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Popular Content

Showing content with the highest reputation on 01/11/2022 in all areas

  1. I think this type of motion is relatively easy with XPresso.
    2 points
  2. I got a nice work around and programmed a two sided unity shader. So both sides will show in the same color. We dont need any textures so we are fine. The correction of the buildings would mean more polygons. That could get quite ugly for the iPads and the software we are developing. Thank you for helping out!! For anyone seeing this problem and wondering how I solved it inside Unity: you could also use this asset Two Sided Shaders +URP <- this is not my asset / shader and I dont want to advertise it either. But it will work also!
    1 point
  3. So uh... I spent the holidays on gaming and... learning Blender. Funnily enough this is the biggest project I have ever done outside of commercial work. Needless to say that I really enjoy Blender. I think with that scene I got the basics pretty much down. Next step? Probably geometry nodes. BUT! The scene is not 100% done yet, but wanted to share anyway 🙂 This is a recreation (with some artistic freedom) of the Dowgate Fire Station in London. Everything based on this photo. Brutalism_Animation2.mp4
    1 point
  4. @pfistar Another hint: Make sure your blend mode in the field list is set correctly. In the example file I take the Linear Field at the bottom as a parameter for the formula ("subfields"). For that in needs to be set to "normal", which overrides anything below it. This also means that you can replace the Linear Field with any other Field (as long as it's clamped to 0-100% in the remapping). You could animate this with a time field for example.
    1 point
  5. @pfistar I used the formula field layer, not the formula field object. That's the difference. You can create it through the menu buttons below the field list. It is in the right one (where it says "Clamp" in your screenshot). Here is a link to the documentation page that explains the functions and operators supported in the Formula Fields. It feels a bit intimidating at first, but if you are after very specific effects, the formulas come in handy.
    1 point
  6. Crucially, have you found a way to get the Bruno song out of your head yet? No? no, no....
    1 point
  7. That won't produce sequence as in the example. All the clones have the same position (and hence will produce the same field value when the spherical field is sampled). But you can use a formula field to create a sequence using this formula: " (subfields * count +1) + id - count". Here is an example scene: sequence_effect.c4d
    1 point
  8. As usual with mograph there are probably many ways to do this, but the simplest that comes to mind would be to set up the scale with a plain effector and then use a spherical falloff, which you can scale the size of from the centre outwards with keyframes. That should get you pretty close. Deck
    1 point
  9. i watched this tutorial And my result in Houdini. Looks still a bit odd. It seems that you cant export as fbx with a free license is that right?
    1 point
  10. Christian, Welcome to Core4D! Your work looks interesting, but the images are rather small so is there a website that you could post that shows this work? Also, relative to photo realistic rendering, that is a worthy (albeit huge) goal. I strongly recommend the work of Pwnisher (Clinton Jones) on YouTube as some of his work is amazing (just look at this video break down to get an idea) and he posts some very good C4D tutorials that go deep into all the creative decisions and techniques behind his work. Welcome and happy rendering! Dave
    1 point
  11. Given that is the final day of the regular NFL season, I was only able to model the crane today. For some reason, I really enjoyed adding that piece of detail...not sure why. Interestingly enough, it was also very dark in the original movie as well as determined from this grainy reference photo....a 720P video on YouTube was all I could find for reference Dave
    1 point
  12. Very welcome Christian!
    1 point
  13. Nice to meet you, there are some great third party render engines out there that make it pretty easy to get photo real or at least close to it. I've been enjoying Arnold and Octane recently. Mike
    1 point
  14. The house was rigged manually i think. It's possible FX did some stuff, I'm not super sure. We had some folks develop a sort of on the fly rigging for the house which was a set. So Animation could add some rigs to pieces as need be. The sort of tile flipping stuff, I'm not sure where that landed. I know my coworker was working on it. He had explored using MASH for Maya and we had discussed C4D and how much easier it would be in it, but i don't think any explorations there happened. My department(Character TD) primarily uses Maya. We have proprietary deformers for our rigs, and we also have proprietary solvers for cloth and hair simulations which we use for technical animation.
    1 point
  15. A bit useless but nice looking, a wire torus primitive. The file includes a group that was used to define the asset. The asset can be used within the scene nodes/Scene Manager, or as a capsule in the Object Manager. Spline Torus 03.c4d
    1 point
  16. So, I can explain how Camilo's transitions were done! I actually did the tech anim on a few of the shots in that video(0:25 and 0:33 and some others but those 2 were probably pertain the most to this discussion). Generally, they were done with multiple characters(elements). So in the shot at 0:25 for instance. There is a camilo element, and then an extra crowd character element(so there'd be the actual crowd, and then the same element as crowd1 that camilo turns into). Animation would animate the elements and effectively do a visibility animation(ie key visibility just on or off). And sometimes there'd be a frame or 2 overlap where they'd both be visible but similarly posed to help with the blending and such so everything doesn't completely just pop on and off. In Technical Animation, we would run the cloth and hair sims on these characters. Because there's a unified topology for the bodies, you can simply blendshape/morph one character to another. So what we would sometimes do is have a single element that blends from one character to another. This would allow us to run simulations where the cloth would react to some of the sudden change in size and shape and keep a lot of that inertia and such. Then we'd do sculpting and cleanup on top of the simulation to help sell the motion and make it look better etc. So like in that first shot, the way Camilo's poncho sort of hits this roundish shape that allows it to 'become' the sort of bib on the shirt of the crowd character. Stuff like that. There were other instances where only parts of the character would morph or it was more of a gradual change, and it was a similar workflow, but we would just sort of control where the blends were happening on the body. They were hard to do as it was a lot of managing multiple elements simultaneously and such. I'm happy to try and answer any other specific questions on the movie if I can. My roles were mostly dealing with rigging some elements, managing crowd elements, and technical animation.
    1 point
  17. Hrvoje, feel free to PM me when the shop is back up. My new day job has started and I'll be buying all the node training to watch before I dive in with a new computer and Maxon sub in early 2022.
    1 point
  18. The other Penny ad went live yesterday so i'm able to share the toon bus i was commissioned to design and model complete with basic interior 😄 pretty fun project to work on, link to final ad and project below as well as some wires and a few shots of the bus inside and out. Peace https://aixsponza.com/work/penny-adventure-buddies/
    1 point
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