Fibermesh merits and other fur stories
Hey list, have been looking at what people have been doing with fibermesh. Hoping to gauge opinions on it as a production tool, to anyones experience, is it any good ? and what might be the work flow. to get it to work properly, i remember a video about transferring curves to from ZBR to XSI and even converting curves to ICE strands however when i tried a while back, curves wouldn't even come in from the .obj :) Any input much appreciated.
Re: Fibermesh merits and other fur stories
Hi, Is it hair grooming you are trying to do? check out this tutorial, https://vimeo.com/88711732 from 36:10 he shows his workflow with zbrush, and explains why blender could be better option for hair grooms. On 5 August 2014 09:22, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Hey list, have been looking at what people have been doing with fibermesh. Hoping to gauge opinions on it as a production tool, to anyones experience, is it any good ? and what might be the work flow. to get it to work properly, i remember a video about transferring curves to from ZBR to XSI and even converting curves to ICE strands however when i tried a while back, curves wouldn't even come in from the .obj :) Any input much appreciated.
Re: Fibermesh merits and other fur stories
I think fibermeshkristinka is probably the best bet you have for very realistic hair. On Tue, Aug 5, 2014 at 11:55 AM, Cristobal Infante cgc...@gmail.com wrote: Hi, Is it hair grooming you are trying to do? check out this tutorial, https://vimeo.com/88711732 from 36:10 he shows his workflow with zbrush, and explains why blender could be better option for hair grooms. On 5 August 2014 09:22, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Hey list, have been looking at what people have been doing with fibermesh. Hoping to gauge opinions on it as a production tool, to anyones experience, is it any good ? and what might be the work flow. to get it to work properly, i remember a video about transferring curves to from ZBR to XSI and even converting curves to ICE strands however when i tried a while back, curves wouldn't even come in from the .obj :) Any input much appreciated.
Re: Fibermesh merits and other fur stories
http://florianeberle.com/2012/02/29/fibermesh-to-strands-update/ And this would probably be the first step :) On Tue, Aug 5, 2014 at 12:41 PM, Ognjen Vukovic ognj...@gmail.com wrote: I think fibermeshkristinka is probably the best bet you have for very realistic hair. On Tue, Aug 5, 2014 at 11:55 AM, Cristobal Infante cgc...@gmail.com wrote: Hi, Is it hair grooming you are trying to do? check out this tutorial, https://vimeo.com/88711732 from 36:10 he shows his workflow with zbrush, and explains why blender could be better option for hair grooms. On 5 August 2014 09:22, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Hey list, have been looking at what people have been doing with fibermesh. Hoping to gauge opinions on it as a production tool, to anyones experience, is it any good ? and what might be the work flow. to get it to work properly, i remember a video about transferring curves to from ZBR to XSI and even converting curves to ICE strands however when i tried a while back, curves wouldn't even come in from the .obj :) Any input much appreciated.
Re: Cinema 4D an option?
Cinema 16 announced! https://www.youtube.com/watch?v=1Mzym-HZ9IE#t=87 On 1 August 2014 02:45, Athanasios Pozantzis nose...@noseman.org wrote: more C4D character related links: http://www.the-ottoman.com/blog/ a game level designer made with the Character Builder :-) https://vimeo.com/79626573 particle creation using the Character Builder https://vimeo.com/79628599 Train tracks using the Character builder https://vimeo.com/79637056 https://vimeo.com/46989130 character stuff using C4D: http://capacity.tv/upgrade-and-moblize/ http://capacity.tv/cartoon-network/ so, I guess the answer to Cinema 4D an option? is DEFINITELY Yes, C4D has an amazing character animation toolset, for TD's, riggers, animators e.t.c. equivalent to the industry standard. Having said that, this doesn't mean that they can't get better :-) Cheers Thanassis [image: me] *Athanasios Pozantzis* 103b-245 Carlaw Avenue, Toronto, ON M4M 2S1 http://noseman.org +1 (647) 294-7707
Re: Cinema 4D an option?
anyone can point to some videos about character rigging and animation? seems like both cinema and modo are way behind on that department? but this does look like bunch of improvements for sure On Tue, Aug 5, 2014 at 2:31 PM, Cristobal Infante cgc...@gmail.com wrote: Cinema 16 announced! https://www.youtube.com/watch?v=1Mzym-HZ9IE#t=87 On 1 August 2014 02:45, Athanasios Pozantzis nose...@noseman.org wrote: more C4D character related links: http://www.the-ottoman.com/blog/ a game level designer made with the Character Builder :-) https://vimeo.com/79626573 particle creation using the Character Builder https://vimeo.com/79628599 Train tracks using the Character builder https://vimeo.com/79637056 https://vimeo.com/46989130 character stuff using C4D: http://capacity.tv/upgrade-and-moblize/ http://capacity.tv/cartoon-network/ so, I guess the answer to Cinema 4D an option? is DEFINITELY Yes, C4D has an amazing character animation toolset, for TD's, riggers, animators e.t.c. equivalent to the industry standard. Having said that, this doesn't mean that they can't get better :-) Cheers Thanassis [image: me] *Athanasios Pozantzis* 103b-245 Carlaw Avenue, Toronto, ON M4M 2S1 http://noseman.org +1 (647) 294-7707
Re: Cinema 4D an option?
Would have to disagree on the Modo front. Its animation tools and rigging are first class. The things you can do with weight maps and containers alone is amazing. Although you do need to understand the whole order of operations thing. From: Mirko Jankovic mirkoj.anima...@gmail.commailto:mirkoj.anima...@gmail.com Reply-To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Date: Tuesday 05 August 2014 at 2:47 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: Cinema 4D an option? anyone can point to some videos about character rigging and animation? seems like both cinema and modo are way behind on that department? but this does look like bunch of improvements for sure On Tue, Aug 5, 2014 at 2:31 PM, Cristobal Infante cgc...@gmail.commailto:cgc...@gmail.com wrote: Cinema 16 announced! https://www.youtube.com/watch?v=1Mzym-HZ9IE#t=87 On 1 August 2014 02:45, Athanasios Pozantzis nose...@noseman.orgmailto:nose...@noseman.org wrote: more C4D character related links: http://www.the-ottoman.com/blog/ a game level designer made with the Character Builder :-) https://vimeo.com/79626573 particle creation using the Character Builder https://vimeo.com/79628599 Train tracks using the Character builder https://vimeo.com/79637056 https://vimeo.com/46989130 character stuff using C4D: http://capacity.tv/upgrade-and-moblize/ http://capacity.tv/cartoon-network/ so, I guess the answer to Cinema 4D an option? is DEFINITELY Yes, C4D has an amazing character animation toolset, for TD's, riggers, animators e.t.c. equivalent to the industry standard. Having said that, this doesn't mean that they can't get better :-) Cheers Thanassis [me]Athanasios Pozantzis 103b-245 Carlaw Avenue, Toronto, ON M4M 2S1http://noseman.org +1 (647) 294-7707tel:%2B1%20%28647%29%20294-7707 table width=100% border=0 cellspacing=0 cellpadding=0 style=width:100%; tr td align=left style=text-align:justify;font face=arial,sans-serif size=1 color=#99span style=font-size:11px;This communication is intended for the addressee only. It is confidential. If you have received this communication in error, please notify us immediately and destroy the original message. You may not copy or disseminate this communication without the permission of the University. Only authorised signatories are competent to enter into agreements on behalf of the University and recipients are thus advised that the content of this message may not be legally binding on the University and may contain the personal views and opinions of the author, which are not necessarily the views and opinions of The University of the Witwatersrand, Johannesburg. All agreements between the University and outsiders are subject to South African Law unless the University agrees in writing to the contrary. /span/font/td /tr /table
Re: Cinema 4D an option?
Some nice things, but the one more. wasn't Render Passes ;-P How do people cope with Modo, Cinema 4D not having Passes like in Softimage? With Modo I'm still not sure it's worth all the shuffling of item and polygon groups, shaders, pass groups and passes. Rob \/-\/\/ On 5-8-2014 14:31, Cristobal Infante wrote: Cinema 16 announced! https://www.youtube.com/watch?v=1Mzym-HZ9IE#t=87 On 1 August 2014 02:45, Athanasios Pozantzis nose...@noseman.org mailto:nose...@noseman.org wrote: more C4D character related links: http://www.the-ottoman.com/blog/ a game level designer made with the Character Builder :-) https://vimeo.com/79626573 particle creation using the Character Builder https://vimeo.com/79628599 Train tracks using the Character builder https://vimeo.com/79637056 https://vimeo.com/46989130 character stuff using C4D: http://capacity.tv/upgrade-and-moblize/ http://capacity.tv/cartoon-network/ so, I guess the answer to Cinema 4D an option? is DEFINITELY Yes, C4D has an amazing character animation toolset, for TD's, riggers, animators e.t.c. equivalent to the industry standard. Having said that, this doesn't mean that they can't get better :-) Cheers Thanassis me *Athanasios Pozantzis* 103b-245 Carlaw Avenue, Toronto, ON M4M 2S1 http://noseman.org +1 (647) 294-7707 tel:%2B1%20%28647%29%20294-7707 No virus found in this message. Checked by AVG - www.avg.com http://www.avg.com Version: 2014.0.4716 / Virus Database: 3986/7983 - Release Date: 08/05/14
Re: Cinema 4D an option?
