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Showing content with the highest reputation on 02/22/2022 in all areas

  1. Yep, definitely. But I didn't mentioned it because of severe instability. We had a relatively big project with character animations, done in R23. The tools were great, but otherwise the project was an absolut nightmare. Constant crashes, all-day-long. And we where already animating in small parts, baking what-possible in alembic files, to get the stuff rendered. And I don't need - I don't WANT - releases every half a year (especially if they change lot's of good stuff without reason to the bad). Why should I? Give me stability upgrades all-year-long, and make a release, when it's worth it.
    2 points
  2. We never really had much instability in those releases. As I say, we weren't pushing the envelope in terms of deformations, complex interactions with simulation etc. We were rendering the previs with the viewport, which has mostly been improving. The biggest instability in my experience has been 3rd party render engines. I use Octane for concept work & I'd say it's the cause of 9/10 crashes. Still love it for stills work though. The little I've dabbled with Cycles it seemed equally unstable & I hear Redshift is a bit shakey too. Maybe that's just GPU rendering, I don't know. As dated as they are, Standard/ Physical are more stable than anything else I've used. I guess it always depends which bits of the program you're touching & what work you're doing.
    1 point
  3. No one's mentioned it (I think) , but the cumulative improvments in R20-R25 for character animation have been really good & useful. The pose library, the character definition re-targetting system, things like auto-keys only being made on channels where a key is already set, timeline improvments. Where I work, we use Cinema 4D for previs animation (among many other things). Not the most elaborate stuff but lots of re-use of rigs, libraries of animations, always working in small teams. The accumulated quality of life improvements across these last releases has really allowed us to be more efficient. I know it's not an area that many Cinema users work in, but there has been substantial improvment.
    1 point
  4. my experience: i am c4d user since v6/v7, atm i have r19 still in use for converting some old stuff, all real work in r25 meanwhile . r25 is the most stable for me since r19. despite several other people for me c4d improved in good ways, for our big scenes (4gb+) it is many times faster in many ways, rendering, and interface than in 19,20,21,23. many small and partly also bigger things improved. i had issues first with the r25 gui , but now i prefer it a lot over the old one. for me it is a pain to go back to r23 or even 19 for some conversion tasks. of course i hope too for improvements (modelling for me mostly)
    1 point
  5. R20: Gave us node materials, fields, volumes and the CAD importer, 9/10 R21: Cheap versions removed, Subscriptions added. new extrude bevels and Windows 4k support, 3/10 R22: Lots of smaller bits and general improvements, 5/10 R23: Nodes, but nobody uses them, USD, but nobody uses it, Magic bullet but poorly implemented, 2/10 R24: Online content browser, placement tools, currently useless scene browser, 3/10 R25: So bad, they didn't even give it it's own press release, 1/10 R26: X implemented, X overhauled, X overhauled, dozens of new X tools, X also implemented, 9/10 You can see why so many perpetual owners all stopped at R20. Everything since then has been a bit of an anti climax. Useful bits, but nothing that's going to change your life. R20 was nice for its 4k support, but the job is only 80% finished, too many elements are still low res. You can add bonus points if you happen to need USD support or GLtf export, but they're not complete enough implementations imho. "We don't talk about R25, no no no..."
    1 point
  6. In your screenshot it is visible that you are connecting container to data type. Distribution should go to container and the setup can be simplified 🙂 Here is the scene extrude and follow_0001.c4d
    1 point
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