new modeling tools (Connect, Dissolve and Spin Edge
a completely new way to light scenes (with the new Lighting Tool you control the lighting rather than the lights),
plus a powerful new method to unwrap UVs of organic objects without undercuts.ABF algorithm
the timeline has been refined to enable users to work faster than before. A new summary track allows the entire animation to be edited as a whole
Animating characters in MOCCA has never been easier thanks to over 25 improvements, such as Squash & Stretch features and new Deformers
MoGraph boasts new effectors and cloning options, allowing this must-have module for state of the art motion graphics to flex its muscles even further
hair rendering is dramatically faster with full support for multicore and multi-CPU machines - a dual-core machine now renders hair at up to double the previous speed.
With a total of over 90 substantial improvements
new DWG import filter
Users working as a team are set to see a huge benefit with the eagerly anticipated arrival of XRefs. These external references allow a large scene to be broken down into parts,
Images for background templates can be dragged directly into a 2D view.
Noise shader display in OpenGL mode.
Any CINEMA 4D command can be dragged into the editor view to be used as a HUD element. Navigation speed setting for tablet users. Option for saving objects polygonally in the native CINEMA 4D format. New Auto-Save function.
Native CINEMA 4D file format can be opened directly in Allplan 2008.
New DWG import format.
Selection assistance in the HUD.
New HUD commands.
Commands with which existing objects or materials can be put out as XRefs.
Camera rotation can be fine-tuned via a manually adjustable pivot point.
Objects and materials can be saved to separate scenes using the XRef function.
The last eight tools used are displayed
Tool for interactively placing lights (and reflections).
Selecting all Phong Edge Breaks.
New Structure command for connecting Points or Edges.
New Structure command for removing edges in consideration of the Phong Angle.
Command to spin selected edges.
A new Animation Palette option that makes it easier for users of other applications to use CINEMA 4D.
Scalable mini F-Curves.
Selected keys can be moved using the cursor keys.
New key property, "Relative".
Pseudo sequences for easy selection and repositioning of all keys on a given track.
Exchanging Markers between scenes.
Selecting objects simultaneously in the Object Manager and the Timeline.
New KeyReducer algorithm.
Deletion of redundant Keys.
Commands for defining an animation before the first and after the last Key.
Command to make Keys relative.
Command for switching the Key state between Mute and Active.
Selected Keys can be scaled and moved temporally.
Commands to source out existing objects/materials as XRefs.
Up to 5 F-Curve snapshots can be made..
Complex curves can be controlled using RM Curves.
Command for displaying the Material Manager’s layer tabs in rows.
Resetting parameters to default setting.
The Editor Camera’s settings can now be accessed.
A full text search can be conducted in the context-sensitive Help system.
Help can be accessed directly from dialog windows.
Help pages can be bookmarked. BodyPaint 3DCommand for importing older BodyPaint 3D color presets.
Command for importing older BodyPaint 3D brush presets.
Various scaled UV Islands can be scaled proportionally to corresponding object surfaces.
New ABF UV Relax algorithm.
Two new commands for arranging a UV mesh in round or square shapes.
MOCCA Module
Many of the following also apply to the CINEMA 4D core version.
Collision Objects can also be Generators.
Various new settings for the Skin Object. The Cluster Deformer can be used to deform object groups via point selection or vertex maps. The Jiggle Deformer for creating secondary motion.
The Point Cache Deformer transfers animations in the Point Cache Tag to other objects. Squash and Stretch lets deformations such as that of a bouncing ball be created.
The Joint Align tool can be used to freely align joints using a variety of settings.
Several new modes for the Weight Tool.
The Weight Tool now works symmetrically.
The new Paint Tool allows precise painting of vertex maps.
Command that transforms a point selection into a cluster.
New bind functionality The IK Tag has a new Squash and Stretch functionality.
Several new options have been added to the IK Spline Tag. Joint rotation can be more precisely controlled, and more.
With the Point Cache Tag object point information can be baked and transferred to other objects via the Point Cache Deformer.
Two new Weight Tag options.
The Weight Tag can now account for one vertex map per joint.
HAIR Module
HAIR supports multiprocessing.
A new parameter for the Paint Guides Tool with which the interpolation of newly painted Guides can be controlled.
Hair can be made to bend in the direction of the Target Object.
New parameter for defining hair shadow density.
Stepless antialiasing quality for hair shadows at light source level.
Hair shadow density at light source level.
New, faster interpolation mode, suited especially for use with fur.
New antialiasing mode for stepless adjustment of antialiasing strength.
Steplessly adjustable antialiasing strength.
MoGraph Module
Removing unwanted texture reflection in X and Y direction.
New, faster Effector for simple effects.
The effect of each Effector can be restricted to a selection of Clones.
The effect of the new Volume Effector is limited to object volume.
Clone selections are saved to the MoGraph Selection Tag.
Interactive Clone selection.
Clone selections can be read using the MoGraph Selection Node.
اللي بالاحمر حجات كنت اتمناها ..
حقيقة التحديث ليس سيئ في نظري ابدا و لو انه ممكن لم يحقق احلام البعض
CINEMA 4D Release 10.5 adds UV unwrapping using the powerful ABF algorithm, for faster and more clean unwrapping of organic meshes. This new weapon joins an arsenal of UV editing tools available in CINEMA 4D and BodyPaint 3D, including LSCM mapping, optimal mapping and projection-based mapping.
A good UV mesh balances the size of a each UV to its respective polygon, while keeping neighboring UVs evenly sized. The ABF algorithm relaxes the UV mesh into a compromise between these two conflicting ideals resulting in a clean, paintable mesh.
The images below helps illustrate the difference between an LSCM and ABF solution when unwrapping UVs.
تعليق