And no shader tree, how can one live with out that! On 5 August 2014 13:53, Rob Wuijster r...@casema.nl wrote: Some nice things, but the one more. wasn't Render Passes ;-P How do people cope with Modo, Cinema 4D not having Passes like in Softimage? With Modo I'm still not sure it's worth all the shuffling of item and polygon groups, shaders, pass groups and passes. Rob \/-\/\/ On 5-8-2014 14:31, Cristobal Infante wrote: Cinema 16 announced! https://www.youtube.com/watch?v=1Mzym-HZ9IE#t=87 On 1 August 2014 02:45, Athanasios Pozantzis nose...@noseman.org wrote: more C4D character related links: http://www.the-ottoman.com/blog/ a game level designer made with the Character Builder :-) https://vimeo.com/79626573 particle creation using the Character Builder https://vimeo.com/79628599 Train tracks using the Character builder https://vimeo.com/79637056 https://vimeo.com/46989130 character stuff using C4D: http://capacity.tv/upgrade-and-moblize/ http://capacity.tv/cartoon-network/ so, I guess the answer to Cinema 4D an option? is DEFINITELY Yes, C4D has an amazing character animation toolset, for TD's, riggers, animators e.t.c. equivalent to the industry standard. Having said that, this doesn't mean that they can't get better :-) Cheers Thanassis [image: me] *Athanasios Pozantzis* 103b-245 Carlaw Avenue, Toronto, ON M4M 2S1 http://noseman.org +1 (647) 294-7707 %2B1%20%28647%29%20294-7707 No virus found in this message. Checked by AVG - www.avg.com Version: 2014.0.4716 / Virus Database: 3986/7983 - Release Date: 08/05/14
Re: Cinema 4D an option?
http://www.cineversity.com/vidplaylist/new_in_cinema_4d_r16 On 5 August 2014 13:56, Cristobal Infante cgc...@gmail.com wrote: And no shader tree, how can one live with out that! On 5 August 2014 13:53, Rob Wuijster r...@casema.nl wrote: Some nice things, but the one more. wasn't Render Passes ;-P How do people cope with Modo, Cinema 4D not having Passes like in Softimage? With Modo I'm still not sure it's worth all the shuffling of item and polygon groups, shaders, pass groups and passes. Rob \/-\/\/ On 5-8-2014 14:31, Cristobal Infante wrote: Cinema 16 announced! https://www.youtube.com/watch?v=1Mzym-HZ9IE#t=87 On 1 August 2014 02:45, Athanasios Pozantzis nose...@noseman.org wrote: more C4D character related links: http://www.the-ottoman.com/blog/ a game level designer made with the Character Builder :-) https://vimeo.com/79626573 particle creation using the Character Builder https://vimeo.com/79628599 Train tracks using the Character builder https://vimeo.com/79637056 https://vimeo.com/46989130 character stuff using C4D: http://capacity.tv/upgrade-and-moblize/ http://capacity.tv/cartoon-network/ so, I guess the answer to Cinema 4D an option? is DEFINITELY Yes, C4D has an amazing character animation toolset, for TD's, riggers, animators e.t.c. equivalent to the industry standard. Having said that, this doesn't mean that they can't get better :-) Cheers Thanassis [image: me] *Athanasios Pozantzis* 103b-245 Carlaw Avenue, Toronto, ON M4M 2S1 http://noseman.org +1 (647) 294-7707 %2B1%20%28647%29%20294-7707 No virus found in this message. Checked by AVG - www.avg.com Version: 2014.0.4716 / Virus Database: 3986/7983 - Release Date: 08/05/14 -- www.muchi.tv
Re: Cinema 4D an option?
Yeah, well it doesn't have a modeling stack either. Looks more like a compilation of presets and auto-tools to me. No improvement of Mograph since ages, and the TP are an horror compared to ice. Le 05/08/2014 14:53, Rob Wuijster a écrit : Some nice things, but the one more. wasn't Render Passes ;-P How do people cope with Modo, Cinema 4D not having Passes like in Softimage? With Modo I'm still not sure it's worth all the shuffling of item and polygon groups, shaders, pass groups and passes. Rob \/-\/\/ On 5-8-2014 14:31, Cristobal Infante wrote: Cinema 16 announced! https://www.youtube.com/watch?v=1Mzym-HZ9IE#t=87 On 1 August 2014 02:45, Athanasios Pozantzis nose...@noseman.org mailto:nose...@noseman.org wrote: more C4D character related links: http://www.the-ottoman.com/blog/ a game level designer made with the Character Builder :-) https://vimeo.com/79626573 particle creation using the Character Builder https://vimeo.com/79628599 Train tracks using the Character builder https://vimeo.com/79637056 https://vimeo.com/46989130 character stuff using C4D: http://capacity.tv/upgrade-and-moblize/ http://capacity.tv/cartoon-network/ so, I guess the answer to Cinema 4D an option? is DEFINITELY Yes, C4D has an amazing character animation toolset, for TD's, riggers, animators e.t.c. equivalent to the industry standard. Having said that, this doesn't mean that they can't get better :-) Cheers Thanassis me *Athanasios Pozantzis* 103b-245 Carlaw Avenue, Toronto, ON M4M 2S1 http://noseman.org +1 (647) 294-7707 tel:%2B1%20%28647%29%20294-7707 No virus found in this message. Checked by AVG - www.avg.com http://www.avg.com Version: 2014.0.4716 / Virus Database: 3986/7983 - Release Date: 08/05/14
cloth sim to shape animation
Hiya, I have a animation where I need an Cloth simulated object to morph into shape animation. It needs to be seamless. Is there a way to use both on one mesh or? Thanks, Artur
Re: OT Maya: Spring Dynamics in Maya
Thanks for the replies. I was looking at simulated hair strands alright, I'll continue that path of research now that I know it is used method. I'd love to port MT_springs to Maya but am a little tight on time at the moment. Possibly at a later date though :) @Seb Thanks for the link. After I posted the question, I thinking that the Bonus Tool may have a solution! I'll post my results for anyone else who is interested. On Fri, Aug 1, 2014 at 5:52 PM, Jeremie Passerin gerem@gmail.com wrote: Hey Will, I think they attach rig to a simulated hair strand... I'm not quite sure but heard something like that. Also MT_springs = Gear Springs. It's part of the contribution from Helge to Gear. The code is open source by the way, so it shouldn't be too difficult to port it to Maya. Good luck in your research. Jeremie On 1 August 2014 14:12, Will Sharkey willjshar...@gmail.com wrote: Hello, I posted this at maya_he3d google group but there is so little traffic, only 2 posts over there today and I think they were all from me! I wonder if you all could shed some light on spring dynamics in Maya, maybe something similar to mt springs or the cool spring solvers in gear. What are some good solutions or tools to achieve this? I noticed there is a Jiggle Deformer but that seems point based as opposed to an offset on a controller. Any information would be much appreciated. Thanks!
Re: Cinema 4D an option?
The thing that I miss from Softimage in Modo, where passes are concerned, is the ability to create pass-specific partitions and overrides that don't exist anywhere else. Other than that, I have to say that I think Modo's pass system is possibly more powerful, simply because its passes are /containers for unique parameter values on anything in the scene./ Granted, the workflow is different, and not as refined as XSI's (and if you keep 'Auto-Add' on you're begging for trouble), but I do think there's more power there than what XSI offers. Or at least a different sort of power. But yes, the workflow needs some love, and it really could use a dedicated pass manager UI of some sort. I'm kinda psyched that Modo now offers nodal shading though. It's a bit more low-level than what you get in XSI. But the ability to use the same node graph to drive rigging /and /shading is pretty neat. While we're on a topic that's off-topic I'm currently providing some basic QA for the update to Rich Hurrey's Rigging Master Course http://community.thefoundry.co.uk/store/riggingmastercourse/, in which he covers deformers (among other things) left, right, up, down and sideways. It's crazy in-depth. Very thorough, and demystifies how Modo approaches rigging and deformation. It's also very lengthy (nearly as long as the original RMC). I don't know when it will be released, but it should be in the next few months. -Tim On 8/5/2014 7:56 AM, Cristobal Infante wrote: And no shader tree, how can one live with out that! On 5 August 2014 13:53, Rob Wuijster r...@casema.nl mailto:r...@casema.nl wrote: Some nice things, but the one more. wasn't Render Passes ;-P How do people cope with Modo, Cinema 4D not having Passes like in Softimage? With Modo I'm still not sure it's worth all the shuffling of item and polygon groups, shaders, pass groups and passes. Rob \/-\/\/ On 5-8-2014 14:31, Cristobal Infante wrote: Cinema 16 announced! https://www.youtube.com/watch?v=1Mzym-HZ9IE#t=87 On 1 August 2014 02:45, Athanasios Pozantzis nose...@noseman.org mailto:nose...@noseman.org wrote: more C4D character related links: http://www.the-ottoman.com/blog/ a game level designer made with the Character Builder :-) https://vimeo.com/79626573 particle creation using the Character Builder https://vimeo.com/79628599 Train tracks using the Character builder https://vimeo.com/79637056 https://vimeo.com/46989130 character stuff using C4D: http://capacity.tv/upgrade-and-moblize/ http://capacity.tv/cartoon-network/ so, I guess the answer to Cinema 4D an option? is DEFINITELY Yes, C4D has an amazing character animation toolset, for TD's, riggers, animators e.t.c. equivalent to the industry standard. Having said that, this doesn't mean that they can't get better :-) Cheers Thanassis me *Athanasios Pozantzis* 103b-245 Carlaw Avenue, Toronto, ON M4M 2S1 http://noseman.org +1 (647) 294-7707 tel:%2B1%20%28647%29%20294-7707 No virus found in this message. Checked by AVG - www.avg.com http://www.avg.com Version: 2014.0.4716 / Virus Database: 3986/7983 - Release Date: 08/05/14 -- Signature
RE: Cinema 4D an option?
