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Rectro

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Everything posted by Rectro

  1. Id rather MAXON release Bodypaint when its done, iv had years of half baked features with other software, its much worse than not having it at all. As long as they honor r18 users that when its ready all r18 users and above get the free update, then Im good with that. Stability and commercially ready features out the box holds allot of value to me. Dan
  2. MAXON has to please everyone, and thats not easy when their software is so versatile. I hope that they just prioritize their resources into things that the majority needs, not the few. General Speed, view port upgrades, better modelling with full symmetry support, Uv mapping, refine cloth dynamics, all has to come in the process before we get to render out our projects. I have dedicated software for Sculpting, Uv mapping, texture painting, cloth simulation, Render engine, but I am still having to pay for C4D studio upgrades for a application that perpetually cost a heck of allot of money, and to an extent should be able to do what all my dedicated apps do, but maybe not as refined, but certainly up there with other high end software. C4D ease of use holds a great deal of value in my eyes, and with futher upgrades on areas that have been left for a while it will do even better than it is now. Dan
  3. Iv not seen any speed improvements from r16 to r18, but Im not a long time users yet to have been able to dig too deep while on r16,r17. I really like to see me favouring C4D over some of the features im forced to use in Modo. I need to see proper symmetry, and re symmetry in C4D, and its character tool Adv Biped work with mocap data retaining its IK rig. Pose morph Auto joint driven again like Maya ,Modo has should be implemented. Slice tool to work flawless, bridge with multiple selections, auto polygon fill open gaps, soft selection radius changes after deformation does not update deformations as id expect. Simple snap from one object onto another, better options for axis modeling, macro recording, OpenSubdiv fully working, more accurate weight painting for symmetry, should not have to keep optimizing a mesh to get rid of verts left behind, these things just make life easier. I so hope r19 is not based on a half implemented AMD render engine, I just dont need it after paying out for Vray. I do have high hopes for r19 as Im a studio user and its alot of money for me to shed out which I havent got my new MSA yet. MODO Iv not upgraded since 9.2, and now they have their new upgrade policy in place im holding off as long as I can from entering it into and non get out perpetual maintenance without the cost rising £200 more as a penalty. MSA still looks the best offer for me at the moment but if r19 fails me, I will change my thinking on future upgrades.
  4. Work flows

    Iv been spending some time putting together some workflows that need ti be streamlined as much as possible, and in the process its inevitable that technical issues will come.  I will talk about these workflows in sections.  I will cover C4D workflows with other popular apps that I use such as MODO, Zbrush, and Marvelous Designer.

    Work flows: 01: C4D To MODO (Rigged)

    Assuming  that we have a character rigged within C4D and want to use some of MODO features we will want to keep as much data from C4D as we can, and the main thing here is weighting.  We export as FBX format, and as it stands for MODO 902 it only supports up to FBX 2013.

    Load this into MODO using the unit scale of cm.  The next stage is to use a plugin called ACS2 which is much like the Character tool found in C4D Studio, only it has some features that are better than C4D, more on that later on.

    We build the ACS rig to match the positioning of the joints from C4D so when we bind the ACS rig it will detect that out mesh has weighting from the C4D rig.  The weighting is setup to work with the position of the joints to get the same deformation.  (I need to look into how to use the snap features to aid in joint placement)

    The weighting in C4D is contained within a skin tag which is a child of the mesh object, while in Modo its called a Normalizing folder.  

    We can now delete the C4D rig, and also the normalising/skin tag it came with a this can cause issues when exporting FBX files having two skin/normalising tags.

    Next is to use the super features of ACS2.  It has far superior methods of sculpting correctional morphs as it automatically creates a joint driver, it does it all for you.  Also is the Mocap which I talk about now.

    ACS allows you to import Mocap/bvh files into layers in a easy step by step method, 4 steps actualy.  What it does that C4D dont do is allow you to still have full control of the FK/IK and overide or blend your own key frame animation or corrections.  You should first make a layer for the Tpose character, then add more layers to import and bake down bvh files.

