grab the hair and run ;)

On 5 August 2014 16:55, Sebastien Sterling <[email protected]>
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 <[email protected]> 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 <[email protected]>
>> 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>
>>>
>>>
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>>
>>
>>
>>
>

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