Fibermesh merits and other fur stories

2014-08-05 Thread Sebastien Sterling
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

2014-08-05 Thread Cristobal Infante
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

2014-08-05 Thread Ognjen Vukovic
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

2014-08-05 Thread Ognjen Vukovic
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?

2014-08-05 Thread Cristobal Infante
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?

2014-08-05 Thread Mirko Jankovic
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?

2014-08-05 Thread Angus Davidson
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




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Re: Cinema 4D an option?

2014-08-05 Thread Rob Wuijster

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?

2014-08-05 Thread Cristobal Infante
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?

2014-08-05 Thread mark jones
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?

2014-08-05 Thread olivier jeannel

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

2014-08-05 Thread Artur Woźniak
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

2014-08-05 Thread Will Sharkey
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?

2014-08-05 Thread Tim Crowson
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?

2014-08-05 Thread Marc-Andre Carbonneau
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?

2014-08-05 Thread Sebastien Sterling
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?

2014-08-05 Thread Angus Davidson
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?

2014-08-05 Thread Jim Yeh
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?

2014-08-05 Thread Jason S

  
  
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?

2014-08-05 Thread Sebastien Sterling
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?

2014-08-05 Thread Cristobal Infante
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?

2014-08-05 Thread Sebastien Sterling
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?

2014-08-05 Thread Perry Harovas
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?

2014-08-05 Thread w...@fiftyeight.com
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?

2014-08-05 Thread Alok Gandhi
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?

2014-08-05 Thread Jason S

  
  

  
  
  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?

2014-08-05 Thread Jason S

  
  
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?

2014-08-05 Thread Cesar Saez
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?

2014-08-05 Thread Jason S

  
  

   .. 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?

2014-08-05 Thread Raffaele Fragapane
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

2014-08-05 Thread Andres Stephens
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?

2014-08-05 Thread Sam Bowling
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?

2014-08-05 Thread Angus Davidson
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.



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Rock falcon's acting debut

2014-08-05 Thread jentzen mooney
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

2014-08-05 Thread Emilio Hernandez
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

2014-08-05 Thread Alok Gandhi
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

2014-08-05 Thread jentzen mooney
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