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Rectro

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Everything posted by Rectro

  1. Rectro

    Learning C4D Tests

    Here I will post images I create while learning C4D basics. Some images may not be complete, or represent final image quality.
  2. Rectro

    Johansonportate

    From the album: Learning C4D Tests

    W.I.P low poly female character working towards Scarlot Johanson digital double. Main aim is to get better hand of the whole process using Vray better with C4D. This is a portrate cropped from a full bdy render. Took 25min. Clothes only tempory. Texture maps had painted. Dan
  3. Started working back on Hair, and Skin in Vray, this time working with Alsurface. She is a low polygon mesh I made a while ago and have been adapting her. This is a W.I.P and rendered the full body in 25min, this is a cropped version. Slight different Hue
  4. Having a new render engine integrated into the core of C4D is a massive addition, and will be sure to take up a lot of resources for quite a few releases yet, and as long as other areas haven't been pushed back on their priorities I cant see it being a issue. Looking back in the earlier years MAXON did bring out some huge releases. I think we can only speculate for r19, and hope that R19, will not be what some including me fear, One big feature Pro renderer, and a few little things here n there that that does not target some things that should be prioritised before a new render engine. Your right at the end of the day the final result has to be rendered out, but you got to produce the content first, and part of that production before we render is a proper Uv tools set, better modelling tools with global symmetry, and anything related to content creation. Another to mention is the price difference between the lower to higher end range of C4D, Studio owners need to see the benefit. Iv purchased my MSA a week ago for my Studio licence, I have faith in MAXON that they will pull a decent upgrade, and to be honest there is little else out there other than Maya that can compete. Dan
  5. Just to add to what 3DKiwi said, it was the NLA that I had been waiting for in MODO which is why I had to either go Maya route or C4D. C4D Motion system works quite well, and for its other animation benefits it makes C4D the best second contender to Maya for character work, only you can own your software. Between C4D, MODO, and Zbrush you have a very powerfull pipeline, they all play well, and the ACS Kit for MODO plays much better with mocap than C4D character tool does, but this can all be transferred from MODO to C4D via FBX, then into C4D NLA. Dan
  6. Ohh right, I must be getting my dates mixed up, Sigggraph is a good time all round, am also looking forward to see what a few other peices of software will bring including Marvellous Designer 7. Dan
  7. Yea your right, just speculation, we will see in due course. I didnt think Siggraph was until Sep, right at the time when its due for release? Dan
  8. Id be quite happy if I knew MAXON had this in their road map all the while they bring the Modelling and Uv tools up to MODO standards. Id rather drop MODO all together but as things stand there is no chance of that. Id like to see at least one area dealt with for my $650 investment. Modeling, Uvs, Retopology, Better Mocap support with character tool ik/fk blending. Unfortunately while I really like C4D overal, MAXON have me by my nuts when it comes to their MSA as there is zero financial gain by missing a upgrade. They need to start being more open, and address the fact that its users want to know what they are investing in, im just starting to get a little un easy as Im not seeing much, or hearing anything that makes me feel r19 is going to offer me anything of interest. There is no other choices as far as I am concerned, but thats how Im feeling now along with other things that are going on in my life., they need to give me some glimmer of hope. Dan
  9. It would be nice to see MAXON kick back at Maya with some updated character animation tools, view port 2.0 like performance, and visuals. Updated hair system, and easier to setup Mocap and facial rigging with a skin deformer. A updated muscle system with self collision. Dare I say automated JCM for Correctional deformation. For Pro render to compete with Arnold its got a way to go, it may be faster but there is little out there that can compare to its SSS methods, only Vray because it has the ALsurface now. If MAXON can get the hair to render as fast in pro renderer with self shadows, and look better than the Standard renderer id be impressed, but to get my attention id need to see a good skin shader, or implement ALSurface, then its got my attention. There are many render engines out there that can produce nice shiny cars. Dan
  10. Nice. Can you give me a break down on the material, lighting, and scene setup please? Id like to know what render times you got and what system specs you have. Do you have a higher res version, say 3k or higher? Thanks. Dan
  11. Nope, apart from with MODO the $200 per year permanent penalty rise for coming out a life long maintenance subscription, and being forced into a years subscription just to sell your licence as you can only sell up to date versions only. Fortunately at the moment Im not forced into any maintenance at all If I wish to stay with my current version, and when I do iv jumped from 902 for what ever version it is when I start my subscription, so thats a huge bonus if I just wanted one more huge upgrade. Dan
