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Constrict
08-26-2008, 10:13 PM
Hi all.

I am an ex 3ds max user that decided to switch platform to Mac OSX and
to Cinema4D. I must start by saying that i am very impressed by how
Cinema works and alot of its functions.

I do have a few questions though and hope to get a few answers or tips by the Cinema/cgtalk community.

Before I start - Im on MAC OS 10.5.4 - Cinema 4D R10.506

Q1. Welding. I find the welding function to be almost identical to the Target Weld function in MAX. I have however not figured out how to select a bunch of points and welding them together within a unit threshold. As an example, lets say you want to weld together all points in a mesh that are within 1 cm to each other. How would you go about doing that without welding each point seperately? And im a but curious about the difference between weld and stitch and sew?

Q2. Slide edge. As of now it seems like slide only works on single edges which is imho almost useless. The power of a slide function is demonstrated when working on loops. Is this something that has been addressed in v11?

Q3. Hyper Nurbs and render - When I set the viewport Hypernurbs render to 1 and the renderer to 3 it still only renders the viewport value. Is this a bug?

Q4. Edge modeling - In max i shift+drag eges to extrude in the desired direction something that is really quick and can almost be compared to sketching. Is there any similar ways to do this in Cinema?

I find the selection tools to be really good and the snapping tools looks very nice as well. I say looks because ive only seen them demonstrated in a video tutorial - they do not show up in any of my menus...?

Speaking of menus - some of the functions that are found in the top menu do not appear when i use the V menu. (i.e the Connect function under, you guessed it, Functions :D )

Object / World Axis - I cannot fathom why switching between these two coordinate systems is such a non-intuitive process. Why not just orient the axis to the active coordinate system? Speaking of coordinate systems - one i really miss is screen space. Love it when im modeling as i can manipulate the axis by just rotating the perspective view.

After reading my post it almost looks like im moaning but im just curious. I really like C4D so far and im sticking to it even though im back at ground zero.

I have to say that v.11 seems to be a very good upgrade and since im an ex V-Ray user im especially excited about the rendering improvements.

Thank you for any help in advance! :thumbsup:

Cheers!

- Colin

popedead
08-27-2008, 04:30 AM
sorry for my english
Q1.- more down to the weld tool, find the optimize tool

Q2.- use multislide pluggin http://www.c4dcafe.com/ipb/index.php?autocom=downloads&showfile=281

Q3.- in a viewport render Only what you see in viewport, for real subdivision use render in window.
Q4.- for the Majority tools in cinema add Shift or alt or crtl for more functionalities

snaping tools, sorry for the "hidden tools"
Shift-F12
write snap popup
drag an drop to tools bar

sellection tools I recommend go to selection menu, disconnect the menu (press one time to dotted bar) and select "dotted bar" move an drop to one side of the viewport (remenber whit the rigth click for configure menus (icons, icons size, text, etc)

51M0N
08-27-2008, 05:20 AM
Hi Colin,
I see popedead answered your questions already. I just want to add a little extra info.

- As popedead said, if you render in the viewport you get the viewport subdivision. However you can change that by checking Display -> Level of Detail -> Use Render LOD for Editor Rendering.

- I think C4D's modeling tools could use an update next time. But more pressing matters had to be upgraded now. Meanwhile the link that popedead gave you, is an excellent set of plugins for non-destructive bevel with many options and multi-edge slide.

- The Coordinate System button is meant just for locking certain axises, it doesn't really change anything else. I've been wanting to have the manipulators oriented accordingly for ages, I submitted a suggestion now, I hope it will be added next time...
For now you can only change the manipulators orientation while in polygon/edge/point mode, in the tab modeling axis of some tools' attributes (such as the move tool).

About the selection & snapping tools, what doesn't show up in the menus? The Selection tools or the snap settings? You can access the snap setting by using either move,scale or rotate, there is a snap settings tab in the attributes. Or just hit "P" in the viewport, select a snapping mode and then what to snap on to. You can also detach that menu by clicking the top row.

Constrict
08-27-2008, 04:29 PM
Thank you both for replying! If anybody else have any tips - or maybe a max to c4d switch guide, i´ll appreciate it alot. :)

Cheers!

