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Cinema 4d objects
Cinema 4d objects










cinema 4d objects

Toggle camera pivot to object under cursor. The view also does adaptive degradation like After Effects, so if you move too quickly it'll drop the view from fully shaded, to wireframe, to bounding box automatically, then go back to normal when you stop changing things.įrame selected (works both in viewport and graph editor) At the very least it needs a progress bar or spinner to let you know that its cooking. I can see in theory why this is good, but being used to maya locking up while it calculates, its weird. Just when you begin to question if you've broken something, the view updates. If the scene is heavy you can move to a frame, app seems responsive, but the viewport looks wrong. The viewports seems to run in a separate thread to the main app, which can be a little confusing at first. You can't have multiple scenes visible at once like photoshop, but its handy to be able to have both scenes in memory and quickly copy/paste between them, vs maya's laborious import/export dance, or loading multiple copies of maya. To move properties between objects, just drag the tag/material to another object.ĭuplicating objects is done via ctrl-c/ctrl-v, its the reverse of maya in that new nodes appear at the top of the outliner rather than the bottom.Ĭ4D lets you load multiple scenes at once, and swap between them via the window menu. They build up left-to-right, rightmost entries have priority. Next to each node name is a blank line, you drag in entries on to this line to add properties (via tags) or materials. The outliner is called the object manager, its an interesting combo of outliner and layer manager, sort of. Navigation keys are same as maya, most things are simple drag n drop, where the maya hotkeys are W/E/R for trans/rot/scale, C4D moves them over by one key to E/R/T (if you're wondering, W is used to swap between object and worldspace transform, handy) Fingers crossed that bifrost will fix this, or I get to work somewhere that is willing to try something new,I grow tired of fighting maya. Elegant re-use and experimentation is nearly impossible. To deal with those you move into hypershade/hypergraph with nodes that require far too many connections, in a poor editor (the new node editor is better but not perfect), with lots of bizarre backwards wirings and mystery nodes. Maya offers an outliner thats good for moving object heirarchies, but hides the deformers and dg networks. C4D offers quick experimentation and reorganisation via drag-n-drop and a centralised editing interface (most of your time is spent quickly shuffling things around in its outliner equivalent). Houdini offers good setup re-use and experimentation with its clearly defined and simple connections of its node setup. It made me also think about how maya currently is worst of all worlds.

cinema 4d objects

Sure it might not handle the last 10% of a super complex job, but for 90% of the time, its fast and capable. The closest analogy I can think of is After Effects, its layers, parenting, drag n drop, all that. Tags can just be dragged to other objects, as can deformers, makes experimenting very fluid. Apply a material? Drag the material onto the shape, it gets a material tag.Ī nice benefit of this system is that its easy to swap things around between objects. What it to be a rigid body? Add a rigid body tag. Want to lock an objects transforms? Add a protection tag. I suspect its to cover stuff that wouldn't cleanly map into a parent-child relationship, and there's a lot of them. Its a little inconsistent, but works fine in practice. You group all the objects and the deformer together, and the deformer works on all of its siblings. 'But wait!' you say, 'what if I want multiple objects to be affected by 1 deformer?'. To stop the object being affcted, drag the deformer out from its parent. To apply a bend deformer to a shape, you create the deformer, then parent it underneath the object to be deformed. Houdini is nodes, Max is the stack, Maya is about hiding the dependency graph and failing, C4D is about parenting and tags. 8 No render variables to help with output image naming.












Cinema 4d objects