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MAXON CINEMA 4D R13029 Build RC46968 Multilingual


MAXON CINEMA 4D R13029 Build RC46968 Multilingual


In addition to the basic program, which includes a standard set of tools for modeling, texturing, rendering and animation, available components, including additional tools and features:
• Advanced Render. Enhanced visualization of scenes, the creation of volumetric objects (clouds, smoke, fog);
• BodyPaint 3D. Tools for creating UV unwrapping and texture maps. (With R10 is included in the basic module);
• Dynamics. Module to simulate the dynamics of hard and soft bodies;
• HAIR. Module for creating hair;
• MOCCA. The module is designed to work on character animation. Includes system tissue simulation, morphing, various deformer tools to build a barn, and much more;
• MoGraph. The module is designed to generate and animate objects. Imprisoned for creating motion graphics;
• NETRender. Module allows you to calculate the animation in the computer network;
• PyroCluster. Tools for creating volumetric effects. Smoke, dust, etc. (with R10 is included in the module Advanced Render);
• Sketch and Toon. The module allows you to create nefotorealisticheskuyu render the scene;
• Thinking Particles. The module includes a control system nodes particles.
Important changes and additions to the Maxon Cinema 4D R13:
The new version adds new tools for character animation, a new physically-correct rendering, introduced support for stereo (3D).
Physically correct rendering:
In Cinema 4D R 13 can now be visualized as photo-realistic images. This is achieved thanks to a new physically correct render engine that allows you (for a hike!) Changing the camera parameters (focal length, aperture and shutter speed) is qualitatively expect realistic 3D Motion Blur, DOF (Depth of Field) and lens distortion (Distortion)
- New Subsurface Scattering Shader: Users can now efficiently create translucent materials, the effect of subsurface scattering, such as milk, leather or wax. The new SSS shader is supported by both the physical and the standard rendering engines.
- Image Sampler: A new algorithm for sampling the image quality allows you to set rendering quality for a variety of effects such as motion blur, depth of field, quality, Area shadows, self-shadowing (Ambient Occlusion) and glossy reflections. Sample image quality can be defined in several ways - a fixed number of samples, adaptive or progressive. The latest version of the image can be computed or specified number of passes, or be limited in time by one frame.
- New anti-aliasing filters (Anti-Alising): In the setting of Anti-Alising added two new filters Mitchell and Gauss, allowing to achieve a high quality anti-aliasing when rendering images.
- Stereo 3D: In the Cinema 4D R13 adds the ability to create 3D stereo content can be previewed in the working window, and Picture Viewer.
- Object Character: Very flexible and simple tool for creating characters. In fact allows a designer to collect all sorts of skeletons and apply them to the characters.
- SMotion System: The new system allows you to create CMotion or use ready-made preset for creating Walk Cycles. You can set the motion for a spline or surface, or set manually operated. SMotion integrates nicely with the object of Character.
- A new system of muscles: With the new system of muscles, you can create different shapes muscles and attach them to multiple sites (Joint). Includes deformery for the deformation of the skin.
- New deformer Collision: Allows you to deform the surface of one object by another collision.
Also: In the 13th version also has a lot of improvements and additions. Updated navigation system, the interface introduced some improvements (including support for vertical tabs), Edge loop can be selected by double clicking on the verge of not choosing the appropriate tool, supports layers in OpenEXR and more.
MAXON announced the immediate availability of CINEMA 4D Release 13, the next generation of its industry-leading 3D motion graphics, visual effects, painting, and rendering software application. With all new character tools, integrated stereographic capabilities, stream-lined multi-artist collaboration and physical rendering, CINEMA 4D Release 13 builds on the company's 25-year legacy of enabling digital content creators around the world to produce highly engaging content quickly and easily for a variety of industries.
New and Enhanced Rendering Engine
-Physically-Accurate Rendering: Creating photorealistic images is easier than ever with the new physical render engine. Based on real camera properties, this additional render engine accurately calculates 3D motion blur, depth of field and lens distortion based on the focal length, aperture and shutter speed of the camera.
