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bentraje

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Everything posted by bentraje

  1. And that's the catch. Even the more than average users (more technical users) doesn't use the scene nodes. At least based on the mographdotcom slack channel. And for good reason, again and again, the design of the scene nodes is convoluted. too verbose. i wish the devs used houdini first. reference it. and make that node flow better. again, use GEOMETRY SPREADSHEETS. that's the real deal with these using nodes in 3D.
  2. Yea. Apart from that, it's probably the only real equivalent for topogun with how interactive the snapping tools. @Cerbera Here is a reuse illustration. I posted this in blender forum since I was asking a similar feature. There is a decent alternative in Blender (through plugin ofcourse lol) by the way, but Maya is still better. Here is the default in Blender and in any other softwares BLEN49_interactive_snapping_retopo_02.mp4 Here's how maya does it. BLEN49_interactive_snapping_retopo_01.mp4 Maya also has a built-in limit transform features like this one: BLEN54_maya_like_transform_constraint_edge.mp4 There are a lot more. And the C4D "improved" UV workflow is, unfortunately, pales in comparison of Maya's 2013-2015 UV toolset. There's little to no modelling improvements in Maya 2016+ onwards apart from performance wise (because frankly they don't need improvement that much). Mostly they have animation and VFX improvements (Bifrost etc). Anyway, yea I hope C4D devs looks to other software and reference them because they somehow doesn't at least not in a better manner.. I mean look at scene nodes. It works sure but its a bit convoluted (I'm looking at you creating and retrieving polygon selections workflow). Why not use the geometry spreedsheet like what Houdini and Blender does? The only C4D thing that I would say a bit advanced that other software is the dynamic placement tool. Maya does not have it. Blender does not have it. Houdini has it but you have to be in the USD workflow to be able to do so. Any other features, again while good, is just playing catch up or an inferior version of the other features of other software. I'm not salty about it. An improvement is still an improvement. But it would be nice if the feature they introduce is at least equivalent or better version that others. Like the python UI version. They refuse to implement a PySide/PyQT port. PySide/PyQT is a universal UI framework. maya has it. houdini has it. blender has it (although admittedly not as robust last time I check). nuke has it. etc.
  3. By default, it should not work. So you should be looking for a statement of it "working" rather than the oppposite. Also, plugins broke (again) in the recent release.
  4. The C4D probably has more featureset like the mirroring in all axis. But the idea of modelling mirroring with transform features has been around in Maya 2013/2014 🙂 Now if only they would improve the Polypen, to match Maya's Quad Draw even at 2014 version.
  5. Actually, this feature has been in Maya since 2014/2013 release. So, yeah. Still a great addition to C4D.
  6. winbush said it himself in a YT video when he was reviewing the dynamic placement tool. so it wasn't some "guy". it was the guy himself. of course I don't know how much truth it is. but the point still stands that the supposed to be much more easier and simple general tool tasks (i'm not referring only to the search materials) is being deferred in favor of who are in the circle. Isn't this supposed to be the work for the labwork? creating plug-ins that are planned to be implemented in the future but unable to do so currently because of some codebase, etc? much the same with Maya and Houdini "labworks".
  7. It Redshift has clay mode. It is just a one click task, as it should.
  8. One of the feature I requested back in R18/R19. I pointed that Blender has it. Maya has it. Etc. And I think I received a reply back that users does not really need it. You can just see the materials. I mean you can but utterly inefficient in big scenes. It is an abysmally simple general task and in R25 we still don't have it. Granted that you can easily script it. But why? This should be present by default. That is why I don't really believe Maxon listens to the feature request unless maybe you are "in" the circle. I remember that Winbush requested a tool like Unreal where you can dynamically place objects in scene. And it was implemented the next release after (?). Search for the materials, simple task and still collecting dust waiting for a "in" the circle people raise it to the Maxon devs. As much as I have reservation on Adobe. At least they are transparent, "You Can Now Vote on New Adobe Features" https://www.schoolofmotion.com/blog/bug-reporting-features-adobe
  9. @Kevin Snyder Can you check this? Can't find the original website but the credits is included in the zip file. brasco_Split_by_Selections_v1.0.00.zip
  10. @jbatista It does work but I'm hoping for if there is a "canon" way to do it. That's built-in to the rig that I'm just missing out.
  11. Hi, For some reason, I can't move the bendy controls in the character object. I can only rotate it. Is there a way to activate it normally? (i.e. I don't want to dig into hierarchy and remove the protection tag. I might break some connectioni).
