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Everything posted by Cerbera
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I'd have to agree with Bob. If you are doing motion graphics I'd say you absolutely need the full mograph set, including Voronoi Fracture. Likewise the dynamics and softbody tags, which I find myself relying on quite a lot for all sorts of setups. I think it might also be a mistake to be assuming that XP cloth will be totally fine for every cloth-related need. For character cloth, you really do need something like Marvelous Designer, but for other cloth work you might find it useful to have some cloth functionality built in. The other things you have mentioned I would say are less of an omission / problem in day-to-day work, and as long as you have RS and XP you do have your rendering and particle bases covered. Sculpting-wise, Zbrush is a good idea if you do it all the time, and know that software well. However sculpting in Cinema is rather quicker and more intuitive if you are not already a ZB expert ! CBR
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It's a shame the MSAs are not included in these sales :) But I do see their value for people who have fallen out of the MSA cycle and now want to get back in, like me with R17. If I hadn't got back in with a 30% off sale then my punishment-for-leaving-tax would have been about double what it was, so I was grateful to have got away with it a bit cheaper. CBR
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You're welcome... CBR
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A quick browse of the webs suggests its not possible with Xpresso but is with Python and this handy script, which just sorts it all out for you :) https://www.curiousanimal.tv/blog/c4d-python-party-rigging-splines/ CBR
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Yes. Contribute to the cost of running the cafe by becoming a bronze, silver or gold supporter, and you get given more space ! If you have exhausted your current allocation, and don't want to do that, then you need to find the 'My Attachments' page from the menu on the top right of the home page, and delete some of your existing images, which will free up space to add new ones. Unfortunately this has to be done 1 image at a time in the current system. Or, you could really show your appreciation for the cafe and sell your library through the cafe store or become an advertiser here ! PM @HSrdelic if you would like to arrange this. CBR
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No need to I'm only that quick because I've had 20 years modelling experience, so if you as a relative newcomer could do it that fast already I'd be upset ! Don't worry - it's far better to take your time and do it well than it is to rush through and do a slap-dash job. Be more concerned about quality, and let speed develop over time... Also, re the other point - forgot to say; ALL images should get some attention in post before being released into the wild :) Photoshop is the icing on the cake for stills, and everything you do in Cinema should get a blast over there at the end... CBR
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Some people think so, but I'm not one of them. I have seen absolutely stunning results from the native renderers - really top-level stuff. But it does struggle in some areas - it is sometimes hard to make huge outside objects look filmically 'big' in the same way that something like Octane can very quickly, but for most jobs, if your skills are up to it they are more than sufficient. I'd say between 12 and 20 hours, depending on how fussy you were being about topology... CBR
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That's pretty good modelling overall :) Shame about the remaining triangles and coplanar quads in places, but otherwise nice job. CBR
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I think the problem we are having is that we can't quite believe you actually want characters to move like that - it is honestly unlike any human movement I have ever seen. Forgive me, a lot of it looks like early robots, so it's confusing to us when you try and defend that, and appear to have little regard for the animation principles on which all realistic character animation is built. CBR
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We can't judge the modelling until you upload some wireframes, but the renders are looking good. Not bright enough, or post processed, but good nonetheless :) So I'd give that some levels in photoshop to make the grey bits brighter, and maybe add some subtle depth of field, but otherwise, that's looking pretty spot-on. CBR
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Also, forgot to mention the HB modelling bundle has the script you want already in it - it's called HB CleanView. Obviously I can't give you that script, but if you were willing to pay for one, why not buy the bundle and also get the other 100 brilliant scripts it comes with ? CBR
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I think that was me. I did share a Grid / Horizon toggler a while back, but it's a COFFEE script, so shortly to be deprecated with R20. Might be better to get a Python version. This is the script that does that (if yours is the same). If you view this one in the Script manager you can copy and paste the lines into your new script, and add lines that also toggle the remaining attributes, which I believe are named logically after the hyphen so you should be able to just go down the list changing the words at the end. Am no great scripter myself ( in fact think this was the only one I ever did !) so others may be able to give you more detail if you're still stuck. CBR
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Ok, that looks plausible :) But why are you hooking a range mapper up to a deformer ? You want to drag the posemorph tag in there and connect to the Pose 0 (or whatever you've called it) port dragged directly from the PM tag attributes, don't you ? This sort of thing... CBR
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Ah OK. I'm not sure that's possible. I can't see any parameter of the effector that could drive PM. But we should wait for a second opinion I reckon, not 100% on that myself... CBR
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You're welcome. Just tested it, works a treat ! :) CBR
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You're missing the Morph Deformer ! You can give that a falloff and then use it to do what your Plain Effector is(nt) doing now... There are more detailed tuts if you search it, but there general idea is shown at the end of this one... CBR
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Not any more it doesn't ;) Must have missed those the first time - thx for the heads-up. CBR
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You posted this 3 times ! You only have to hit the submit button once, then wait. I have removed the other 2 for you. CBR
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When you say ' that worked for me' you mean the Optimize, right ? Although very helpful for highlighting duff geometry, the mesh checker doesn't actually change anything by itself ! CBR
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Speaking as someone that goes back to R10.5, I think I am right in saying that MAXON has, in that time at least, never produced any new functionality that didn't work almost perfectly straight away on first iteration (occasionally small issues would be fixed in short order via in-cycle updates). This changed with R18, which introduced about 150 separate problems with the new knife tools ( the most crucial of which weren't fixed until nearly a year later) and (forgive me for banging on about it) a broken OpenSubdiv implementation that still hasn't been fixed 2 years later ! So, I'd say that even if we remove largely non-functional ProRender from the equation, that previously stellar reputation is rather in the balance at the moment... CBR
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Guys, we can't have F-bombs in the thread titles !! But otherwise a good idea ? Maybe. You can model pretty much ANYTHING with Sub-D, and that's an awful lot of things to have in one thread ! I help people model stuff every day on this site and a lot of that advice is quite specific - if all those were in one thread, it would be several thousand pages long, and would be so old it would never show up in the main topics list ! Also, people uploading gifs and pics to help their explanations quickly run out of media space here, which I worry would ultimately result not in a stellar resource of all types of models as we'd hope, but in a thread full of broken image links and incomplete solutions ! I think I am talking myself round to this not being such a great idea after all, or maybe we could restrict media to external links to avoid that problem, or find another way round it... We do already have 2 clubs devoted to topology (admittedly I could spend a bit more time on mine !), so perhaps the place for this, or something like it is in one of those ? CBR
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Great project. I like that first image a lot. Great font choices and I am enjoying the 'vibrant-but-tasteful' graphic style. I do have to have my customary whinge about all the triangles, unless they are necessary for some later fracturing reason I can't see, but as long as you are happy with those razor sharp edges on your planetary rings and don't plan to use subdivision, you are obviously getting away with it in the render :) May I venture a suggestion for the bump on the blue planet ? Delta down, or higher res bump map - it's a little pixel-y to me at the moment... CBR
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Ha - awesome :) Love the landscapes especially. And great sound design, though they have gone a bit nuts with reverb :) CBR