View Full Version : Feature-film-quality C4D character riggers, do they exist?
luckbat 03-13-2008, 05:28 PM So here's the deal. I'm working on an independent 7-minute short roughly in the same vein as, say, Codehunters or Burning Safari. The character models are starting to roll off the assembly line, and my animation director has high expectations for the rigging--we're looking to build rigs on par with Victor Vinyal's Businessman rig, or Raf Anzovin's TSM.
The thing is, we're not using Maya, we're using Cinema4D. And I'm not aware if the C4D world has riggers who work at that level. Don't get me wrong, I'm familiar with the exploits of Cactus Dan and Kiteman, but I'd like to think there's more than just two people out there. But who knows? Maybe there aren't! It's not like there's a ton of jobs out there for C4D Character TDs.
So that's my question. When we finish the rest of the character models, is this project gonna grind to a halt because we can't find anyone who can rig them? We're talking switchable FK/IK for arms and legs, whole-hand-pose/individual-finger controllers, squetch controls, Osipa-style facial rigging, you name it.
Am I doomed, or are there more commercial-quality C4D riggers out there than it looks like?
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Per-Anders
03-13-2008, 05:48 PM
I think you're going to find it hard to get the riggers, I'm not saying they're not out there somewhere, but yes they are very scarce in my experience.
There's another line of thought that goes - it may be feasible to train up a rigger from another app (e.g. Maya) into using C4D in a relatively short period of time if you can get just one good C4D TD in there, good TD's tend to be pretty flexible and capable of swapping between different and new apps without any real problem, especially if there's someone that can help translate stuff for them (and C4D is very easy). I'm not totally sure about this myself, but maybe it could work.
Either way your best bet would be to start looking ASAP, even if you end up using Maya it's important to build a pipeline from the start that will work, and to have assets that will be easy to rig (i.e. it's good to have a riggers input even into the modeling phase).
LucentDreams
03-13-2008, 06:43 PM
in terms of Feature Quality Character TD's I would say you can probably count them on one hand maybe two, especially in terms of those freelancing and not working somewhere full time.
Your next issue is whether they use cinema's tools or Cactus Dan's, you may have to invest in the plugin package granted its really cheap.
Teh stuff is easy to do, honestly a lot of the features you ask for are in fact a little easier to setup in cinema than in other apps, the osipa controls in particular are easier in both cinema and Cactus Dan's morphs than they are in most apps. The Challenge is getting the TD's form other apps interested, and the schools that teach the basics for this sort of stuff more into cinema. The tools are so new to cinema people aren't catching on yet.
LucentDreams
03-13-2008, 06:46 PM
I will add that the specific feature in victor's reel where he changes what space the hand controller moves in and such, is simple to setup in cinema but sadly there is a bug that prevents the switching form working in animation, so in the rigs I've implemented this in so far you basically had to choose what space you want them to transform at the start of a scene and stick with it. Hopefully in cinema's next update this bug will be fixed.
Horganovski
03-13-2008, 07:33 PM
Hello, I am a student animator who has been learing how to rig in Cinema.
While I must admit I have some way to go to be on a level of the likes of Victor Vinyal, I am very motivated and am constantly learning more about animating and rigging in Cinema.
Of the things you mentioned - FK/IK blending, Finger/Hand controlls, Squash and stretch and Facial rigging, these are all things I can definitely achieve. Facial rigging is relatively new to me, but I am working my way through Stop Staring and building methods for transferring them to Cinema.
At the moment I use R10.5 on a PC with Cactus Dans' full bundle of plugins.
If you have trouble finding riggers, maybe you might consider me, you can see some examples of my work on my website here -http://www.graphite9.com/Devilman_Rig.html
This rig is relatively basic, but it has some cartoon style controlls inspired by Tex Avery and since then I have been developing more complicated setups.
Edit- There is also a rig I built available to download here - http://www.randywebb.net/3d/gramps.html
This is a simple cartoon-style rig, but it has some extra features I implimented such as FK Slider controlls for the arms in addition to the usual FK/IK setup and also an 'Autostep' controller for the feet.
