Thanks for the update Martin.
Hi,
since Cheetah3D 6.0 is out now I want to give a small preview of what I plan for the v6.x updates.
Cheetah3D 6.0 already has a very wide feature set but there are often the small things missing which can be hugh timesavers. Luckily these small things can often be implemented easily.
With v6.1 and v6.2 I want to focus on the rigging and character animation tool. Since the character animation tool saw no real update since 4.0 this is more than overdue. Here especially things like a better IK solver, spline IK, support for oriented joints throughout the whole tool chain, splint joint, parent object, mirror joint, etc. come into my mind.
One later updates I want to focus on the modeling, rendering, UV mapping and various UI features. So you can expect improvements throughout the whole toolchain in v6.x. The only thing that probably won't come are major new features which take me half a year for just one new tool.:wink:
Cheetah3D 6.x should become something like Snow Leopard was for Mac OS X. I want to focus on improving and extending the existing tools. So there will be many small and medium size features which lift Cheetah3D on the next level. :smile:
Bye
Martin
With v6.1 and v6.2 I want to focus on the rigging and character animation tool. Since the character animation tool saw no real update since 4.0 this is more than overdue.
In what way did 6.1 and 6.2 improve rigging and character animation? 6.1's big feature was retina support, 6.2 added a new unwrapping tool.
(I googled the release notes to check my memory: http://www.cheetah3d.com/news.php?n=41)
C3D hasn't evolved quickly at all since the release of v6. All we've gotten is some very incremental improvements and bug fixes. It's better than (say) two years of radio silence (cough Silo cough) but it's been a lean time for C3D.
(And, yes, I haven't finished Project Weasel. But it's not my day job, and I've done one or two other things in the mean time.)
6.2 added more than unwrapping. See below.
Added ABF unwrapping
Added support for "Spline IK"
Added "Split joint" tool
Added "3D View - Single/Quad" hotkey
Added "Unwrap UV with ABF" hotkey
Completely rewritten loop selection (now with auto-highlighting, partial edge loops, faster, works in point mode, support for border loops)
Completely rewritten ring selection (now with auto-highlighting, partial rings, faster, works in point mode)
Improved support for Retina displays
Improved numerical accuracy of LSCM unwrapping
Improved Sweep object to maintain the profile shape through hard corners
And he did say it would be pretty light. Which makes sense for point releases. I mean we did get bullet physics, and a lot of other useful tools in 6.
Spline IK is very nice. I'm working on a complex rig setup at the moment that utilizes it in the rigging of the feet. Similar to some of the functionality seen in a Rhiggit 2 demo I saw.
I really do wish for some sort of volumetric material, and for some sort of key framing enhancements like NLA.
I think motion blur is vital for rendering anything that moves, including particle and dynamics animations. There is a workaround, but it's barely practical for stills and unbearable for animations. So I think it's as big a deal as Volumetrics and NLA.
(I'd love to see SSS, and it has been promised for some time, but it's much less important.)
I said a while back that C3D could give up on trying to differentiate itself with its renderer (and just plug in Cycles, Lux, or whatever) and I'd be perfectly happy with that. I don't know how other people feel, but I think that C3D's renderer has pretty much fallen behind the curve and is never going to catch up. On the other hand, C3D's UI is so far ahead of the competition that this is where it should concentrate, so another option is to support external renderers (and thus get SSS, Volumetrics, motion blur, etc. for "free") and concentrate on things like NLA, rigging, modeling, UV-mapping, and so forth, that C3D can do better (or at least more simply) than any other program.
As of today the Cycles source code license has been changed from GNU GPL to the Apache License version 2.0. This is a permissive license that allows Cycles to be linked and used with any program, including commercial software and in-house software at studios.
I just don't agree. It's so easy to get beautiful motion blur effects in After Effects that it's just not worth the added render time it would take. I recommend taking a look at what AE offers. The Pixel Motion Blur is quite accurate.
And volumetrics and SSS often go hand in hand since both are materials with actual depth. SSS is very important to simulate a great deal of materials accurately (marble, skin, fruit, etc)
That is what you call a small team? http://www.youtube.com/watch?v=E5dlNjcmeo0I know Cinema 4D had a small team, but more than one!
Well, they HAD a small team. I stopped at v10.5. They're up to 15 or something now.
Bob