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Popular Content

Showing content with the highest reputation on 09/08/2020 in all areas

  1. The New Scene Nodes look very interesting and I think they should have kept the Neutron name. really Like: remesh, Multi UV Pose Library Deformer improvements Wish MAXON would Purchase X-particles and integrate it remove ProRender Make Redshift the default material set & renderer Offer Indie version of "MAXON One" for $10/month
    2 points
  2. This is a awesome update, especially the Bendy character rig with face rig. Having Magic Bullet Looks in C4D is such a nice addition and shows how things can pan out in the near future. Dan
    2 points
  3. I like the new Sketchup-like extrude. All new features in 5 minutes: https://www.blender.org/download/releases/2-90/
    1 point
  4. you can build a face rig from a template and then simply constrain that to your own body rig or to another template rig, even when it's still live and not made editable. although i always recommend that, because you gain a little bit of performance when you make them editable. you have the choice between two face rigs now, one that comes with the toon rig and another standalone one made by bret bays.. they are quite similar in what they can do, if i should describe the difference it would be that the toon rigs face rig is (well you probably guessed it) aimed at cartoony more exaggerated faces and brets rig is more aimed towards realism. but that doesn't mean you can't use brets one for cartoon stuff or the toon one for realistic characters. they are both pretty flexible. in the end it's just about which one fits your needs and habits better. there are going to be tutorials out soon on how to apply them to your characters and how to use them.
    1 point
  5. This is great! ๐Ÿ˜ Thanks BEZO!!!
    1 point
  6. Donยดt know how it was done in old file, but I think there was used simple xpresso with point node (what FFD basically is) here is fast example from R21... FFD_driven_by_nulls.zip
    1 point
  7. ICE, similar to Bifrost, is working on top of the core of the main app, Neutron/scene nodes is different, it is way closer to houdini since it is not an addition to the system, but at its heart.
    1 point
  8. Are you FRICKIN' KIDDIN' me? that is literally ICE in Cinema!! can't belief that viewport is that fast - instant buy!!! I am getting on C4D train again : )
    1 point
  9. If you want a really deep -dive on eyelid setups, this is a great tutorial - you can probably get away without having to do any Python in Cinema, check out video 3 around 22 mins on, where he is showing some of the things it can do. Might be overkill though.
    1 point
  10. The premade character rigs can be made editable into full hierarchies of normal objects, at which point I'm pretty sure some parenting could integrate it into your custom rig. For example, for the existing preset rigs, it's quite possible to make them editable & start extracting parts, so it seems likely to me. I know how to do my own facial setups, but I would still pull bits of these if they are good & quick to setup.
    1 point
  11. I am quite happy with the anouncements overall ๐Ÿ™‚ I dont use the premade character rigs, so not sure if I will be able to implement the facial rig to my custom rigged characters? I hope so! For me, one of the big changes is the character solver. For sure, that will make it extremely awesome to transfer animation from one character to another! And the delta mosh! (in fact, I wish I had this delta mosh right now for a project Im working on he he) And funny enough, some of the small improvements, are the ones that I got extremely excited.. like.. auto previewing the F-curve when selecting a specific parameter It seems minimal, but doing some fine tuning on characters, and having to manually find "where is this curve?" a lot of times.. I got used to it, but it was frustrating in general. This and auto-keying changes is also super welcome! I think, the only thing I was hoping to see was viewport improvements, more specifically, changes to the Interactive Render Region, the one we have right now is unfortunately not good enough, or not responsive enough. Specially when working with toon shaders, etc.. it starts refreshing quite fast, but after some 4-5 materials, everything just lags.. and takes a while to update. I mean, the magic bullet and the space screen reflections are nice aditions, dont get me wrong... but I would believe, most people who uses Magic Bullet Looks, would normally use during the compositing stage of a project, before or after some other effects are added on top of the 3D footage... so there is a lot more control without wasting 3D render time, and with more control. Also, it would be cool for us to have some sort of roadmap... specially now that C4D is subscription based, It would be nice to see whats in the horizon for us. Overwall, it was a good presentation, looking forward to the update ๐Ÿ™‚
    1 point
  12. That is amazing, I had no idea about this. I also found an animated T-rex on my content library! I got super happy about it! haha! Like a little kid finding a christmas present!
