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Showing content with the highest reputation on 04/22/2020 in all areas

  1. Just wanted to say that I realize that sometimes I and others in the forum come across as very critical of what MAXON does or does not do. I feel personally invested in MAXON and its software. I really care what happens with it so. I am very grateful to the developers and management in what they have been able to create over the years and I have enjoyed the software and it has helped me with my career and personal creative development. So thank you MAXON & Team for everything you guys do and please try not to take the criticism too personally, we speak up because we care.
    5 points
  2. I gotta say, the changes for modelling, seem minimal at first, but using them, it makes a lot of difference. I am enjoying a lot! The new loop selection behaviour, to allow a continuous selection of a sphere for instance in different angles, is amazing. The new fill hole behaviour also, and the mirror selection tool.. damn, this is awesome! And of course, the UV improvements! I am still hoping there will be big changes for character animation...and a more "real time" interactive render region. But yeah, this is a good path! I'm excited for what comes next! PS: The GoZ interaction!! Thank you!! It was a much needed update.
    3 points
  3. That statement is incorrect: Blender has gone through two major rewrites so far: from 2.4x to 2.5, and from 2.79 to 2.8x. The viewport was completely rewritten as well in 2.8. The old internal renderer was removed and replaced with Eevee. The difference between how MAXON has approached this is that the Blender developers decided to work concurrently on the older branch and new branch, thereby providing users with a choice to keep working with a stable older version and on the other hand testing the waters in the new rewitten branch. It allowed the user base to keep grounded, while prepare for the new version. MAXON took another path altogether: keep things hidden from public view, release ever more lackluster new releases, while increasing the financial upkeep, while continuously repeat stating that great things are in the works. Keep paying more and more! We will get there by the end! One more difference is that, unlike MAXON, the Blender devs kept communicating about what they were doing while doing it. Really no false expectations there (for the most part, at least). And the most important difference is: MAXON management is abusing the S22 release to proverbially force their long-time loyal user base into rental plans, because at this point I feel it is made quite plainly obvious that they do not like the perpetual licensing or old MSAs, and want all C4d users to go rental. Rather than Maxons's users, it seems to me Nemetschek Group's shareholders are of primary concern. Look, I completely understand how difficult and complex a rewrite is (in particular for a commercial product): Newtek failed abysmally with Core and mismanaging Lightwave in the ground while they were at it; TrueSpace failed altogether when the devs tried to patch on a new shell on top of the old code base; it took the Blender Foundation 5 years to release 2.8, and the new version has still some catching up to do in some areas in terms of performance. (which, coincidentally, also seems to be true for S22 compared to R21 with performance regressions!) Core rewrites are HARD, and take a toll on new and existing features. It takes years and years and years. And MAXON's management made some basic mistakes in terms of presenting and communicating these changes under the hood. Yet. Yet! I congratulate the C4D developer team on persisting and the first fruits of their labour are finally born here. It is just that MAXON's management seems to be in complete denial of what is going on in the rest of the world right now. And MAXON/Nemetschek Group comes across as a bit of a bully (not you, the C4d dev team!). In particular now that the world is dealing with Covid-19 and while many software companies are assisting their user bases, MAXON seems bent on making live only more difficult for their existing loyal user base. Which is absolutely incomprehensible to me and my work peers here (where we work with C4d R20 still). Then I see the friendly faces of the C4D team doing their best to introduce S22 and tell enthusiastically about new features and the great future that lies ahead of all of C4d users. Which I understand and actually love seeing that openess, but which is at great odds with what your higher management is doing. For myself, I perceive an unbelievable friction between what is done on a management and pricing level on the one hand by MAXON/Nemetschek Group, and the C4d's team charming happiness and enthusiasm over this S22 release and the upcoming features. Anyway, MAXON's management will have to deal with all of this at some point. In a few years 3d software prices will have tanked. C4d, currently relying on its user friendliness and MoGraph, will have to compete with cheap rents and a feature-complete easy to use Blender. It has happened to graphic design software, and it is happening to 3d DCC software. MAXON better prepare for this.
    2 points
  4. It does not say when you get access to it. So as long as you are given access to the features of the upgrade within the upgrade cycle of your MSA there are fullfilling their side of the deal. I believe they had mentioned that it is available now for Subscribers, and will eventually be met for perpetual folks. The idea is that MAXON could probably do multiple releases in a year. During that time subscribers would get them as they arrive as a perk of being a subscriber and not 'owning' the software', and perpetual licenses would get the compiled upgrade at the end of the cycle. So it's not that you won't get it, it's that you won't get it right when it's available.
