Maxon & Adobe

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Old 03 March 2013   #16
The possibilities are endless, but of course depends on how far they're willing to take the connection. I'd love to see a bridge that can handle rendering certain C4D elements directly in AE, so that multipass shots can be manipulated on the fly and modifications made to match compositional elements. It could be that 2.5D layers will become available in C4D, to better assist with camera projected shots. Anything that eases the burden of going back and forth all day with rendered elements, which would free the artist up to focus on more creative tasks.

If they're communicating on this level, perhaps they should trade tools. Bodypaint is long overdue a healing tool, perhaps even a content aware fill, yes please.

Still, exciting news though.
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Old 03 March 2013   #17
Originally Posted by mism: Please god no! I'd love to see a C4D time line in AE, and a proper 3D environment.
I imagine that we are more likely to see a tighter integration without them encroaching into each others territory.


Well its taken since the launch of the Creative Suite (10 years) to get a few of the apps to use anything like a similar interface - and virtually no common keystrokes - so no danger there.
 
Old 03 March 2013   #18
If Adobe bring in Mograph into AE I will shit a brick, physically! (There is a render joke in there.)

But I'm all for optimizing/refining the workflow between C4D and AE, the good part is that Adobe gets a good stance in the composition market against Nuke.

A good idea would be to create a student/educational bundle with AE+C4D to early establish users from their education. Then again I hate Adobe products and can't wait for a open source competitor to step the game up...
 
Old 03 March 2013   #19
Really interesting! Can only mean good things, right?
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Old 03 March 2013   #20
Element 3D is a step in the right direction but it's hampered by interface quirks that make it quite hard to use without jumping through hoops. Simple things like renaming layers so you know which item is where are just not possible. It is as I say a step in the right direction.

If there was a way for C4D to interface with AE in a similar way to leverage almost realtime rendering from the GPU then this would be fantastic and would open up very interesting avenues. The depth of field in Element is really great for instance and although I am using an ATI card I am sure with an Nvidia GPU and CUDA it would be even better.
 
Old 03 March 2013   #21
The hot word is that Adobe are revamping the 3D space in AE(well overdue as we all know). Supposedly , plugin devs have been told that the old 3d sdk is changing.

My guess is that you will be able to open up a .c4d file directly within AE in an upcoming version. Would most likely be just lights, cameras, meshes, nulls. But I could live with that
 
Old 03 March 2013   #22
You already can import C4D files directly in CS6, bringing in lights & cameras with in/out points
 
Old 03 March 2013   #23
Originally Posted by Greasemonkey: You already can import C4D files directly in CS6, bringing in lights & cameras with in/out points


yes, you´re right. but navigating in AE´s worldspace is like being drunk in a helicopter without any chance to hold on anywhere while trying to focus a bird passing by. and all that looking through a handheld camera.
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Old 03 March 2013   #24
Originally Posted by fuat: yes, you´re right. but navigating in AE´s worldspace is like being drunk in a helicopter without any chance to hold on anywhere while trying to focus a bird passing by. and all that looking through a handheld camera.


Hah, indeed, you forgot to add the bird is in a different point in space time...

Would be nice to have nicer cam controls in AE for sure, are we really expecting that deep an implementation though?

cheers
brasc
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Old 03 March 2013   #25
Originally Posted by fuat: navigating in AE´s worldspace is like being drunk in a helicopter without any chance to hold on anywhere while trying to focus a bird passing by. and all that looking through a handheld camera.


+10 good sir
 
Old 03 March 2013   #26
Certain naming conventions might need looking at, for example "Object Buffers" in C4D are essentially channel masks in Adobe PhotoShop etc. In a seamless app environment, its always a good idea to keep the naming conventions synced.

Cheers / Alex
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Old 03 March 2013   #27
Originally Posted by Newstream: Certain naming conventions might need looking at, for example "Object Buffers" in C4D are essentially channel masks in Adobe PhotoShop etc. In a seamless app environment, its always a good idea to keep the naming conventions synced.

Cheers / Alex


No hope there, they don't even have consistent naming conventions across the Adobe products!
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Old 03 March 2013   #28
Originally Posted by Greasemonkey: You already can import C4D files directly in CS6, bringing in lights & cameras with in/out points



In theory, yes, but I have never gotten it to work. There is something broken with that connection.
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Old 03 March 2013   #29
Originally Posted by fuat: …navigating in AE´s worldspace is like being drunk in a helicopter without any chance to hold on anywhere while trying to focus a bird passing by. and all that looking through a handheld camera.


THIS! ++++++++
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Old 03 March 2013   #30
Originally Posted by Greasemonkey: You already can import C4D files directly in CS6, bringing in lights & cameras with in/out points


Yes, I realise this. Note that I said import with meshes In Fusion and Nuke you can export an fbx out of C4D and get the whole shebang...meshes, lights, cameras, nulls. So it is more of a one to one replication. There may be a live bridge between the two ala GOZ...who knows

When you bring C4D data into AE currently, all you really have is point and rotation data for your lights/cams/nulls. Better than nothing, but my guess is that Adobe/Maxon are aiming for more of a one to one translation when moving between apps. Presumably the Foundry are also working towards this for Modo/Nuke.
 
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