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FLima

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Everything posted by FLima

  1. Im continuing some tests over here, and yes, I can tell that indeed, IK's inside a cloner cannot be controlled, and becomes quite unpredictable after animated and cloned over multiple copies... Is there any workaround this? I feel like this is such a shame it doesnt work as expected. Maybe it has to do with cloner only seeing animated data, like, position, rotation, etc... ? the leg moving is with IK, the other one with FK, both inside a null, inside a cloner TestFKS.mp4 TesteFKS.c4d
  2. I've searched about this extensivelly over the last days, and found a variety of conclusions. So wanted to be 100% sure. Is it not possible to place a rigged animated character inside a cloner, and have it being controlled or offset, like a cloner would do? I can see that the controllers of a rig do obey to the overall cloner behaviour and its effects. But everything that is under the influence of an IK/IK spline, or Constraints, do not (bones continues to move on their own). And if that is the case, is there any workaround to tackle this issue? Aside from baking animation that is... Since I want to keep a simplified control of a simple rig 🙂 I will continue to search here on my end, and if I find something interesting, I will share it here with you guys and girls.
  3. As a general rule, you usually hide part of your underneath the cloth, either by applying a selection tag with a transparent material to it (or the equivelent in the render of your choice). Cloth simulation inside C4D for a rigged character is also a bit tricky, specially if it has to recalculate its simulation after every move, the mesh will eventually go through the cloth. If you want to do a walk or a specific movement, and want the cloths to move naturally (like real clothes) on a character, the best thing is to export an FBX with the animation already finished from the character, and make the simulation happen inside Marvelous for instance. Like in this tutorial:
  4. Thanks for the responses everyone! Im speaking to someone on the forums, and I think indeed, it has to do with the material refresh implemented on version 3.0 Adrian on the forums mentioned that now Redshift pauses quickly the IPR to refresh the material, but I think that was causing my whole C4D to stop for a few moments, before letting me click or move anywhere. I disabled this inside the Redshift Preferences, and it seems fine for now. I will update this post after a few more tests, to make sure this was the culprit! Thanks again everyone!
  5. Hello all 🙂 i just upgraded the latest version of Redshift 3.0.26, and even though the new features are quite nice, whenever I make a change in one of the models, or even move slowly something, sometimes the whole C4D freezes, for 1 second or less. I am not sure what could be causing this. I suspected initially it would be the material refresh (which has been implemented since version 3.0) but it is not that 😞 Anybody experiencing the same thing? For now, I had to return to version 2.6 since I am in the middle of a project and cant afford to lose time with this..
  6. I feel this is a really good study and persepctive about workflows within C4D and Blender, etc. I've never faced these kinds of challenged you listed regarding UV, etc, but frankly, I dont think I had used the software the way you needed. One of my biggest roadblock with Blender for instance, was animation. Being unable to achieve great results and fine tuning, edit multiple keyframe's values, or even same objects parameters at the same time, it was quite frustrating... For a lot of other things, Blender has the upper hand, specially when it comes to character animation/ auto-weight, etc.. But yeah, this in-depth study about your personal and professional experience with the software is helptful to us all. Thanks!
  7. Wow, the new page looks awesome!! ❤️
  8. Here are the top 5 things I really hope the newer version of C4D implements 🙂 - An improved character animation module, better auto weights, etc... (I heard they will talk something about it on IBC! Fingers Crossed) - Realtime viewport preview when working with some of the sketch and toon modules, right now, these non-photorealistic projects relies on Interactive render region, which is quite slow and unrensponsive... - A better sketch and toon, something that allows us to control the overall scene shadows/gradients, etc, like you can already do inside the cel shader, but in a global/scene level. - A proper symmetry mode... something that allows you to make adjustments to a model, even if it is not under a symmetry object no longer (ie: a character already rigged, etc) - Something like... bendy bones from Blender? I know we have spline IK, but it would be awesome to have something that could be easily integrated into a facial rig for instance.. And of course, an indie license! That would be the icing on the cake!
  9. For me personally, after the update in S22, I stopped using 3D Coat, which was my go to software for unwrapping UV's. It is so much easier to unwrap things in C4D, leaving 3D coat for only retopo whenever I need it.
