

This one is from the playlist above but it’s brand new, and I’m a geek for space stuff. The first is an overview video, then they cover topics like converting physical render scenes for Octane Render, creating a futuristic city using Octane Scatter, applying motion blur in Octane Scatter, and more.Ĭreate a Detailed Mars Landscape Using Octane Render Displacement Updated: Now with correct image Octane Render Playlist for Cinema 4Dĭavid Ariew and Eyedesyn have a playlist, currently with 12 videos, that dive into Octane and Cinema 4D. 5 Things You Didn’t Know In Octane – Cinema 4D Tips Tutorial – CG Shortcuts gives you some nice tips on smoothing glass, working with noise, double-sided rendering, and more.David Ariew does a lengthy tutorial on creating a Mars colony with Cinema 4D and Octane. Create a Detailed Mars Landscape Using Octane Render Displacement – This one is from the playlist above but it’s brand new, and I’m a geek for space stuff.The first is an overview video, then they cover topics like converting physical render scenes for Octane Render, creating a futuristic city using Octane Scatter, applying motion blur in Octane Scatter, and more. Octane Render Playlist for Cinema 4D – David Ariew and Eyedesyn have a playlist, currently with 12 videos, that dive into Octane and Cinema 4D.Enjoy some tutorials about Cinema 4D and Octane Render.
Cinema 4d r11.5 how to#
A pain in the ass at the beginning, but as soon as you find how to handle your script, it's a matter of one-click maneuver.įinally, if your joints are already aligned in c4D, I doubt it would be from a bad weighting, as it's a single numerical value for each vertex, in a non-destructive exporting method.Today we’re doing a gathering of tutorials about third-party renderers for Cinema 4D. I personally had to write a custom script to re-record every keyframe of every re-aligned joint, using a clone of the main skeleton, with no keyframe, copying the original via a "parent" constraint tag. Let's see your pics (cute character, I like the color choice).Īlignment should be done on the Z axis, with "to children" parameter on each Joint (that's how Unity understands FBX bones I guess).īut be careful, if you already set keyframes for this joints, your alignment will be overwritten as soon as you play the animation. Will share it here if I come with success. I will continue to dig some sort of script to find the best matching reduced splines. That would take ages to adjust trajectory deformations :/
Cinema 4d r11.5 manual#
Tolm: how complex meshes/Characters did you manage to implement so far? Did you encounter any odd behaviours since your initial post?Īrg, manual adjustment is plainly impossible for my game, as there are 8 different chars, 1500+ frames each, with very precise joint rotations. Did some features of Joint based animation work in R10.1 already but were just too buggy to support officially? Something that would interest me from UT's side of the development: The manual says that there is "no reliable way of exporting animated characters that use the Joint's" system. With a Joint/Skin setup this doesn't work - a posed model without IK (for me) only shows up on animation. Another thing I noticed: if you pose a model with a Bones/ClaubeBonet skeleton without setting a keyframe the pose is immediately visible in unity. Sometimes the limbs don't look that weird but even baked (with your script) the IK still won't show inside Unity - the movement apparently is without any JointRotation. The result I get in Unity looks like the picture below. I can see the animation playing but the deformation fails. I got one first test to work without IK but with IK setup. Has anyone here had the time to test this more extensively?