- Efficient Subsurface Scattering: Now users can efficiently create translucent materials such as milk, skin and wax with a new subsurface scattering shader included with both the new Physical Render and CINEMA 4D's standard render engines.
- Shared Image Sampler: Saves tons of render time by combining sampling for multiple effects such as motion blur, depth of field, area shadows, ambient occlusion and blurry reflections. Sample options allow users to specify a fixed number of samples, apply an adaptive number of samples based on the geometry and shading complexity, or progressively render each frame within a given number of passes or amount of time.
- New Anti-Aliasing Filters: Users can now achieve higher quality anti-aliasing using the Mitchell and Gauss algorithms.
Stereoscopic 3D Workflow
- New Character Object: Includes an auto rigger, which simplifies the process of building a rig and applying it to a character. Technical directors are able to set up flexible rig templates that any user can easily apply to their characters.
- New CMotion System: Allows users to create their own or apply preset parametric walk cycles based on cyclic motion. Make characters walk along a spline and over terrain, or even manually place footsteps. Can be integrated with the character object or applied to anything in a scene.
- New Muscle System: CINEMA 4D R13 now allows users to create custom-shaped muscles and anchor them to multiple joints within a rig. Includes deformer for skin stretching and sliding.
- New Collision Deformer: Deforms surfaces based on collisions enabling characters to intuitively interact with the environment around them.
Numerous Workflow, Modeling and Animation Improvements
- Revamped Navigation System: New cursor-based navigation automatically sets the point of interest for rotation and dolly movements based on where the user clicks to begin navigation. This also ensures the speed of camera navigation is smooth and consistent, regardless of the distance to the point of interest - making it easy to pivot around any portion of a model or scene.
- Sticky Keys: Allows users to activate a tool only while its shortcut is pressed and immediately return to the previous tool.
- New Spline Data User Interface: Attributes utilizing spline data can now be edited much more precisely with additional spline types and the ability to view splines in a larger, separate window.
- Location Indicator: Provides artists with a new indicator that hints at the location of selected objects outside the current view.
- Surface Manipulation: Offers flexible options with a new Infinite Axis mode that lets users start manipulation from any point and easily snap surfaces to other objects in the scene. The rotation axis can now optionally display gimbal rotation, making it easy to visualize situations in which gimbal lock will occur, and can also transform multiple objects in a selection individually rather than as a group.
- Animation Enhancements: Based on user feedback, a lot of tweaks were made to the animation system to improve efficiency, including clamping, better curve handling, markers, etc.
Operational Efficiency
- Superior XRef Object: Improves artist efficiency with fully embedded XRef (External Reference) commands in R13 so referenced objects can be textured, animated, and included in expressions or simulations within the master file, greatly enhancing work in a collaborative environment.
- Improved C.O.F.F.E.E. and Python Scripting Language Integration: Equips customers with improved integration of the powerful COFFEE and Python scripting managers, giving programmers and developers a customizable solution for a wide range of software development tasks that can be utilized in any pipeline. Python plugins and scripts now appear alongside those created in CINEMA 4D's C + + and COFFEE APIs.
- File Format Support: Allows artists to access a range of popular file formats for greater workflow flexibility. Multi-Pass files can now be stored in multiple channels within a single OpenEXR file. The popular FBX and COLLADA file formats have been updated facilitating easier asset exchange and interoperability.
After Effects Exchange: Gives customers using R13 unparalleled integration with After Effects with the introduction of stage object support, timeline marker exports and support for 29.97fps.
System Requirements
Recommended system requirements include Windows XP, Vista or 7 running on Intel or AMD CPU with SSE2-Support; Mac OS X 10.5.8 or higher running on an Intel-based Mac and 1024 MB RAM, DVD ROM drive. Up to 256 threads now supported. Standard DVD installation can take up to 2.5 GB of disk space.
Name: MAXON CINEMA 4D
Version: R13029 Build RC46968
Year: 2011
Platform: Windows XP/Vista/7
Language: Multilingual
Medicine: keymaker
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CMIVFX C4D Cloth Systems


