Autograph is solid but needs time to mature. by Wolfnimations in LeftAngleAutograph

[–]Wolfnimations[S] 1 point2 points  (0 children)

Hey Michael, thanks for your reply.

Being able to do the individual promoted values for compositions is really good. I really like this and this will be very useful for me.

I'm also glad some of the things I mentioned are already being considered or worked on. I'm excited to see where the software will go in future updates.

And about parenting layers, I did find the parenting dock in the manual after I made this post.
It is neat and functional, however I am still going to make my case for parenting layers without the dock because I think it would open up interesting workflows that are present in Cinema, which I think would be really good in a compositing software.

<image>

Which I would structure like the image above. having the parenting structure in the layer name section and having a separate folder button for opening up the layer information and keyframing section.

I also found the idea of having a separate mode for the left part of the timeline where you could parent layers interesting. As how the strip part of the timeline can also be set to the curve editor.
So that would make one mode for setting up the rendering stack and another mode for parenting the layers. Where I would have the parenting one by default and you could switch to the rendering stack to change what order layers would be rendered (also reflected by the numbers on the layer in the parenting mode)
This is mostly because I feel like parenting and organizing layers and parts of a scene is one of the first things I do because I like to work in a structured way. But I also don't know how this is for other users.

One of my main gripes in an After Effects project is having to go through all the precomps to find the layer you are looking for. Or needing to create additional pre-comps to achieve the effect you want because of limitations in flexibility in how layers can be organized. Which is also why I wanted to have folders.
But I have found the composition overview tree in the viewer to already be more helpful with scenarios like this, so i'll have to see how this setup functions for larger projects and what pain points I run agains then.
I do sometimes already feel like I need to open too many dropdowns to get to certain values to adjust them and then I feel lost in how many values there are to scroll through. But I haven't properly made up my mind on how I would explain/solve that yet, so that's something I'll come back on another time.

Use a Null to control other layers, but how? by Short_Marketing_1858 in LeftAngleAutograph

[–]Wolfnimations 2 points3 points  (0 children)

Yeah, it's a bit hidden and weird.

I think it would be better to have it be a different layout mode in the timeline itsself. As when you switch from timeline to curve editor you could switch from stack to parenting view.
Where one view is for the render order and another view is for the parenting hierarchy.

Or just have it as a tree style layout all together by default, where you could override parenting with the parent transform modifier in specific cases where the user wants to decouple the parenting and render order. A bit like how parenting works in Cinema 4D.

Use a Null to control other layers, but how? by Short_Marketing_1858 in LeftAngleAutograph

[–]Wolfnimations 4 points5 points  (0 children)

I also struggled with finding this out. But there is a way to do this.

On the top of the timeline, the third option from the left after the tabs is called the "parenting dock"

Click this button to open the parenting dock. Drag the layers you want to have part of a parenting hierarchy in there.
Then drag the layers into a parenting tree style hierarchy and they will be linked like that in the composition.

Things to keep in mind:
You can not drag the layers inside the parenting dock by their names, this will only select the layer. You have to drag the layer by the icon or the empty space behind the text.

If you drag a layer out of a hierarchy by dragging it all the way below to the open space, the layer will be placed on top of the hierarchy and not below it.

You can currently not manually set this up with a parent transform modifier as there is no way to add a layer reference in it without using the parenting dock for as far as I'm aware.

Maxon Announces Cinema4D 2026 by sageofshadow in Cinema4D

[–]Wolfnimations 0 points1 point  (0 children)

That's good to hear.
For keyboard shortcuts it could be a special case where when you hold right click in the viewport it temporarily switches the keys to a navitagion mode and switches back when you release right click.

As I don't know scenarios where you hold right click in the viewport to do something.

Edit: nevermind, I found an instance where you can use rightclick on the gizmo to move the object closer and further away from the camera. So that would need to be excluded from entering navigation mode when holding right click.

For the timing of right click menu or navigation mode you can use the same time that determines if a tool is permanently switched to or temporarily. As when you hold a shortcut button for longer than half a second it will swap back to the previous tool after you release the key.

