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FLima

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Everything posted by FLima

  1. I've been very curious about this render, specially because I feel it might give me a specific look I'm trying to achieve: Something that looks like it is running through a game engine (nice illumination but with jagged edges) is anybody using this render? Last year, after not being able to test the first time I got the trial, Benjamin from U-render gave me a second trial... but again, I got stuck in a project and wasnt able to test it properly! 😞 So, if anyone uses it, can you share a bit of your experience? Is this similar to Eevee in Blender?
  2. FLima

    Big Bear Inn

    I wanna live in this scene!
  3. Yes, sometimes this works, for me personally, but for a more complex approach, like facial rig, whenever we enter the area of constraints, etc.. things gets a bit cloudy, at least on my own experience. I bought a nice face rig tutorial from domestika for maya, and honestly, I am still struggling to bring this to C4D. But maybe this is my own personal limitation. That would be awesome!!! 🙂
  4. Oh my... I'm almost 40 and living some middle-age crisis at this very moment. This thread is very triggering haha. I dont remember exactly when I joined the C4D Cafe the first time, probably around 2008... I was living in Ireland at the time, and when I was a bit lost with some rigging (even back then) I remember seeing some tutorials from Cactus Dan ❤️ if I'm not mistaken he even replied to a question I've had. There was also a very cool tutorial from him, a mech or a giant head with two feet. I think this was my very first rigging exercise. I started using C4D after a friend of mine persuaded me so much - I was using 3ds max at the time - and it was just...mind blowing, how welcoming the interface was! And still is 🙂
  5. yes, this is still a bit annoying to this day Eric. I ended up just getting used to it (and not getting used to it) and changing a bit my workflow as a result. I really wish there could be some information from someone else on how to get the edge double click to behave like previous versions.
  6. Thank you so much for your review on this!! Yeah, it is what I expected, there is some eyecandy... but not showing a proper face animation with joints and etc.. for that price, it is a bit of a let down. I will continue on the journey to find proper rigging tutorials for C4D. it is a shame really... I love C4D so much, it doesnt feel like I am working when I am doing things here. But rigging still feels like a niche place for C4D.
  7. Yeah, he is amazing!! I dont think he is on Greyscalle Gorilla anymore. I think he is a genunine nice person, and super smart. If he ever does rigging tutorials, I will make sure to keep an eye!! But I think you agree with me no? That there arent many great rigging tutorials (ignoring those with the character module) out there.. I found one that looked interesting... but it is quite expensive (specially for the currency coversion in Brazil right now) https://motiondesign.school/products/rigging-and-animation-in-cinema-4d
  8. I think that the main thing we are missing for character animation in C4D are tutorials. To show what the software can really achieve. There is very little on youtube and free access websites, and almost nothing on Gumroad/Udemy and etc... The last rigging tutorial uploaded on Cineversity is from 2018... And by tutorials, I dont mean the ones involving Character Animation module/ Mixamo integration. Whenever I try to find to rig a specific thing - last week was a front limb of a fox - it is one of the most frustrating experiences. A vast majority of tutorials are all involving the premade character rigs, but not actually teaching or explaining how to achieve such result. The best rigging tutorials are find are usually for Blender or Maya. And for the quadruped tutorial I tried to find for instance, the best one was by a guy called Pierrick Picaut - A genius in character animation in Blender.
  9. Yes, this has been a big issue for me. Last year I was working in a shortfilm, and there were scenes where an interaction happens between 4 characters... The timeline becomes extremely slow to work with... But for one or two characters, it works like a charm.
  10. That is a good point. After years of using C4D, i only discovered 2 years ago that the mouse had to be on top of the materials module to work just there hehe... But yeah, with the timeline, all these rules go out of space... Thanks again for the trick using the right click and copy track!!
  11. Thanks @jbatista🙂 Yes, this solution is the most solid yet I found. Even though it involves in the right click on a specific channel, etc.. but it works 100% from the tests I've made so far But still, I feel like it should be working as intended in the timeline right? I dont think this could be something so complicated to fix?
  12. Hello friends! I was wondering if anyone else finds the same problem in C4D animation/timeline, specially when working with characters, and you need to copy/paste keyframes from one controller to another. I find it extremely inconsistent, I never know what the exact steps are to make sure it works like intended. I create previously keyframes on the destination to get it work... but sometimes it doesnt help, and sometimes it wont even copy paste if I dont have previously set keyframes in the destination controller.... This has been fixed lightly in the previous version, but this current version of C4D is a bit of a mess... Im attaching a GIF with a little sample of the problem, but not sure it is clear just by looking at it.
  13. I've been having the same instant crashes as well. The whole computer freezes and I cant do anything about it, no crash report, nada... It happens when I am dragging something, or animating something on the timeline. I also noticed that the lines in the wireframe are blinking constantly whenever I move my camera around, maybe these two things are related? Im a bit desperate, because I am in the middle of a project, and I need C4D to run nicely as it was before this last update. Im also waiting on the support ticket response.
  14. Hello Deck! I think Cerbera replied pretty much everything 🙂 The only addendum I would make is for quadrupeds that sometimes stands on 2 legs, like bears. I "t-pose" then as a biped most of the time, so when the bear is standing, I know exactly how tall he can be, and since the spine is usually flexible (IK spline, etc) It is easier to shrink its height when it is on quadruped mode, than the other way around. Rigging is awesome! Looking forward to see some results!
  15. FLima

