
Jeff H1
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Everything posted by Jeff H1
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It'll never compete with Houdini, but it certainly seems better than what the poor Blender users have been stuck with for some time, or old nFluids in Maya. It will be interesting to see more pieces of the new dynamics architecture eventually fall in to place, like fluids, particles and more destruction style things. It seems like Maxon clearly has a roadmap they are sticking to and it's not years away and they're not interested in diverting to fiddle around with other things like C4D "apps" and such nonsense. 😛 Congrats to the Maxon team for moving ahead.
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https://www.maxon.net/en/cinema-4d it's also on their live stream going on right now.
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I love the idea it's a live mesh warp "layer" and not a destructive effect. Interesting. i just noticed if I upgrade my Photo to v2, the universal license is not included. I would have to buy the Mac, Windows and Ipad versions separately. I guess that's their push to get you to pay for the other apps.
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Press release is out: https://affinity.serif.com/en-gb/press/newsroom/affinity-v2-sets-new-standards-in-creative-software/ $99.99 for all 3 apps isn't so bad.
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It's a bit more cumbersome than AE. it will also be a 1.0 when it finally goes gold. Just like Calvary, which was dubbed as an AE killer, it will take time for adoption after the bugs get ironed out and used in production outside of beta. Hopefully LA won't go the same route as MF with Calvary and put it behind a subscription paywall which killed Calvary's momentum, but who knows....
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for tweaking textures I find Photoshop a lot easier. Photoshop is also more responsive. I found larger files or a lot of layers, Affinity bogs down easier. That's when I was messing around with matte scenes. Regarding updates, it's about crashes and stability. Also, Photoshop is constantly refining their tools including the AI construct for touchups and selection. I'll be curious to see what Affinity has with regards to AI implementation tomorrow. Interesting that their reveal happens the same day as Maxon's live event.... hrmm 😉 The last place I worked, we almost moved completely away from Adobe, looking at Affinity tools and Resolve. But with print, web, design and video teams under one umbrella, it just wasn't robust enough.
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bought Affinity Photo last year... wasn't that impressed so much. Still prefer Photoshop. Also the updates were far less frequent. Curious to see what they think is their big "tada" for the community.
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oh now you're just being mean.. showing a library full of GLTF files to C4D users.... 😛
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Added.. is there a way to select components (in this case points on a spline) and have them rotate around their own axis? I toggled the "Per Object Transform" but I think that just works at the object level and not the component level. 722212973_2022-11-0711-02-38.mp4
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Never noticed it until now but is there no way to manipulate handles for points on splines if you have more than one spline selected? It seems the most you can do is move the points but you can't affect their handles unless you deselect other splines first. Not very modeler-friendly. I tried other hotkeys to see if it would work and I can't figure it out. ADDED: I know I can merge the splines to perform the above task but then I would need to to break them apart again as separate splines. 1641302101_2022-11-0710-46-29(2).mp4
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throw a Select in there. I think behind the scenes Divider is selecting polys and Inset is using those selected. You may be able to do it via the Selection String box in Inset but I'm too capsule-dumb to know what else to put in there. 🙂
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I've seen other uses for Blender whereby you can use it to create textures. Nitro's doesn't seem to give that ability yet or at least he's not showing it. I saw a second tweet from him where it generates a wood and brick texture but it doesn't look like he does anything afterwards. It would be more useful to be able to export out those AI generated images (or textures) as files, whether it be 4k, 8k or whatever. I know some of the AI sites are limited in resolution so not sure what he's pulling from behind the scenes.
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the knife tool (err line cut) can be very fickle. I've noticed it doesn't do the cuts I'm asking for and I've had to use the Polygon Pen tool instead. In your case you may want to try a couple things. I tend to hit space bar after I've laid down my cut for it to apply it. I also tend to not use the Snap tools (which I hate anyways in C4D compared to other tools) while using the knife tool. You can create angled cuts at 45 or 90 degrees by holding down the SHIFT key before starting to use the knife tool on your mesh. Lastly, make sure you look at the options when using the Knife tool to give you more ability to tweak your cuts as you do them. The one I toggle mostly in the attributes is the Visible Only because sometimes I want to slice right through a model, even on the other side. The other interesting one is "Preserve N-Gon Curvature" which may be useful for you when cutting a rounded object. Also, I have to remind myself Maxon decided to call it "Line Cut" versus "Knife". 😛
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I think you're going about it the wrong way. You shouldn't make the geometry super dense and then try to force it into the shape you want. You need to start very broad with minimal detail to get the rough shapes and contours then work your way into more shapes. Move the points and polygons into the rough shapes of the face before adding more detail. I'd never use a boolean for something like character work. It creates unpredictable geometry that will be hard to animate with bones or morph shapes. I removed some of the loops to show you how easier it can be to shape the model with less (less is more). Here I moved the points with the Slide function (M~O) to roughly form the eye areas. I could have used the new symmetry thingie but I'm just breezing through this right now. Afterwards you can use a subdivision surface to smooth it out and add more geo in the process (btw, your SDS Mesh was turned off in your viewport filter).
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it's where the other releases have always been. Check Edit > Preferences (CTRL-E) and it'll show you at the bottom with "Preferences folder". Click on it and it'll show you all of the version of C4D you have installed. Find 2023, go into the folder and you'll see a plugins folder. If by chance you don't have a plugins folder it could be because you don't have any third party plugins installed yet. I'd imagine it still would create the empty plugin folder for you. If not, create the "plugins" folder.
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you could try some profile splines and a loft. lens2b.c4d Added: After that, I did a connect objects and delete (or convert to object if you want). Then I did a solidify capsule (or could use Extrude. Then select the loops around the top and do a bevel: You may need to look at the inside bottom of the bowl too. I forgot to fill hole (grid) before the Solidify so I had to delete the extra geo then do a fill hole on the top and bottom sides.
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I'll give you a scene file with the splines (C4D 2023). It's part of a larger scene where I have 2 hoses created with sweeps. I grabbed the first spline, duped it and did a -180 degree rotation and edited the spline. That's where I noticed some funky stuff with the duped spline. I tried freezing the transform, or reversing it to 180 degrees but it still has something wrong with it. I renamed the sweep for you. BTW, the original spline seems to be fine. splineme.c4d
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I know there was a patch that fixed a strange lock on the handles when translating or rotating. However, it still "feels" strange moving the handles. It seems like sometimes they go in the reverse direction of the mouse and I have to fix my brain to make it work. For a sanity check, they work better in S22 and R26 (random C4Ds i just pulled up). For instance, grabbing a handle and moving to the right, the handle goes with it. Moving up, the handle goes with it. IN 2023 the handle moves the opposite way or thinks I'm trying to scale it when going up or down. Separately I wish there was a way to actually select the handle corners like in Maya. This way you can use the transform and constrain tools on the handle directly