    There is a known issue that if you arms are too low in base pose it can cause issues with bvh files, so a A pose or T pose in the higher position is best.

    Once the layers are made you should have saved two project files by now.  One is the rigged project, and the other is with baked MDD files.  The 3rd project file should be the next stage, and thats to bake all the layers.  This is done from the ACS character menu.  All the control rig is lost at this point and now we have a basic rig with all layers of bvh applied.  

    First export the Tpose as FBX, then export each fbx for the bvh applied animations.  In this example I have Tpose, Walk , Jump, Idle fbx files.

    In C4d we import our Tpose fbx, and select either the root joint or the null object in which its all contain within, and go to animation tab where we make a motion clip.  The motion tag is applied to the object with its post motion clip, a Tpose.  To open the Time line we select the Motion clip tag and click on Open in TL button.

    Next we merge from the file menu each fbx file doing the following one by one.  Select the new FXB which is imported with the mesh in the options menu. then select this and apply the motion clip, as soon as we done this delete the whole imported file leaving just the Tpose character in place.  What this will do is leave behind the motion for the imported mesh.  Do this as many times as you wish until you have all the motion clips.

    Next we drag n drop each motion clip into the timeline, over lapping to get a cross fade.  If the next clip starts from a different footing position, the select that clip and in the object manager/advanced make a new pivot null.  This will let you move the object into place.  You can set a keyframe for this.  By the end your have a nice animation.

    Next we need to get the animation exported.  To do this in the Time Line window for animation we have a Motion System menu.  Click on (convert layer to keyframe animation.)  rThis basicly puts keyframes from all the motion clips onto the geometry or root joints.  

    We next need a plugin called  MDDIO.  In the scale setting set it to 100, and select the mesh and export MDD.

    We already have the Tpose rigged fbx, but we also need the same mesh as a OBJ if we dont already.  We now need to save our project ideal before we covert the layers to keyframes.

    1. Rectro

      Rectro

      Work flows: 01: Rigging in MODO  weighting in C4D

      After we have rigged and weighted with the ACS it may be the case that we want to do out weighting within C4D.  If this is the case this is what we do.

      1:  Save project in MODO bake down the rig.  Export the baked rigged as fbx and bring into C4D to do weighting.  Save the mesh back out with new weighting as FBX 2013.

      2:  Open the rigged project, Unbind the normalising, and then Unbind assigned mesh.  This removes the weighting and mesh from the ACS folders bind meshes folder.  We can delete this mesh.

      3:  Bring in newly weighted mesh. select it and bind mesh, then normalise it.  It will find new weightng and then select yes when prompted.  Your new mesh is ready for animation.

    2. Rectro

      Rectro

      Work flows: 01 C4D to Marvelouse Designer.

      Now we have our Obj, our FBX files, and our MDD data for the character animation.  The next stage is cloth simulation in  Marvelous Designer.  Im using v4.

      1: Bring the obj into Marvelouse Designer (MD for short for now on)  Choose cm as its import scale.

      2: Import the MDD file  which was exported from the MDDIO plugin with the scale setting of 100.  The scale within MD is set to Meters.  Took me ages to get this scale right.

      3:  In the animation room we can play the character animation.  Go back to design room make your cloth.  I recommend that you use the low poly mesh when designing the clothes for the Tpose character but the animation data is medium to high poly, this is because the blocky polygons will show in the cloth simulation from the body.

      To do this make sure you convert the motion clips to key frame animation otherwise the fbx file will flip the left arm and leg inside out when loaded back in as a fbx.  Take this file into MODO and apply 1 level of SD and export it.  In MODO it does not change the point order and thus you have a higher poly version.  You can now bring this higher poly version back into C4D to produce the new MDD file, or do this in MODO.  Now you can delete the avatar thats low poly in MD and import the new high poly version with its own MDD file for final simulation againts the smooth geometry.