Regards,
Brian
Another important factor in finding capable riggers is pay. Does this film you are hiring for offer payment? If it does you may be able to sway some freelancers from their current work. Hint...Hint... :)
luckbat
03-13-2008, 07:54 PM
Yeah, there's pay. Having said that, this is only a 7-minute film, so it's not like our budget is hundreds of thousands of dollars, either.
@Horganovski: Thanks, I'd seen your "dancing Gramps" video before, but not the Rig Description Video. Appreciate the link.
sismik
03-13-2008, 07:56 PM
Hi
Maybe the guys at Wipix can help you, they are amazing. Check out there site (http://www.wipix.fr/site-en.htm) and watch the rig of the Toon car (Book-labo). They done the DVD that come with C4D 10.5 on rigging
Good luck
Martin
Horganovski
03-13-2008, 08:08 PM
@Horganovski: Thanks, I'd seen your "dancing Gramps" video before, but not the Rig Description Video. Appreciate the link.
You're welcome, here's another very short example of my work, this is a practice run cycle on another rig I built recently, this one has a squash and stretch spine and the secondary motion on the belly and hair is automatic using dynamic skin clusters.
http://www.graphite9.com/TedOnTheRunLowFrontView_web.mov
Cheers,
Brian
LucentDreams
03-13-2008, 08:18 PM
Yeah, there's pay. Having said that, this is only a 7-minute film, so it's not like our budget is hundreds of thousands of dollars, either.
That will be your other issue. To give you an Idea I sent 6 weeks on a feature back in october/november and my pay was probably a significant part of your entire budget, don't want to specify amounts but we'll say a lot more than just a few thousand, more like in the ten thousand the few feature level TD's are going to be used to reasonable pay as well.
luckbat
03-13-2008, 09:02 PM
Sure, I hear ya. I know I'm not gonna get ILM quality at our budget level. But if we skimp on the rigging, it won't matter how good our animation team is, so it's best to aim high...
Troyan
03-13-2008, 09:58 PM
I know you can hire Cactus Dan for creating rigs for you as well. He did a great job for us rigging an anatomic man for a walk cycle, complete with rigged skin, bones and some musculature. Very affordable as well.
I've been known to rig a character or ten. I'm getting more comfortable with joints, IK, weighting, morph targets, basic xpresso controls and whatnot.
I work full-time, on my own, as a contract C4D guy. Email me if you'd like to pursue...
-kev
govinda
03-14-2008, 12:25 AM
You can't have Kevin (cmyk) until I'm done with him! I'm ALWAYS amazed at the stuff he sends me when we're working together. The dude can light a scene like nobody else.
luckbat
03-14-2008, 02:12 AM
Judging from that hospital-bed shot on his "The End" blog, I'm inclined to agree with you. Excellent work.
Scott Ayers
03-15-2008, 03:02 PM
I'm having a very hard time finding anyone doing advanced rigging in C4D too.
I know they're out there because every once in a while I'll draw out a new piece of information from someone. But they're just not that easy to find.
It would be so nice to have a place where adavanced riggers would be more open and willing to share ideas with eachother.
Here's an example of an auto-clavicle rig I came up with for C4D: http://scottayersmedia.googlepages.com/autoclavicle.zip
-ScottA
LucentDreams
03-15-2008, 05:03 PM
theres tonnes of stuff out there the problem is the thinking that it has to be shown in cinema. I've learned from maya, max, XSI messiah and even houdini examples and tutorials. A constraint is a constrain no matter what app it is, an bone/joint is a bone/joint weighting is weighting etc. There nothing in a maya video that you shouldn't be able to duplicate in a cinema one.
At the masterclass on Character Rigging that I taught at siggraph last year we had an pretty good turn out of people, but the funny thin is most weren't that interested in rigging they wanted to learn about cinema. I'd say there were two students that that were really serious about learning more rigging. All those interested in learning it didn't seem to want to take advantage.
I'm having a very hard time finding anyone doing advanced rigging in C4D too.
I know they're out there because every once in a while I'll draw out a new piece of information from someone. But they're just not that easy to find.
It would be so nice to have a place where adavanced riggers would be more open and willing to share ideas with eachother.