    Cyberpunk 2077

    Ha, good to know you are a gamer too Igor 🙂 I pre-purchased the game for Steam, and I think so far, I am enjoying the experience. But I can see that they didnt put the same amount of work on AI and some other minor details as they put on the environment, models, etc... It feels a bit frustrated, specially when you are chased by a cop, how weird and outdated it feels. But the story, the story is really good (when you dont find anyone during the quest line doing t-pose hehe) I thought of asking for a refund yesterday, because yeah, the game is not ready... but the story already got me hooked, so I am pushing it through! How you liking the story so far?
  16. Hello! Sorry for dissappearing 😞 My work week has gotten a bit hectic, so I havent had the time to check on this 😞 I will try to see if I get some free time this week, and work on this. Im quite intrigued with this rig myself!!
  17. Ah, Im sorry, i thought the hierarchy was inverted! Hmm... yeah, I think there is still a possibility in doing what you want from an IK rig, if you place other joints inside the IK controlling joints, so they can follow the movement and position, but you can still make their rotation fully controllable from the outside. Unfortunately, I have a delivery today, and cant stop any second 😞 But this weekend, I might have some time, and will give it a proper shot. I can actually see already a solution for your mechanical arm, I will try it again this weekend!
  18. yes, everything is up to date here, driver wise, etc. had another issue, that continues to happen which I had to do it, report and etc.. But will wait until I do a fresh install/no plugin soon, before I see what is happening.
  19. I thought I was alone with this. I didnt even report, because I thought it could be my own hardware, but yeah, it flickers a lot... I kinda got used to it at this point, on S22. I use a PC
  20. Im glad it is working out 🙂 it is not the most "sophisticated" idea haha! But if it is for something simple like poses, it is quite helpful 🙂
  21. I also added a limit tag on the goal/hand, so the robot doesnt move sideways to weird directions, just forward and back, and up and down (respecting the hinges rotational limits) Hopefully this helps a little 🙂
  22. This is not optimal, but I think it might give you some options on how to achieve what you need. One thing I noted from your file, is that the hierchy on the object manager was reversed. The mounting plate was the very last and the robots "hand" was at the very top, and it should be the other way around if you want to use IK. The other thing you will note from my file is that I am using a joint structure and binding the mechanical parts to those joints, but not all of them. The ones that are going to be rotated, are placed inside the hierarchy of joints, but they are independent, they dont affect the IK because of their placement. And usually the controllers for a rig, I leave them outside of the joints, but in this case, the rotational ones, I kept them inside, so when the IK moves, the controllers will follow. There is a much nicer and tidy way to do that, but I didnt have time. Rmeember that for those rotational joints, the PSR has to be checked only for rotation, and not position, neither scale. TestRobot.mp4 TesteRobotArm.c4d
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