Somebody ought to make a comparison between Modo and Cinema4D. Both looks interesting. Arnold might have tipped the scale a little towards C4D but for how long… From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Crowson Sent: 5 août 2014 09:55 To: softimage@listproc.autodesk.com Subject: Re: Cinema 4D an option? The thing that I miss from Softimage in Modo, where passes are concerned, is the ability to create pass-specific partitions and overrides that don't exist anywhere else. Other than that, I have to say that I think Modo's pass system is possibly more powerful, simply because its passes are containers for unique parameter values on anything in the scene. Granted, the workflow is different, and not as refined as XSI's (and if you keep 'Auto-Add' on you're begging for trouble), but I do think there's more power there than what XSI offers. Or at least a different sort of power. But yes, the workflow needs some love, and it really could use a dedicated pass manager UI of some sort. I'm kinda psyched that Modo now offers nodal shading though. It's a bit more low-level than what you get in XSI. But the ability to use the same node graph to drive rigging and shading is pretty neat. While we're on a topic that's off-topic I'm currently providing some basic QA for the update to Rich Hurrey's Rigging Master Coursehttp://community.thefoundry.co.uk/store/riggingmastercourse/, in which he covers deformers (among other things) left, right, up, down and sideways. It's crazy in-depth. Very thorough, and demystifies how Modo approaches rigging and deformation. It's also very lengthy (nearly as long as the original RMC). I don't know when it will be released, but it should be in the next few months. -Tim On 8/5/2014 7:56 AM, Cristobal Infante wrote: And no shader tree, how can one live with out that! On 5 August 2014 13:53, Rob Wuijster r...@casema.nlmailto:r...@casema.nl wrote: Some nice things, but the one more. wasn't Render Passes ;-P How do people cope with Modo, Cinema 4D not having Passes like in Softimage? With Modo I'm still not sure it's worth all the shuffling of item and polygon groups, shaders, pass groups and passes. Rob \/-\/\/ On 5-8-2014 14:31, Cristobal Infante wrote: Cinema 16 announced! https://www.youtube.com/watch?v=1Mzym-HZ9IE#t=87 On 1 August 2014 02:45, Athanasios Pozantzis nose...@noseman.orgmailto:nose...@noseman.org wrote: more C4D character related links: http://www.the-ottoman.com/blog/ a game level designer made with the Character Builder :-) https://vimeo.com/79626573 particle creation using the Character Builder https://vimeo.com/79628599 Train tracks using the Character builder https://vimeo.com/79637056 https://vimeo.com/46989130 character stuff using C4D: http://capacity.tv/upgrade-and-moblize/ http://capacity.tv/cartoon-network/ so, I guess the answer to Cinema 4D an option? is DEFINITELY Yes, C4D has an amazing character animation toolset, for TD's, riggers, animators e.t.c. equivalent to the industry standard. Having said that, this doesn't mean that they can't get better :-) Cheers Thanassis [me]Athanasios Pozantzis 103b-245 Carlaw Avenue, Toronto, ON M4M 2S1http://noseman.org +1 (647) 294-7707tel:%2B1%20%28647%29%20294-7707 No virus found in this message. Checked by AVG - www.avg.comhttp://www.avg.com Version: 2014.0.4716 / Virus Database: 3986/7983 - Release Date: 08/05/14 --
Re: Cinema 4D an option?
Man this new Tomodachi Life Trailer looks amazing ! (seriously feels like an ad for the N3DS ) I agree Modo does have some very powerful and innovative animation paradigms, however it is missing a cloth workflow, without which it is crippled as a character solution. Tomod ...Cinema 4D seems to be playing an awful lot of catchup, when Luxologic bring out a feature it always seems to have that little bit more then previous competition eg dynamic parenting, or they come at it from a fresh perspective e.g character posing time charts. This looks like an awful lot of fluff. but then again maybe everything is already there :P On 5 August 2014 14:54, Tim Crowson tim.crow...@magneticdreams.com wrote: The thing that I miss from Softimage in Modo, where passes are concerned, is the ability to create pass-specific partitions and overrides that don't exist anywhere else. Other than that, I have to say that I think Modo's pass system is possibly more powerful, simply because its passes are *containers for unique parameter values on anything in the scene.* Granted, the workflow is different, and not as refined as XSI's (and if you keep 'Auto-Add' on you're begging for trouble), but I do think there's more power there than what XSI offers. Or at least a different sort of power. But yes, the workflow needs some love, and it really could use a dedicated pass manager UI of some sort. I'm kinda psyched that Modo now offers nodal shading though. It's a bit more low-level than what you get in XSI. But the ability to use the same node graph to drive rigging *and *shading is pretty neat. While we're on a topic that's off-topic I'm currently providing some basic QA for the update to Rich Hurrey's Rigging Master Course http://community.thefoundry.co.uk/store/riggingmastercourse/, in which he covers deformers (among other things) left, right, up, down and sideways. It's crazy in-depth. Very thorough, and demystifies how Modo approaches rigging and deformation. It's also very lengthy (nearly as long as the original RMC). I don't know when it will be released, but it should be in the next few months. -Tim On 8/5/2014 7:56 AM, Cristobal Infante wrote: And no shader tree, how can one live with out that! On 5 August 2014 13:53, Rob Wuijster r...@casema.nl wrote: Some nice things, but the one more. wasn't Render Passes ;-P How do people cope with Modo, Cinema 4D not having Passes like in Softimage? With Modo I'm still not sure it's worth all the shuffling of item and polygon groups, shaders, pass groups and passes. Rob \/-\/\/ On 5-8-2014 14:31, Cristobal Infante wrote: Cinema 16 announced! https://www.youtube.com/watch?v=1Mzym-HZ9IE#t=87 On 1 August 2014 02:45, Athanasios Pozantzis nose...@noseman.org wrote: more C4D character related links: http://www.the-ottoman.com/blog/ a game level designer made with the Character Builder :-) https://vimeo.com/79626573 particle creation using the Character Builder https://vimeo.com/79628599 Train tracks using the Character builder https://vimeo.com/79637056 https://vimeo.com/46989130 character stuff using C4D: http://capacity.tv/upgrade-and-moblize/ http://capacity.tv/cartoon-network/ so, I guess the answer to Cinema 4D an option? is DEFINITELY Yes, C4D has an amazing character animation toolset, for TD's, riggers, animators e.t.c. equivalent to the industry standard. Having said that, this doesn't mean that they can't get better :-) Cheers Thanassis [image: me] *Athanasios Pozantzis* 103b-245 Carlaw Avenue, Toronto, ON M4M 2S1 http://noseman.org +1 (647) 294-7707 No virus found in this message. Checked by AVG - www.avg.com Version: 2014.0.4716 / Virus Database: 3986/7983 - Release Date: 08/05/14 --
Re: Cinema 4D an option?