Here's an example of an auto-clavicle rig I came up with for C4D: http://scottayersmedia.googlepages.com/autoclavicle.zip
-ScottA
Trying to check out the auto clavicle, but it is not working. Do you have this as a .mov file?
Scott Ayers
03-15-2008, 06:09 PM
Sorry Dan.
I have a slow connection and a 10meg file size limit where I host the files. So I can't post a .mov version.
If someone want's to convert it for you. Or even upload it someplace. I wont mind.
I do try to use my rigging knowledge from Maya as much as I can Kai. But I'm finding that C4D has a lot of proprietary issue concerning the IK tag and constraints that don't allow my Maya techniques to work.
The C4D IK tag will usually not allow me to apply constraints as I can with Maya.
In Maya I can go crazy with constraints to my hearts content. But in C4D the IK tag just refuses to play along with constraints in the same manner.
And changing the tag priorities doesn't fix it.
So I've learned through a lot of experimenting that to get the same rigging result in C4D as I get in Maya.
I have to use multiple IK tags instead of constraints. And try to keep the constraint tags to a minimun.
These types of proprietary differences make it really hard (for me anyway) to use a Maya and Max technique with C4D a lot of the time. And I find myself having to do a lot of "out of the box" type thinking and inventing to get them to work with C4D.
I've been trying to get feedback about this stuff at the 3DCafe.
But other than Brian. Most people don't really seem that interested in pushing and sharing advanced rigging techiques.
It would be really nice to know what other people out there are inventing. And how they are getting around various conflicts that are proprietary to C4D.
Sorry Dan.
I have a slow connection and a 10meg file size limit where I host the files. So I can't post a .mov version.
If someone want's to convert it for you. Or even upload it someplace. I wont mind.
Ok no problem. I'll get it to work somehow. I hope.
JTalbotski
03-15-2008, 07:33 PM
Ok no problem. I'll get it to work somehow. I hope.
danb,
If you're on a Mac, you can use the free Wimpy FLV player, to watch the "video2.flv" in the autoclavicle folder.
http://www.wimpyplayer.com/products/wimpy_standalone_flv_player.html
Jim
LucentDreams
03-15-2008, 08:00 PM
the FLV file seems to work okay but I can't get the html to work. I got space to host a working version for you,just trying to think how I could get the FLV to play since the javascript/html isn't working.
Part of what makes a good TD though is knowing how your app works, how it solves things, priorities being a big part in cinema, maya's system gets around a lot of the priority issues ours has so its less common, but when maya's system has a serious priority issue, its a lot more difficult to fix. And if a constraint isn't working with IK I guarantee you just didn't setup the priorities right.
Joseppi
03-15-2008, 09:06 PM
I've been known to rig a character or ten. I'm getting more comfortable with joints, IK, weighting, morph targets, basic xpresso controls and whatnot.
I work full-time, on my own, as a contract C4D guy. Email me if you'd like to pursue...
-kev
Kevin,
I'm in MI too, and I'm pretty sure I've seen your talking wallet several times in the last couple weeks on the west side of the state (GR). Great piece!
Joe
Scott Ayers
03-15-2008, 09:08 PM
I posted it a little while ago at the cafe and people there seemed to able to open it ok.
So I'm not sure why it won't work for you kai. Maybe it's a MAC/PC thing?
I created it on a PC.
This was the first time I've published an .flv file so I might have done something wrong.
Changing priorities never seems to solve any problems for me.
As you said. With C4D it seems like it's got to be done in a specific manner or else it's not going to work right. If at all.
I sometimes wonder if people who know rigging in other packages see the weird places IK tags are used on a C4D rig. And it scares them off from it.
I know I was scratching my head about it for a long time.
That's why it would be so nice to have people sharing rigs and tips with eachother.
I have been posting the tricks I figure out as I find them at the Cafe. And doing what I can do to help demystify Rigging in C4D with my Demo.
But like you said. There doesn't seem to be much interest in rigging with C4D users.
luckbat
03-16-2008, 12:16 AM
It would be so nice to have a place where adavanced riggers would be more open and willing to share ideas with eachother.
Yeah, but you can see why it's such a self-fulfilling prophecy. Quality rigging is hard and advanced riggers are rare, which makes them expensive, and that means they're not inclined to share their advanced knowledge for free.
