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Showing content with the highest reputation on 07/30/2020 in all areas

  1. If I may, I love Cinema 4D and my intent with my Avatar is not to profess fanatical devotion to Blender. Now, Blender is a good program. It's users do have a lot to be happy about. I did try it when the interface improved with 2.8. But despite those improvements, it is still a bit clunky. Everything is there and for the most part stable, but (IMHO) the UI unnecessarily gets in the way of fully enjoying the program. In short, C4D is a lot more fun to use! So why do I have that Avatar? To serve as a reminder to MAXON's leaders should they troll the site that the hobbyist community does have a pretty valid option other than C4D for our CGI fix. Yes, we could follow the subscription plan, but we are hobbyists....we use C4D for the love of it and not as part of a business model. As for me, should my personal financial circumstances change such that I can no longer afford to stay current with the program, I still want to have something that works and not watch years of work go away when my subscription turns off. You can ONLY keep C4D on with a permanent license and those costs have increased significantly (from $620/year in 2017 for the Studio MSA to ~$950/license upgrade). So my avatar is really part of that old argument of subscription vs. permanent licenses. I am a hobbyist that wants permanent licenses as long as it remains affordable for a hobbyist. Blender as an open source program will always be affordable. Blender gives us options....a reminder for the MAXON employees and CEO who visit the site and not intended to disrespect its members. Dave
    3 points
  2. I started on this awhile back, collecting texture maps from NASA and wanting to add another educational project to my portfolio. I reloaded it with text instead of my lame narration. Sorry for those who had to hear that!
    1 point
  3. HI There is also another solution if you wish to try. You can create an edge along the middle of your geometry. select that edge and convert it into a spline, and then : menu > character > convert > convert spline to joints. (each point will get a joint) If the alignment of the joints is not good, run the character/commands/joint align tool command. hope it helps cheers
    1 point
  4. You need first align and then bind, but... - use the same count of joints as edge loops (mesh will be better weighted and simpler for rigging) - place joints exactly on edge loops (here you can simply use middle edge going from bottom to top, convert with edge2spline command and with selected spline use character/convert/spline2joints command) - align joints (select all joints and use character/commands/joint align tool command. This way will be joints aligned in "target" axis, but not up-vector.) - align joints 2 (go from root hierarchy to latest one joint and align up-vector axis (Y) to be perpendicular to mesh. You must hold (7) on numeric keyboard and then rotate to prevent childs rotation) - select joint chain and mesh and bind them... Banana peel_0001.zip
    1 point
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