- Colin

Srek
08-27-2008, 05:49 PM
Make sure to check the stickies, there is much realy usefull information in there.
Cheers
Björn

castroman
08-27-2008, 06:26 PM
Hey Colin, glad to see you converted. Wasn't it you that made that wonderful shoe that you posted at Storedyret?

I have previously made the switch to cinema from max, a lot of things are different, but once you get the hang of it is quite user friendly.

MarcCG
08-27-2008, 07:10 PM
I am having trouble extracting the zip file of multislide downloaded from the cafe. Is is just me?

Constrict
08-28-2008, 03:41 PM
@Castroman : Yes.. Same guy, just a bit older and wiser ;)

@MarcCG : It exctracted fine here. Havent installed it yet though. But it looks like a great plugin.

@Björn : Will do - Stickies are always helpful. :)

I´d love to get in contact with any other max.-switchers though. :thumbsup:

Cheers!

- Colin

Vozzz
08-29-2008, 02:29 PM
i attempted to switch in the other direction, but failed miserably.

i can tell you now you're probably gona miss all the plug-ins most of all. I mean polyboost would've made my cinema life so much easier.

Constrict
08-29-2008, 03:03 PM
I mean polyboost would've made my cinema life so much easier.

I agree. Best modeling tools (http://www.polyboost.com/features_modelling.htm) i have ever used. I quite like the modeling tools in Cinema but i find the ones in max to be a tad more powerfull - at the moment that is. Im sure with some experience in Cinema i´ll be of a different opinion. But the flow-connect in Polyboost is an incredible handy tool(among others), something i hope will be replicated in c4d. :)

Cheers!

- Colin

machmirdenlukas
08-29-2008, 03:55 PM
I agree. Best modeling tools (http://www.polyboost.com/features_modelling.htm) i have ever used. I quite like the modeling tools in Cinema but i find the ones in max to be a tad more powerfull - at the moment that is. Im sure with some experience in Cinema i´ll be of a different opinion. But the flow-connect in Polyboost is an incredible handy tool(among others), something i hope will be replicated in c4d. :)

Cheers!

- Colin

agree, those tools are on my wishlist for c4d for a loooooooooong time.
funny, that no plugin-developer realized this chance till now...
cheerz rob

ediris
08-29-2008, 08:04 PM
Hi,
I dont think C4D is interested to update the modelling tools already in there. They have a clear vision of what they want and that doesnt include modelling, anyways why bother you have so much inexpensie modeler out there that are made to be specific modelers like Zbrush or Moi. On the other side you have super Rhino :)

So the competition is tough on that field, they already surpass ElectricImage Camera Mapping, with the nice texture preiews and Bodypaint you cant get beter than that.

Dynamics and Thinking Particles are up next. So modeling will hace to wait its turn.

Edgard

ThirdEye
08-29-2008, 10:22 PM
I dont think C4D is interested to update the modelling tools already in there. They have a clear vision of what they want and that doesnt include modelling

You're 100% wrong. They want to keep improving every single area of the app, it's just a matter of priorities. It was NLA and GI for r11, it'll be modeling for r12 i hope. Or Dynamics. Or TP. Or...

ediris
08-29-2008, 10:39 PM
Hi Alberto ,
That was exactly my point they have priorities and well focused CA tools are always improved with evry upgrade from my point of view. But modeling , NURBS system is a joke sorry or their fantastic Bevel which is complicated ( from a programming point of view) with every application only Zaxwerks has the best bevel system out there.

But maybe they can include some modo features. I nevber understood the poin modelling system inside C4D but i like their SubD not so advanced as Modo offcourse but i am sure they will get there. Yes maybe for R12 Alberto as you said.

Edgard

Dtox
08-30-2008, 12:42 PM
Just while I'm thinking of it.....

Why is it that when you enable snapping when using the knife tool, it then applies to every other tool?

51M0N
08-30-2008, 01:22 PM
Snapping is universal, it's just you can access it's options from many tools or by hitting "P". Like soft selection, that can be enabled by many tools.

I agree with Alberto, from a priorities point of view, my guess is that modeling comes next, along with xpresso, after the render gets some more attention in R11.5.
Even though I do hope that CA won't be abandoned, I'd love to see more updates there as well.

