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		<title>C4D-Network :: Die Cinema 4D Community - Forum - Neuigkeiten</title>
		<link>http://c4dnetwork.com/board/</link>
		<description>... diskutiert über Neuigkeiten aus der Szene (Neue Themen werden moderiert)</description>
		<language>de</language>
		<lastBuildDate>Wed, 22 May 2013 22:49:07 GMT</lastBuildDate>
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			<title>C4D-Network :: Die Cinema 4D Community - Forum - Neuigkeiten</title>
			<link>http://c4dnetwork.com/board/</link>
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		<item>
			<title>News Unity-Basis kostenlos mit Mobile-Werkzeugen</title>
			<link>http://c4dnetwork.com/board/threads/82027-Unity-Basis-kostenlos-mit-Mobile-Werkzeugen?goto=newpost</link>
			<pubDate>Tue, 21 May 2013 14:42:30 GMT</pubDate>
			<description>Ab sofort können unter anderem Hobbyentwickler und kleine Studios ihre Programme mit der Basisversion der Engine auch für iOS und Android umsetzen....</description>
			<content:encoded><![CDATA[<div>Ab sofort können unter anderem Hobbyentwickler und kleine Studios ihre Programme mit der Basisversion der Engine auch für iOS und Android umsetzen. Sobald die Tools für weitere mobile Plattformen, insbesondere Windows 8 und Blackberry, fertig sind, sollen auch diese Werkzeuge kostenlos zur Verfügung stehen; auch eine Umsatzbeteiligung fällt nicht an.<br />
<br />
Quelle: <a href="http://www.golem.de/news/engine-unity-basis-kostenlos-mit-mobile-werkzeugen-1305-99362.html" target="_blank">http://www.golem.de/news/engine-unit...305-99362.html</a></div>

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			<category domain="http://c4dnetwork.com/board/forums/25-Neuigkeiten">Neuigkeiten</category>
			<dc:creator>PhilSk</dc:creator>
			<guid isPermaLink="true">http://c4dnetwork.com/board/threads/82027-Unity-Basis-kostenlos-mit-Mobile-Werkzeugen</guid>
		</item>
		<item>
			<title>Laubwerk 3D Plants sind draußen...</title>
			<link>http://c4dnetwork.com/board/threads/82025-Laubwerk-3D-Plants-sind-draußen?goto=newpost</link>
			<pubDate>Tue, 21 May 2013 09:37:17 GMT</pubDate>
			<description><![CDATA[... wen's interessiert. :-) 
http://www.laubwerk.com/]]></description>
			<content:encoded><![CDATA[<div>... wen's interessiert. :-)<br />
<a href="http://www.laubwerk.com/" target="_blank">http://www.laubwerk.com/</a></div>

]]></content:encoded>
			<category domain="http://c4dnetwork.com/board/forums/25-Neuigkeiten">Neuigkeiten</category>
			<dc:creator>zeitmeister</dc:creator>
			<guid isPermaLink="true">http://c4dnetwork.com/board/threads/82025-Laubwerk-3D-Plants-sind-draußen</guid>
		</item>
		<item>
			<title>winUAE Version 2.6.0 raus</title>
			<link>http://c4dnetwork.com/board/threads/82011-winUAE-Version-2-6-0-raus?goto=newpost</link>
			<pubDate>Fri, 17 May 2013 17:26:47 GMT</pubDate>
			<description>http://www.winuae.net/ 
wens interessiert und wer noch einen Amiga als image hat ;-) 
Mein 3000er schläft seelig. 
toqua</description>
			<content:encoded><![CDATA[<div><a href="http://www.winuae.net/" target="_blank">http://www.winuae.net/</a><br />
wens interessiert und wer noch einen Amiga als image hat ;-)<br />
Mein 3000er schläft seelig.<br />
toqua</div>


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			<category domain="http://c4dnetwork.com/board/forums/25-Neuigkeiten">Neuigkeiten</category>
			<dc:creator>toqua</dc:creator>
			<guid isPermaLink="true">http://c4dnetwork.com/board/threads/82011-winUAE-Version-2-6-0-raus</guid>
		</item>
		<item>
			<title>Effex v2.0 Early Bird Release</title>
			<link>http://c4dnetwork.com/board/threads/82000-Effex-v2-0-Early-Bird-Release?goto=newpost</link>
			<pubDate>Thu, 16 May 2013 16:56:34 GMT</pubDate>
			<description>Liebe Navié Kunden (und Interessenten), 
 
heute ist es endlich soweit. Die Early Bird Version unseres Moduls Effex 2.0 ist nun erhältlich. 
 