CMIVFX C4D Cloth Systems

Rope Bridge Rigging: When we look at a scene like a Rope Bridge, we are perplexed about how to contain the multiple chain dynamics while maintaining a solid single object animation. With a step by step approach, we guide you trough the process of setting up the bridge rig to react to all the major forces of nature. Most importantly, we explain our process as we go along.
PROXY GEOMETRY SUBSTITUTIONS
Understanding how to build a low resolution version of your rig that reflects the essence of your animation in the high resolution version is essential for any animation production. After this process is done, the animators can interact with the scene a lot faster without eating up computer resources.
Scene Management: On every big project, one of the most important things to worry about is how to organize it in a way that is manageable. There should always be a way to find objects that you want to work on without breaking the scene structure. When you have a rig as complex as the bridge, it is crucial to protect it. We show you how to make it strong and clean for the animators to use and decipher!
RIG PRECISION
With all the dynamic elements from bridge in place, and in all its glory, it is important to keep the controllers of the rig simple and efficient. This is the time to test the setup and make sure it is working without any issues. If something is wrong, this will be the phase to catch it in.
xPresso Controllers: With the rig ready, tested and stable, it is time to add user interface controllers that will allow the animator to quickly change the rig feedback performance. Using Xpresso, Cinema 4D's visual expression paradigm, we create a step by step node based solution for the advanced animation and environmental controls. This level of control allows the animators to quickly create multiple previews for a director in near real time.
About The Author: Michael Marcondes is a Brazilian independent artist that has been working freelance for more then 10 years. He worked on hundreds of projects ranging from print to broadcast using a great variety of tools like Maya, Lightwave, Cinema 4D, Modo, Silo, zBrush, PfTrack, After Effects, etc. He has a strong passion for the details on all matters from digital image creation.
URL: http://www.cmivfx.com/productpages/product.aspx?name=C4D_Cloth_Systems
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fxphd - C4D204 - MoGraph and More


fxphd - C4D204 - MoGraph and More

This knowledge has been the bedrock of his many successful training courses as a Professor for fxphd and a continuing relationship with Maxon Computer where Tim has worked as a beta tester for many years, and also contributes tutorials to their online learning resource cineversity. As a Company Director of HYPA, Tim is hands on with every project that the company produces. With a history of working with many global Advertising and Broadcast companies, the work HYPA produces is both technically challenging whilst maintaining innovation and high quality.
Class 1: Smashing a logo using MoGraph Dynamics. Tips and tricks to trigger dynamics, reforming the smashed logo,
adding thickness in a parametric way. Finally controlling gravity on a per object basis.
Class 2: Introduction to the Morph Tag. Morphing parameters of objects. Joint Driven Morphs.
Introduction to the Driver Tag to control Morph Target strength. Using the Morph Deformer.
Class 3: Creating a simple cloth simulation, belting the cloth to other objects. Using the Cloth Simulation as an Absolute Morph.
Adding secondary motion with Jiggle Deformer. Basic Intro to Spline Dynamics. Using the Point Cache Tag to cache the simulation.
Class 4: Using the MoGraph module to enhance your modelling techniques. Using Cloner with splines, effectors and NURBS generators.
Polygon modelling in combination with Cloner and Deformers.
Class 5: Creating the effect of an object icing over. Creation of materials for frost and ice.
Different methods to enhance the ice effect, such as colour correction and layering of textures.
Linking parameters through Xpresso to animate the ice effect.
Class 6: Creating branching objects. Two methods to create branching objects.
The first uses Thinking Particles and explores Particle Groups, PDie, PStorm, PGroup and more.
The second uses MoGraph, Cloning onto objects, using effectors to manipulate the geometry and animation of the clones.
Class 7: Part 1 of a 2 week class. This week we prepare the colour map for use with the cloner and the shader effector.
We then create a cardboard material that uses the color shader to combine regular shaders with the MoGraph effects.
Class 8: Part 2 of a 2 week class. Using effectors to control various aspects of clones.
Random 90 degree rotation, visibility, weighting clones, controlling time offset through effector falloff.
Class 9: Part 1 of a 2 week class. Creating a red carpet that unrolls using a combination of MoGraph Tracer
and Xpresso to link multiple parameters into one user data slider. Exploring the Cloner Blend mode to blend parametric object parameters.
Class 10: Part 2 of a 2 week class. Modelling a rope partition using HyperNURBS polygon modelling and SweepNURBS.
Creating materials and using the Lumas Shader. Building a Grid of Lights that responds to the Shader Effector.
Screenshot
fxphd - C4D204 - MoGraph and More
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FXPHD C4D204 MoGraph and More