    1 point
  13. Is your profile correct that you are in R20 ? because in S22 there are a number of silhouette objects in the content library that are custom made for easily posing into any form without any rigging ! I don't recall them being in earlier versions, but may be wrong, so good idea to check... CBR
    1 point
  14. With texture, not with model ! Or by posemorphing different objects onto the surface of the main model, rather than the model itself... If you do need to do it with modelling direct on the main mesh, then the construction of that mesh needs to be build radically differently, with an edge flow that can support the mouth shapes you need. There may also be some use a for a live spherify deformer which would need to appear AFTER the PM in the deformer list. CBR
    1 point
  15. I think I must be missing something in this conversation which would be likely as im not too up on UVs , but I will risk the embarrassment for the sake of getting educated. My issue is that when I do a sweep with a subdivided spline and add a UV grid image and tile it on the length to get the scale right, it looks fine and if I go on to make it editable and look at the UVs, then I get what's on the grab below, spaced as expected and to my surprise nice and straight, which was a surprise but then I don't know what I did expect. The only issue seems to be the sides are the same width as top and bottom but that should be an easy fix with a scale on those UVs. Sorry if Im missing a pertinent point but I cant even recreate that problem at the mo. It does get pinched on the inner radius of the corners a bit. Deck
    1 point
  16. Not sure that last one was the right solution and a bit of an illusion maybe tho it did confuse me somewhat. however with a bit of xpresso I think I have it working properly and more logically. In this version Ive copied some expresso from Hjorves tutorial on the sound effector, No19 in mograph demystified series, and we take the strength of the sound from the snd effector and use that to drive the seed in the noise of an otherwise still shader effector, so you can still tweak the amount with the low clip and adjust the noise but now the clone change is driven by the sound strength Deck Soundswitchcloner03.zip
    1 point
  17. Check the prices for the same size drives and weigh it up. If you mention the word "budget" when describing a build your be looking at Sata III, but do check the current prices shop about. For CG stuff I need stacks of HDD space, for me SSDs just cant be big enough so most of my work is on WD Black 2TB drives, I have 12 HDs in total. For video cache files its on a Sata then I later store it on the mechanical drive. This is what I see on my shop here in Uk. The 1TB looks closer in affordable between the two. Dan
    1 point
  18. I went to the Maya site in search of the indie license information. Interestingly enough, they hide that as well as MAXON hides cost information about their perpetual license upgrades. I did not find any information on the indie licensing. I had to do a wider Google search (check here) to find that it was $250/year. It is apparent that Autodesk is setting the price ceiling on subscription licensing fees and that MAXON's position will always be competitive to what Autodesk does (eg. something lower). Maya's licensing fees are absolutely horrendous and death to the hobbyist: no perpetual licenses and $1620/year. As a hobbyist, nothing would drive me to Blender faster than should MAXON follow Maya's subscription plan . But nothing would keep me perpetually dedicated to Cinema 4D faster than if MAXON followed Maya's indie plan. So obviously, something drove Autodesk to offer an indie license and I am pretty sure that it wasn't just because they wanted to be nice people and feel good about themselves. It was probably something we all expected: Their customer base of indie users was bigger than they expected and they lost a good chunk of that base when they implemented their high cost subscription plan. Where that base went (Houdini, Blender, C4D) is anyone's guess, but it represented enough revenue to Autodesk that they took it seriously and wanted it back and thus implemented their indie pricing plan in key markets only (obviously markets with a lot of indie users ---- proof enough that they weren't just being nice guys but trying to win back customers). I think MAXON is trying to dance somewhere in between with a subscription plan that is acceptable to everyone. Whether or not the hard core hobbyist buys into their middle ground approach will become evident over the next couple of months as the last of the MSA's expire and the hobbyist is faced with a choice: submit to the subscription plan for however long you want to keep using C4D or pay the higher cost of a perpetual license. So...if history is any judge....I say we stand our ground. No matter how exciting the next release looks, hold onto R21. Every company sets budgets predicated on a prediction of future revenue. Given MAXON's recent acquisition costs (Redshift and Red Giant), their cash reserves may not be what they once were...some of their cushion could be gone. So meeting their revenue targets could be something they deeply care about more about now than they did in the past. Therefore, if that revenue is unexpectedly less than what they predicted, they could change plans in favor of the hobbyist. That is what Audodesk did. So hold tight people and see what happens. "We are in the endgame now" Dave
    1 point
  19. Hi. The installation was successful but I receive a message saying that a DLL file is missing when I open it (api-ms-win-core-winrt-l1-1-0.dll).
    1 point
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