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SKaiser last won the day on April 3
SKaiser had the most liked content!
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Dele
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Ajayi
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Hi there, I'm having an issue with the parent constraint that I cannot seem to fix. I have two moving objects (A+B) and I would like to parent another object (C), from A to B via a constraint tag while A and B are constantly moving. The constraint works but there is a visible 'jump' in the position of C once the constraint is turned to 100% influence from A to B. This jump only happens because A & B are moving. If I keep A & B still, the jump doesn't happen. I have A and B moving due to vibration tag though even if I bake in the movement, the jump still occurs. I have attached a scene file which clearly displays this problem, does anyone know how to resolve this issue? DynamicConstraintProblem.c4d
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Personally, I think you've been sold the dream. Is X-particles useful? - Yes it can be, but don't be blinded by all the bells and whistles its fancy marketing team provide. Not to long ago I was taken in by all that too, only to find that al that glisters is not gold. Awful technical support, a community that was basically non existent and a very expensive and somewhat buggy product. It's almost as if all Bob's videos were to give an outward projection of a company that wasn't as prolific and well put together as they would like you to believe. Yeah, the 'Particles' side to X-Particles is somewhat functional, but woe betide you if you're naive enough to use their dynamics, fire and water sims in a commercial production pipeline....they just don't work as well as they say it does. I stopped using their plugin for a good few years, finding suitable alternatives in After Effects to fill the particles hole. Honestly if it wasn't for the fact that my current role demanded it, I still would not be using it. Granted, X-particles has become a lot better and less buggy since then, I'm still not stupid enough to use anything but their particle functionality though. In contrast Cinema 4D actually does what they say it can. It's a very reliable tool, and the product speaks for itself, they don't need all the fancy marketing as a selling technique, the application just works.
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My comment wasn't meant to diminish the amazing work you guys have done, that being said - I am looking forward to what's to come - Thank you. I will give this a go - Thanks!
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This latest Particle addition is a welcomed update. Pretty sure Maxon have probably been working on this for a while , I applaud them for their persistent and hard work. The particle capabilities are very thorough. Though after watching Chris Schmidt's 4hr preview, I noticed a few important aspects were 'missing' so to speak. Maybe I missed them or maybe the functionality is there but not as obvious as it is in X-particles for example. One aspect was the ability to emit from a texture, this is something I'd imagine is easy to implement and also something I use a lot. Very surprised this functionality isn't there from the start. Secondly was the ability for particles to follow a 'flow path'. I'm amazed this wasn't included and I do hope that this functionality will be available in a recent update. While I will use the new particle system wherever I can, I don't think I'll give up on X-particles just yet unfortunately.
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Are we going to get a tutorial course on the new C4D particle engine? from the showcase it looks fully featured. I would really like to see how it compares to X-particles.
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Well, a new particle system is coming for sure! I'll be very surprised if it can replace X-Particles outright from launch....I really don't think it will be able to but it's a step in the right direction by Maxon, I do hope they continue development in this area past the initial release.
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I've been off the C4D rigging scene for a while. I learnt to rig using the tutorials from the C4DCafe rigging series, these are over 10 years old now and I'm wondering has there been any dramatic advancement in this area? If I were to make a custom (non mammalian) rig, should I use the rigging system in C4D or should I make my own custom rig using the skills I learnt >10 years ago? Thanks!
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Ah yes, I thought this would currently be the case, it's still early days. Will this be possible in the future perhaps?
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I'm a little confused as to what this means and what the implications are. Are scene nodes separate from 'Standard Cinema 4D'? Standard Cinema 4D can not react with Scene Nodes but can Scene Nodes be used to create a scene of many 3D objects that are not procedurally generated? Am I able to import/create objects to be referenced by Scene Nodes? I'm trying to see if Scene Nodes can help with an issue I have that often arises when I work with Cinema 4D. Namely, the viewport and playback lags whenever I create a heavy scene made up of many different components. This occurs in scenes created via mograph (which Scene Nodes look like they can handle), and also custom made 'modelled' geometry which I'm not sure if Scene Nodes can help in any way.
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I have an example which isn't so much a system or builder but more to see if Scene Nodes lends itself to working in a certain type of way. Currently I have a scene composed of many different elements . All elements I've modelled separately and combined into the one scene. Together, all these elements make cinema grind to a halt so I've separated them out to layers. I can only turn one layer on at a time to navigate the scene with any effectiveness. Often though I do need all elements visible and the Cinema viewport lag is immense. I'm not talking about thousands of objects here.... What can scene nodes do to help? Say there is a high poly robot is built with certain parts sectioned off (head, body, arms legs - these represent a typical scene I would use in Cinema) Can you import those individual high poly elements through scene nodes and enable them to interact as in a scene with no viewport lag in Cinema 4D?
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So Xpresso will not be phased out then...? Will Scene Nodes will run alongside Xpresso? r23 is a great update. I applaud the devs at MAXON. They are obviously listening to users and are most likely using Scene Nodes to retain users shifting to Houdini. I for one will be sticking around to see how this plays out. What needs to happen is to be able to use Scene Nodes to create particle and fluid effects. Scene Nodes are obviously capable of doing a better job than the badly built X-particles plugin, they should replace the need for it entirely. On another note, I am surprised that there was no UDIM functionality in this update...and no one seems to be demanding it either. Does no one UV medium to high res models with C4D? I have moved to Maya for modelling and UVing recently. Maya has arguably better tools in those areas (though C4D is close). But then, Maya has UDIM support. I need a reason to not use Maya. One thing though, having used another 3D app I can now see that C4D is better built and gives a better user experience. With Scene nodes they seem to have gone from the ground up, integrating it into all aspects of C4D rather than just tacking it on to the top. Once again, I applaud the devs - well done!
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That's great @everfresh, I'm glad you worked with MAXON for this functionality. Do you mean the Face Rig tutorial for your old template? (btw - I've actually rigged a cartoon character using that body and face rig - but have been sidelined with so may other projects I haven't had a chance to use it yet :/)
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Hey @everfresh, I noticed you were the author of the toon rig included in this release. Is this what happened to the rig you released for general use a few years ago (now pulled)? What differences exist if so?
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I feel that Insydium are great at being showmen and not so much at building efficient software. I've been using X-particles for 3-4 updates and Xplosia can not be used in production in any of those releases. I get skipped frames, crashes extremely slow sims and sims that seem to stop working for no good reason. On top of that, their support system SUCKS! It takes about 3-4 days to be responded to (if at all). I'm often working on sims for clients, I can't tell them to wait 3-4 days before I can continue working, usually by the time they' get back to me I've found an alternative way of working. After so many repeatedly awful experiences using X-Particles Xplosia, it's clear to me that their system is broken., especially after I've used other smoke and flame sims that work FLAWLESSY. I won't buy into these flashy demos any more. Insydium, fix your freaking product and stop rolling out Bob Whalmsley to say a few flashy words words to woo people. Just make Xplosia work.