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    Jops

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    KimT

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Popular Content

Showing content with the highest reputation on 08/03/2021 in all areas

  1. With the growing of a software the dependencies inside grow, too. And normally not linear but square. That slows down development. With the growing of the company the regulations grow and the amount of people that have some say in the development, too. in a small company the CTO and the developer decide. In a big one there are also project owner, project manager, UI depatement, quality control, and more involved. And this also lets the development explode. I have the impression, that maxon tries to tackle at least the technical side with the new core, a system, that should be (in my understanding) much more flexible than the old one. I really would be fine with this even though the development of new features is slow right now. But I don't like the business attitude of the new maxon. they are feature wise just not in the position to force their customers. They instead should try to produce good will. They also should give it away for free to anybody who wants to learn without the need to be student and the size of the university and all this. That is the only way to stay relevant. The situation has changed in the last two years. I see huge industry companies that switch to blender and they expect their agencies to build up blender know how. Autodesk tries to fight this development with indi licenses. If this is the right way I don't know, but the way maxon is acting in a almost arrogant way definitely not the solution. Adobe can do this because of its size and the market at the time they switched to subscription, but they also are getting a problem with Affinity and Black magic. The argument that subscription is needed because of the maturenes of the product..... well that might be true for a photoshop, but as long as we can not generate weather, clouds, fog, rain, buildings, streets, and so on parametrically with some sliders there is so much room for development (look at Unreal) the possibilities for development are still endless. So that can't be a reason for a 3D App. And the Game engines are also an other challenge. My impression is, that the commercial 3D software packages like C4D, Maya, 3DS really have a small time window to adept to not get chrushed between blender and the game engines. I as a 3D Artist in C4D already feel the changes. In the 20 Years I am doing this the changes where never so obvious fast and radical. I really hope, that maxon finds a adequate solution. I have the impression, that it needs bold and creative solutions now. subscription on its own will not save them in the long run.
    8 points
  2. I don't care for blender overall but damn they found a way to make modeling extremely efficient. If Maxon is playing catch up, I'd love to see where. Many tools are like 1.0 versions compared to competitors. Having been a Maya user on the inside for quite a few years, the same complaints are being waged on their forums too. I feel the bigger the company gets the more the shareholders, bean counters, thick layers of management get involved and it purposely slows progress down. This is why some really good members of their team have left over the years. "We have over 100 feature requests by the community" - developer. "Pick two" - management.
    3 points
  3. Very helpful thank you very much!
    1 point
  4. That's it! Many thanks @bezo 🙏!
    1 point
  5. For grid mode need to be adjusted U,V Transform parameters (has nothing to do with UV map 🙂 ) mograph-multishader_0001.zip
    1 point
  6. - if you don´t have enabled deformed editing option, enable it (Alt+V / View / Deformed Editing) - Shift+doubleclick on weight tag icon for opening Weight Manager and dock it somewhere - in point mode select all points of your mesh (be sure you´ve selected mesh object in Object Manager) - in docked Weight Manager go to Joints tab and select all joints (5 in your case) - go to Auto Weight tab, set mode to Distance, mark Selected points option, set Joints option to 5 (as you´ve 5 joints), maximize Falloff Strength and Distance parameters to max (100 eprcent) - press Calculate done...
    1 point
  7. Excuse my ignorance - The issue was that I had not unchecked self collision - furthermore my object was far to dense - I reduced polygons using polygon reduction tool - Unchecked self colission and all is working as intended. For others that may come across, I simply placed my objects within the sphere and then applied a collider tag with static mesh selected. Problem solved.
    1 point
  8. I am on vacation and cannot take a job offer to animate a CAD file. Are you experienced, skilled and available? I can refer the contact. Please PM.
    1 point
  9. I suspect they had a much easier time with xparticles compared to the rest given XP fills a huge gaping hole in c4d which no other plugin really does. Render engines, water and smoke sims however have much more competition and it will be more difficult to gain traction. By making a single bundle, people will be more likely to say to themselves "well, I've already got this smoke sim app anyway, maybe I'll just use that". Certainly Im not sure I'd bother with realflow or turbulence fd if I already had the fused package. Cycles though will have a hard time regardless, there's just so many decent engines which are quite entrenched.
    1 point
  10. One quick and dirty option http://www.3dfluff.com/files/starwrap.mp4
    1 point
  11. From the album: Matches' Makes

    An image made with C4D, Zbrush, and photoshop. Based on a design by my brother.
    1 point
  12. From the album: Matches' Makes

    I made this one a few years back for a contest. It was modeled and rendered out of C4D, and finished in Photoshop.
    1 point
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