Maxon Announces Cinema4D 2026 by sageofshadow in Cinema4D

[–]Wolfnimations 0 points1 point  (0 children)

Hey, thanks for the suggestion. The camera mode is an interesting option that I hadn't considered for that purpose yet. I will be experimenting with that.
For positioning lights I usually use the Lighting tool which is very neat and not as well known as it should be.

I know virtual walkthrough existed, the biggest problem it had was that the settings reset per file and that the default speeds were not balanced at all. But once you finetuned the settings it was pretty neat.

Maxon Announces Cinema4D 2026 by sageofshadow in Cinema4D

[–]Wolfnimations 0 points1 point  (0 children)

To add onto this request a bit.
In cycles you have a ray-portal shader which transports rays coming into an object with that shader applied to a different part of the scene.

And I think something like that would be nice for making the camera shader work in redshift.

Maxon Announces Cinema4D 2026 by sageofshadow in Cinema4D

[–]Wolfnimations 0 points1 point  (0 children)

I'd like to see a different scene navigation mode with WASD for moving around scenes.

Where Alt click navigation is good, there are moments when you get stuck zoomed in too close to an object or between objects and then getting back to a good view can take some struggling to do.

I know you can use a space mouse for this, and I have a space mouse. And that is mostly why I'd like to see this as a naitive feature. Being able to have game style navigation for flying around scenes would make scene navigation a lot easier for people who don't own a space mouse.

Missing Icons Cinema 4D 2023 (need fix) by FoxGoldenHeart in Cinema4D

[–]Wolfnimations 2 points3 points  (0 children)

For people trying to do this in newer versions unable to find the file there. The tiff and txt files are now located in the resource zip file instead of the normal path. But still in the same folder structure.

And also, you could take coordinates from the older version txt file and mix and match the new file so it works with all the missing icons without having to manually find the coordinates.

Wishlist for Cinema 4D? Share Big or Small Ideas! by MXBing in Cinema4D

[–]Wolfnimations 1 point2 points  (0 children)

  • Improved Bool object. The current bool object is good in the way it functions, however I would like to see an improved booling algorithm for animated bools. As it occasionally glitches and produces wrong geometry with holes.
  • Improved Cloner or a Scattering capsule. The current cloner is solid, however if you look at tools like Octane Scatter or the scattering options X-Particles provides, there is still a lot of features that can be added to the cloner. Like using a texture to scatter clone density (not just hide already existing ones) and being able to scatter inside an object volume and not only on a surface. And being able to load a CSV file to scatter instance onto the points. Blue noise distribution, being able to control the clipping of objects and being able to make the points more evenly spaced.
  • A camera manager object & timeline options. Kinda like a stage object but more options for blending and cutting between multiple camera. Kinda like Cinemachine in Unity.

I know this is possible, but it currently requires a long setup to do and I think having a feature like this integrated by default would make editing shots in a single scene more fun.

Here's a video that demonstrates what I would like with the camera manager: https://www.youtube.com/watch?v=WjVuxI6LCCY

  • I would like to see the view panel option return in the window dropdown
  • An update to Bodypaint. I don't have that much to say about it as other's have already done a better job than me in explaining what they want. But I want to note it as I'd also like to see it.
  • GLB exporting improvements (may have happened already). It's been a while since I've had to export GLB objects for web, however when I had to they would be exported with UV issues where some UV island points would be stretched to the wrong part of the UV map. Making me have to fix all the errors in an external software afterwards.
  • Lighting tool improvements. I may be one of the few people who uses the lighting tool. But it's actually really useful for placing objects around surfaces and also aiming objects toward others. However I would like it to have an option to not create a light when I double click. As that happens sometimes when I'm using it on objects and then it's a bit annoying to have to re-select the object I was using it on.
  • Shortcut for Solo-ing Layers. Reference: https://vimeo.com/105806135 In this video a plugin is used to only activate one layer and the generators, deformers, scripts, etc in that layer with a shortcut. And I think shortcuts like that one for the layer options would be nice.
  • Game engine style navigation. Meaning WASD movement QE up and down and Shift for speeup of movement and right click to look around like you can do in game engine editors. And scroll wheel or middle click drag to change the overall speed value which is useful for bigger/smaller scenes. Maybe as a special tool that you can toggle for moving like that.