  10. I mark this post as solved as I am not entirely sure if this is actually a bug.
  11. Hello Bezo! Thanks for replying! You are right! I tested several objects, and one was a cube, then a sweep object and the sphere, For some odd reason, the sweep and the cube started working after I changed some settings "roots as guides" for instance. The sphere one was the only one not working regardless, but when I changed from the settings "render perfect" it works nicely! Trying to figure out what makes it work for the other two. But thanks for pointing that out! 🙂
  12. I really wish they do consider that in the future, an indie version of C4D. Specially now with Maya Indie arriving worldwide to compete with Blender, MAXON needs to start thinking more of its indie users.
  13. Hello all 🙂 Not sure if this is working as intended..but if I remember correctly, the hair used to be displayed correctly, within simulation, inside the interactive render region? After the update, regardless of what I do, the hair module is always displayed on its initial state inside the IRR, without simulation. Not even caching the simulation works.
  14. Thank you so much for fixing the copy/paste behaviour on the animation timeline!! It was driving me nuuuuts!! 🙂 I think I saw it on the release notes, timeline copy command... but now that I tested, yeap, that was the fix ❤️
  15. I've been working on a file as well today, the entire day.. and I do incremental saves from time to time, which unfortunately didnt happen today... and I am getting the same error... Incorrect File Structure. I've had several crashes when trying to UV something specific, and now this.. 😞 What can be causing this? This is an absolutely major issue... 😞 PS: I will be submitting the file, but it was for a project that I needed to finish today... I cant believe this 😞
  16. Not sure if someone is into games here, but I've been working on a fan art for Last of Us, Joel. Specially now that the second part will be released in a few weeks! I'm struggling a bit with the rigging, specially wrist area, etc.. but getting there. Did box modelling, and painted in substance painter. Im thinking of doing some details and fixing somethings in Zbrush, not sure yet. Rendering in Redshift.
  17. I think having a proper particle system would be just to offer option A, when we alredy have a well functioning option B (X-Particles) When things are already so well integrated to the software, I dont see the point honestly. A lot of things you either need a plugin or another software (Marvelous, Zbrush, etc) The thing that I feel C4D needs more love is with Character Animation, since we dont have any plugin that can re-work that, or it is not something that can be done outside of C4D and used inside the software (character rigs, etc..). But then again, I might be biased, just because that is what I work with hehe. Or a nicer bodypaint, since we already have a good layer system inside the texture making part...but we dont have symmetry.
  18. Oh sorry, just saw it now! Yeah, it is what Cerbera said, this is a post-production thing.. there are several ways you could improve the integration between the character and your scene. The first thing that occurs to me is the shadow, separate the shadow passes... your scene, has shadows with more blue tint.. and your character has a pure black shadow. Your character is also underneath the tree, which is under the light. You can see some of the shadows on the ground from the leaves, but it is not on your character. That also breaks a bit of the realism. I think if you can fix those things... change the colours of the character with some RGB curves in After Effects, add some grain, you will reach a nicer result.! Good luck!
  19. I am still a bit confused to what you are asking... but is this the effect you want to achieve? PS: made this in C4D
  20. Do you have an example of the problem, and what you want to achieve? Not sure I understood 😞
  21. I... am... speechless, at such awesome work! Big congrats JBatista! I gotta say, seeing how much talent is displayed within this forum, it kinda gives this extra injection of inspiration about C4D, and it proves that someone, that knows what they are doing, can really push the capabilities of the software really far! I love the idea of reverse engineering. I've done a very long time ago.. with Flabo, our good friend Flabo from C4D. And by some weird distraction, I havent downloaded the presets on C4D on this last version, and you are right, there are amazing rigs over there 🙂 There is even a t-rex!! Thanks for sharing this with me JBatista, I appreciate it! Obrigado 🙂
  22. This looks awesomeeeee!! 😮
  23. Do you have a cool human rig tutorial reference JBatista? I can only imagine what a complex task must be to rig a bird! Do you have the result of your adventure if you can share? 🙂
  24. Thank you so much Dan! I will give a shot again at Cineversity, and hopefully I can finally improve as a character animator. And yes, this is a very very good resource from Posespace! I have bookmarked here and will probably purchase soon. I only recently started to film myself as a reference for some of the animations, to make sure I got it right some of the things... rookie mistake, I know. This is extremely necessary but we tend to forget, having a good reference before animating something complex. Thanks again Dan!
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