Well it’s that time of year again. The new release of Cinema4D has been announced. What an amazing release it is too. I have been fortunate enough to be part of the beta team and have been testing the new features for a while now. It is difficult to know where to start, but the most important update for me has to be the new dynamics module.
Dynamics is incredible! The old dynamics module was slow, unreliable and quite honestly an unpleasant experience to work with. The new dynamics is an absolute joy to work with. In fact work can quite easily become play!
Those of you familiar with MoDynamics, introduced with r11, will be pleased to hear that the new dynamics is a huge extension beyond this. Maxon have taken Dynamics to a whole new level. Instead of being restricted to rigid bodies that only will work with MoGraph objects, we now have have the addition of Soft Bodies, Springs, Joints (hinges, etc) and Motors. They all work together, and even better they all work with or without the MoGraph module. If you want a stand alone dynamics simulation you can easily create this, but if you want to then duplicate it 500 times, drop it in a Cloner and away you go.
Dynamics will function as a fantastic feature in it’s own right, it will also work with MoGraph if you desire. For instance you can create a Soft Body, but you can also create a Soft Body of clones. Imagine virtual springs between all your cloned objects. You can link Soft and Rigid bodies together with the huge number of connector objects, these allow you to create hinges, cardon joints, ragdoll, sliders, the list goes on. Springs can be linear, radial or both, expect to see a lot of bouncing around in your scenes when you get hold of this.
All you Xpresso heads will be pleased to hear that Dynamics comes with some new Xpresso nodes, so you can link Dynamics to other elements in your scene, such as Thinking Particles, allowing you to create particles upon collision and plenty more besides.
All in all Dynamics has finally received the upgrade we have all been waiting for. To be honest, I’ve just touched upon the features, you should really check out the Maxon webpage for full details of the new featureset.
Alongside Dynamics there are plenty of other improvements to be in awe of. We have now got a bundle of new deformers and a new morphing system. The new Pose Morph is a hybrid of Pose to Pose and Morph. So you can mix and match between position, scale, rotation and point level morphing. On top of the obvious morph parameters, Pose Morph supports UVs, Maps, Hierarchy, Parameters and User Data. Yes! I did say UVs, now you can morph your UV maps as well as geometry. How awesome is that?
The Camera Deformer allows you to deform objects from the Camera viewpoint, some crazy stuff is going to come from this deformer alone. You set the grid resolution and then you can drag and keyframe points on the grid looking straight out onto your scene (and it has falloff built in too). If you link Pose Morph up to Camera Deformer with some Displacement and Cloth in between, then you can start to understand the power that can be harnessed.
Mesh Deformer is another new deformer. Take a low poly cage and use it control a high poly version. Something I know a lot of users have been asking for. You can even set your low poly mesh deformer work as a Dynamic Soft Body and as the low poly cage deforms, it then passes that deformation on to the high poly mesh.
I cannot finish this without mentioning Linear Workflow. Cinema4D now has the option to include Linear Workflow in your projects. Those of you who have been using DeGamma will be glad to see LWF as part of the core application. The new openGL (which is a fantastic improvement) supports Linear Workflow, so you see an accurate preview of your lighting and materials in the editor. We can use Colour Profiles for input and output now. This means we finally have the ability to work in Linear, and use Colour Management.
Well I really have only touched on the new features. I haven’t mentioned the new Render Queue, Smoothing Deformer, Correction Deformer, Surface Deformer, GUI enhancements, Freeze Transformations, IES lighting, Weight Manager, L-System (OMG!), Python…
As for learning those new features. Watch this space, helloluxx will soon be updating our tutorials, to offer you an intensive and comprehensive collection of training that will cover many of the new features in depth. Something you definitely won’t want to miss out on.