Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 06/10/2022 in Posts

  1. Thanks for this Igor. As a current R21 user I think 'R27' will be decision time between a C4D upgrade - or a move to Houdini. This will be helpful to review before doing so. But I'm beginning to rather like Houdini....
    1 point
  2. It doesn’t look good most likely because the rotational segment count on your cylinders is to high, look at @Cerberaexample then look at yours. If you lower the segment count to 8 then you’ll be able to sew them together seamlessly
    1 point
  3. Quick note on this. Prims do have a position attribute. It's just hidden and it's read only. You can absolutely get the position of a prim in a Primitive VOP from the P output, or in a Primitive Wrangle by querying @P. You can only set position on points, which is why the displacement doesn't work when running over Primitives.
    1 point
  4. I think my tone got lost over the interwebz. When I said I definitely will not be stealing those tools for my benefit, I meant I definitely will be stealing them. They look too useful to not at least play with to see the potential usage. Now I'm off to hunt for some warez sites to a find a working Blender crack.
    1 point
  5. In a node network, a different variable controlled result is just another tree branch, one the user ultimately has much greater control over and confidence.
    1 point
  6. Yep, that is being imminently addressed I believe... CBR
    1 point
  7. It think it must be a mistake or something they overlooked, because it makes no sense.
    1 point
  8. Welcome to the Core 🙂 Please complete your profile to show at minimum which version of Cinema you are using so that we know what tools are available to you. To be honest, I am not sure why you have felt the need to model everything here separately ! Usually the best approach for character animation is to have everything in one (other than objects the character needs to pick up and put down), and not to have any body mesh at all in any area covered by clothing, so that you avoid intersection when later animated. In a model like yours above I would have combined everything into one mesh fairly early on, knowing that it would all need to move as one eventually. The usual workflow is to do that, and use stored selections to access any separate parts during the modeling process. So I would have made his head, hair and hat all out of a single mesh, and the same for the entire upper body. I can't see what is going on at the top of the trousers but it looks like the legs and shoes could all be a single mesh as well ! It's a little hard to tell from just screenshots (always upload the file, so we can see ALL the topology) but am I right in thinking you have appeared to baked in the subdivision with these separate parts ? If so, that is the wrong approach as well. This should be as low poly a model as possible to describe the shapes, but with enough key loops around joints as are important for animation so things can bend and deform properly, and should use live subdivision. So the sort of topology you are demonstrating in your lowest shot is way too high poly, and makes your job much more difficult and painful than it needs to be when it comes to joining things contiguously. CBR
    1 point
  9. Alas it will remain a nominated film endnote a winner. that is more than fine, it was a nice surprise in a year of some nice surprises for my animations and my last documentary getting into festivals.
    1 point
  10. The entire design of the Object Manager (which extends itself to the tag and material management systems as well). Honestly, that is what separates C4D from other programs in terms of ease of use (IMHO) and what keeps me from going deeper with Blender and pushed me away from modo many years ago. Also, for very large scenes, I can have two object managers which is extremely helpful when you want to start organizing things a bit better. Now, I have not compared C4D's OM to other programs (Maya and Houdini in particular) so if there are elements of scene/object management in those programs that are better than C4D's, please speak up as I would love to hear them. Dave
    1 point
×
×
  • Create New...