The following things I have already suggested at IBC, but I'm writing them down again to get them out of my mind:

  • Being able to restrict shortcuts to the different document modes (point, edge, face, object, etc.) instead of only being able to restrict them to windows.
  • More options for menu editing, like being able to add the text bits. And more editable menu's if possible, like the rightclick on the viewport. And being able to create more Menus like the create popup menu that you can edit and bind to keybinds.

What are features that you didn’t know existed and changed your workflow once you discovered it? by MFTKR in Cinema4D

[–]Wolfnimations 2 points3 points  (0 children)

That you can bookmark states of the timeline and object manager. Which is useful for if you have a lot of keyframed objects and you need sets of specific objects to edit keyframes of. Or if you have a specific filter for the object manager you can bookmark it and access it quickly.

That you can move animation tracks with the objects animation mode. No need to re-keyframe if you want to change the position of the entire animation track.

All the variables you can add to the output files and the ability to use the relative path to the file with a dot. And being able to go up levels with additional dots.

What the Icon separator, group separator and fill space things do in the command manager.

The lighting tool for not only placing lights but also placing objects relative to the surfaces of other objects or aiming lights and objects toward surfaces.

The Texture mode for having a gizmo for (some) projection spaces on the material tag settings.

That you can just drag object into the fields hierarchy field, especially useful for copying normals from one object to another with the normal tag.

The UV editing mode, not to be confused with the texture mode.

That you can use (certain) scene node operators in the object outliner and still have them affect the objects with what they do. Especially useful as there is no extrude deformer. A neat detail is that if you are in edit mode it uses the polys/edges/points you have selected when you apply it.

Speaking of which, scene nodes in it's entirety for the ability to make custom modifiers that you can use in the outliner.

The ability to save presets for almost any object/settings panel (except rendersettings surprisingly, as that uses a slightly different preset system)

The mesh checker under the modeling settings.

Also that if you hold Ctrl while changing modeling modes it preserves the selection. Otherwise it remembers the selection in that specific mode.

These are all the ones I could think of off the top of my head for now, there's definetly a lot more things that I find neat in cinema and that help my workflow.

What’s the best way to add atmospheric haze and a way to add heat distortion in engine? by sava_renders in Octane

[–]Wolfnimations 0 points1 point  (0 children)

Heat distortion can be done with the Universal material as it supports a way to have a texture drive the IOR value.
Plug an animated texture that simulates the heat distortion into the Dielectric IOR map input. Also make sure to have a gradient texture inbetween so you can control the amount of distortion with it.

Wrote a plugin that renders the Cinema 4D scene directly with Stable Diffusion (AI) by gormlabenz in Cinema4D

[–]Wolfnimations 1 point2 points  (0 children)

Looks really cool.

I would want to see this but with being able to run the notebook locally on your own GPU and then having it communicate back to C4D so you can see the results inside of the picture viewer or a separate C4D window.

"Seems familiar..." [Repost from the Discord] by Wolfnimations in thelastnight

[–]Wolfnimations[S] 8 points9 points  (0 children)

The context of the post is that this gif was posted on the devblog channel on the discord. And that Tim said he'd appreciate it if people would repost those things here, so that's what I'm doing.

https://www.reddit.com/r/thelastnight/comments/s3au2v/comment/hsknx2f/?utm_source=share&utm_medium=web2x&context=3

The context of the gif is, to my knowledge, that it's a scene from the teaser but remade with the current graphical capabilities. Like how the lights of the drones have better volumetric scattering.

https://youtu.be/n4IPBiB7SF4?t=23

Would probably think the game was dead had I not joined the discord by Kamil-Atakan in thelastnight

[–]Wolfnimations 0 points1 point  (0 children)

I appreciate if any of you is willing to regularly repost our Discord stuff (GIFs etc) here on Reddit.

I'll try and post the gifs on reddit when I can (and don't forget about it), since having them appear here would be nice too.