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Showing content with the highest reputation on 01/19/2023 in all areas

  1. A solid online help for Autograph is here. They have an icon on various pages discussing differences between Autograph and AE / Nuke, which is pretty cool. https://www.left-angle.com/public/doc-autograph/dev-master/welcome.html#migrating-to-autograph General consensus among everyone is that the software is overpriced and Left Angle have misjudged things there - ie if they had launched at a third of the price, they'd likely be getting more than 3 x the sales. Ryan Summers (@Oddernod) has chucked up some threads on Twitter and is trying things out. There's also a new Reddit page up for Autograph, with a sole post from one guy lamenting the price. I might have a long read through the documentation before I muck around with the demo. Maybe in the interim someone will drop the price a bit.
    2 points
  2. After playing for a few months with Unreal, things are finally starting to click in. This whole scene was animated and edited in-engine, using Sequencer and a Mixamo character. Aside from doing animation I work as a commercial DP, so what I enjoyed most was the real time workflow. It feels a bit like shooting live action on location, since you have the freedom to move the camera around the virtual environment in search of the right composition. Time to play with those metahumans...
    1 point
  3. I did receive the e mail and downloaded both volumes a few days ago, but obviously this isn't going smoothly for others (hi Noseman). I hope this training series continues though and appreciate's the work that has gone into putting it together.
    1 point
  4. Like this they will not bite a big chunk out of adobes cacke 😞 the newcomer always needs to be cheaper or at least the same price. like this they cost like the whole creative cloud. This will not fly, unfortunatley.
    1 point
  5. Esc key doesn't work, neither other key binding. Also checked preferences parameters and nothing. Its really odd. Perhaps its an issue from the 2023 1.3 version. I'll try to submit a ticket to maxon.
    1 point
  6. I haven't had time to convert all those math nodes - there is a float formula node 🙂
    1 point
  7. what you are trying to achieve is doable via these: BaseDocument.GetPickSession(self) BaseDocument.StartPickSession(self, callback, multi) BaseDocument.StopPickSession(self, cancel) read the SDK https://developers.maxon.net/docs/Cinema4DPythonSDK/html/modules/c4d.documents/BaseDocument/index.html?highlight=pick#BaseDocument.StartPickSession
    1 point
  8. 9 hours ago, zeden said: The forest is an asset from the store right? The only thing that bothers me a little bit is this default blurrines to it that I also encountered in Unreal rendering. Or is it DOF and MB? Thanks Zeden. Yes, the forest and the animals are from the Unreal Marketplace and come pre-rigged, and the archer is a Mixamo character. I understand what you mean about the "default blurriness". To improve sharpness I rendered at 4K and then downscaled to 2K, but I should probably add a sharpen filter as well. 6 hours ago, 3D-Pangel said: Unfortunately, after watching a few tutorials, the UI appeared daunting to me. I actually could wrap my head around Houdini's UI better than I could Unreal engines. Maybe it was the tutorial. So for those who have stepped more into Unreal than I did (admittedly a passing interest on my part with no real time investment), what were your experiences with the learning curve? How would it compare to Houdini? To Blender? To C4D? Dave, coming from C4D, Unreal was a bit daunting for me too. The layout of the UI is actually not that different from C4D's. There is a content browser (but it only displays elements that have already been imported to your project), an outliner (similar to C4D's Object Manager) and a details panel (similar to C4D's Attribute Manger). The problem is Unreal was designed to create video games, so the settings that interest me are buried under a tone of settings that are only useful to create video games. So to me, a big part of the learning curve is figuring out what is useful for cinematics and what's not. I still have so much to learn.... 6 hours ago, Igor said: really great stuff. A lot of work for sure. So congrats on the project. I also started learning UE5 once again after several tries. But now it has much more sense as I am mastering Houdini. Feel free to talk a bit more about the process and some hardships you might have had during the whole process. I would love to hear them. Thanks, Igor. So to make something like this in C4D, I would have storyboarded every shot, and then I would have created a separate scene for each area of the forest where the action takes place. In Unreal, the whole forest was already there, so my first step was to go location scouting. I just went around the virtual forest placing cameras wherever I found an interesting area. Then I downloaded the MIxamo character and placed it in front of those previously selected cameras. And that's where the fun begins! You create a Level Sequence (a timeline that allows you to add keyframes), assign the mocap to your character, and start playing with the camera position and settings. The character just keeps doing his moves again and again in a loop without complaining (occasionally he would shoot me a dirty look, but I just ignored it) while I play with the focus, aperture, the focal length, the speed of the camera move, etc... Once I'm happy with the shot, I enter "God mode" and I add wind, move the sun around and place 18K HMIs with one finger... so satisfying! But what's even more amazing to me is that I can then create a Master Level Sequence, and I can edit all these shots together like you would in Premiere of FCP, but with one BIG DIFFERENCE. You are not editing rendered clips. You are editing real time animation, so if I decide to change the color of my archer's bow, I just have to open the bow's material, change the color, hit save, and now the change will automatically propagate throughout my edited sequence and the color of the bow will change in all my shots. Mind blowing... Working like this is super-efficient, because you can refine the timing of your shots and you can immediately tell if two shots don't cut well together, etc... Finally, at render time you can increase the quality of all your render settings (sampling, anti-aliasing, motion blur, etc...) through the use of "console variables." The render is no longer real time, but still very fast. The whole edited sequence took less than 3 hours to render, but remember I was rendering at 4k to be able to downscale to 2K. To me the biggest challenge is still grasping the logic of the program. For example, there is really just once scene (map) where all the actions take place, so if the archer is performing two different actions in the same area of the woods, you have to hide one of the actions or else you will see two archers performing two different actions at the same time. At first I solved this problem by hiding the character in all the shots except the one where we were supposed to see him, but then I discovered you could "convert the character to spawnable" and that way it will only show in the Level Sequence where he is supposed to be. Finally, Unreal is not super-stable like C4D is, and the auto-save feature isn't great, so when there is a crash it's really hard to recover the lost work. Internal links are broken, references are lost, and you basically have to redo a lot of work. Oh well... still totally worth it for this type of stories.
    1 point
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