  12. Yea what I got from that thread was r19 is getting the pro render but its not fully production ready as in its feature set, this kind of means that we dont actually know how long it will take to mature to a full production renderer like we have in 3rd party renderers. Looking at MAXON pricing again, looks like I have no choice to have a MSA in either case as it will cost me 20% more to upgrade two versions, one version of which I would have had no use of what so ever during that missed year, yet Il pay 20% more for missing one year, wait another version then Im totaly out of the upgrade path which leaves me no better off than to use a side grade offer. Dan
  13. I am too happier with C4D than MODO in many areas, but I too am in the same dilemma because the areas where MODO shines, are significant, and for them few areas Im having to keep MODO. Im still on 902, but have not seen any reason to upgrade MODO. What makes things even harder now is the position in which The Founder has left me in. Im an existing perpetual user so I get my maintenance at $399, but Im forced to stay on that forever or my penalty will be iv lost that discount and pay $200 more forever. I may well just get the $399 to get the latest version that adds value to me, then leave it there, and get back onto a $599 subscription every 3 years or so, but Im thinking that there could be some clause in that. If you want some serious Uv tools that excell MODO then Unfold3d is the way, I own MODO and purchased Unfold3d because its that much better. Dan
  14. Glad to hear its more stable. To be fair 902,sp3 seems quite stable. While I was tempted to sell my MODO licence when they started their subscription scheme, MODO still has so much to offer than C4D is just way to far behind on, so I hope to upgrade MODO when I see some features that pop out, or I can be at a point Im prepared to make the most of my $399 offer and not opt out. I hope r19 dont pan out as you speculate, otherwise Im going to have to re think my options for future upgrades. Dan
  15. Id rather MAXON release Bodypaint when its done, iv had years of half baked features with other software, its much worse than not having it at all. As long as they honor r18 users that when its ready all r18 users and above get the free update, then Im good with that. Stability and commercially ready features out the box holds allot of value to me. Dan
  16. MAXON has to please everyone, and thats not easy when their software is so versatile. I hope that they just prioritize their resources into things that the majority needs, not the few. General Speed, view port upgrades, better modelling with full symmetry support, Uv mapping, refine cloth dynamics, all has to come in the process before we get to render out our projects. I have dedicated software for Sculpting, Uv mapping, texture painting, cloth simulation, Render engine, but I am still having to pay for C4D studio upgrades for a application that perpetually cost a heck of allot of money, and to an extent should be able to do what all my dedicated apps do, but maybe not as refined, but certainly up there with other high end software. C4D ease of use holds a great deal of value in my eyes, and with futher upgrades on areas that have been left for a while it will do even better than it is now. Dan
  17. Iv not seen any speed improvements from r16 to r18, but Im not a long time users yet to have been able to dig too deep while on r16,r17. I really like to see me favouring C4D over some of the features im forced to use in Modo. I need to see proper symmetry, and re symmetry in C4D, and its character tool Adv Biped work with mocap data retaining its IK rig. Pose morph Auto joint driven again like Maya ,Modo has should be implemented. Slice tool to work flawless, bridge with multiple selections, auto polygon fill open gaps, soft selection radius changes after deformation does not update deformations as id expect. Simple snap from one object onto another, better options for axis modeling, macro recording, OpenSubdiv fully working, more accurate weight painting for symmetry, should not have to keep optimizing a mesh to get rid of verts left behind, these things just make life easier. I so hope r19 is not based on a half implemented AMD render engine, I just dont need it after paying out for Vray. I do have high hopes for r19 as Im a studio user and its alot of money for me to shed out which I havent got my new MSA yet. MODO Iv not upgraded since 9.2, and now they have their new upgrade policy in place im holding off as long as I can from entering it into and non get out perpetual maintenance without the cost rising £200 more as a penalty. MSA still looks the best offer for me at the moment but if r19 fails me, I will change my thinking on future upgrades.
  18. Work flows

    Iv been spending some time putting together some workflows that need ti be streamlined as much as possible, and in the process its inevitable that technical issues will come.  I will talk about these workflows in sections.  I will cover C4D workflows with other popular apps that I use such as MODO, Zbrush, and Marvelous Designer.