    2 points
  5. Default dynamic settings seem to work best with objects about 100cm, but your letters are quite small. I lowered some settings in project settings, and the C falls and touches. That's the area to tinker with. abc2.c4d
    2 points
  6. This post I made in the NAB2020 thread would probably be appropriate here. In short, updating a core is NOT a trivial exercise and poses great risk. The fact that MAXON was able to successfully navigate those waters, still produce yearly releases with new features and STILL BE STABLE deserves recognition. But...with that said....there have been releases along this journey that were not worth the money that Studio MSA holders were paying - if only because we paid a higher premium when the majority of the new features benefited even Prime license holders. As for me, I had faith that MAXON would ultimately "deliver the goods" and I think those days are finally upon us. The goods are coming. But what is NOT happening is any recognition of the loyalty of those users, especially the Studio users, who stuck with MAXON through this journey and dutifully paid their higher MSA subscriptions for lackluster releases. Now, when R20 was released and they raised the Studio MSA prices from $620 to $750, I was not that upset because I finally felt that the "goods were coming" and MAXON should be rewarded. But then R21 came out and quite frankly it was a gut punch. Some new tools but not many to warrant a full point release and with it the pressure to move to subscriptions with a subtle threat that perpetual licensing would cost $900+. Non Studio users now get what Studio users have been paying a premium for all those years. Look, this is an old complaint but still just as painful. We stuck with MAXON all those years, supporting them during a very risky time for the company as they rewrote the core. This could easily have gone sideways for MAXON and permanently damaged the company (just look at Lightwave and e-on), its ability to complete the rewrite and their reputation. But now that they have successfully reached the end, we are faced with higher perpetual licensing costs, a subscription model that the majority finds distasteful, and no recognition that R21 MSA holders should (by contract) be entitled to S22. So again, I love the developers, I love the quality team, the UI designers, all the technical teams. My gripe is not with them. I am just disappointed that the business team places no value on user loyalty over the years and how we helped them get to where MAXON is today. Dave
    2 points
  7. I tried to check if the rewrites are comparable but had a bit of a hard time. It seems that 2.5 and 2.8 were indeed huge steps, but from all i was able to gather they do not compare to what si did, Newtek was trying and MAXON is currently doing. Though major portions of blender were overhauled the fundamental structure seems to have stayed. Many similar operations have been done on Cinema 4D over time, but due to the different way things were done it wasn't as visible. I would not call that a core rewrite or at least not one comparable to what birthed XSI and what MAXON is working on. Also please do not get me wrong, i actually don't see this as a negative, it speaks well for the fundamental architecture of Blender.
    1 point
  8. Seems you need Chris Schmidt 🙂
    1 point
  9. Anyone want to chip in and buy Dave McG some bedtime reading... 😉
    1 point
  10. I'll be back to look at it if I get some time later today, if someone doesn't beat me to it... CBR
    1 point
  11. Did I upload it correctly ?
    1 point
  12. Not sure if that would hold up in a court of law and I hope it does not come down to that. No one needs a class action suit at this time. Just because they called it "S"22 does not make it a completely different type of software than R22. Remember that what separates the perpetual licenses from the subscription licenses has more to do with the license server and NOT the software itself. They updated the software so it should be in scope per the wording of the MSA. While I am not a lawyer, I would certainly hope that our copy-write laws are bit more stringent in their definition of unique work. If they were that flimsy to accept that S22 is a fundamentally different work than R22, then I could simply re-sell MAXON Cinema 4D as "Saxon Seenema 5D" and not get arrested for copy-write infringement. Probably not the best example, but you get my point. Other things in play is the post COVID-19 economy. While the US government is trying to help businesses keep employees with free payroll subsidies, those subsidies do NOT help out with lease costs (building, equipment, etc). So any DCC company with less than 3 months operating cash reserve is going to suffer as their building and equipment lease costs could exceed their payroll costs. Plus demand for those services drop as production companies shift schedules out and payroll subsidies will not last forever. So MAXON's customer base will be strained in the coming months. Fighting over the interpretation of service agreements with that user base will hurt not help MAXON. Stepping up an helping people impacted by COVID-19 is the better play. Goodwill always goes a long way. Dave
    1 point
  13. Indeed. Thanks @FLima. A lot of people worked very hard on those tools. CBR
    1 point
  14. Even though I plan on just using V19, I do like to see where C4D is going. The UV updates are LONG overdue and look very user friendly totally in keeping with what I love about using Cinema as an artist. Some of the other stuff seems a little light for how I use the software, the viewport enhancements are welcome but still not nearly enough.
    1 point
  15. I know that the usual advice to get a level out of sound effector + sample is to add a field, but I came across another method without a field on CV forums. Dr Sassi said to use weight out and crank weight transform up to 100% I tried it and it does work, although when I looked up weight transform in help, it made my brain hurt 😬
    1 point
  16. They don't call me Dorian Marl for nothing 😉 The scene was done in a demo version so i think the OP is just trying things out.