Constrict
09-03-2008, 08:57 AM
Hi again. :)

I hope the modeling tools will get an overhaul as i find them quite frustrating at the moment. Extrude being the current reason for my nervous head scratching... I find extrude to be a very useful tool but of all the 3D packages i have used i think c4d is has the least favorable approach. In 3ds MAX, extruding edges and points are as useful as extruding faces. I.e. extruding an edge loop will not just extrude out the single edge but also extend a base, creating new geometry an therefore not destroying the (quad)topology of the object. For instance, you could select an edge loop, extrude it, set the extrusion to 0, and just adjust the base (parallel loops). This would give you a hard bevel (beveling but keeping the original loop) very useful for making rounded edges when using hyperNURBS.
I know you could use the loop cut to get similar results most of the time. But the above mentioned approach would let you do it parametrically for more precise modeling, and do it in one operation. And it would also work on single edges (or a set) and not only loops.

My second question for today is regarding the modifiers. Is there any way to make the modifiers automatically wrap around my object? As it is now i will have to scale and move the modifier boundaries manually to get it to wrap around the object i want to modify (i.e bend)

And last, I have used the spline tools together with the extrude NURBS modfier. However, when i convert it to an editable object it will seperate the object in individual pieces. Is there a way to convert it to a single object? It could probably just be welded together but i still haven´t figured out how to do this in one operation and not per-point.

Thanks in advance.

Cheers, Colin :)

castroman
09-03-2008, 09:35 AM
Hi again. :)

I hope the modeling tools will get an overhaul as i find them quite frustrating at the moment. Extrude being the current reason for my nervous head scratching... I find extrude to be a very useful tool but of all the 3D packages i have used i think c4d is has the least favorable approach. In 3ds MAX, extruding edges and points are as useful as extruding faces. I.e. extruding an edge loop will not just extrude out the single edge but also extend a base, creating new geometry an therefore not destroying the (quad)topology of the object. For instance, you could select an edge loop, extrude it, set the extrusion to 0, and just adjust the base (parallel loops). This would give you a hard bevel (beveling but keeping the original loop) very useful for making rounded edges when using hyperNURBS.
I know you could use the loop cut to get similar results most of the time. But the above mentioned approach would let you do it parametrically for more precise modeling, and do it in one operation. And it would also work on single edges (or a set) and not only loops.

My second question for today is regarding the modifiers. Is there any way to make the modifiers automatically wrap around my object? As it is now i will have to scale and move the modifier boundaries manually to get it to wrap around the object i want to modify (i.e bend)

And last, I have used the spline tools together with the extrude NURBS modfier. However, when i convert it to an editable object it will seperate the object in individual pieces. Is there a way to convert it to a single object? It could probably just be welded together but i still haven´t figured out how to do this in one operation and not per-point.

Thanks in advance.

Cheers, Colin :)

The last one is to just use connect then you have one object.

Constrict
09-03-2008, 10:08 AM
The last one is to just use connect then you have one object.


Not quite. Yes it will collect all parts to one object but points are not welded so it is still divided in seperate parts.

- Colin :)

castroman
09-03-2008, 10:24 AM
Select all polys and run the optimize function. That should take care of things.

SilverCity
09-03-2008, 10:24 AM
My second question for today is regarding the modifiers. Is there any way to make the modifiers automatically wrap around my object? As it is now i will have to scale and move the modifier boundaries manually to get it to wrap around the object i want to modify (i.e bend)
Try the Deformation plugin:

http://www.xsyann.com/?cat=10&paged=3

Constrict
09-03-2008, 11:10 AM
Select all polys and run the optimize function. That should take care of things.

That worked thanks. (But i don´t get why its not one mesh per default) :)

Try the Deformation plugin:

http://www.xsyann.com/?cat=10&paged=3

That looks exactly like what i´m looking for. I get an error message when i´m trying to download it though.. Thanks anyway :)

- Colin

SilverCity
09-03-2008, 11:13 AM
Try this:

http://ykoeth.free.fr/fc4d/deformation_v.2.zip

Constrict
09-03-2008, 11:32 AM
Perfect! Thank you SilverCity. Thats saves a ton of time! :thumbsup:

- Colin

castroman
09-03-2008, 12:20 PM
That worked thanks. (But i don´t get why its not one mesh per default) :)

Good question, I guess its always been like that.

Also I think the deformer situation is better in max, really cool that the size fits. I know it has come up before here on the forums, don't know what came of it.

One thing that is much better in cinema is the object manager and the structure manager. Total control over your objects/elements.
Yes there are options in max but none as slick as in cinema.

