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pilF

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Everything posted by pilF

  1. pilF

    Real Magazine

    Hi I just purchased Real Magazine preset by Gianni Lorusso. Anyone else played with it yet? It's very useful. Description on the aescripts site says: " Magazine preset for Cinema 4D (requires Mograph). Creates a magazine, newspaper or exercise book with all the pages you need, adjust the size, set the starting and ending configuration for the animation, flip through pages one at a time manually or automatically and much more " https://aescripts.com/realmagazine/ Philip
  2. Yes, thank you that worked. I was so close and did not try this simple step ... Philip
  3. Yes that's what I want Cerbera, how did you get the guides to behave like that? Thanks Philip
  4. Hi, I'm trying to grow fibers from a cut out vector shape (extruded and made editable). But i cannot get the guides to behave and point outward of the cardboard material. Tried aligning normals, flipping them with no effect. Anny suggestions how to improve this? paper hair.c4d
  5. Bought the Hellolux, was not disappointed. The ones Igor mentioned look great too.
  6. pilF

    AI and Animation

    That's the spirit Vizn, we should not live in fear. But we should not be blind to developments either. It might be a good idea to plan ahead a bit and ask ourselves what we want life 3.0 to be like. Animators, riggers, game devs and modellers too. Not tomorrow but in 10 or 20 years. Which is of course a reference to a very interesting book on this matter titled: Life 3.0 by Max Tegmark.
  7. pilF

    AI and Animation

    Not too long ago, publishing print was something done by professionals with dedicated tools and hardware. Then word and pdf and laserprinters came along making it simple for people to produce their own print. Not even half as good as the professional desktop publisher would have constructed it, but it felt good enough for most users. Fastforward 10 years and you will have a hard time making a living as a freelance desktop publisher. Now imagine what could happen to professional animators if animating a 3d character becomes simple thanks to machine learning ans some limited ai. Not even half as good as a professional made animation, but good enough for most users. You can already see this standard taking shape with all the 2d movies where someone randomly wiggles a head or an tube and sells it as a character animation. For a lot of companies this feels good enough. And we are all emotion abiding humanist so if it feels right it is right. There are no holy standards for good animation. Feeling a bit more pressure yet?
  8. Any animators out there fearing for their job yet. I mean the idea and interpretation of an animation is still key but ai is filling up the valley of human competence a bit faster then i expected ( image by Hans Moravec - see also Life 3.0 by Max Tegmark). I just found this: Few-shot adversarial learning of realistic neural talking head models. Add 9 shots of a head in different poses to a (trained) neural network and it generates a talking head in 3d space. https://youtu.be/p1b5aiTrGzY
  9. Dear square father, thank you for your generous gifts. Much appreciated. Philip
  10. Thank you vertex helix that helped. I should drive the deformer with a field but could not get it to behave because i didn't realise it will only work on the original geo before th spline wrap. Added subd with redshift tag. Cheers Philip
  11. Remenber those pesky party horns? Well, I'd like to animate one and used Mosplineand spline wrap to do so. Only problem is i do not know how to inflate the shape once it has been unwrapped. As if it is blown up by air. I've added a pose morph to the object but would need to limit it's effect to the unwrapped part only. So the question is how do i blow up the shape after deformation by the Mospline liniting the effect? File attached ... Cheers Philip party horn.c4d
  12. Sweet, wish i'd seen this earlier. I actualy did break the first setup and ended up hard keyframing the cart to the hand pulling it. Problem was that the handle wasn't straight but bend which offsets the angle. Also the target was moving in x, y and z (the arm was fk). The character does a walk in place so now i need to key the rotation of the wheels by hand. Or make clever use of that wheel in relation to the feet sliding. But Annie (the character) will do one more performance with her shopping cart and I'll defenitly (try and) use the awesome rig you built in that one. Thanks again jed. I've added the - trolley from hell mesh - as a weird kind of thank you. Philip shopping cart.c4d
  13. This is great, thank you jed, i can see how the solution you provided works. I'll post a shot of an animated granny and her cart once they are animated. Working on a decent walkcycle now. Thanks again for your help. Philip
  14. Thanks for the reply natevplas, i'll keep the ik as a last resort. For now I'll try and figure out the cool solution Jed posted. Thank you very much. (...) (stares at xpresso) Hm that's counter intuitive to me, to rotate the wheel you divide its global position through its radius? Tilting the cart is a matter of ... no wait ...
  15. I would like to have a shopping trolley tilt when it is pulled. You know those carts with just one axis and a high handle. I can get the wheels to behave but how do i make it tilt when parented to a hand and follow the Y motion of the hand with its pictch. Should it be an ik chain or is there a more simple solution? Scene file attached any suggestions appreciated. Cheers Philip cart rig.c4d
  16. Very cool looking project! Except perhaps for the reflection, might use something more organic or abstract? It's strange to see an office reflected in muscle tissue. Philip
  17. Thank you. True that, the alternative would have been solid eyes but then the character would haven been less of a puzzle piece. White background compulsory.
  18. Just finished this fun project. I'd drawn a 2d mascot for a client earlier. Next they wanted it to present a new platform. So to keep the image interesting we went for a 3d version. https://youtu.be/jur900dm1X8
  19. Thanks again HSrdelic. Next up is fluids and kidney failure. Philip
  20. There, it's done. here's a link to the full animation with a crappy english CC
  21. Thank you, I will post it once the client has released the animation. Philip
  22. Clip (no audio) from an animation I made to inform dialysis patients about the importance of their loyalty to their medication. I build two characters Aart and Annie in Modo to tell the story. Rigged by Aleksy Voznesenski (ace 5 studios) because i suck at rigging and animated by me in C4D. Rendered with Redshift. Once the client has published i can share the full animation.
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