    Work flows: 01: C4D To MODO (Rigged)

    Assuming  that we have a character rigged within C4D and want to use some of MODO features we will want to keep as much data from C4D as we can, and the main thing here is weighting.  We export as FBX format, and as it stands for MODO 902 it only supports up to FBX 2013.

    Load this into MODO using the unit scale of cm.  The next stage is to use a plugin called ACS2 which is much like the Character tool found in C4D Studio, only it has some features that are better than C4D, more on that later on.

    We build the ACS rig to match the positioning of the joints from C4D so when we bind the ACS rig it will detect that out mesh has weighting from the C4D rig.  The weighting is setup to work with the position of the joints to get the same deformation.  (I need to look into how to use the snap features to aid in joint placement)

    The weighting in C4D is contained within a skin tag which is a child of the mesh object, while in Modo its called a Normalizing folder.  

    We can now delete the C4D rig, and also the normalising/skin tag it came with a this can cause issues when exporting FBX files having two skin/normalising tags.

    Next is to use the super features of ACS2.  It has far superior methods of sculpting correctional morphs as it automatically creates a joint driver, it does it all for you.  Also is the Mocap which I talk about now.

    ACS allows you to import Mocap/bvh files into layers in a easy step by step method, 4 steps actualy.  What it does that C4D dont do is allow you to still have full control of the FK/IK and overide or blend your own key frame animation or corrections.  You should first make a layer for the Tpose character, then add more layers to import and bake down bvh files.

    There is a known issue that if you arms are too low in base pose it can cause issues with bvh files, so a A pose or T pose in the higher position is best.

    Once the layers are made you should have saved two project files by now.  One is the rigged project, and the other is with baked MDD files.  The 3rd project file should be the next stage, and thats to bake all the layers.  This is done from the ACS character menu.  All the control rig is lost at this point and now we have a basic rig with all layers of bvh applied.  

    First export the Tpose as FBX, then export each fbx for the bvh applied animations.  In this example I have Tpose, Walk , Jump, Idle fbx files.

    In C4d we import our Tpose fbx, and select either the root joint or the null object in which its all contain within, and go to animation tab where we make a motion clip.  The motion tag is applied to the object with its post motion clip, a Tpose.  To open the Time line we select the Motion clip tag and click on Open in TL button.

    Next we merge from the file menu each fbx file doing the following one by one.  Select the new FXB which is imported with the mesh in the options menu. then select this and apply the motion clip, as soon as we done this delete the whole imported file leaving just the Tpose character in place.  What this will do is leave behind the motion for the imported mesh.  Do this as many times as you wish until you have all the motion clips.

    Next we drag n drop each motion clip into the timeline, over lapping to get a cross fade.  If the next clip starts from a different footing position, the select that clip and in the object manager/advanced make a new pivot null.  This will let you move the object into place.  You can set a keyframe for this.  By the end your have a nice animation.

    Next we need to get the animation exported.  To do this in the Time Line window for animation we have a Motion System menu.  Click on (convert layer to keyframe animation.)  rThis basicly puts keyframes from all the motion clips onto the geometry or root joints.  

    We next need a plugin called  MDDIO.  In the scale setting set it to 100, and select the mesh and export MDD.

    We already have the Tpose rigged fbx, but we also need the same mesh as a OBJ if we dont already.  We now need to save our project ideal before we covert the layers to keyframes.

    1. Rectro

      Rectro

      Work flows: 01: Rigging in MODO  weighting in C4D

      After we have rigged and weighted with the ACS it may be the case that we want to do out weighting within C4D.  If this is the case this is what we do.

