user Retro (Dan) and it was amazing! But I am still lost at this part, how to make non-destructive work, that I could adjust back as I need. Thanks in advance!
  8. It is very good to get an inside perspective of the software, from someone who is more experienced with it than me! Thank you Yeah, I can see that these modes are a bit weird to be honest... but I do like the idea of being able to move the bones of the armature in edit mode sometimes (and even changing their type! Like bendy bones!!) and it doesnt mess up the whole rig.. For some weird reason, I feel that the weight paint and bone structure is more effective in here than in C4D. But I might be wrong? But I really, really love C4D's object manager... It feels so more intuitive and well.. mograph But I think, having a different option is always good for some specific things.
  9. Thanks!! Unfortunately, since the show is quite new, and they will be doing the official opening now in Montréal, I dont have access to full footages yet. There is one making of video that shows some of the acts I worked on And there is... well.. a filmed footage.. of a guy that filmed vertical... and screams sometimes in horrible exposure hehe!! But you can see an entire act I worked on (starts at 8:00).. but yeah, not good quality, be warned
  10. Hello all wanted to share this project I did in August/September for Cirque du Soleil's new show, Axel. I used cel shading for everything, with linked materials via expresso (to copy the cel shader's settings to all the other materials) And well, lots of mograph hehe I still had only the R18 license, so a lot of things would've been MUCH simpler with R21's capabilities of having different falloff in single mograph effects. But it was a cool experience regardless. For the final render, since I wanted to give it a videogame/pixel art look. I removed all the anti-alias from the standard render, and rendered a tiny image of 288x145 and stretched inside After Effects without anti-alias. It was literaly the fastest post-production process thanks to this neat little trick when working with pixelated style Let me know if you have any questions on how to achieve similar effects, nice combination and workflow with cel shader for production, etc.
  11. omg.....! Thank you Bentraje! I had no idea haha! Wonder how it is to work on this way!
  12. Hello Robert! I did a quick test with 3 characters I've created from scratch yesterday, they are similar rigs (not super complex) but there are 3 different armatures. And the viewport had no problem at all. Note that I am using eevee and a custom toon shading, so not sure that would make it faster, but the viewport had no slowdown. One thing to note is that, it is a bit clunky the animation process. Having to switch from armatures to start animating them on pose mode, and not being able to animate 3 characters simultaneously withouh having to enter in their own pose mode. So yeah, there is another limitation, compared to C4D, which lets you animate everything, multiple characters at the same time. Blender feels really good for UV, texture painting and for me, the possibility to have a big control with unrealistic renders and instant preview of what I am working on (which Cinema 4D lacks completely) but it is not a perfect software... it has its own weird limitations, like these multiple armatures animation process, which is a bit weird.
  13. That is interesting... havent tested yet. Will test it during this week and I will let you know!
  14. Ok, not to end on a negative note with C4D... Blender doesnt have dynamic IK for bones haha And it is so muuuch simpler in C4D! If you try to find tutorials on how to make bones behave dynamically in Blender, tutorials are around 20-40 minutes, and there is a reason for that. It is such a combersome process... So yeah, not everything is perfect with Blender.
  15. I've been playing with Blender since the announcement that C4D would start on the subscription model... and even though, initially it was a major pain to figure out even the basic things (navigating through a scene, scaling, rotating, etc..) suddenly it all became natural and intuitive. I think this is not a "perfect software" and "wow, it is so much better than C4D" but for at least the things I need, toon shading instant preview, great workflow on grouping shaders and using them as reference to other materials without any problem, modelling, and all the symmetry options.. indeed, it feels like a breath of fresh air. I decided to pay for the C4D new license of r21 for one year, since I depend on the software to work (I still have my r18 license) and I thought it would be a major jump, specially with character animation (which is my main job as a freelancer) and to be honest, it was disappointing... bone glow is a bit of an improvement, but the mirroring of weights, and a lot of things are still super clumky and same as the previous versions. I started playing with rigging inside Blender, and it was just.. so.. mindblowing. Being able to add new polygons or remove them on an already rigged character without destroying the whole thing... fine tuning the weight painting and already having it perfectly mirrored and normalized on the other side without extra clicks.. and, by accident, I also discovered I had rigged a character with the mirror modifier still applied on, and it still worked perfectly!! Just half of the polygons, and completely rigged, left arm and right arm working independently, and even after applying the modifier, all the weight were applied intuitively. And, most important of all, the transfer weight system, in case you want to include a t-shirt on your already rigged character.. it just works!! the weight is transfered perfectly even if the t-shirt has more or less polygons in the same areas. Feels like witchcraft! C4D's VAMP is not helpful on that area at all.. it works nicely for some of the things, pose morphs, etc.. but for transfering weights, at least for me, is 1 out of 10 chances to work. I love C4D, and I dont think I will be one of the guys saying "Goodbye C4D forever!!" I am super thankful that this was one of the easiest 3D softwares to get into back in the day, and how intuitive (much more than Blender) to start making things. The object manager from C4D, the hierarchy and etc, feels so much better, and I will still be using it for a long time, specially when it comes to mograph (which, let's agree, it is one of the best features ever). But I wont be renewing my license next year. I will stay with my R18 old license. And I know this is a big software, that is super difficult to do a major overhaul with features. But I dont know.. I felt that, with the new subscription model, things would be improved at a faster rate. Like a much better character animation system, not just mixamo premade integrations or the premade character rigs... I want to be able to work efficiently on my own custom rigs. Also we need, very badly, a much better Interactive Render Region. The current one we have.., with the refresh rate.. it is just, unusable, specially when working with cel shading. I am hopeful that C4D will catch up, and aware that the dev team has a giant task ahead. I think this competition will be good for everyone. It will help 3D companies to rethink and push boundaries when they see what Blender is offering, out of the box, at a zero cost.
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