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Showing content with the highest reputation on 05/15/2025 in Posts

  1. There seems to be more members but there is less posting. Seems most of the questions are already answered 🙂
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  2. Sorry typo! I meant GLB since it was a web-based game. Normally for UE and Unity I have used FBX. I might have a go at seeing what I can do with your dragon in PLA using motion clips 🙂
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  3. I know. What I expressed had nothing to do with your opinion, it just was close to what you were saying. And I really feel that "focus". There are years that seem like Maxon forgets completely about renovating other crucial areas. The past 1,5 year was all about particles. The 2 years before was all about Scene Nodes... It just feels like they are sort on human recourses... Especially lately with RocketLasso taking care of tools made with scenenodes... I remember Covid was a real setback for C4D but not for the other DCCs... I wonder if the struggle with new programmers in the AI era is or will soon hit MAXON too... Anyway, coincidentally I wrote a suggestion about the Cut Tool yesterday...
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  4. I didn't mean to imply that particles et al were the only things being worked on - I don't believe that's the case at all. There are constant fixes for all sorts of bugs all the time of course. But where whole tools would benefit from rewrites and more fundamental updates I just find that Maxon tends to address a lot of those sorts of things all in one go every few years where a suite of tools in a similar area becomes a highly focused effort for a time, such as in the 'great modelling overhaul' of R18 for example, or the large push that happened a few years later that saw all those extra QoL tools added to modelling toolset (Fit Circle, Equal Spacing, Smooth Edge, Relax Brush etc etc)... I merely express the hope and my confidence that those won't be the last ! CBR
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  5. 🤔 This doesn't sound logical to me... I mean, if you are a software corporation you have people with all kind of software skills, one has a Master's in Real-time Render, the other in Physics Simulations, the other in Animation... isn't it only logical to group them in teams each assigned with a task closer to their expertise ? Shouldn't every C4D update be "global" ? Should I believe that every dev is working on liquid sims and not on an improvement on BodyPaint or Fields ? Do they just hire and fire people depending their "focus" if that focus isn't part of their skills ? Particles look very capable to me. I have very few recommendations left for that system. Liquid RnD shouldn't take too long once the particle behavior foundations are set... For all I know Liquid sims are a Mesher system...
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  6. As a typically staunch promoter / defender of Cinema's modelling toolset I still can't argue with your criticisms of those 2 aspects of it. There is certainly much to be done by way of improving both Line Cut and Poly Pen, particularly relating to their behaviour around ngons. But me and a fair few other modelling-focused testers have good coms with Maxon and ensure they are fully aware of our frustrations, and we do constantly push for improvements and fixes to the modelling tool set. And Maxon do listen to those concerns, fix what they can as they go along, and bank up ideas and retooling plans for the next time modelling is in 'dev-focus' so to speak... At the moment, unsurprisingly, it's Particles and Liquids that are getting a lot of focus, but it'll be modelling's turn again soon enough I imagine... CBR
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