Alle...</description>
			<content:encoded><![CDATA[<div>Liebe Navié Kunden (und Interessenten),<br />
<br />
heute ist es endlich soweit. Die Early Bird Version unseres Moduls Effex 2.0 ist nun erhältlich.<br />
<br />
Alle Kunden die bereits v2.0 vorbestellt haben oder sich in der Grace Period befinden, finden ihre neue v2.0 Seriennummer wie immer in ihrem Profil (wir werden bis morgen alle Seriennummern aktualisiert haben). Alle anderen Navié Kunden können die Early Bird Version mit der gewohnten Seriennummer (123456789) als Demo bereits testen.<br />
<br />
Es erwarten euch eine große und weitreichende Auswahl an neuen Features, Presets und eine neugestaltete Nutzeroberfläche....eigentlich ist alles neu.<br />
<br />
Zudem kommt eine Anbindung zum Partikelrenderer „Thinkbox Krakatoa“ hinzu. Durch diese Verbindung hat Effex nun einen Industriestandard eines Partikelrenderes für Cinema4D eingeführt, der sonst nur anderen Applikationen vorbehalten war (es bedarf einer Krakatoa SR lizenz).<br />
<br />
Wir wollen an dieser Stelle jedoch nicht auf alle neuartigen Details von Effex 2.0 eingehen, da wir euch den Spaß nicht nehmen wollen die vielen Dinge und Veränderungen selbst zu entdecken.<br />
<br />
Für die finale und öffentliche Release benötigen wir noch ca. 3 Wochen. Dann sind auch alle angedachten Features enthalten.<br />
<br />
Happy Effexing! :)<br />
<br />
Mit den allerbesten Grüßen<br />
Navié Team</div>

]]></content:encoded>
			<category domain="http://c4dnetwork.com/board/forums/25-Neuigkeiten">Neuigkeiten</category>
			<dc:creator>Katachi</dc:creator>
			<guid isPermaLink="true">http://c4dnetwork.com/board/threads/82000-Effex-v2-0-Early-Bird-Release</guid>
		</item>
		<item>
			<title>Staatliche Ausbildung 3D Grafiker - wer wird ausbilden?</title>
			<link>http://c4dnetwork.com/board/threads/81983-Staatliche-Ausbildung-3D-Grafiker-wer-wird-ausbilden?goto=newpost</link>
			<pubDate>Tue, 14 May 2013 13:06:35 GMT</pubDate>
			<description>Hallo Forum, 
 
nach 27 Monaten Zusammenarbeit mit dem BiBB ist es offiziell: 
 
*Es gibt ab August 2013 in Deutschland eine duale...</description>
			<content:encoded><![CDATA[<div>Hallo Forum,<br />
<br />
nach 27 Monaten Zusammenarbeit mit dem BiBB ist es offiziell:<br />
<br />
<b><font size="3">Es gibt ab August 2013 in Deutschland eine duale Ausbildungsmöglichkeit zum 3D Grafiker.</font></b><br />
<br />
Offiziell heißt der Gang "Mediengestalter Print und Digital, Fachrichtung Gestaltung und Technik, Wahlqualifikation 3D Grafiker". Hört sich erstmal so an, als ob es "wieder ein Mediengestalter" ist. Das stimmt teilweise, aber dazu muss man ein wenig mehr über diesen Berufsgang wissen. Der MG gehört zu den Ausbildungen, die grundsätzlich aus zwei Teilen besteht, einem festen und einem variablen. Was allen Mediengestaltern gemein ist, wird im festen Teil ausgebildet. Dazu gehören Dinge wie Arbeitsrecht oder Datenverwaltung wie auch Grundkompetenzen in Sachen Bildbearbeitung und Vektorgrafiken und andere Gestaltungsgrundlagen (Abschnitt A und D, mit D für die Fachrichtung Gestaltung und Technik). Im variablen Teil wählt der Trainee vorab und idR. in Abstimmung mit seinem Ausbildungsbetrieb eine Reihe von bestimmten Qualifikationen, die dann zusammen eine Spezialisierung in eine bestimmte Richtung ergeben und am Ende von der IHK geprüft werden (Wahlqualifikationen I, II und III ). Die Mediengestalter an board kennen das, als Außenstehender muss man sich erst einmal auseinandersetzen.<br />
<br />
<b>Wer von euch kann sich vorstellen, eine solche Ausbildung anzubieten?<br />
Ich würde mich über zahlreiche Antworten hier im Forum oder privat per Email freuen.<br />
Danke!</b><br />
<br />
Die Verordnung für den Mediengestalter ist übrigens umfassend geändert worden. Wenn ich das richtig erinnere, gehört jetzt beispielsweise der ehemalige Fotograf dazu, der Dekorvorlagen- und der Musiknotenhersteller und "social media"-Kompetenzen.<br />
<br />
<br />
<font size="1"><br />
Wer genau wissen will, was in der überarbeiteten Ausbildungsverordnung steht, kann sich auf den Seiten des Bundesgesetzblattes über die neuen Verordnungen und Wahlqualifikationen informieren. Dazu auf die Seite des BGBL gehen und dann links zum heute aktuellen Inhalt navigieren:<br />
-> Bundesgesetzblatt<br />
--> Bundesgesetzblatt Teil I<br />
---> 2013<br />
----> Nr. 23 vom 14.05.2013<br />
dann entweder die<br />
-----> Komplettausgabe<br />
oder die etwas kürzere<br />
-----> Verordnung über die Berufsausbildung zum Mediengestalter Digital und Print und zur Mediengestalterin Digital und Print S. 1173<br />
auf der rechten Seite als PDF öffnen. In dieser Ausbildungsverodnung findet man dann u.a. die besagten Abschnitte A und D sowie die Wahlqualifikationen, wobei deren Inhalte "eingestreut" sind, man findet man also nicht auf einen Blick. Ihr könnt die Überschriften auf der 2. und 3. Seite mit den Seitennummern 1174/1175 unter den drei Auswahllisten I, II und III in der Spalte "Fachtrichtung Gestaltung und Technik" sehen. Die Inhalte haben die Nummern I.14 und I.15, II.22. und II.23 sowie die Nummer III.21.<br />
<br />
Im Grunde steht dort, dass man fundiert grafisch, gestalterisch und in der 3D Welt geschult und am Ende der Ausbildung dazu geprüft wird. Da dies Vorgaben der Verdordnung sind und die Spezialisierung im Betrieb stattfindet, ist es durchaus denkbar, einem geeigneten Trainee auch wesentlich mehr beizubringen. Das ist sicher auch für die zukünftigen Auszubildenden interessant, die sich ihre Betriebsstätte ebenso sorgfältig aussuchen sollten, wie die Betriebe ihre Auszubildenden aussuchen.</font></div>