    1 point
  17. srek has a picture in his attic....
    1 point
  18. 1 point
  19. From your screen is not clear what you mean. ...edges connected in "serial" mode If you switch to point mode, you have a lot of points on that edge? Simply select all that points and delete them. If you switch to point mode, you have a lot of points on that edge? Simply select all that points and one at start or end of "corner" edge and weld them into that point. ...edges connected in "parallel" mode Use stitch and sew command, drag one adge to second. Without any modifier key will be first edge "welded" into second. With holding Ctrl wiil be both edges "welded" in the center of both into single one edge.
    1 point
  20. Use rail path to prevent camera flipping... rail.zip
    1 point
  21. Right, sorry. Then I probably can't help it. Added a note to my original post.
    1 point
  22. There are hundreds of parameters involved with hair. We have zero chance of solving this without the scene file. Pls upload it. CBR
    1 point
  23. If you have a MSA they owe you the Update. If there are hard decissions to make because of the transition then it should not be the user to pay for them. BTW we would not discuss S here, if MAXON would have handled it a bit more sensitive.
    1 point
  24. As someone had suggested to me the release notes are in Help section. What’s new in Cinema 4D S22: New UV Unwrap command for a workflow based on edge selections (Seams). New, comprehensive settings for the UV Editor, incl. display of UV Seams, Overlaps, Distortions, etc. New, automatic UV mesh unwrap and relax function: Packing. Separate menu in the UV Manager for packing UV Islands. Two new commands: UV Weld and UV Weld and Relax. UV Pins to permanently affix UV points. There are no longer separate UV Point and UV Polygon modes (instead the modes Use Point, Use Edge and Use Polygon with which both geometry and UV elements can be edited). Re-arranging and use of view filters - presets can be created and other features. New Hair shading model for the Viewport Improvement of Viewport display. New glTF export for real-time web applications New command for mirroring selections. New functions for the Viewport Renderer (previously Hardware OpenGL). For the Viewport Renderer (previously Hardware OpenGL) you can now define in detail which scene elements should be included for rendering. Go ZBrush for the exchange of information between ZBrush and Cinema 4D. Cineware settings are now in the Project settings (and the new Cineware material settings). Automatic recognition of touch-screen devices and deactivation if they malfunction. Re-organization of the Viewport Display. When importing Alembic instances you can now select the type of instances that Cinema 4D should generate. The FBX import can make either FBX material values available as Nodes. Cinema 4D can now also export materials defined via Material Nodes in FBX. New color settings dialog for the Texture UV Editor. … The Viewport preferences are now all local. Similar Viewports can be configured together. Many new settings for Viewport effects (especially shadows). Extrude direction is ascertained automatically for the Extrude object. Use Edge mode: Dbouble-clicking on an edge color will select all adjacent edges. The Loop (and Ring) Selection tool have several new options. Selection conversion can now be done with tolerance. New command for switching between the last two tools used. Various minor new features for modeling. The Create Point command has several new settings. The Close Polygon Hole function has a few new settings. 2 new settings for the Bridge tool. Subdivision now also offers subdivision patterns. New Resolve Non-Manifold command to remove invalid geometry. The Edge Cut tool has new settings for creating n-gons. Additional options have been added to the Untriangulate command. The Iron tool can now preserve mesh edges. The Magnet and Brush tools were reworked so their settings are similar and both have been given new settings. Neues Kopierverhalten von Animations-Keys und -Spuren. Normal tags can now be created directly in the Phong tag. The initial state of contraints can now be recorded. The Substance-Engine now supports textures up to 8k in 16/32 -bit.
    1 point
  25. Wish I could see the S22 Release notes: to see everything they updated Since R21. While I really like the UV updates, I feel this release seems very light on features. and definitely not something that justified a full point release.. max 21.5 . when I see Blender post an update, the list of changes is huge.. check out the 2.8 release notes.. the features MAXON posts about is fairly skimpy IMO and given the size of the team and resources this company has. they should be able to really knock out a lot of improvements in 6 months. BTW I am a subscription fan. Blender Team, updates are being released every 3 months or so. lots of detailed info into whats happening https://www.blender.org/download/releases/ Houdini team has almost daily change logs of bugfixes and improvements. from the Houdini team. When I see something like this I feel wow this company is really pushing to improve. https://www.sidefx.com/changelog/ Fusion 360 team. posts blog and video updates every 2-4 weeks it seems. and make really great constant improvements with alot of user driven requests. https://www.autodesk.com/products/fusion-360/blog/april-2020-product-update-whats-new/ MAXON please I love you guys. Love C4D been using it for 15 years, pick up the pace. be open about the roadmap for features coming down the pipe over the next 18 months, have a user voted feature area. so we can help influence whats happening and feel like we are being heard. Lets make it so every month there is an update.. R21.1 for January.. R21.2 for Febuary and keep it coming. lets be agile and nimble and open about happening. I do want to give credit as well. MAXON is increasing the update speed.. 2 per year is a 100% improvement so nice job!, looking forward to more and more updates.