    3. Rectro

      Rectro

      To get a high poly animation out of MODO you just simply import the low poly fbx from C4D, and sub divide the mesh once in MODO.  In animation menu select export MDD and export the obj file.  In MD import the mesh at the scale in meters, and the MDD as meters.  This is due to MODO default unit as being meters.

  5. Some good points made here. I try not to think about it too much, but when iv gone out my way to provide long explanations, scene files, visual illustrations, or even a video and the OP dont even return at all it would seem, that annoys me, but I reflect that someone one day will come across the same issue and find it helpful. Its something that just cant be helped other than maybe put a big banner at the top of the forum. Often is the case speaking for myself here, I find at least iv done my bit when I can, and it helps me learn by replicating, and solving others problems. If only some posters would realise that problem solving is a skill that should be worked on along with learning the software, and that the search features along with Google, Youtube most times comes up with an answer, hence why I help answer more questions than ask them, and Im relatively still new to C4D. Dan
  6. Im happy to pay a fair price, I know its allot of work producing video training, so you got my support. Dan
  7. I think subscriptions for some is a good thing, but as long as its offered as a choice. Its when choice is removed that I get angry such as what The Foundry has now done as their only way as a upgrade path, only they sell you perpetual, but then force you onto a $599 £598 inc vat for a Maintenance. In the Foundry's case they let old users get on a $399 £406 inc, maintenance subscription all the time you keep on the subscription without any gaps, if you stop it once, they wack you on a $599, £598 maintenance, thats nice of them. I cant stand any company that play these games, and Im so glad I went over to Cinema 4D. Im selling my MODO licence before they make it even more expensive. Vray4C4D have been very fair with their pricing, and hope they keep the choices they do, their subscription is very cheap. Why dont I personally like subscriptions? If I hired all my software I own and id have no money to live on, I dont need the latest tools all the time, and once I stop paying iv essentially got nothing left but files that are of no use to me anymore. Dan
  8. Really nice job on this one. Love the texturing, guess that Substance painter is your number one paint app now? Dan
  9. I found that if I used a Hotmail.com email address I got no link, I used another email address and it came through right away. Dan
  10. Then il wait till MODO has got something to offer than it currently dont have because it will cost me much more to come out of subscription then head back in again. Back on BP, I do hope they pull something extra out the bag when its released, but for now my biggest decisions are with MSA for C4D Studio, this year it has to offer something I actually need to warrant the £540, we will see. Dan
  11. Some good points there. I may just get onto a subscription if possible from 902. Dan
  12. Im also keeping my MODO licence, and Uv tools/modeling would have been a reason to do that If I didnt use Unfold3d, for me its MODO modelling tools which im holding hope for in C4D r19, then maybe I can sell my MODO licence. If I was keeping MODO just for its Uvs, then Id get 3DCoat, or Unfold3d if you wanted ultimate UV quality. Dan
  13. I still havent got my link? Dan
  14. @Cerbera You can say that again, Public beta will for sure give MAXON hands on feedback. Dan
  15. Il try again later on, but Im not too bothered as im not able to try it at the moment anyway. September would sit right on r19. Dan
  16. Yea I filled out the form and registered with the same email as my account with them, nothing came through, or in junk mail? Dan
  17. Dont think they have sent out links yet, at least I havent got mine. Dan
  18. Looks promising but after all this time gone find it a bit odd that its at this stage? Maybe they have added much more than they are letting on, I hope at least UDIMS in r19 is supported. I would assume when its out all r18 users onward will get it as a free update. I think a Public beta is a good move as it gets problems ironed out far quicker. Dan
  19. MODO will get there, but I do wonder how long it will take till it gets a proper hair solution and NLA. The Foundry has done much better than when I started using C4D, their 3 point release gives time to get stability which can only be a good thing, but for me MODO is still a good modeller, and render engine, but there is not enough to make me upgrade at this time from v9. Dan
  20. Rectro

