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Showing content with the highest reputation on 03/24/2018 in Posts

  1. A bit late here, so here is my expected list for r20, and also my wish list. 1: Fully Modelling Symmetry, and Re-symmetry. Its a basic feature that all modelling applications have, and by now C4D should have it. A proper symmetry feature which is not a tag but a global switch that simply allows symmetrical modelling and tasks throughout C4D which also including Uv mapping, Painting, modelling. Along with this have a re-symmetry tool that works of the basis of both object space, world space, and vertex position. 2: Faster all round performance. Faster performance in the view port, especially for character animation with deformers, and frame rate to preview timing. Speed all over, the updated core should show this when the tool set is updated to use it. Hair to Hair, Hair to Surface are too slow for any use. The muscle system has no cache. 3: Dynamics refinement and updates. There are a few areas I see C4D struggle within the dynamics. Dynamic IK even with 100 iterations can still have errors when using collision surfaces. Hair to hair simulation would sort out the nasty intersecting hair when having multiple layers underneath each other. Self collision is a area that the muscle system has non, deformers such as jiggle needs to simulate self collision. Using a low collision radius value for hair guides causes odd behaviour at roots. Cloth is not very accurate. 4: Modelling tools. Quad fill, multiple edge selection bridge, do away with dissolve just use the back space key, and a simple cut n paste command to copy polygon selection from model to new mesh. This takes way to much time up to cut a selection from one model to a new mesh layer. Axis modeling from normal, local from selection of object, or another object, or multiple objects needs refining. A universal manipulator tool handle would save a great deal of time when using fast extrude so one could position, scale and rotate without changing tool handles. Macro recording and script saving would also make doing repetitive task over again much faster. 5: Fixes General fixes for tools that have been needing a fix for a long time as well as new tools introduced such as PSD morphs do not render, they only show in the viewport. OpenSub Div needs fixing. 6: Pro Render updates. Not as if Im interested in this as I use Vray, but I expect to see more of C4D core features work with Pro render such as hair, sss and major stability and speed improvements. I also think this is one area where a nodal system will be introduced. 7: Updated Expresso I think we will see some updates in this area. Im quite new to this area but have read many who do use it state how it needs a revamp. This is a powerfull area of C4D and would do well to work even better according to others. 8: Features I dont need. I expect there will be mostly features that I dont need as C4D is at its core a Mograph tool so expect to see most new things in this area. Thats what I expect, this is what I wish for. 1: Character rigging and animation I wish for MAXON to aim high and be a contender to Maya. Give new users a reason to purchase it for character animation. It serves me, but clearly Maya is the chosen tool for this, and Id like to see the character rigging abilities be on par with Maya in regards its vast tool set and speed. The C4D character tool needs to support Mocap while retaining its control rig, retargetting needs to work better with more rigs and to correct itself for joint alignment. Order of operation needs a more robust way of solving permissions in how we can find what is causing a complex part of the rig not to work. NLA has its flaws in that you cant mix key framed animation with a motion clip within the same motion clip layer. Even if a joint chain is added to a animation layer it still can mess up when trying to mix key frame animation with motion clips. a ease in ease out to override portions of a motion clip would be better than using a transition tool. At the moment to disable a joint such as the arm you can only turn it on or off, we need key frame blending for this. A better method for fixing feet into position is needed when blending from one motion clip to another. Although you can use the Pivot object to get it in place, ti dont stop the foot from sliding in place. A new pivot should be made as a option from the last position on to a new motion clip, at the moment you have to turn on snapping to manualy position it to the last pivot object. The pivot object should be allowed to be frozen in another position. At the moment if the rigs pivot position is at the hip and you wish for the pivot object to be at the feet, while you may move it there in no time soon it will revert back to the hips. Align to spline has no -Z axis so you have to reverse the spline, and key the position from backwards to get character to walk forwards. These are just some area that need to be worked out better. 2: Muscle system I dont see any video training on this, or hardly anyone using it. When I went through this system I could see its short falls that resulted in more time spent than predictable results. Its hard to keep on track with the 3 positions that get locked in. The segments can not be changed after setting up the anchor points as it messes their position up from either end. You cant create your own custom muscle shapes to form flat sheets of muscle. Dynamics are unpredictable with no cache available. More segments to the muscle results its bad deformation for dynamics. Muscles do not self collide, and its tricky to get the muscle skin to deform well. 3: Facial rigging Id like to see a facial rigging solution for C4D. some of the features within C4D combined can do it, these need to be brought together to new tool sets to make it easier. 4: Hair refinement Hair while is great, and the next best thing to Maya, Max its still needing some refinements. Self collision for hair or a better force detention system to keep layers of hair intersecting will result in much better renders. The hair does not grow from around the guide, but on a flat plane between one guide to another. This makes it very difficult to make advanced hair styles such as braided hair. If you could grow many hairs around a single guide this would be much better if that was added as a option. Hair farm like styling from geometry would make styling so much more easier. Make hair grow from volume of polygon objects. A Braid tool would be helpful, and the ability to save hair styles in which when applied to another character it works out the scale and adjust its settings to produce the same results. Hair material clumping needs to be made more simple, hair needs to work with ray traced shadows, not just soft maps. Hair instancing geometry has no option to collide with itself or other objects. This is a huge deal as not only will this let you have objects that collide for things like flowers, trees, reeds, bushes, but they will be groomable, and work with hair dynamics. The other major advantage for this is to remove the huge long task of making hair cards. Hair cards that are dynamic, can be goomed, yet collide with each other. 5: Deformers to work with dynamics. Deformers such as jiggle simulate softbody but has no self collision. If the collision deform was much better at solving outside, and inside volume and work with the same object to collide with itself that would help. The collision deformer is so powerful, yet it fails to get me the ideal results So there you have it much expected and wish list. Dan
    4 points
  2. Introduction to R19 Fracturing Hi everyone :) In this training you will learn how to use Fracturing in depth. Apart from common usage we will take it way out of it's comfort zone to achieve effects usually not associated with Fracturing at all. Lessons are designed in cumulative manner, meaning that we cover very basics and generator in depth, then crossing over to small projects where we apply all we learned. Upon finishing the training you will have formidable Fracturing skills. Duration: 80 min Price: 35€ STORE LINK: https://www.c4dcafe.com/ipb/store/product/14-intro-to-r19-fracturing/ 01. Intro 02. Generator breakdown 03. Cubificator 04. Webmaster 05. Particle burst 06. Bar break 07. Rocks 08. Stairmaster 09. Drill 10. Keep pieces 11. Mesher 12. Disintegrate Purchased tutorial can be found here https://www.c4dcafe.com/ipb/forums/forum/182-available-tutorials-download-links-included/ Important! All members which were TD Master section subscribers have discounted price of 25€. For any problems you might have with the purchase, please contact @Igor on PM!
    1 point
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