I have been following Richard's Tweets on his progress. Its like been beaten to death with scented bootlaces (thanks pterry) From: Tim Crowson tim.crow...@magneticdreams.commailto:tim.crow...@magneticdreams.com Reply-To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Date: Tuesday 05 August 2014 at 3:54 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: Cinema 4D an option? The thing that I miss from Softimage in Modo, where passes are concerned, is the ability to create pass-specific partitions and overrides that don't exist anywhere else. Other than that, I have to say that I think Modo's pass system is possibly more powerful, simply because its passes are containers for unique parameter values on anything in the scene. Granted, the workflow is different, and not as refined as XSI's (and if you keep 'Auto-Add' on you're begging for trouble), but I do think there's more power there than what XSI offers. Or at least a different sort of power. But yes, the workflow needs some love, and it really could use a dedicated pass manager UI of some sort. I'm kinda psyched that Modo now offers nodal shading though. It's a bit more low-level than what you get in XSI. But the ability to use the same node graph to drive rigging and shading is pretty neat. While we're on a topic that's off-topic I'm currently providing some basic QA for the update to Rich Hurrey's Rigging Master Coursehttp://community.thefoundry.co.uk/store/riggingmastercourse/, in which he covers deformers (among other things) left, right, up, down and sideways. It's crazy in-depth. Very thorough, and demystifies how Modo approaches rigging and deformation. It's also very lengthy (nearly as long as the original RMC). I don't know when it will be released, but it should be in the next few months. -Tim On 8/5/2014 7:56 AM, Cristobal Infante wrote: And no shader tree, how can one live with out that! On 5 August 2014 13:53, Rob Wuijster r...@casema.nlmailto:r...@casema.nl wrote: Some nice things, but the one more. wasn't Render Passes ;-P How do people cope with Modo, Cinema 4D not having Passes like in Softimage? With Modo I'm still not sure it's worth all the shuffling of item and polygon groups, shaders, pass groups and passes. Rob \/-\/\/ On 5-8-2014 14:31, Cristobal Infante wrote: Cinema 16 announced! https://www.youtube.com/watch?v=1Mzym-HZ9IE#t=87 On 1 August 2014 02:45, Athanasios Pozantzis nose...@noseman.orgmailto:nose...@noseman.org wrote: more C4D character related links: http://www.the-ottoman.com/blog/ a game level designer made with the Character Builder :-) https://vimeo.com/79626573 particle creation using the Character Builder https://vimeo.com/79628599 Train tracks using the Character builder https://vimeo.com/79637056 https://vimeo.com/46989130 character stuff using C4D: http://capacity.tv/upgrade-and-moblize/ http://capacity.tv/cartoon-network/ so, I guess the answer to Cinema 4D an option? is DEFINITELY Yes, C4D has an amazing character animation toolset, for TD's, riggers, animators e.t.c. equivalent to the industry standard. Having said that, this doesn't mean that they can't get better :-) Cheers Thanassis [me]Athanasios Pozantzis 103b-245 Carlaw Avenue, Toronto, ON M4M 2S1http://noseman.org +1 (647) 294-7707tel:%2B1%20%28647%29%20294-7707 No virus found in this message. Checked by AVG - www.avg.comhttp://www.avg.com Version: 2014.0.4716 / Virus Database: 3986/7983 - Release Date: 08/05/14 -- table width=100% border=0 cellspacing=0 cellpadding=0 style=width:100%; tr td align=left style=text-align:justify;font face=arial,sans-serif size=1 color=#99span style=font-size:11px;This communication is intended for the addressee only. It is confidential. If you have received this communication in error, please notify us immediately and destroy the original message. You may not copy or disseminate this communication without the permission of the University. Only authorised signatories are competent to enter into agreements on behalf of the University and recipients are thus advised that the content of this message may not be legally binding on the University and may contain the personal views and opinions of the author, which are not necessarily the views and opinions of The University of the Witwatersrand, Johannesburg. All agreements between the University and outsiders are subject to South African Law unless the University agrees in writing to the contrary. /span/font/td /tr /table
Re: Cinema 4D an option?
Cogwheels, UV peeler, Annotation tag listed as the major new feature on R16, How sad is this! C4D is still 100% emphasizing on motion graphics rather than feature film animation. On Tue, Aug 5, 2014 at 8:11 AM, Angus Davidson angus.david...@wits.ac.za wrote: I have been following Richard's Tweets on his progress. Its like been beaten to death with scented bootlaces (thanks pterry) From: Tim Crowson tim.crow...@magneticdreams.com Reply-To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Date: Tuesday 05 August 2014 at 3:54 PM To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Subject: Re: Cinema 4D an option? The thing that I miss from Softimage in Modo, where passes are concerned, is the ability to create pass-specific partitions and overrides that don't exist anywhere else. Other than that, I have to say that I think Modo's pass system is possibly more powerful, simply because its passes are *containers for unique parameter values on anything in the scene.* Granted, the workflow is different, and not as refined as XSI's (and if you keep 'Auto-Add' on you're begging for trouble), but I do think there's more power there than what XSI offers. Or at least a different sort of power. But yes, the workflow needs some love, and it really could use a dedicated pass manager UI of some sort. I'm kinda psyched that Modo now offers nodal shading though. It's a bit more low-level than what you get in XSI. But the ability to use the same node graph to drive rigging *and *shading is pretty neat. While we're on a topic that's off-topic I'm currently providing some basic QA for the update to Rich Hurrey's Rigging Master Course http://community.thefoundry.co.uk/store/riggingmastercourse/, in which he covers deformers (among other things) left, right, up, down and sideways. It's crazy in-depth. Very thorough, and demystifies how Modo approaches rigging and deformation. It's also very lengthy (nearly as long as the original RMC). I don't know when it will be released, but it should be in the next few months. -Tim On 8/5/2014 7:56 AM, Cristobal Infante wrote: And no shader tree, how can one live with out that! On 5 August 2014 13:53, Rob Wuijster r...@casema.nl wrote: Some nice things, but the one more. wasn't Render Passes ;-P How do people cope with Modo, Cinema 4D not having Passes like in Softimage? With Modo I'm still not sure it's worth all the shuffling of item and polygon groups, shaders, pass groups and passes. Rob \/-\/\/ On 5-8-2014 14:31, Cristobal Infante wrote: Cinema 16 announced! https://www.youtube.com/watch?v=1Mzym-HZ9IE#t=87 On 1 August 2014 02:45, Athanasios Pozantzis nose...@noseman.org wrote: more C4D character related links: http://www.the-ottoman.com/blog/ a game level designer made with the Character Builder :-) https://vimeo.com/79626573 particle creation using the Character Builder https://vimeo.com/79628599 Train tracks using the Character builder https://vimeo.com/79637056 https://vimeo.com/46989130 character stuff using C4D: http://capacity.tv/upgrade-and-moblize/ http://capacity.tv/cartoon-network/ so, I guess the answer to Cinema 4D an option? is DEFINITELY Yes, C4D has an amazing character animation toolset, for TD's, riggers, animators e.t.c. equivalent to the industry standard. Having said that, this doesn't mean that they can't get better :-) Cheers Thanassis [image: me]*Athanasios Pozantzis* 103b-245 Carlaw Avenue, Toronto, ON M4M 2S1 http://noseman.org +1 (647) 294-7707 No virus found in this message. Checked by AVG - www.avg.com Version: 2014.0.4716 / Virus Database: 3986/7983 - Release Date: 08/05/14 -- This communication is intended for the addressee only. It is confidential. If you have received this communication in error, please notify us immediately and destroy the original message. You may not copy or disseminate this communication without the permission of the University. Only authorised signatories are competent to enter into agreements on behalf of the University and recipients are thus advised that the content of this message may not be legally binding on the University and may contain the personal views and opinions of the author, which are not necessarily the views and opinions of The University of the Witwatersrand, Johannesburg. All agreements between the University and outsiders are subject to South African Law unless the University agrees in writing to the contrary.
Re: Cinema 4D an option?
Maybe it wasn't a good idea to install various trials at the same time, but I wanted to stress test Modo, C4d, ( Blender) at side by side. and I personally found c4d to be the most straight-forward/versatile (like freedom in an open field) while remaining easily managable ("asset management"?) and non finnicky. Quite a bit more than Modo actually, though it was easier to find help in Modo furums, (whilst I didn't as often need to in c4d) giving like a feeling that C4d is to Modo what SI is to Maya in terms of 'workflow', and I personally found Modo's 'user friendlyness' to be mostly (or only) in proportion to Maya (while at least not having Maya's price tag) But C4d (or modo) is still very much like a little brother, not just in regards to Espresso, but it (like Modo) always seem to add (some really very cool/useful) things without ever addressing some core performance/stability "issues" - (only being 'issues' relative to SI/Maya), while being -very hard- to see any light at the end of each tunnels in those respects. Blender was actually one who was 'able to take-it', but dealing with the outliner.. OMG.. reparentling things (alone) is excruciating(even after knowing how to do it), and there is to this day, no way to change the same properties of multiple objects (no spreadsheet or multi edit of any form) I think that if Blender addressed not that many things (which don't seem to involve too deep things compared to others) it could really be far more seriously be considered having it's own share of incredible things. But While SI can definately also bog down, and some operations can take a long time ... (in c4d for instance, reparenting 1 or 1000 objects takes the same amount of time, and that to my surprise, *technically* each app actually yeilded very similar raw FPS **when simply navigating** with the same amount of objects/polys) , .. In SI, everything remains very workable (interactivity/managability/stability, or not feeling like you have a heavy MR render region running all the time) with heavy loads or when pushing-it (especially so when minding a mere handful of things) But even without considering playback performance with lots of things happenning, this is all notwithstanding SI's ability to turn on dimes, or as mentionned; passes, gator, changing things at any level with it's procedural nature, it's seemless/modeless interaction model, need I go on.. making it (by heads shoulders) faster than anything out there. Also in respects to many if not most new cool features, (both c4d modo had lots of great new things in their last releases) already even without ICE, SI sort of had **TONS** of 'features' that were merely a combination of a few things, (shrinkwrap retopology for instance) But you know.. -WITH- ICE, it can easily be said that SI somehow has like an easy access to any feature you could ever think of, or need in a particular situation, which can be seen as nothing less than like an all-encompassing abstract feature. Which is similarly one of the things that make it (or have made it) so 'timeless' (indeed) :] On 08/05/14 9:06, olivier jeannel wrote: Yeah, well it doesn't have a modeling stack either. Looks more like a compilation of presets and "auto-tools" to me. No improvement of Mograph since ages, and the TP are an horror compared to ice. Le 05/08/2014 14:53, Rob Wuijster a écrit : Some nice things, but the one more. wasn't Render Passes ;-P How do people cope with Modo, Cinema 4D not having Passes like in Softimage? With Modo I'm still not sure it's worth all the shuffling of item and polygon groups, shaders, pass groups and passes. Rob \/-\/\/ On 5-8-2014 14:31, Cristobal Infante wrote: Cinema 16 announced! https://www.youtube.com/watch?v=1Mzym-HZ9IE#t=87 On 1 August 2014 02:45, Athanasios Pozantzis nose...@noseman.org wrote: more C4D character related links: http://www.the-ottoman.com/blog/ a game level
Re: Cinema 4D an option?