FXPHD C4D204 MoGraph and More

FXPHD C4D204 MoGraph and More
FXPHD C4D204 MoGraph and More | 919 Mb
Manufacturer: FXPHD
Languages: English
Video codec: QuickTime
Video: Apple QuickTime 306 Kbps 1152x720 1 hour 4 minutes
Sreenshots:
FXPHD C4D204 MoGraph and More
FXPHD C4D204 MoGraph and More
FXPHD C4D204 MoGraph and More
Professor: Tim Clapham (TimC)
The recent 11.5 release of Cinema4D included many improvements to the MoGraph module, bumping it up to version 2.0. This course with popular fxphd professor Tim Clapham focuses on many of the new features in the 11.5 software, which will be available to fxphd members on the VPN.
Based in Sydney Australia, Tim Clapham is a multi-disciplinary animator and compositor. Evolving from a solid foundation in traditional animation using both Film and Video, Tim soon transitioned into the digital domain and has forged a solid career in the world of Motion Graphics. With over 11 years of industry experience, Tim is accomplished with many 3D animation and Digital Compositing applications.
This knowledge has been the bedrock of his many successful training courses as a Professor for fxphd and a continuing relationship with Maxon Computer where Tim has worked as a beta tester for many years, and also contributes tutorials to their online learning resource cineversity. As a Company Director of HYPA, Tim is hands on with every project that the company produces. With a history of working with many global Advertising and Broadcast companies, the work HYPA produces is both technically challenging whilst maintaining innovation and high quality.
Class 1: Smashing a logo using MoGraph Dynamics. Tips and tricks to trigger dynamics, reforming the smashed logo, adding thickness in a parametric way. Finally controlling gravity on a per object basis.
Class 2: Introduction to the Morph Tag. Morphing parameters of objects. Joint Driven Morphs. Introduction to the Driver Tag to control Morph Target strength. Using the Morph Deformer.
Class 3: Creating a simple cloth simulation, belting the cloth to other objects. Using the Cloth Simulation as an Absolute Morph. Adding secondary motion with Jiggle Deformer. Basic Intro to Spline Dynamics. Using the Point Cache Tag to cache the simulation.
Class 4: Using the MoGraph module to enhance your modelling techniques. Using Cloner with splines, effectors and NURBS generators. Polygon modelling in combination with Cloner and Deformers.
Class 5: Creating the effect of an object icing over. Creation of materials for frost and ice. Different methods to enhance the ice effect, such as colour correction and layering of textures. Linking parameters through Xpresso to animate the ice effect.
Class 6: Creating branching objects. Two methods to create branching objects. The first uses Thinking Particles and explores Particle Groups, PDie, PStorm, PGroup and more. The second uses MoGraph, Cloning onto objects, using effectors to manipulate the geometry and animation of the clones.
Class 7: Part 1 of a 2 week class. This week we prepare the colour map for use with the cloner and the shader effector. We then create a cardboard material that uses the color shader to combine regular shaders with the MoGraph effects.
Class 8: Part 2 of a 2 week class. Using effectors to control various aspects of clones. Random 90 degree rotation, visibility, weighting clones, controlling time offset through effector falloff.
Class 9: Part 1 of a 2 week class. Creating a red carpet that unrolls using a combination of MoGraph Tracer and Xpresso to link multiple parameters into one user data slider. Exploring the Cloner Blend mode to blend parametric object parameters.
Class 10: Part 2 of a 2 week class. Modelling a rope partition using HyperNURBS polygon modelling and SweepNURBS. Creating materials and using the Lumas Shader. Building a Grid of Lights that responds to the Shader Effector.
Password: neit84
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Dynamics in C4D


Dynamics in C4D

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DriverPack Solution 10.0 R130 (07.09.2010)


