http://youtu.be/v2oxetD9HN4 In this tutorial I'm very excited to show you the capabilities of my new plugin, the Lumiere Rig Tools. These tools allow you to add a rig to any existing bone hierarchy. Including is also the ability to retarget your weights from one bone hierarchy to another with ease.
Eldiren here. Happy belated New Year everyone. With the New Year I've gotten a refreshing start on the Lumiere Rig Tools plugin after a bit of a hiatus and some bugs with the rig itself. The plugin is now complete, and is mainly waiting on me figuring out shop quirks with the website here. As always it's an exciting time to be in 3D. My previous musings made mention of Isotropix Clarisse. The team over there seems to be doing great things. That being said there's an even more exciting development for Cinema4D users in the form of C4DtoA, Solidangle's new plugin for Cinema 4D, that allows you to use Arnold natively in the program. Looking at some of the examples: Posted recently this month over at CGSoceity, it's shaping up to be awesome. My recent tutorials have focused on Alembic workflows, and the interesting thing about that, and the new Arnold plugin, is that it prevents the need for me to consider external packages like Clarisse and Katana at the moment. My studies and projects are always leading me in new directions though and I'll keep you up date on new developments. Going back to the plugin, the current feature set will allow you to merge Genesis weights onto the custom built Lumiere Rig template in Cinema4D. This rig includes full IK and in the future I'll be adding face controls and more functionality. Once your Genesis character is retargeted you'll be able to animate it like you would normally expect in a program like Poser or Daz, taking full advantage of all of Cinema4D's powerful timeline tools. Having the rig in Cinema4D also gives you access to deformers that you can see live, as well as having you character interact live with fluid and particle simulations. The second part of the plugin functionality allows you to retarget motion capture onto the rig from external sources. This allows you to continue to use Motionbuilder to define basic movements quickly, and then then take it into Cinema4D for further development. Currently as long as the bones in another program match the rig you should also be able to import data from elsewhere like Endorphin, or even Mixamo. I intend to enhance the retargeting and weight capabilities in future versions. Well that's it for me today. Expect and announcement, and a tutorial soon on the Lumiere Rig Tools. Eldiren out!
http://www.youtube.com/watch?v=nqbT-3tjxtg In this tutorial we'll be discussing Alembic file import into Cinema 4D. While this tutorial primarily covers the Daz Alembic exporter, this technique should be able to be used with success with most flavors of Alembic, especially if your using Exocortex Crate. We'll cover how to texture the Alembic once it's in so you don't have to bake it back down to a normal Cinema 4D object.
https://www.youtube.com/watch?v=npj7Pf06KbI In a project that spanned over the end of Q4 2014 I had the opportunity to work with a native D.C. artist, T.O.U.C.H.E.D, on a trailer for his up and coming documentary. We also worked together on his his album art and iTunes release of his singles Not Alone, and Walk By Faith. It was an interesting project fraught with its own challenges. I would have liked to have had Arnold at the time. The project was rendered with Cinema4D utilizing the Advanced Renderer, but research these day indicates that things may have went faster with the Physical. The project was composited in After Effects with editing done in Premiere Pro. Once the Lumiere Rig Tools are done I love to get a tutorial out on those workflows. Anyway, happy holidays to you all, and happy rendering! Eldiren out!
In this final chapter to the XGen, Arnold, and Cinema 4D pipeline, we'll actually go into Maya and begin to use XGen to take our Cinema 4D guide hairs and create instanced geometry. We'll then talk about some basics in Arnold to get the hair rendering, and discuss how to make XGen splines animate. Finally we'll go over the steps associated with batch rendering animated XGen primitives, and how to bring everything into After Effects.
http://www.youtube.com/watch?v=Ve4fPJ4b4GY In this tutorial we'll continue where we left off using the character object and some vibrate tags to drive some base level secondary animation. We'll also cover using alembic to cache our animations, and how to prep Cinema 4D hair for successful use in Maya.
http://www.youtube.com/watch?v=0NzaAXqPyaM In this tutorial we'll be discussing a little bit of Cinema 4D's character object and animating with it using Logiciel Lumiere's new Genesis Template, and Genesis Weight Transfer plugin. We'll also go over Cinema 4D's hair tools and create a reusable asset.
http://www.youtube.com/watch?v=VChv5vt1jnY In this tutorial we'll take a look at Xref in Cinema 4D specifically, and using it in a broader modular, and pipeline centric workflow that allows for collaboration, and ease of organization as well as versioning. We'll detail out what Xrefs are and how we can use Cinema 4D techniques to apply animations and override things while still allowing us to have master completed assets.
http://www.youtube.com/watch?v=0PoSFr2mre8 In this tutorial we'll cover why a pipeline is so important, and reiterate my whole Multi App Workflows strategy. We'll learn how some new formats like alembic and OpenVDB have changed the game, and how some plugins support various pipeline flows.
http://www.youtube.com/watch?v=hvbGnIOQ4jg In this final tutorial we'll cover run up animations, some baking tips for constraints, and some quick import work into Cinema 4D.