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Showing content with the highest reputation on 09/08/2020 in all areas

  1. The New Scene Nodes look very interesting and I think they should have kept the Neutron name. really Like: remesh, Multi UV Pose Library Deformer improvements Wish MAXON would Purchase X-particles and integrate it remove ProRender Make Redshift the default material set & renderer Offer Indie version of "MAXON One" for $10/month
    2 points
  2. This is a awesome update, especially the Bendy character rig with face rig. Having Magic Bullet Looks in C4D is such a nice addition and shows how things can pan out in the near future. Dan
    2 points
  3. I like the new Sketchup-like extrude. All new features in 5 minutes: https://www.blender.org/download/releases/2-90/
    1 point
  4. you can build a face rig from a template and then simply constrain that to your own body rig or to another template rig, even when it's still live and not made editable. although i always recommend that, because you gain a little bit of performance when you make them editable. you have the choice between two face rigs now, one that comes with the toon rig and another standalone one made by bret bays.. they are quite similar in what they can do, if i should describe the difference it would be that the toon rigs face rig is (well you probably guessed it) aimed at cartoony more exaggerated faces and brets rig is more aimed towards realism. but that doesn't mean you can't use brets one for cartoon stuff or the toon one for realistic characters. they are both pretty flexible. in the end it's just about which one fits your needs and habits better. there are going to be tutorials out soon on how to apply them to your characters and how to use them.
    1 point
  5. This is great! 😁 Thanks BEZO!!!
    1 point
  6. Don´t know how it was done in old file, but I think there was used simple xpresso with point node (what FFD basically is) here is fast example from R21... FFD_driven_by_nulls.zip
    1 point
  7. If you want a really deep -dive on eyelid setups, this is a great tutorial - you can probably get away without having to do any Python in Cinema, check out video 3 around 22 mins on, where he is showing some of the things it can do. Might be overkill though.
    1 point
  8. The premade character rigs can be made editable into full hierarchies of normal objects, at which point I'm pretty sure some parenting could integrate it into your custom rig. For example, for the existing preset rigs, it's quite possible to make them editable & start extracting parts, so it seems likely to me. I know how to do my own facial setups, but I would still pull bits of these if they are good & quick to setup.
    1 point
  9. I am quite happy with the anouncements overall 🙂 I dont use the premade character rigs, so not sure if I will be able to implement the facial rig to my custom rigged characters? I hope so! For me, one of the big changes is the character solver. For sure, that will make it extremely awesome to transfer animation from one character to another! And the delta mosh! (in fact, I wish I had this delta mosh right now for a project Im working on he he) And funny enough, some of the small improvements, are the ones that I got extremely excited.. like.. auto previewing the F-curve when selecting a specific parameter It seems minimal, but doing some fine tuning on characters, and having to manually find "where is this curve?" a lot of times.. I got used to it, but it was frustrating in general. This and auto-keying changes is also super welcome! I think, the only thing I was hoping to see was viewport improvements, more specifically, changes to the Interactive Render Region, the one we have right now is unfortunately not good enough, or not responsive enough. Specially when working with toon shaders, etc.. it starts refreshing quite fast, but after some 4-5 materials, everything just lags.. and takes a while to update. I mean, the magic bullet and the space screen reflections are nice aditions, dont get me wrong... but I would believe, most people who uses Magic Bullet Looks, would normally use during the compositing stage of a project, before or after some other effects are added on top of the 3D footage... so there is a lot more control without wasting 3D render time, and with more control. Also, it would be cool for us to have some sort of roadmap... specially now that C4D is subscription based, It would be nice to see whats in the horizon for us. Overwall, it was a good presentation, looking forward to the update 🙂
    1 point
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