As for the extruding problem I have no input, I have never had any problems with modeling in cinema. One thing I like in max though is the shift drag way of extruding, its very nice.
There was a plugin called mesh surgery that seemed to be very cool, don't think it exsists anymore. http://www.thirdpartyplugins.com/meshsurgery/

ediris
09-03-2008, 12:35 PM
Hi all,
Probably he is not used to the Cinema work flow, is either point modeling or SUbD.
Nurbs are non existent in C4D but that doesnt make it a regular modeler.

I have model cars in C4D with their powerful SubD, not as powerful as Modos but they can get the job done.

Is just that coming from another application is not so easy to get used to modeling in Cinema.

moka.studio
09-03-2008, 01:03 PM
.... I have used the spline tools together with the extrude NURBS modfier. However, when i convert it to an editable object it will seperate the object in individual pieces. Is there a way to convert it to a single object? It could probably just be welded together but i still haven´t figured out how to do this in one operation and not per-point.
Thanks in advance.

Cheers, Colin :)

Download the OptiConnect plugin from here
http://pagesperso-orange.fr/archizone/Accueil.htm

and dock it in your layout.
It allows you to make editable and optimize selected groups in one click.

Constrict
09-03-2008, 04:03 PM
Download the OptiConnect plugin from here
http://pagesperso-orange.fr/archizone/Accueil.htm and dock it in your layout.
It allows you to make editable and optimize selected groups in one click.

Another great plugin. Exactly what i´m looking for! :thumbsup: Its a shame these functions don´t exist out of the box.

Cheers, Colin

Constrict
09-03-2008, 04:12 PM
Good question, I guess its always been like that.
One thing that is much better in cinema is the object manager and the structure manager. Total control over your objects/elements.
Yes there are options in max but none as slick as in cinema.

Yes i totally agree. And there are alot of things in Cinema i find better. The GUI for one. Flexible and well designed!

- Colin

Per-Anders
09-03-2008, 11:48 PM
Hi again. :)

I hope the modeling tools will get an overhaul as i find them quite frustrating at the moment. Extrude being the current reason for my nervous head scratching... I find extrude to be a very useful tool but of all the 3D packages i have used i think c4d is has the least favorable approach. In 3ds MAX, extruding edges and points are as useful as extruding faces. I.e. extruding an edge loop will not just extrude out the single edge but also extend a base, creating new geometry an therefore not destroying the (quad)topology of the object. For instance, you could select an edge loop, extrude it, set the extrusion to 0, and just adjust the base (parallel loops). This would give you a hard bevel (beveling but keeping the original loop) very useful for making rounded edges when using hyperNURBS.
I know you could use the loop cut to get similar results most of the time. But the above mentioned approach would let you do it parametrically for more precise modeling, and do it in one operation. And it would also work on single edges (or a set) and not only loops.

Extrude should work that way for points in C4D as is, just use the modifier keys to control it's bevel (or edit it in the AM).

What you describe for edges is really how Bevel works in C4D because it's... well.. a bevel, simply set the bevel subdivision to 1 and the type to user then you can extrude out the edges moving the edges away form the current one or just moving the edge in and out, check out the shift and ctrl modifier keys for viewport control without touching the AM, C4D is a interactive/viewport centric modeling workflow rather than an AM/Window/Numeric input centric approach.


My second question for today is regarding the modifiers. Is there any way to make the modifiers automatically wrap around my object? As it is now i will have to scale and move the modifier boundaries manually to get it to wrap around the object i want to modify (i.e bend)


There's a coffee script in the scripting forum here that does that, you should be able to find it with a quick search


And last, I have used the spline tools together with the extrude NURBS modfier. However, when i convert it to an editable object it will seperate the object in individual pieces. Is there a way to convert it to a single object? It could probably just be welded together but i still haven´t figured out how to do this in one operation and not per-point.

Thanks in advance.

Cheers, Colin :)
Connecting objects together is simply a matter of selecting the objects and choosing connect. In order to weld the points by distance into a contiguous mesh use the Optimize command in the functions menu.

MAN0
09-04-2008, 09:26 AM
hi constrict,

theres also this little script. be sure to use this script in object mode not in poly/point/edge-mode otherwise u have to delete the basic objects manually.

http://forums.cgsociety.org/attachment.php?attachmentid=100053

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