Here's an example of an auto-clavicle rig I came up with for C4D: http://scottayersmedia.googlepages.com/autoclavicle.zip
Ah, that's lovely. Automatic and controllable. Just the sort of thing my animation director lives for. Is it all constraints? Deformers?
there's tonnes of stuff out there--the problem is the thinking that it has to be shown in cinema. I've learned from maya, max, XSI messiah and even houdini examples and tutorials. A constraint is a constraint no matter what app it is, a bone/joint is a bone/joint, weighting is weighting etc. There's nothing in a maya video that you shouldn't be able to duplicate in a cinema one.
Completely agree, and I think this problem will gradually solve itself, as C4D's relatively new CA abilities make inroads into the professional animation world. Not that I have time to wait for that to happen! So I guess I'll have to make some of those inroads, myself.
I've been trying to get feedback about this stuff at the 3DCafe.
But other than Brian, most people don't really seem that interested in pushing and sharing advanced rigging techiques.
It would be really nice to know what other people out there are inventing. And how they are getting around various conflicts that are proprietary to C4D.
Well, once this project is finished, we'll share with the community as many of our techniques and solutions as people are interested in hearing about. (Keeping in mind that R11 will probably be out long before this short is...)
Horganovski
03-16-2008, 12:23 AM
I think this problem will gradually solve itself, as C4D's relatively new CA abilities make inroads into the professional animation world. Not that I have time to wait for that to happen! So I guess I'll have to make some of those inroads, myself.
That's the way I've been thinking too :)
Cheers,
Brian
Scott Ayers
03-16-2008, 01:45 AM
Yeah, but you can see why it's such a self-fulfilling prophecy. Quality rigging is hard and advanced riggers are rare, which makes them expensive, and that means they're not inclined to share their advanced knowledge for free.
It's only hard when you don't know the secrets. And I don't like keeping secrets.
Years ago before Poser really took off. Everyone told me creating Poser figures was extremely hard to do too.
When I figured out the secrets. I discovered that it was actually very simple.
So I removed the techno babble from the process and started teaching people of all skill levels how to do it.
It's no longer a black art. It never should have been one in the first place.
I share just about everything I have with anyone who wants it.
That's how it used to be back in the old days before the massive egos and charging money for every little tip became the norm.
I miss the good old days sometimes.
Ah, that's lovely. Automatic and controllable. Just the sort of thing my animation director lives for. Is it all constraints? Deformers?
It's actually embarrasingly simple. As most good secrets are.
-I used an external joint running from the base of the collar joint to the hand joint.
-Created an IK tag for that joint chain and put the goal as a child of the main IK goal controller so it follows the hand
-Then I constrained the collar joint to that external joint.
The collar follows a hidden (not binded) external joint instead of trying to aim at one of the arm joints within the main IK chain. That seems to make it more stable and predictable than other ways I've done it.
It's hard to explain with words. But it's very, very easy to set up.
The single controller hand orientation with IK/FK blending was accomplished by using a Spline IK tag on the hand joint instead of a regular IK tag.
Using a two point spline running from the hand joint to the hand tip joint. Then placing the two handles of the tag as children of the main IK controller.
By using the spline IK tag. I was able to take advantage of the twist option it has to get full rotation of the hand with the same controller object that translates the IK of the arm.
Again.
Simple to do.....Hard to explain with just words.
I'd love to be able to give out example files. But I'm poor and have to use the Demo for now.
hundredthirtyseven
03-16-2008, 07:30 AM
Maybe it would be a good idea to start a character rigging subforum here on cgtalk. I know there aren't too many C4D riggers but it would be great to have something like a knowledge base for the riggers. I know that this kind of a knowledge base is essential for any rigger. Maybe it would also encourage people to learn rigging in C4D.
We already have a tutorial and tipps subforum, i think this will cover it nicely until the amount of incomming work and requests makes it usefull to split it up.
Cheers
Björn
LucentDreams
03-16-2008, 02:01 PM
It's only hard when you don't know the secrets. And I don't like keeping secrets.
Years ago before Poser really took off. Everyone told me creating Poser figures was extremely hard to do too.