Yes, was watching a blender demo today regarding its hair workflow ,and it is really good, but the interface ow the interface ow god the interface. On 5 August 2014 16:45, Jason S jasonsta...@gmail.com wrote: Maybe it wasn't a good idea to install various trials at the same time, but I wanted to stress test Modo, C4d, ( Blender) at side by side. and I personally found c4d to be the most straight-forward/versatile (like freedom in an open field) while remaining easily managable (asset management?) and non finnicky. Quite a bit more than Modo actually, though it was easier to find help in Modo furums, (whilst I didn't as often need to in c4d) giving like a feeling that C4d is to Modo what SI is to Maya in terms of 'workflow', and I personally found Modo's 'user friendlyness' to be mostly (or only) in proportion to Maya (while at least not having Maya's price tag) But C4d (or modo) is still very much like a little brother, not just in regards to Espresso, but it (like Modo) always seem to add (some really very cool/useful) things without ever addressing some core performance/stability issues - (only being 'issues' relative to SI/Maya), while being -very hard- to see any light at the end of each tunnels in those respects. Blender was actually one who was 'able to take-it', but dealing with the outliner.. OMG.. reparentling things (alone) is excruciating(even after knowing how to do it), and there is to this day, no way to change the same properties of multiple objects (no spreadsheet or multi edit of any form) I think that if Blender addressed not that many things (which don't seem to involve too deep things compared to others) it could really be far more seriously be considered having it's own share of incredible things. But While SI can definately also bog down, and some operations can take a long time ... (in c4d for instance, reparenting 1 or 1000 objects takes the same amount of time, and that to my surprise, *technically* each app actually yeilded very similar raw FPS **when simply navigating** with the same amount of objects/polys) , .. In SI, everything remains very workable (interactivity/managability/stability, or not feeling like you have a heavy MR render region running all the time) with heavy loads or when pushing-it (especially so when minding a mere handful of things) But even without considering playback performance with lots of things happenning, this is all notwithstanding SI's ability to turn on dimes, or as mentionned; passes, gator, changing things at any level with it's procedural nature, it's seemless/modeless interaction model, need I go on.. making it (by heads shoulders) faster than anything out there. Also in respects to many if not most new cool features, (both c4d modo had lots of great new things in their last releases) already even without ICE, SI sort of had **TONS** of 'features' that were merely a combination of a few things, (shrinkwrap retopology for instance) But you know.. -WITH- ICE, it can easily be said that SI somehow has like an easy access to any feature you could ever think of, or need in a particular situation, which can be seen as nothing less than like an all-encompassing abstract feature. Which is similarly one of the things that make it (or have made it) so 'timeless' (indeed) :] On 08/05/14 9:06, olivier jeannel wrote: Yeah, well it doesn't have a modeling stack either. Looks more like a compilation of presets and auto-tools to me. No improvement of Mograph since ages, and the TP are an horror compared to ice. Le 05/08/2014 14:53, Rob Wuijster a écrit : Some nice things, but the one more. wasn't Render Passes ;-P How do people cope with Modo, Cinema 4D not having Passes like in Softimage? With Modo I'm still not sure it's worth all the shuffling of item and polygon groups, shaders, pass groups and passes. Rob \/-\/\/ On 5-8-2014 14:31, Cristobal Infante wrote: Cinema 16 announced! https://www.youtube.com/watch?v=1Mzym-HZ9IE#t=87 On 1 August 2014 02:45, Athanasios Pozantzis nose...@noseman.org wrote: more C4D character related links: http://www.the-ottoman.com/blog/ a game level designer made with the Character Builder :-) https://vimeo.com/79626573 particle creation using the Character Builder https://vimeo.com/79628599 Train tracks using the Character builder https://vimeo.com/79637056 https://vimeo.com/46989130 character stuff using C4D: http://capacity.tv/upgrade-and-moblize/ http://capacity.tv/cartoon-network/ so, I guess the answer to Cinema 4D an option? is DEFINITELY Yes, C4D has an amazing character animation toolset, for TD's, riggers, animators e.t.c. equivalent to the industry standard. Having said that, this doesn't mean that they can't get better :-) Cheers Thanassis [image: me] *Athanasios Pozantzis* 103b-245 Carlaw Avenue, Toronto, ON M4M 2S1
Re: Cinema 4D an option?
grab the hair and run ;) On 5 August 2014 16:55, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Yes, was watching a blender demo today regarding its hair workflow ,and it is really good, but the interface ow the interface ow god the interface. On 5 August 2014 16:45, Jason S jasonsta...@gmail.com wrote: Maybe it wasn't a good idea to install various trials at the same time, but I wanted to stress test Modo, C4d, ( Blender) at side by side. and I personally found c4d to be the most straight-forward/versatile (like freedom in an open field) while remaining easily managable (asset management?) and non finnicky. Quite a bit more than Modo actually, though it was easier to find help in Modo furums, (whilst I didn't as often need to in c4d) giving like a feeling that C4d is to Modo what SI is to Maya in terms of 'workflow', and I personally found Modo's 'user friendlyness' to be mostly (or only) in proportion to Maya (while at least not having Maya's price tag) But C4d (or modo) is still very much like a little brother, not just in regards to Espresso, but it (like Modo) always seem to add (some really very cool/useful) things without ever addressing some core performance/stability issues - (only being 'issues' relative to SI/Maya), while being -very hard- to see any light at the end of each tunnels in those respects. Blender was actually one who was 'able to take-it', but dealing with the outliner.. OMG.. reparentling things (alone) is excruciating(even after knowing how to do it), and there is to this day, no way to change the same properties of multiple objects (no spreadsheet or multi edit of any form) I think that if Blender addressed not that many things (which don't seem to involve too deep things compared to others) it could really be far more seriously be considered having it's own share of incredible things. But While SI can definately also bog down, and some operations can take a long time ... (in c4d for instance, reparenting 1 or 1000 objects takes the same amount of time, and that to my surprise, *technically* each app actually yeilded very similar raw FPS **when simply navigating** with the same amount of objects/polys) , .. In SI, everything remains very workable (interactivity/managability/stability, or not feeling like you have a heavy MR render region running all the time) with heavy loads or when pushing-it (especially so when minding a mere handful of things) But even without considering playback performance with lots of things happenning, this is all notwithstanding SI's ability to turn on dimes, or as mentionned; passes, gator, changing things at any level with it's procedural nature, it's seemless/modeless interaction model, need I go on.. making it (by heads shoulders) faster than anything out there. Also in respects to many if not most new cool features, (both c4d modo had lots of great new things in their last releases) already even without ICE, SI sort of had **TONS** of 'features' that were merely a combination of a few things, (shrinkwrap retopology for instance) But you know.. -WITH- ICE, it can easily be said that SI somehow has like an easy access to any feature you could ever think of, or need in a particular situation, which can be seen as nothing less than like an all-encompassing abstract feature. Which is similarly one of the things that make it (or have made it) so 'timeless' (indeed) :] On 08/05/14 9:06, olivier jeannel wrote: Yeah, well it doesn't have a modeling stack either. Looks more like a compilation of presets and auto-tools to me. No improvement of Mograph since ages, and the TP are an horror compared to ice. Le 05/08/2014 14:53, Rob Wuijster a écrit : Some nice things, but the one more. wasn't Render Passes ;-P How do people cope with Modo, Cinema 4D not having Passes like in Softimage? With Modo I'm still not sure it's worth all the shuffling of item and polygon groups, shaders, pass groups and passes. Rob \/-\/\/ On 5-8-2014 14:31, Cristobal Infante wrote: Cinema 16 announced! https://www.youtube.com/watch?v=1Mzym-HZ9IE#t=87 On 1 August 2014 02:45, Athanasios Pozantzis nose...@noseman.org wrote: more C4D character related links: http://www.the-ottoman.com/blog/ a game level designer made with the Character Builder :-) https://vimeo.com/79626573 particle creation using the Character Builder https://vimeo.com/79628599 Train tracks using the Character builder https://vimeo.com/79637056 https://vimeo.com/46989130 character stuff using C4D: http://capacity.tv/upgrade-and-moblize/ http://capacity.tv/cartoon-network/ so, I guess the answer to Cinema 4D an option? is DEFINITELY Yes, C4D has an amazing character animation toolset, for TD's, riggers, animators e.t.c. equivalent to the industry standard. Having said that, this doesn't mean that they can't get better :-)
Re: Cinema 4D an option?