      1:  Save project in MODO bake down the rig.  Export the baked rigged as fbx and bring into C4D to do weighting.  Save the mesh back out with new weighting as FBX 2013.

      2:  Open the rigged project, Unbind the normalising, and then Unbind assigned mesh.  This removes the weighting and mesh from the ACS folders bind meshes folder.  We can delete this mesh.

      3:  Bring in newly weighted mesh. select it and bind mesh, then normalise it.  It will find new weightng and then select yes when prompted.  Your new mesh is ready for animation.

    2. Rectro

      Rectro

      Work flows: 01 C4D to Marvelouse Designer.

      Now we have our Obj, our FBX files, and our MDD data for the character animation.  The next stage is cloth simulation in  Marvelous Designer.  Im using v4.

      1: Bring the obj into Marvelouse Designer (MD for short for now on)  Choose cm as its import scale.

      2: Import the MDD file  which was exported from the MDDIO plugin with the scale setting of 100.  The scale within MD is set to Meters.  Took me ages to get this scale right.

      3:  In the animation room we can play the character animation.  Go back to design room make your cloth.  I recommend that you use the low poly mesh when designing the clothes for the Tpose character but the animation data is medium to high poly, this is because the blocky polygons will show in the cloth simulation from the body.

      To do this make sure you convert the motion clips to key frame animation otherwise the fbx file will flip the left arm and leg inside out when loaded back in as a fbx.  Take this file into MODO and apply 1 level of SD and export it.  In MODO it does not change the point order and thus you have a higher poly version.  You can now bring this higher poly version back into C4D to produce the new MDD file, or do this in MODO.  Now you can delete the avatar thats low poly in MD and import the new high poly version with its own MDD file for final simulation againts the smooth geometry.

    3. Rectro

      Rectro

      To get a high poly animation out of MODO you just simply import the low poly fbx from C4D, and sub divide the mesh once in MODO.  In animation menu select export MDD and export the obj file.  In MD import the mesh at the scale in meters, and the MDD as meters.  This is due to MODO default unit as being meters.

  19. Some good points made here. I try not to think about it too much, but when iv gone out my way to provide long explanations, scene files, visual illustrations, or even a video and the OP dont even return at all it would seem, that annoys me, but I reflect that someone one day will come across the same issue and find it helpful. Its something that just cant be helped other than maybe put a big banner at the top of the forum. Often is the case speaking for myself here, I find at least iv done my bit when I can, and it helps me learn by replicating, and solving others problems. If only some posters would realise that problem solving is a skill that should be worked on along with learning the software, and that the search features along with Google, Youtube most times comes up with an answer, hence why I help answer more questions than ask them, and Im relatively still new to C4D. Dan
  20. Im happy to pay a fair price, I know its allot of work producing video training, so you got my support. Dan
  21. I think subscriptions for some is a good thing, but as long as its offered as a choice. Its when choice is removed that I get angry such as what The Foundry has now done as their only way as a upgrade path, only they sell you perpetual, but then force you onto a $599 £598 inc vat for a Maintenance. In the Foundry's case they let old users get on a $399 £406 inc, maintenance subscription all the time you keep on the subscription without any gaps, if you stop it once, they wack you on a $599, £598 maintenance, thats nice of them. I cant stand any company that play these games, and Im so glad I went over to Cinema 4D. Im selling my MODO licence before they make it even more expensive. Vray4C4D have been very fair with their pricing, and hope they keep the choices they do, their subscription is very cheap. Why dont I personally like subscriptions? If I hired all my software I own and id have no money to live on, I dont need the latest tools all the time, and once I stop paying iv essentially got nothing left but files that are of no use to me anymore. Dan
  22. Really nice job on this one. Love the texturing, guess that Substance painter is your number one paint app now? Dan
  23. I found that if I used a Hotmail.com email address I got no link, I used another email address and it came through right away. Dan
  24. Then il wait till MODO has got something to offer than it currently dont have because it will cost me much more to come out of subscription then head back in again. Back on BP, I do hope they pull something extra out the bag when its released, but for now my biggest decisions are with MSA for C4D Studio, this year it has to offer something I actually need to warrant the £540, we will see. Dan
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