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View Full Version : The problems I have with Cinema


Shane W
11-14-2003, 07:01 PM
Problem 1
My scenes are mostly imported from other cad applications (usually Rhino) for rendering and animation in Cinema. I use .obj to bring in the geometry.
On import the object axis all come in at 0,0,0 which in most case is probably not what people want. I use axiscenter plugin for a work around (works good but it would be nice if this was an import option). It would also be nice to be able to bring in 3d curves via dwg, dxf, iges, obj etc.

Problem 2
Cinema has no regard for scale. When my objects come in the camera might be the size of a house. If I'm working in inches it would be nice if the camera would adjust to the scale I have Cinema set to. Or better yet stay the same size at all times. Same goes for textures and lights.

Problem 3
I have found no good way to quickly hide and un hide objects. Their is no invert command for selections of objects. It would be great to be able to pick an object and have a single command for hiding it like,hide selected, hide unselected, un hide selected (shows the hidden object and you pick the ones you want shown. The modeling tool seems to support hiding objects.

Problem 4
UV mapping doesn't seem to support real units. Lets say I have a scan of a seating fabric that I know is 4"x 4" in real world units. It would be great to apply UVW coordinates at 4"x 4" and have it tile across the chair. More importantly if I have a room with 20 different chairs with the same fabric I now have to adjust it on all chair separately. It would speed things up a bunch if I could set up one chair and assign a texture as an instance to the remaining chairs. Changing them in the future would take a matter of seconds. It seem the mapping in now tied directly to the texture tag.

problem 5
Selecting in the view port can be difficult. Working in a large scene in wire frame mode it is difficult to see objects when you select them. It would be better if the objects wireframe changes color when you select it. Currently a red box surrounds the object further cluttering the view and making it difficult to see the original object. Currently I have Active object set to quick shading which helps.

problem 6
The Viewports need labels. Top, right, camera 01, light 01, frog etc.

problem 7
When window selecting in the view port it would be very helpful to have the ability to partial select items. When dragging from left to right objects must be inclosed entirely within the window to be select. When dragging from right to left objects within the window are selected and every object the window touches is select.

Miscellaneous

Rendering output setting should have a lock aspect ratio button for the frame resolution. If you are using a custom size it makes it easy to go from test size to final render size.

When loading maps into a material slot it would be nice to have a preview.

It would be great to be able to drag the color channel to maybe the bump of diffusion channel.

We need to have a secular level map channel.

When you switch from world to object axis system the XYZ tripod should also visually change.

Is it just me or is the heading and pitch icons backwards on the XY buttons? HPB work as expected in the coordinate manager.

In the post effects wouldn't it be great to just re-render the post effects like depth of field and highlights without having to re-render the whole image?

Their are probably ways to do some of these thing and I just haven't figured them out yet. If anyone could give me some in site to any of theses problems I would appreciate it.

Thanks for listening.

-Shane

noen
11-15-2003, 01:17 AM
you raise some very valid points - particularly in problem number two - lightwave is definately superior to cinema in that it can easily go from very large units to the very small - i dont know how maxon would correct that either




brenda

Per-Anders
11-15-2003, 01:27 AM
i think these have been answered as extensively as they're going to be over at post forum.

JamesMK
11-15-2003, 08:27 AM
>>> I use .obj to bring in the geometry. On import the object axis all come in at 0,0,0 which in most case is probably not what people want.

As far as I can remember, the .obj-format (which is a very old but trusty format) does not support any axis data at all. So there is no way for Cinema, or any other app for that matter, to magically know where the axis should be. 0-0-0 is a safe choice.

>>> Cinema has no regard for scale. When my objects come in the camera might be the size of a house.

Edit/Options/Import (or something, don't have C4D where I'm sitting now). All formats can be scale-adjusted here. Different apps use different internal scaling, so you'd need to adjust this using the scale factors (which may vary depending on where the obj-file comes from). For instance, when I used to model in Wings I had a factor of 100 and 0.01 respectively for import/export (or vice versa) to get the right size in any of the two apps.

>>> I have found no good way to quickly hide and un hide objects. Their is no invert command for selections of objects. It would be great to be able to pick an object and have a single command for hiding it like,hide selected, hide unselected, un hide selected

Agreed! I've been playing with a little idea to implement once I get a better grip on COFFEE-programming. I want to make a special tag for "local mode". Using it would mean that whenever a particular object with this tag assigned is selected, its rotation is temporarily reset to 0-0-0 and all other objects are hidden (their editor visibility set to 'off')

>>> UV mapping doesn't seem to support real units.

AFAIK UV-coordinates are always (and I mean ALWAYS) stored in a relative fashion with X and Y texture reference points spanning from 0 to 1, which is then interpolated across the assigned geometry.

>>> Selecting in the view port can be difficult. - - - Currently I have Active object set to quick shading which helps.

For selection, have you tried shiftkey+rightclick? Brings out a popup containing all objects "intercepted by the selection ray".
The Active object setting is a good workaround for the other issue.

>>> The Viewports need labels. Top, right, camera 01, light 01, frog etc.

Definitely!

>>> Rendering output setting should have a lock aspect ratio button for the frame resolution. If you are using a custom size it makes it easy to go from test size to final render size.

This bugged me a bit too, but then I realised it already works as expected. Just set the intended final rendersize in the 'Film format' (the second row of the size settings page), then adjust between quick tests and final render size by changing only the X-resolution in the 'Output size' (or whatever, it's the first row on the same page) - and the Y-res will adjust accordingly = locked aspect ratio (the film format settings dictate the ratio so to speak).

>>> It would be great to be able to drag the color channel to maybe the bump of diffusion channel.

If I remember correctly, this will be possible in 8.5.

>>> We need to have a secular level map channel.

I think so to. I wouldn't mind a channel for specular width and falloff respectively either. Complex specularity mapping is essential for creating believable materials.

>>> In the post effects wouldn't it be great to just re-render the post effects like depth of field and highlights without having to re-render the whole image?

Most of the post-effects will apparently be assignable to separate passes in 8.5, meaning that adjustments can be made in a 2D package.

chikega
11-15-2003, 01:11 PM
Originally posted by mdme_sadie
i think these have been answered as extensively as they're going to be over at post forum.

mdme_sadie,

could you post a link to post forum - particularly the thread that deals with these issues?

i'm intrigued. thanks.

flingster
11-15-2003, 01:25 PM
hiding objects take a look at jenna...it has a function called ghoster object..very useful also ghoster tag for say textures.
www.cidertank.com

other than that i agree with much of what you say...some solveable others not by the sound of it.
viewports labels and re-rendering postfx annoy me intensely also.

Shane W
11-15-2003, 01:44 PM
Thanks, for the tips guys.

Here is the post forum link.

http://www.postforum.com/forums/read.php?f=6&i=93827&t=93827

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