When I figured out the secrets. I discovered that it was actually very simple.
So I removed the techno babble from the process and started teaching people of all skill levels how to do it.
It's no longer a black art. It never should have been one in the first place.
I share just about everything I have with anyone who wants it.
That's how it used to be back in the old days before the massive egos and charging money for every little tip became the norm.
I miss the good old days sometimes.
Again.
Simple to do.....Hard to explain with just words.
I'd love to be able to give out example files. But I'm poor and have to use the Demo for now.
Its not about keeping secrets what you need to realize is the guys who are advanced are busy working on TV featues etc, each time I stop to do any sort of cineversity or something else means time I'm not doing production work, time I'm not doing production work means time I'm not making rent , car payments, etc.
As your post already shows, its hard to put into words, and anything more than that requires time. So then the problem becomes offsetting the two, trying to take the time to do the work, but also create training material, which means not just explaining but making content too. Doing that between work suddenly takes a few weeks work into months and months because your constantly working. Throw into that some of thos advanced users are also asked to teach show how software is used etc amd suddenly its like three of four different jobs a lot of travelling etc, for those kinds of people even when they do want to do tutorials its a very very slow process.
LucentDreams
03-16-2008, 02:04 PM
We already have a tutorial and tipps subforum, i think this will cover it nicely until the amount of incomming work and requests makes it usefull to split it up.
Cheers
Björn
yes that and there already is a whole dedicated forum for rigging. Nice thing is cinema users doing rigging can stilll answer your question there but you can also get input form other experienced TD s form other apps who may know an even better way.
luckbat
03-16-2008, 02:49 PM
yes that and there already is a whole dedicated forum for rigging. Nice thing is cinema users doing rigging can stilll answer your question there but you can also get input form other experienced TD s form other apps who may know an even better way.
The rigging forum is great and all, but asking C4D-related questions over there sometimes yields responses like this:
You might want to ask this in the C4D forum. Most people here work in Maya or XSI, I think. (http://forums.cgsociety.org/showthread.php?f=54&t=423846)
LucentDreams
03-16-2008, 03:07 PM
yes well if you don't get a useful answer then you bring it over here but even in that case bobzilla still helped him there.
the FLV file seems to work okay but I can't get the html to work. I got space to host a working version for you,just trying to think how I could get the FLV to play since the javascript/html isn't working.
Ok thanks. Please let me know if you host this. I'm always looking for new CA techniques.
I can't even get this to play in flash cs3. I'm on vista so maybe that's the problem.
LucentDreams
03-16-2008, 04:28 PM
sadly my wordpress media player plugin doesn't want to actually play it either.
For playing it on your desktop Dan did you try just the FLV?
For playing it on your desktop Dan did you try just the FLV?
Yup, still nothing. :( I'll try it on a different computer, not running vista.
LucentDreams
03-16-2008, 04:35 PM
Yup, still nothing. :( I'll try it on a different computer, not running vista.
Vista isn't' the problem because I'm on vista.
bobzilla
03-16-2008, 04:43 PM
The rigging forum is great and all, but asking C4D-related questions over there sometimes yields responses like this:
Yeah, I have seen some folks leave people hanging with a one-line answer, but that's kind of silly if you can help a person out.
I think another lack of Cinema riggers might be due to the fact that many C4Ders only rig for themselves and not for other animators to use.
I've rigged a couple of dinosaurs that only I will be animating, so I would never say I was a rigger. Somone else may use my rig and say, "Why for the love of all that is good in the world would you rig that like that!" A "real" animator would break my rigs in a second!
Scott Ayers
03-16-2008, 04:54 PM
Dan,
Try downloading it again. I think I have the file fixed so it should play properly through the HTML page now.
FYI: There's nothing in the movie that actually shows how to set it up. Just how it looks in using the settings. So you may or may not wish to even bother.
I posted a quick explanation on how I did it ealier in this thread.
I hope it's clear enough for you to get the idea and how simple it was to do it.
I have so many things working against me. Slow conection, small upload limits, can't share files due to using a demo....It's very frustrating.
But if there's enough interest in this. I can probably manage to make a picture based tutorial.
