Won't get too detailed and complex to start with, partly because I just woke up, so here is a quicky rough comparison, keep in mind I'm mostly focusing on rigging and control, not the timelines, which also greatly affects animation after a rig is made. Maya: -has a few specialty deformers Cinema 4D, such as the Stretch, jiggle, cluster that are all handy. -Robust and simple scripting language with access to practically every part of the application making it easy to make your own tools with a little scripting knowledge. -Dual transforms on all objects, particularly joints. This means you can have an object at some weird random rotation and position, and then Freeze the transform, essentially setting the main transform to 0,0,0 for position and rotation and 1,1,1 for scale, even though its true position may be something like 15,47,98 with a rotation of 90,45,180 -Better align command and many scripts for better joint alignment -Smarter auto coloring for the smooth bind algorithm. Makes nice sensible gradations from warm to cool along each new branch of a skeleton hierarchy making it very clear and easy to understand the weighting and visualize it using color. -Great component editor for cleaning up weights -Channel box makes allows storing controls in a single clean long list only showing animatable parameters -channel box allows for hiding any parameter or locking it so it cannot be animated -Selection priority makes it easy to have controllers selectable before other types of controllers -Editor based functionality for many commands like constraining, and binding etc, where maya simply sees the order you selected objects and does functions according to the order you selected. ![]() So for example which object you select first between two objects and choosing a constraint decides which object is constrained to which. Cinema 4D -Constraint system is much better organized, all constraints can be listed in a single tag making weighting between constraints a little easier. -Clamp constraint offers a few constraint types only achievable in maya through scripting, such as plane, axis, and much more flexible surface based constraint. -Stretching built into IK, this is only achievable in maya through scripting. -IK has several special options for constraining the goal to the end, linking the IK and FK positions while posing etc -Selection object, while at first sort of like maya's character set system, its much more flexible, and allows for simple setup to record both the IK and the FK at the same time with no scripting knowledge. -Naming tool makes it very easy to rename entire hierarchies, and even store preset naming conventions for easily renaming entire animation rigs. -Skin deformer offers a much more flexible system for skinning, including both linear (like maya) and spherical (quaternion based, not built into any other app to my knowledge) and the special ability to blend between the two skin types even with a vertex map. -More powerful spline IK, cinema alings joints using next joint instead of tangent like maya, meaning things are a little more curvy etc, but cinema's has a built in controller system making it easy to setup controllers for the splines and tangents with the click of a button instead of manually selecting points, making clusters positioning cluster axis, and linking the tangent to another controller or data type. Oct 14, 2016 - Karim Kashefi has created a free Homer Simpson 3D rigged character in Autodesk Maya for Animators. ![]() -The morph systems are not realy comparable, maya's blendshape system is retarded old fashioned inneficient and difficult workflow. Wow, Kai, that's an awesome reply. Ra workshop express.
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