Cris- i know i will :P I wish the Blender interface if not streamlined and clean, would at least be modulated so you can go in and deal with the segment you need. On 5 August 2014 17:00, Cristobal Infante cgc...@gmail.com wrote: grab the hair and run ;) On 5 August 2014 16:55, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Yes, was watching a blender demo today regarding its hair workflow ,and it is really good, but the interface ow the interface ow god the interface. On 5 August 2014 16:45, Jason S jasonsta...@gmail.com wrote: Maybe it wasn't a good idea to install various trials at the same time, but I wanted to stress test Modo, C4d, ( Blender) at side by side. and I personally found c4d to be the most straight-forward/versatile (like freedom in an open field) while remaining easily managable (asset management?) and non finnicky. Quite a bit more than Modo actually, though it was easier to find help in Modo furums, (whilst I didn't as often need to in c4d) giving like a feeling that C4d is to Modo what SI is to Maya in terms of 'workflow', and I personally found Modo's 'user friendlyness' to be mostly (or only) in proportion to Maya (while at least not having Maya's price tag) But C4d (or modo) is still very much like a little brother, not just in regards to Espresso, but it (like Modo) always seem to add (some really very cool/useful) things without ever addressing some core performance/stability issues - (only being 'issues' relative to SI/Maya), while being -very hard- to see any light at the end of each tunnels in those respects. Blender was actually one who was 'able to take-it', but dealing with the outliner.. OMG.. reparentling things (alone) is excruciating(even after knowing how to do it), and there is to this day, no way to change the same properties of multiple objects (no spreadsheet or multi edit of any form) I think that if Blender addressed not that many things (which don't seem to involve too deep things compared to others) it could really be far more seriously be considered having it's own share of incredible things. But While SI can definately also bog down, and some operations can take a long time ... (in c4d for instance, reparenting 1 or 1000 objects takes the same amount of time, and that to my surprise, *technically* each app actually yeilded very similar raw FPS **when simply navigating** with the same amount of objects/polys) , .. In SI, everything remains very workable (interactivity/managability/stability, or not feeling like you have a heavy MR render region running all the time) with heavy loads or when pushing-it (especially so when minding a mere handful of things) But even without considering playback performance with lots of things happenning, this is all notwithstanding SI's ability to turn on dimes, or as mentionned; passes, gator, changing things at any level with it's procedural nature, it's seemless/modeless interaction model, need I go on.. making it (by heads shoulders) faster than anything out there. Also in respects to many if not most new cool features, (both c4d modo had lots of great new things in their last releases) already even without ICE, SI sort of had **TONS** of 'features' that were merely a combination of a few things, (shrinkwrap retopology for instance) But you know.. -WITH- ICE, it can easily be said that SI somehow has like an easy access to any feature you could ever think of, or need in a particular situation, which can be seen as nothing less than like an all-encompassing abstract feature. Which is similarly one of the things that make it (or have made it) so 'timeless' (indeed) :] On 08/05/14 9:06, olivier jeannel wrote: Yeah, well it doesn't have a modeling stack either. Looks more like a compilation of presets and auto-tools to me. No improvement of Mograph since ages, and the TP are an horror compared to ice. Le 05/08/2014 14:53, Rob Wuijster a écrit : Some nice things, but the one more. wasn't Render Passes ;-P How do people cope with Modo, Cinema 4D not having Passes like in Softimage? With Modo I'm still not sure it's worth all the shuffling of item and polygon groups, shaders, pass groups and passes. Rob \/-\/\/ On 5-8-2014 14:31, Cristobal Infante wrote: Cinema 16 announced! https://www.youtube.com/watch?v=1Mzym-HZ9IE#t=87 On 1 August 2014 02:45, Athanasios Pozantzis nose...@noseman.org wrote: more C4D character related links: http://www.the-ottoman.com/blog/ a game level designer made with the Character Builder :-) https://vimeo.com/79626573 particle creation using the Character Builder https://vimeo.com/79628599 Train tracks using the Character builder https://vimeo.com/79637056 https://vimeo.com/46989130 character stuff using C4D: http://capacity.tv/upgrade-and-moblize/ http://capacity.tv/cartoon-network/ so, I guess the answer to
Re: Cinema 4D an option?
Hi Jason, I went through a similar process, but instead of Blender, it was Houdini. I tested Modo and C4D and Houdini and came to very similar conclusions about how easy it is to use. Where I see clear advantages in C4D and Modo over Houdini and Softimage is in OpenGL quality. C4D can display many, many things in OpenGL that I cannot get to display in any version of Softimage (procedurals, certain lighting effects, plugin results, etc.). C4D also (I agree) has a lot of stuff that makes it very easy to use for 90% of most jobs I do. While I am not happy to have to go down the paid plugin route, which makes me think of what 3DS Max users deal with) at least the plugins are almost always low or no cost and they also work with multiple versions of C4D, not always having to be recompiled for each new release of C4D. Not quite as flexible as Softimage, but a far cry from the stupiditity that is Maya when it comes to needing a new compile for each and every new version of Maya. This was one of (IMHO) Softimage's hidden talents. When you base an entire project around a plugin, and then upgrade the host application, you don't want to worry that the plugin maker might have gone out of business, thereby effectively locking you to the most recent version of the host app that worked with the plugin. Maya has this problem in SPADES. As a freelancer, or even small studios, this can mean never wanting to invest in a plugin because of the fear of having to lock (forever) to a specific release of the host DCC. While C4D isn't as flexible, I was very happy to see that it was close enough to Softimage to make me comfortable that I would be OK. Where C4D really lacks, in my opinion, is in a lack of Render Passes (sure, you can cheat them into working, but no developer created way of doing them yet). One more point: The rather large advantage that small developers like Maxon and The Foundry (OK, small compared to Autodesk) have over Autodesk, is that they can quickly jump on the bandwagon of a new technique or industry standard. It usually takes many, many, many versions of the Autodesk lineup to include something (for instance, Alembic) and when they do finally get it, it is usually a bare-bones implementation at first. I don't advocate that every new standard or technique get adopted, but it is nice to know that when it does, it will happen faster than the Autodesk implementation and will generally be more feature complete. The sweeping generalizations I have made are mostly from my own experience, your mileage may vary... On Tue, Aug 5, 2014 at 11:55 AM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Yes, was watching a blender demo today regarding its hair workflow ,and it is really good, but the interface ow the interface ow god the interface. On 5 August 2014 16:45, Jason S jasonsta...@gmail.com wrote: Maybe it wasn't a good idea to install various trials at the same time, but I wanted to stress test Modo, C4d, ( Blender) at side by side. and I personally found c4d to be the most straight-forward/versatile (like freedom in an open field) while remaining easily managable (asset management?) and non finnicky. Quite a bit more than Modo actually, though it was easier to find help in Modo furums, (whilst I didn't as often need to in c4d) giving like a feeling that C4d is to Modo what SI is to Maya in terms of 'workflow', and I personally found Modo's 'user friendlyness' to be mostly (or only) in proportion to Maya (while at least not having Maya's price tag) But C4d (or modo) is still very much like a little brother, not just in regards to Espresso, but it (like Modo) always seem to add (some really very cool/useful) things without ever addressing some core performance/stability issues - (only being 'issues' relative to SI/Maya), while being -very hard- to see any light at the end of each tunnels in those respects. Blender was actually one who was 'able to take-it', but dealing with the outliner.. OMG.. reparentling things (alone) is excruciating(even after knowing how to do it), and there is to this day, no way to change the same properties of multiple objects (no spreadsheet or multi edit of any form) I think that if Blender addressed not that many things (which don't seem to involve too deep things compared to others) it could really be far more seriously be considered having it's own share of incredible things. But While SI can definately also bog down, and some operations can take a long time ... (in c4d for instance, reparenting 1 or 1000 objects takes the same amount of time, and that to my surprise, *technically* each app actually yeilded very similar raw FPS **when simply navigating** with the same amount of objects/polys) , .. In SI, everything remains very workable (interactivity/managability/stability, or not feeling like you have a heavy MR render region running all the time) with heavy loads or when pushing-it (especially so when
Re: Cinema 4D an option?
have a look, nice rigging work https://vimeo.com/52969274 https://vimeo.com/52969274 https://vimeo.com/8335506#comment_11948612 https://vimeo.com/8335506 and some frakture-particlestuff: https://vimeo.com/98435073 https://vimeo.com/98435073 lot of Info http://www.cineversity.com/home2 http://www.cineversity.com/home2 , http://vimeo.com/channels/c4dtutorials/ http://vimeo.com/channels/c4dtutorials/ i give it a try, right now for one week! and i think it can be an option! missing in the moment the stack and weightpaintingoptions but on the other side there are a lot of tools already inside C4D like the squash and stretch-deformer http://8bitfactory.co.uk/?p=167 http://8bitfactory.co.uk/?p=167 or the deforme by curve options https://www.youtube.com/watch?v=HbhbaajVpyU https://www.youtube.com/watch?v=HbhbaajVpyU and the dynamic chains https://www.youtube.com/watch?v=-P9wOewbUdg https://www.youtube.com/watch?v=-P9wOewbUdg and... Greetz Walter
Re: Cinema 4D an option?