DriverPack Solution 10.0 R130 (07.09.2010)

Year: 2010
Version: 10.0 R130
Platform: 2000, XP, Vista, 7 (x86/x64)
Language: Russian, English, Ukrainian, German, Azeri, Lithuanian, Turkish, French, Spanish, Italian, Dutch
Medicine: Not required
Benefits DriverPack Solution:
* Quick install drivers for Windows. DriverPack Solution - the most popular program to automatically install drivers. In DriverPack Solution for more than 1 million regular users worldwide.
* All drivers for all computers in one program. DriverPack Solution greatly facilitates the process of reinstalling Windows on virtually any computer. You will now be spared the problems of finding and installing drivers, reducing them to a few clicks!
* Distributed freely. DriverPack Solution is distributed free under the GNU GPL and open source. This means that the program can refine each, thus making it even better!
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Thir13en Ghosts 2001 BluRay 720p x264-H2


Thir13en Ghosts 2001 BluRay 720p x264-H2

Thir13en Ghosts 2001 BluRay 720p x264-H2
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AE and C4D Tutorial - Play An Intense Game Of Human Pong


AE and C4D Tutorial - Play An Intense Game Of Human Pong

AE and C4D Tutorial - Play An Intense Game Of Human Pong
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Vintage & Modern 83 Cars And Bikes for C4D


Vintage & Modern 83 Cars And Bikes for C4D


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fxphd - C4D102 - Introduction to Cinema 4D II


fxphd - C4D102 - Introduction to Cinema 4D II

Tim Clapham is a multi-disciplinary animator and compositor and one of our members favorite profs. With over 11 years of industry experience, Clapham is an industry recognized expert in Cinema 4D and After Effects. As Company Director at Luxx in Sydney, Australia, Tim works with a wide range of global advertising and broadcast companies, producing world-class content that is both technically challenging and innovative.
Professor: Tim Clapham (TimC)
Class 1: Creating a short logo animation part 1. Using subdivided splines for smooth deformation. Fracture object with ExtrudeNURBS and Plain Effector to animate type.
Class 2: Creating a short logo animation part 2. Animating the logo using animation layers. Creating glossy materials and a basic light setup. Rendering with Picture Viewer.
Class 3: Introduction to the Hair Module. Using the Hair Object. Styling hair and working with the Hair Material. This class also covers cloning with Hair and Hair dynamics.
Class 4: Introduction to the Cinema4D cloth module. Exploring the Cloth Tag parameters. Cloth collisions with regular objects. Using ClothNURBS for smoothing and thickness. Belting Cloth to Polygon objects.
Class 5: Working with the Sketch and Toon module to create Non-Photorealistic Renders. Exploring the sketch render options, sketching individual objects with unique materials. Finally creating a watercolour type line from scratch.
Class 6: Introducing Bodypaint 3D. This week we take a look at manipulating UVs and creating UV maps. This will cover different UVW projections, interactive mapping and the Bodypaint Setup Wizard.
Class 7: Texture manipulation with Bodypaint 3D. This week we continue our exploration of Bodypaint, focusing on the texturing features. Subjects covered include working with layers, filters, multichannel painting and projection painting. This class also covers baking textures.
Class 8: Week one of a three week project. Creating a logo animation for Top 100 Countdown. This week we create the text from illustrator artwork. Model a clock dial using Cloner and Shader Effector. Colour the dial with the MoGraph color shader. Animate the effectors using Xpresso.
Class 9: Week two of a three week project. Adding animation to the project. Working with F-Curves. Creating the tunnel of clock dials and other graphic elements using standard particles combined with MoGraph Tracer, Cloner and a combination of effectors. Scene management with layers.
Class 10: Week three of a three week project. An extended class of 1hr 30mins, including bonus 30 minutes working in After Effects. First we add basic lighting and finalise our materials in Cinema4D. Create a geometric zoom from the Top 100 model. Add streaks of light with Tracer. Create a wipe with Cloner and Boolean operations. Set-up multipass and AEC export. Render the 3D passes and then complete basic composite and grade in After Effects.
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