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Showing content with the highest reputation on 10/04/2020 in all areas

  1. Dear C4D users, In the name of Remo (Remotion) our co worker of the qucumber.at dev and c4d artists team, i am very happy to be able to announce the release of UniFlex v4 with 21/22 support. Updates from older versions are available too. Uniflex is build on base of the well known NVIDIA FLEX simulation engine, with gpu acceleration. If you need quick and robust simulation engine for Rope, Soft-Bodies, Cloth, Semi Rigid Bodies and etc. and that is when Uniflex4 step in. Uniflex4 is a particle based simulation plug-in with use of Nvidia Flex Solver for real-time visual effects, unlike traditional visual effects that are made using a combination of elements created using specialized solvers for rigid bodies, fluids, clothing, etc, Uniflex4 uses a unified particle representation for all object types, it enables new effects where different simulated substances can interact with each other seamlessly. And since UniFlex4 use the power of GPUs all simulations made in real-time and can be baked on the fly as a file sequence. Key Features are: Unified solver for effects Rigid/deformable bodies Turnkey solutions Phase transition Particles Adhesion Fluids Cloth Rope Gases Right now it works with MAXON Cinema 4D R20, R21,R22 Windows versions and all rendere engines (The internal #c4d engine, and direct within #corona, #vray, #redshift, #Octanecpu or gpu engine, cloud or standalone renderer). UNIFLEX v4 is available 49.-euro for a limiited time (after that the normal price will be 59.- euro netto) UNIFLEX v4 update is available for 50% of the price (24.- euro atm) The plugin is made by our qucumber.at team member Remo (remotion4d) you can get UNIFLEX v4 and also the update from older versions to v4 here on our 3dtools.info shop: 3D TOOLS dot INFO UniFlex 4 - 3D TOOLS dot INFO UniFlex 4 is the simulation engine for Roper, Soft-Bodies, Cloth, Semi Rigid Bodies and more for MAXON Cinema 4D R20, R21 Windows only UniFlex 4 have Nvidia Flex engine integrated, this allow for much faster simulation done on GPU. best greetings Stefan p.s.: Remo asked me to sell it for him so he can concentrate on developing, we do this to help him:)
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  2. Yup - you found it! And, if you subscribe to the Truebones newsletter, now and then you will get "500 BVH files for free", or a whole bunch of other animations for a reasonable price. Considering the overwhelming amount of already captured animations out there - available and free, then Mocap inclusion in C4D is somewhat peculiar. It doesn't hurt. And it is nice. But it doesn't add any real value. -Ingvar
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  3. well, i wasn't talking about mocap workflows, i talked about animation. views might differ here, but to me it's about the same difference as playing an instrument vs DJing. never had use for any mocap in my whole life, so i can't comment much on that, although i tested the retargeting once and it worked. i was wondering why they included those mocap files as well, could be it was mainly because the mocap actress who made those works for redgiant, so it was considered low hanging fruit? certainly didn't eat up any dev time, so where's the problem? might be of use for some people.
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  4. Have you tested it copying an animation form an FBX imported character? Tested it with imported BVH files, where the X,Y,Z axis is oriented differently than the C4D standard? Gimbal locks - catered for? What I reacted to the most, was the inclusion of Mocap files. Why? There are literally thousands upon thousands of free BVH Mocap files out on the Internet. If I recall correct, there is(was) a University or an official institution, that released their whole BVH library, for free. Besides of all this, you have Truebones where you can purchase thousands of mocaps. For bipedals as well as quadropods, as well as birds, insects and so on. I myself have a considerably large library of Mocaps/BVH/FBX animations, all kinds of movements. So I don't understand why MAXON included these rather few Mocaps. Because, if you do animation, it will be pure luck if you at all find what you are looking for there, after all. That's my experience. As a result of this, despite my own large (steadily growing) library, I use Kinect sensors to record my own movements, when needed. -Ingvar
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  5. probably more than you think. but yeah, not exactly a lot 😉 ...the obvious goal is to grow in that area. idk why you see very little practical use of the new features regarding animation. all animators i‘ve talked to so far seem to think the opposite. me included... wouldn‘t want to animate in any prior version anymore.
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  6. Igor, the Guy who found out about the POSCAP issue already analyzed the new driver version. https://www.igorslab.de/en/wonder-how-invidia-the-crashes-of-the-force-rtx-3080-andrtx-3090-will-be-removed-and-still-will-be-removed-even-from-the-power-supplies-analysis/ if you understand german ( I dont think the subtitles are to good) here is the video which is much more detailed: best regards Jops
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  7. I saw this wacky lift idea on the brit TV show QI so I had a go at making it using dynamics + Python here's the math car_lift.c4d
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  8. There is a built in feature - not sure if it's quite the same, but maybe of use, see my quick demo below: With the move tool selected, Ctrl (Cmd) right click on required axis and snap that back to the axis origin, then left click drag to the required vertex or other element you want to snap to.
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