    1 point
  26. I feel the same way as Renegade. I am not a fan of subscriptions so I renewed my MSA in July as well. Expected ANY updates that became available within the year. This is of course MAXON's way of "gently" nudging people toward the subscription model. I am hoping they will do the right thing and make it available to all users with MSAs. Add to this I turned 65 last year and while I won't fully retire, I don't want to keep paying for something I might not use daily. Don't know why they cant't do both, but i was told R21 would be last time could buy a perpetual license... As for crashes, I too have been plagued by them. Using Catalina on 2019 iMac. And it seems to be time related as well. I'll leave a C4D scene file open on my Mac. When I come back a few hours later it has crashed!
    1 point
  27. I think it is just group therapy (anger management)! I am especially cranky because C4D on Catalina (which I am forced to use because of my 2019 Mac Pro) is crashing randomly with no answer in sight from MAXON. This is the r21 that I "own" that will be left as a bugfest. I can't see them fixing r21 now at all - and I don't want a subscription piece of software, I paid full price for a full year MSA in August 2019. They also seem to say there will never be a full buy option. P.S. With most TV / Movie production shut down I think a lot of subscriptions are about to fall off.
    1 point
  28. Hmmm... so my MSA got me 6 months of r21 (which is a bit buggy on my Mac Pro). So that means no updates, fixes for r21. The option is to convert to subscription but lose ownership of r21. What a deal! I have to check k the language of my MSA but I thought it covered any updates until July 2020 for me - have to see the legal language. I 'should' get a free update to r22... 'should.' But who knows... Thanks MAXON...
    1 point
  29. ODForce seems weirdly semi-abandoned lately. The Discord server is pretty active: https://discord.gg/b8U5Hdy
    1 point
  30. Go into the fcurves and set the camera path to soft spline, there are preset for ease in and ease out and you can manually adjust each tangent
    1 point
  31. I actually downloaded and installed Houdini a decade or two ago and tried the tutorials available at the time. I found it confusing and did not understand why anyone would prefer it to XSI, C4D, or Maya. I had two misconceptions. One was that it was much too difficult to create simple things. The second was that you didn't have to write a single line of code if you just used the nodes. To be fair, most of the lines of code required to do procedural modeling are the equivalent of "transform the second object in the y axis the equivalent of the first object's height." I tried again a few years later and gave up on it again. I am not expert in Houdini, but it meets my needs better than any other 3D program I've used. Modeling in Houdini, as with any other 3D program generally starts with primitives, and there are not as many as in C4D. There is no cone or disk or helix for example. So yes, learning Houdini requires a slightly different way of thinking apart from just learning the software. For general 3D asset creation, it will not really be better than other software (like C4D, Blender, Modo, Maya, etc.) and will generally be slower but not really that different conceptually. But pretend, for example, that C4D did not have a grid or a cone or a cube. If it had a line, you could extrude that to create a grid. In Houdini, there is a plane, but if there weren't, you could start with a line and add an extrude node. A cube is just an extruded grid, so a second extrude node would convert a grid to a cube (although there is a cube in Houdini that you could start with). If you took a line and rotated it with a revolve node, you could create a cone without a base, but you can add a polyfill node with the right settings and get exactly the same as a C4D cone. If you rotated the line around an axis 90 degrees, you have a disk. One could then do typical box modeling with extrudes, bevels, knife cuts, etc. as you might in any other program; but you would have the ability to go back and change the node used to create the cone or cube or whatever and change the angle, height, etc and those changes would propagate forward. The limitations of the above example can be seen in the cone. When a line is rotated and then revolved, the height of the cone will not be the length of the line. So then you will have to add a transform and have some knowledge of trigonometry to get an exact height to match the original line. To avoid this, you would add a "wrangle" node with code: @P.x += @ptnum/@numpt; //to rotate the points on the line. That is not a lot of code, but it shows that just using nodes can be a limitation. Fortunately, once one starts thinking like this, it is pretty easy to recreate C4D's mograph features, add particles and emitters, add the equivalent of gravity and wind nodes, and so on. One can get lost in the various nodes, but there are ways of simplifying this with groups, layers, etc. At worst, you can freeze all the steps or just export to an obj or fbx file and then bring that back into Houdini to do some FX. ConeSimple.hiplc
    1 point
  32. From the album: World Creator

    Created with World Creator, rendered in C4D + Octane

    © BiteTheBytes GmbH

    1 point
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