Vista isn't' the problem because I'm on vista.
Got it working. Had to uninstall flash reinstall and use subincl. Now i get prompts all the time, but at least i can finally watch flash movies in IE.
LucentDreams
03-16-2008, 05:46 PM
Thats a good point actually I've learned a lot more about rigging WELL from doing it for others and hearing their feedback like if you ever setup a knee like that again I will kill you etc. :D
I think I still rig mostly how I'd like to see them function but I do always check with the animators first about how would you prefer the arms, FK or IK, and typically my final rig is much different than the original.
Haha. Then its almost metaphysics that determines what a good rig is. :)
Horganovski
03-16-2008, 08:03 PM
I think the two most important words to remember when rigging are Consistency and Flexibility. Once you pay attention to those I don't think you can go too far off track.
I've seen rigs where the axis of the Arm controllers are oriented differently to the Leg controllers for example, which will slow things down for an animator as he/she has to remember stuff like 'Oh yeah translate Y is up for this controller, but its Z for that one.'
That slows down F Curve editing etc
For flexibility, it means that I wouldin't consider an arm rigged if it only has FK or IK, it has to have both so that the animator can choose how to animate a particular scene and not be dictated to by the rig itself.
Cheers,
Brian
TBoxman
03-16-2008, 08:09 PM
Back to the real topic at hand....
While finding a top notch C4D character rigger might be difficult, it's not impossible. Our Character Animator, Richard, has quickly progressed in Cinema and his rigs are now very controllable and adaptable. Before he's used Electric Image (and at bit of Maya) and actually prefers to rig in C4D now.
Here are some samples of a demo character:
http://www.designimations.com/c4d/captain/facerig-08.mov
http://www.designimations.com/c4d/captain/stickylips.mov
http://www.designimations.com/c4d/captain/whipout-03.mov
http://www.designimations.com/c4d/captain/capt-transform-15.mov
I'm constantly amazed at his creative and expressive abilities. You can see more of Richard's work in our last year's demo reel.
http://www.designimations.com/movies/demo-reel_2007.html
We'd be very interested in helping you once the time comes. Please don't hesitate to contact me.
http://www.designimations.com/contact.html
Thank you,
Terry
LucentDreams
03-16-2008, 08:22 PM
For flexibility, it means that I wouldin't consider an arm rigged if it only has FK or IK, it has to have both so that the animator can choose how to animate a particular scene and not be dictated to by the rig itself.
Cheers,
Brian
When you have three animators who all prefer to do the arms FK you'll not only save yourself time but simplify the rig and its speed. Theres a million and one automatic things and switch etc we can put into rigs, but building a fast rig is more important than functionality. Trust me a good animator can do more with a simple rig that plays back in realtime than a powerful rig that plays 6fps.
Horganovski
03-16-2008, 08:33 PM
I take your point, I much prefer to animate arms with FK myself, I've not seen much of a performance hit just using IK/FK blending though, even on my trusty Pentium4 pc (due an upgrade!), but I definitely agree that you have to be careful not to overload the rig and slow it down.
Cheers,
Brian
sketchbook
03-16-2008, 08:58 PM
well, to expand on this topic, good all round cinema people are hard to find period. let alone good riggers. i have tried to hire someone for upwards of 3 years in Portland, and they just don't exist. the few that are here have jobs already.
i was at the Siggraph class Kai was speaking of, but sadly it was over my head as i had never done in rigging before that. i am certain i would be good at it, but i'm working around the clock as it is, so learning rigging for small things is just not going to stick in my memory bank. better for me to sub that work out.
i am picking things up as i need them. a year or so ago i didn't do any animation and now it's about 50% of my workload. 6 months ago i had never touched vray and now i use it for everything.
little by little.
dvrysellas
03-21-2008, 02:07 PM
Trust me a good animator can do more with a simple rig that plays back in realtime than a powerful rig that plays 6fps.