Altogether seems nice. Lots of preset and premade assets. Not sure of the rigging side, although they do show a few animated characters. Sent from my iPhone On 05-Aug-2014, at 6:26 pm, Cristobal Infante cgc...@gmail.com wrote: And no shader tree, how can one live with out that! On 5 August 2014 13:53, Rob Wuijster r...@casema.nl wrote: Some nice things, but the one more. wasn't Render Passes ;-P How do people cope with Modo, Cinema 4D not having Passes like in Softimage? With Modo I'm still not sure it's worth all the shuffling of item and polygon groups, shaders, pass groups and passes. Rob \/-\/\/ On 5-8-2014 14:31, Cristobal Infante wrote: Cinema 16 announced! https://www.youtube.com/watch?v=1Mzym-HZ9IE#t=87 On 1 August 2014 02:45, Athanasios Pozantzis nose...@noseman.org wrote: more C4D character related links: http://www.the-ottoman.com/blog/ a game level designer made with the Character Builder :-) https://vimeo.com/79626573 particle creation using the Character Builder https://vimeo.com/79628599 Train tracks using the Character builder https://vimeo.com/79637056 https://vimeo.com/46989130 character stuff using C4D: http://capacity.tv/upgrade-and-moblize/ http://capacity.tv/cartoon-network/ so, I guess the answer to Cinema 4D an option? is DEFINITELY Yes, C4D has an amazing character animation toolset, for TD's, riggers, animators e.t.c. equivalent to the industry standard. Having said that, this doesn't mean that they can't get better :-) Cheers Thanassis Athanasios Pozantzis 103b-245 Carlaw Avenue, Toronto, ON M4M 2S1 +1 (647) 294-7707 No virus found in this message. Checked by AVG - www.avg.com Version: 2014.0.4716 / Virus Database: 3986/7983 - Release Date: 08/05/14
Re: Cinema 4D an option?
I went through a similar process, but instead of Blender, it was Houdini. I tested Modo and C4D and Houdini and came to very similar conclusions about how easy it is to use. Yeah, I also found 'straight-forwardness' to be one of the most important things.. (mostly for what "not (over-)complicated" means well *after* the learning part) C4D also (I agree) has a lot of stuff that makes it very easy to use for 90% of most jobs I do. Yes, and just to say, I admit that we aren't always making like these huge scenes, but countless times do I recall very-much relying on SI's ability of being pushed, or saw people doing things that could hardly be even imagined being done in anything else.. But anyway, Thanks for your great insight! On 08/05/14 12:19, Perry Harovas wrote: Hi Jason, I went through a similar process, but instead of Blender, it was Houdini. I tested Modo and C4D and Houdini and came to very similar conclusions about how easy it is to use. Where I see clear advantages in C4D and Modo over Houdini and Softimage is in OpenGL quality. C4D can display many, many things in OpenGL that I cannot get to display in any version of Softimage (procedurals, certain lighting effects, plugin results, etc.). C4D also (I agree) has a lot of stuff that makes it very easy to use for 90% of most jobs I do. While I am not happy to have to go down the paid plugin route, which makes me think of what 3DS Max users deal with) at least the plugins are almost always low or no cost and they also work with multiple versions of C4D, not always having to be recompiled for each new release of C4D. Not quite as flexible as Softimage, but a far cry from the stupiditity that is Maya when it comes to needing a new compile for each and every new version of Maya. This was one of (IMHO) Softimage's hidden talents. When you base an entire project around a plugin, and then upgrade the host application, you don't want to worry that the plugin maker might have gone out of business, thereby effectively locking you to the most recent version of the host app that worked with the plugin. Maya has this problem in SPADES. As a freelancer, or even small studios, this can mean never wanting to invest in a plugin because of the fear of having to lock (forever) to a specific release of the host DCC. While C4D isn't as flexible, I was very happy to see that it was close enough to Softimage to make me comfortable that I would be OK. Where C4D really lacks, in my opinion, is in a lack of Render Passes (sure, you can cheat them into working, but no developer created way of doing them yet). One more point: The rather large advantage that small developers like Maxon and The Foundry (OK, small compared to Autodesk) have over Autodesk, is that they can quickly jump on the bandwagon of a new technique or industry standard. It usually takes many, many, many versions of the Autodesk lineup to include something (for instance, Alembic) and when they do finally get it, it is usually a bare-bones implementation at first. I don't advocate that every new standard or technique get adopted, but it is nice to know that when it does, it will happen faster than the Autodesk implementation and will generally be more feature complete. The sweeping generalizations I have made are mostly from my own experience, your mileage may vary...
Re: Cinema 4D an option?
On 08/05/14 12:08, Sebastien Sterling wrote: Cris- i know i will :P I wish the Blender interface if not streamlined and clean, would at least be modulated so you can go in and deal with the segment you need. On 5 August 2014 17:00, Cristobal Infante cgc...@gmail.com wrote: grab the hair and run ;) Ya I agree the interface (and many little things) could be more far more streamlined, and also render management is -very- basic to say the least. But to give it proper (comparatively far less (over-)publicized/amplified) credit (that I know of), - Cycles is very fast, while very Arnold-like in most key aspects (which now (finally) includes both transform deformation motion-blur, which was sort of the last (important) thing ), - all sorts of simulations (including volume effects) are quite easy, fast and can easily reach very high quality. - The shader tree (and other node view) is very clear/informative and quick to tweak, seeing and editing values in the tree, (unlike modo, a fair number of shader trees (among other things) won't affect responsiveness.) - Procedurally treating textures as well as a very decent very integrated 2D comp, - Without at-all being light in functionality, the app itself is extremely light, restarting (or crashing) reloading feels as swift as wordpad :) - Very capable (if not more capable for some things) modeling, UVing, Sculpting.. with some very fluid worflows. In-out interop seems to be an issue, but eventual Alembic support is very likely a matter of time. But to me, it's single object centric aspect is it's single biggest drawback, and hope they would eventually address that (quite particularly).
Re: Cinema 4D an option?
Clement Vaucelle is a very talented rigger/technical-artist, his work at Wipix was an authentic point of reference for me back in the day :) On Tue, Aug 5, 2014 at 2:52 PM, w...@fiftyeight.com w...@fiftyeight.com wrote: have a look, nice rigging work https://vimeo.com/52969274
Re: Cinema 4D an option?
.. ICE and general limitlessness making it 'timeless' (indeed) and/or so darn irreplacable... On 08/05/14 11:45, Jason S wrote: Maybe it wasn't a good idea to install various trials at the same time, but I wanted to stress test Modo, C4d, ( Blender) at side by side. and I personally found c4d to be the most straight-forward/versatile (like freedom in an open field) while remaining easily managable ("asset management"?) and non finnicky. Quite a bit more than Modo actually, though it was easier to find help in Modo furums, (whilst I didn't as often need to in c4d) giving like a feeling that C4d is to Modo what SI is to Maya in terms of 'workflow', and I personally found Modo's 'user friendlyness' to be mostly (or only) in proportion to Maya (while at least not having Maya's price tag) But C4d (or modo) is still very much like a little brother, not just in regards to Espresso, but it (like Modo) always seem to add (some really very cool/useful) things without ever addressing some core performance/stability "issues" - (only being 'issues' relative to SI/Maya), while being -very hard- to see any light at the end of each tunnels in those respects. Blender was actually one who was 'able to take-it', but dealing with the outliner.. OMG.. reparentling things (alone) is excruciating(even after knowing how to do it), and there is to this day, no way to change the same properties of multiple objects (no spreadsheet or multi edit of any form) I think that if Blender addressed not that many things (which don't seem to involve too deep things compared to others) it could really be far more seriously be considered having it's own share of incredible things. But While SI can definately also bog down, and some operations can take a long time ... (in c4d for instance, reparenting 1 or 1000 objects takes the same amount of time, and that to my surprise, *technically* each app actually yeilded very similar raw FPS **when simply navigating** with the same amount of objects/polys) , .. In SI, everything remains very workable (interactivity/managability/stability, or not feeling like you have a heavy MR render region running all the time) with heavy loads or when pushing-it (especially so when minding a mere handful of things) But even without considering playback performance with lots of things happenning, this is all notwithstanding SI's ability to turn on dimes, or as mentionned; passes, gator, changing things at any level with it's procedural nature, it's seemless/modeless interaction model, need I go on.. making it (by heads shoulders) faster than anything out there. Also in respects to many if not most new cool features, (both c4d modo had lots of great new things in their last releases) already even without ICE, SI sort of had **TONS** of 'features' that were merely a combination of a few things, (shrinkwrap retopology for instance) But you know.. -WITH- ICE, it can easily be said that SI somehow has like an easy access to any feature you could ever think of, or need in a particular situation, which can be seen as nothing less than like an all-encompassing abstract feature. Which is similarly one of the things that make it (or have made it) so 'timeless' (indeed) :] On 08/05/14 9:06, olivier jeannel wrote: Yeah, well it doesn't have a modeling stack either. Looks more like a compilation of presets and "auto-tools" to me. No improvement of Mograph since ages, and the TP are an horror compared to ice. Le 05/08/2014 14:53, Rob Wuijster a écrit : Some nice things, but the one more. wasn't Render Passes ;-P How do people cope with Modo, Cinema 4D not having Passes like in Softimage? With Modo I'm still not sure it's worth all the shuffling of item and polygon groups, shaders, pass groups and passes. Rob \/-\/\/
Re: Cinema 4D an option?