    Zbrushcore

    Zbrush core IMHO has too many limitations to try and use it as a pipeline tool. The full zbrush has what you need, Core does not. I have the full Zbrush and it works very well. Core is a illustrators/designer tool, or for 3d printing, not a pipeline too for other 3d apps. 3D coat is worth a try at least before you splash out for the full Zbrush. I think for most things 3DCoat will do fine, but it works so different to Zbrush as a pipeline tool, have a look at the comparison thread. C4D can do a very good job on general sculpting. What is it you want to sculpt? A few differences that your find a limitation. 1: Only 20mil poly count, as to the full version 100mil 2: No texture map support, there goes your pipeline. 3: No layers 4: No mesh projection 5: No advanced split/ merge 6: Only basic masking http://zbrushcore.com/features Dan
  21. Im up for paying for this, and love to see some character rigging training. I dont like to rely on the character tool, and while I can rig to a basic level id like to see how to produce a rig and understand it on par with the character tools rig so I can make my own and customise my own character templates. Facial rigging is a biggie, and love to know how to set this up, even a basic one to start with. I think to be able to model and rigged a character to be on par with DAZ3D character, or production level with a well set up joint control morph system based on positional and rotational is a huge task and one which I see nobody take on to train simply because its a huge job, however id subscribe to a training project like that, even if it covers stuff I already know as often its the missing bits between of knowledge that can be them golden nuggets of information. Dan
  22. Thats some quality modelling there, very nice job done there. Dan
  23. Hey people! I came across this video, and thought id post it here as I think it helps put things into perspective how much we achieve when us solo artist, freelancers work on a project. Its is a big deal to model something that has colour, surface, lighting, and animation all done by one person, and this video shows just how much effort and time a whole team puts into a Animated movie. Dan
  24. Hi. Iv been with MODO since v 301 up till 902, and its core strengths are its modelling and render engine, however its sculpting, painting is slow, and areas such as dynamics are not very nice to use or reliable. My main area is character modelling, and can tell you that while C4D modelling is not up there with MODO, C4D is capable, all be it frustrating at times in some rather simple areas such as modeling in symmetry, breaking your model in half , and on multiple selections for their own normals. The snap tools are good but no simple solution to snap align one object onto another. There are methods but are in need for a update. I have modeled a complete character from scratch, rigged it and done some simple animation in C4D Studio, im not an animator. I got C4D because I found it much more artist friendly to use, and its rock solid compared to MODO. Its hair system is awesome, intuitive, and relaible, and although it hasnt been updated in a while and needs a few tweaks id like to see its very usable, MODO is not even close to C4D hair system, plus MODO has no dynamic hair. Dynamics work in C4D, and are intuitive to use, although the cloth is not ideal for complex clothing Marvellous Designer is for that, or Syflex plugin. C4D has NLA, MODO does not, this was another reason for moving to C4D. MODOs Uvs are superior to C4D and supports UDIMS, C4D dont yet. C4D plays well with Zbrush. C4D Studio has a built in Auto Character tool for rigging, and MODO has a plugin called ACS which is very nice to use, and has better setup for Mocap, and Joint driven correctional morphs, but C4D can do this all be it a longer process. Already been mentioned, R18 is due a free update to its painting system, then later at some point UVs. The new render engine is being added to C4D Radion Pro, there are hints that it could be in r19, but Id wait and see. What I do know is MAXON has a reputation of adding working features out the box, although the Knife tools has needed some attention, still does I think. Its help system is very good and easy to find a functions usage in the manual just right click on anything and select help nd it goes right to the feature in the manual. MAXON has been building a new core some for some time, and thats a very good thing for its future. There are pros, and cons of all options, so do some research, and see what meets your needs best. Dan
  25. Your be lucky to hear anything before September 2017. Dan
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