I am gonna disagree with ya here Kai (which is hard for me to do ;) ). A good animator would ALWAYS prefere functionality and EASE of use over realtime speed. That being said a good middle ground would suffice BUT any high end project I have EVER dealt with always had awesome functioning rigs with a little bit of a realtime speed hit. Realtime interaction is VERY important however it is NEVER as vital as a quality rig that helps the performance. This is what drives me nuts about CG. We are at the mercy of the rig in most cases and we can not get what we WANT to get the performances or actions we require to help "sell" the animation. In traditional animation we wold just "embelish" the drawing to suit our needs. Strong rigs and models get us closer to that. I'd be happy to take a realtime hit (a fair enough one that is) in order to get a rig that behaved more "naturally" to me . That's my thinking and experience at least.
It's too bad about the "lack" of high-end riggers in C4D. The app is really awesome and in my opinion READY for something like this project. I think it 's high time for folks to stop thinking of C4D as a tool to assist in a pipeline and start thinking of it as a COMPLETE solution. Especially with all the recent advancements in 10.5 and I am sure future tools and functions they'll be implementing. I have no idea about what those may be but judging by the past two to three years I would say something great.
In a nutshell... A good rig is ALWAYS more important then realtime speed.
Cheers!
-Dimos
smurfted
03-24-2008, 06:10 PM
Well said..
heathivan
03-25-2008, 08:43 PM
Back to the real topic at hand....
While finding a top notch C4D character rigger might be difficult, it's not impossible. Our Character Animator, Richard, has quickly progressed in Cinema and his rigs are now very controllable and adaptable. . .
Those movies were awesome! I'd never seen the controllers with the box and cursor. . . very tangible (can you cappuccino those movements?). . . Thanks for sharing!
---h
phojekt
03-26-2008, 07:24 AM
This is a great thread.
It would be great to have a sticky thread of a list of freelancers with a link to an online reel..
Every project we always have a battle to find good c4d users - sometimes it can be so
frustrating - - Umeric projects are getting bigger and more complex and we are finding it very hard to find the team we require.
But thanks to vray etc and the support from maxon we believe it will be used in
features in the next few years - well thats our plan anyways...
So can we hook up a sticky of c4d guns for hire?? This would be perfect!
It Could be like this?
Name:
Contact: name at where dot com - [formatted like this to stop spam?]
Location:
Skills:
Reel/images Url:
Thanks
Ash
Umeric.
Per-Anders
03-26-2008, 07:37 AM
Sorry but no, CGTalk/CGSociety currently has a Jobs section for job postings and so on and as such such a list outside of that area is not allowed, any such thread would most likely be closed and removed very rapidly.
phojekt
03-26-2008, 07:51 AM
Sorry but no, CGTalk/CGSociety currently has a Jobs section for job postings and so on and as such such a list outside of that area is not allowed, any such thread would most likely be closed and removed very rapidly.
hey Per,
ok but its not job postings - its skill set posting ... could be quite usefull
for non-commerical work also??
-
Ash
Umeric
phojekt
03-26-2008, 07:59 AM
Sorry but no, CGTalk/CGSociety currently has a Jobs section for job postings and so on and as such such a list outside of that area is not allowed, any such thread would most likely be closed and removed very rapidly.
Per,
just to add...
But the problem with the jobs section there is no Category for Cinema 4d - only
Maya, Max and zbrush etc also this is only for job postings rather than skill sets..
i.e its not a database of current guns for hire that have skills to share for commerical
or non-commerical work...
I still think the sticky is needed...
-
Ash
Umeric.
But the problem with the jobs section there is no Category for Cinema 4d - only
Maya, Max and zbrush etc also this is only for job postings rather than skill sets..
There are no fixed categories, thats a dynamic list created based on available data. Add CINEMA 4D jobs and the item will pop up in the list.
What is the difference between postings skill sets and asking for jobs?
Per is 100% right here and CG Scociety Administration has made it clear that this kind of stuff belongs to jobs
Cheers
Björn
phojekt
03-26-2008, 12:33 PM
There are no fixed categories, thats a dynamic list created based on available data. Add CINEMA 4D jobs and the item will pop up in the list.
What is the difference between postings skill sets and asking for jobs?
Per is 100% right here and CG Scociety Administration has made it clear that this kind of stuff belongs to jobs
Cheers
Björn
ok thanks.
-
Ash
CGTalk Moderation
03-26-2008, 12:33 PM
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