Nothing has render passes like Soft, end of story. Houdini can get there and past there in terms of power and complexity, but you have to put the hard miles in first. Soft was just the perfect balance in those regards, I have yet to see something as immediate and still that flexible anywhere else. On Tue, Aug 5, 2014 at 10:53 PM, Rob Wuijster r...@casema.nl wrote: Some nice things, but the one more. wasn't Render Passes ;-P How do people cope with Modo, Cinema 4D not having Passes like in Softimage? With Modo I'm still not sure it's worth all the shuffling of item and polygon groups, shaders, pass groups and passes. Rob
Memory Leak when animating with SI 2015
I don't have many details on it, but I found SI hogging nearly 80% to 90% of my ram after animating an hour or two. I use GEAR rigs, yet I have no other idea what would cause this memory leak. Any pointers as to how I would troubleshoot that in SI 2015? Thanks in advance -Draise Ph: +57 313 811 6821
RE: Cinema 4D an option?
Unfortunately all that power is wasted behind one of the most terrible user interfaces since …. Lightwave. Cinema 4D seems to make much more sense to me. It is sooo much less cluttered and is not full of garbage that I shouldn’t have to deal with in the first place for doing simple things. The whole texture system is just a mess. I would use Maya before I ever even considered using Modo. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Angus Davidson Sent: Tuesday, August 05, 2014 5:53 AM To: softimage@listproc.autodesk.com Subject: Re: Cinema 4D an option? Would have to disagree on the Modo front. Its animation tools and rigging are first class. The things you can do with weight maps and containers alone is amazing. Although you do need to understand the whole order of operations thing. From: Mirko Jankovic mirkoj.anima...@gmail.com Reply-To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Date: Tuesday 05 August 2014 at 2:47 PM To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Subject: Re: Cinema 4D an option? anyone can point to some videos about character rigging and animation? seems like both cinema and modo are way behind on that department? but this does look like bunch of improvements for sure On Tue, Aug 5, 2014 at 2:31 PM, Cristobal Infante cgc...@gmail.com wrote: Cinema 16 announced! https://www.youtube.com/watch?v=1Mzym-HZ9IE#t=87 On 1 August 2014 02:45, Athanasios Pozantzis nose...@noseman.org wrote: more C4D character related links: http://www.the-ottoman.com/blog/ a game level designer made with the Character Builder :-) https://vimeo.com/79626573 particle creation using the Character Builder https://vimeo.com/79628599 Train tracks using the Character builder https://vimeo.com/79637056 https://vimeo.com/46989130 character stuff using C4D: http://capacity.tv/upgrade-and-moblize/ http://capacity.tv/cartoon-network/ so, I guess the answer to Cinema 4D an option? is DEFINITELY Yes, C4D has an amazing character animation toolset, for TD's, riggers, animators e.t.c. equivalent to the industry standard. Having said that, this doesn't mean that they can't get better :-) Cheers Thanassis me http://noseman.org/images/NOSEMANsignature.png Athanasios Pozantzis http://noseman.org 103b-245 Carlaw Avenue, Toronto, ON M4M 2S1 +1 (647) 294-7707 tel:%2B1%20%28647%29%20294-7707 This communication is intended for the addressee only. It is confidential. If you have received this communication in error, please notify us immediately and destroy the original message. You may not copy or disseminate this communication without the permission of the University. Only authorised signatories are competent to enter into agreements on behalf of the University and recipients are thus advised that the content of this message may not be legally binding on the University and may contain the personal views and opinions of the author, which are not necessarily the views and opinions of The University of the Witwatersrand, Johannesburg. All agreements between the University and outsiders are subject to South African Law unless the University agrees in writing to the contrary.
Re: Cinema 4D an option?
Each to their own I suppose. I really enjoy having everything I need available to me. Took a week or so to set up my layouts to match my workflow and its all good. I can see how it can be daunting for those just starting though. Have you tried the new nodal shading in 801 ? From: Sam Bowling sbowl...@cox.netmailto:sbowl...@cox.net Reply-To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Date: Wednesday 06 August 2014 at 4:24 AM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: Cinema 4D an option? Unfortunately all that power is wasted behind one of the most terrible user interfaces since …. Lightwave. Cinema 4D seems to make much more sense to me. It is sooo much less cluttered and is not full of garbage that I shouldn’t have to deal with in the first place for doing simple things. The whole texture system is just a mess. I would use Maya before I ever even considered using Modo. From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Angus Davidson Sent: Tuesday, August 05, 2014 5:53 AM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: Cinema 4D an option? Would have to disagree on the Modo front. Its animation tools and rigging are first class. The things you can do with weight maps and containers alone is amazing. Although you do need to understand the whole order of operations thing. table width=100% border=0 cellspacing=0 cellpadding=0 style=width:100%; tr td align=left style=text-align:justify;font face=arial,sans-serif size=1 color=#99span style=font-size:11px;This communication is intended for the addressee only. It is confidential. If you have received this communication in error, please notify us immediately and destroy the original message. You may not copy or disseminate this communication without the permission of the University. Only authorised signatories are competent to enter into agreements on behalf of the University and recipients are thus advised that the content of this message may not be legally binding on the University and may contain the personal views and opinions of the author, which are not necessarily the views and opinions of The University of the Witwatersrand, Johannesburg. All agreements between the University and outsiders are subject to South African Law unless the University agrees in writing to the contrary. /span/font/td /tr /table
Rock falcon's acting debut
As you may or may not know but our face robot friend Rock Falcon is an aspiring actor. We'll congratulation little buddy you made it. I spotted him in guardians of the galaxy. Did you? Thanos. Ps. If don't understand this post no worries it is a little inside, I know, sorry. On Aug 5, 2014 6:16 AM, Artur Woźniak artur.w...@gmail.com wrote: Hiya, I have a animation where I need an Cloth simulated object to morph into shape animation. It needs to be seamless. Is there a way to use both on one mesh or? Thanks, Artur
Re: Rock falcon's acting debut
Wow now you gave me someone else to look for when I will watch the movie. Rock Falcon finally made it Long live to Rock Falcon! Cheers! --- Emilio Hernández VFX 3D animation. 2014-08-06 0:01 GMT-05:00 jentzen mooney jentzen.b...@gmail.com: As you may or may not know but our face robot friend Rock Falcon is an aspiring actor. We'll congratulation little buddy you made it. I spotted him in guardians of the galaxy. Did you? Thanos. Ps. If don't understand this post no worries it is a little inside, I know, sorry. On Aug 5, 2014 6:16 AM, Artur Woźniak artur.w...@gmail.com wrote: Hiya, I have a animation where I need an Cloth simulated object to morph into shape animation. It needs to be seamless. Is there a way to use both on one mesh or? Thanks, Artur
Re: Rock falcon's acting debut
Good for him. Anyway he was bored lip syncing to the same voice clip for years. Sent from my iPhone On 06-Aug-2014, at 10:35 am, Emilio Hernandez emi...@e-roja.com wrote: Wow now you gave me someone else to look for when I will watch the movie. Rock Falcon finally made it Long live to Rock Falcon! Cheers! --- Emilio Hernández VFX 3D animation. 2014-08-06 0:01 GMT-05:00 jentzen mooney jentzen.b...@gmail.com: As you may or may not know but our face robot friend Rock Falcon is an aspiring actor. We'll congratulation little buddy you made it. I spotted him in guardians of the galaxy. Did you? Thanos. Ps. If don't understand this post no worries it is a little inside, I know, sorry. On Aug 5, 2014 6:16 AM, Artur Woźniak artur.w...@gmail.com wrote: Hiya, I have a animation where I need an Cloth simulated object to morph into shape animation. It needs to be seamless. Is there a way to use both on one mesh or? Thanks, Artur
Re: Rock falcon's acting debut
My favorite was the birthday surprise. ah, thanks everybody -Rock F. By the way does anyone keep in touch with that guy? Last time I heard he was seen at golds gym, Venice beach. On Aug 5, 2014 10:07 PM, Alok Gandhi alok.gandhi2...@gmail.com wrote: Good for him. Anyway he was bored lip syncing to the same voice clip for years. Sent from my iPhone On 06-Aug-2014, at 10:35 am, Emilio Hernandez emi...@e-roja.com wrote: Wow now you gave me someone else to look for when I will watch the movie. Rock Falcon finally made it Long live to Rock Falcon! Cheers! --- Emilio Hernández VFX 3D animation. 2014-08-06 0:01 GMT-05:00 jentzen mooney jentzen.b...@gmail.com: As you may or may not know but our face robot friend Rock Falcon is an aspiring actor. We'll congratulation little buddy you made it. I spotted him in guardians of the galaxy. Did you? Thanos. Ps. If don't understand this post no worries it is a little inside, I know, sorry. On Aug 5, 2014 6:16 AM, Artur Woźniak artur.w...@gmail.com wrote: Hiya, I have a animation where I need an Cloth simulated object to morph into shape animation. It needs to be seamless. Is there a way to use both on one mesh or? Thanks, Artur