  12. AFAIK, that's not exposed readily. Although, what I would suggest is cache your simulation. And once it is cache, get the bounding box, and through the bounding box, you can get the center coordinators in xpresso. You can then set those coordinates on any objects.
  13. Yea you are right about the Inset function. I guess I'll just do that instead of relying to the poly bevel. Not quite the same result as the C4D but this will do. Thanks for the response!
  14. Hi, Is there a way to polybevel like in C4D? You can check illustration in below: Actually, for correction, I'm using the caps feature in C4D lol. Not necessarily the bevel deformer. But hope you get the point.
  15. @MighT Gotcha. Can confirm it works as expected. Just wondering, isn't it a bad idea to use the Classic Object Manager and the New Node System performance wise?
  16. Yea learned a lot of Fusion techniques through his inputs. He is also active in forums so sometimes he answers my queries haha
  17. @Igor Can't confirm but I do know there will be an upcoming update on the COPS. My basis is that the legendary Bran Ray was hired as a consultant for Houdini just recently. http://www.bryanray.name/wordpress/
  18. They introduced nodes in R20. And it's nearly R27. So roughly 3-4 years already. Definitely a mark that it should have been used already. But as you can on the latest 3d motion shows or webinars, no one is using them. maybe 1 or 2 instances? Just shows how even the presenter doesn't find it practical/useful.
  19. @Jeff H1 RE: This feels like Autodesk and Bifrost for the first 4 years it existed. Yea. To some degree. But to be fair, Bifrost on its first iteration was mainly for VFX simulation. So it was actually understandable, there wasn't an wide adoption. But currently, it is mainstay in Maya since it can be used for general stuff like mograph, particles etc. C4D Scene nodes on the other hand was supposed to be for general usage (i.e. can easily be implemented for wide adoption) but didn't really pan out, so far. Also, I used already a lot node programs before C4D, even before Houdini. And i have to say C4D version is a bit verbose. Like setting and retrieving selection. Again, why not just improved Xpresso. It was already capable. Just need a better UI and performance. I'm never going to rant about 1) cutting the cineversity for perpetual users 2) leaving xpresso. lol RE: Redshift content on their live streams On point. So many REDUNDANT INTRODUCTION AND BASIC VIDEOS. Keyword being REDUNDANT. I'm pretty sure there is already an existing videos for the features already introduced.
  20. Hi, Is there a viewport handle for the compose matrix nodes? Currently I have to manually set-up the transforms which is painstaking. I just want to click the node, press Enter and see the handle. Move the handle, and it should update the node. Is this possible? For reference, compose matrix somehow acts like Transform Node (i.e. Move, Rotate, Scale). I mean even the generic commands are named like Reset Transform, Freeze Transform etc. Not sure why use the name "compose matrix".
  21. @Hrvoje Sorry for the trouble but it doesn't really delete the edges/geometry and keep points. or maybe I'm just using it wrong lol 2022-07-22_3-51-14.mp4
  22. I do believe C4D has as much features in Blender in nodes. The main problem is there's no significant audience using C4D nodes. Which means lesser tutorials/community reference. There is a documentation. It does have some info but by and large, it's just theoretical. There is not practical examples. Example of practical examples are in https://www.tokeru.com/cgwiki/?title=Houdini where you can literally just copy and paste the node set-up and use it on a project. It's cheap, yes but it helps in easy integration. Anyway, I still stand by my sentiment on the idea of leaving xPresso to rot. It's already an existing node base system why make another node system when the existing one is already working already well. Even if we have the argument of having a new core, why not make the xpresso easily transferred to the new node system. Like convert this xpresso to new node system. And call it a day. I still explore C4D nodes but not on a production capacity. It's too risky. Not enough references to feel confident to play around and troubleshoot around it. Also, still no attributes in C4D node system. I don't get it. That's the main thing about Houdini nodes from Day 1. Attributes. They already have a reference on other existing software, why not leverage it. Even blender nodes uses attributes. *sigh
  23. @Hrvoje Thanks for the illustration file. RE: some Houdini construct which I am not acquainted with. Not necessarily Houdini specific. Blender also has it with their geometry nodes. C4D has it too but I guess its limited to predefined attributes. The simplest example is the particles. xParticles can export age, velocity attributes etc. It's just that in Houdini. Attributes are a first class feature. So for example in this case, "generate lines by using index and topological nodes" it's too limited. Being able to determine it in specific attributes provides more control. Anyhow, for the sake of argument, on the illustration, yes yes, that's what I'm after ultimately but with an additional thing, how do I delete the existing edges and just keep points? You can refer to my example, the initial circle has only points and no edges. Is there an existing node for that? Can't seem to have the proper keyword for the search documentation.
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