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> >>> >>> >> 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 >> >> >> >> >> >