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			<category domain="http://c4dnetwork.com/board/forums/25-Neuigkeiten">Neuigkeiten</category>
			<dc:creator>Kurt</dc:creator>
			<guid isPermaLink="true">http://c4dnetwork.com/board/threads/81983-Staatliche-Ausbildung-3D-Grafiker-wer-wird-ausbilden</guid>
		</item>
		<item>
			<title>Add-the-Sea Fix für R14</title>
			<link>http://c4dnetwork.com/board/threads/81975-Add-the-Sea-Fix-für-R14?goto=newpost</link>
			<pubDate>Mon, 13 May 2013 07:39:27 GMT</pubDate>
			<description>Add-the-Sea kann nun wieder TP-Partikel für Tropfenwellen nutzen. 
+ Einige kleinere Anpassungen an Cinema R14 
 
kostenlos für Add-the-Sea Reloaded...</description>
			<content:encoded><![CDATA[<div>Add-the-Sea kann nun wieder TP-Partikel für Tropfenwellen nutzen.<br />
+ Einige kleinere Anpassungen an Cinema R14<br />
<br />
kostenlos für Add-the-Sea Reloaded User<br />
und auf Anfrage per Email:<br />
info(at)motion-gimmick.com<br />
<br />
<a href="http://www.add-the-sea.de" target="_blank">http://www.add-the-sea.de</a></div>

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			<category domain="http://c4dnetwork.com/board/forums/25-Neuigkeiten">Neuigkeiten</category>
			<dc:creator>dagmar</dc:creator>
			<guid isPermaLink="true">http://c4dnetwork.com/board/threads/81975-Add-the-Sea-Fix-für-R14</guid>
		</item>
		<item>
			<title>Spline-Time Pro für Cinema 12 - 14</title>
			<link>http://c4dnetwork.com/board/threads/81974-Spline-Time-Pro-für-Cinema-12-14?goto=newpost</link>
			<pubDate>Mon, 13 May 2013 07:35:31 GMT</pubDate>
			<description>Spline-Time Pro ist ein Bundle von 13 Splines und Splinetools. 
 
Grow-Spline - Splinelänge kann beliebig animiert werden. 
Morph-Spline - beliebige...</description>
			<content:encoded><![CDATA[<div>Spline-Time Pro ist ein Bundle von 13 Splines und Splinetools.<br />
<br />
Grow-Spline - Splinelänge kann beliebig animiert werden.<br />
Morph-Spline - beliebige Splines, Segmente, Multisplines oder Spline Objekte (z.B. Text) mit einander morphen<br />
Mix-Splines - Mischt Splines per User-Kurve oder Parameter zu neuen Splinekreationen<br />
Connect-Splines - Reiht eine beliebige Anzahl von Splines aneinander<br />
Straight-Spline - Dieser Spline kann per TAG an jeder beliebigen Stelle und beliebig oft engeknickt oder gebogen werden<br />
Branch-Spline - erstellt Spline-Verzweigungen<br />
Motion2Spline - Erstellt Splines aus Partikel oder Objektbewegungen (auch TP und Dynamics)<br />
Spline2Helix - Wickelt einen Spiralspline um beliebige Splines mit vielen editierbaren Variationen<br />
Object-Connect - Setzt Verbindungssplines zwischen beliebige Objekte, Ändern Objekte ihre Position - so ändert sich auch der Spline in Echtzeit.<br />
Clone-This - Kopiert und streut Splines, Objekte, Lichter und Lichteffekte entlang beliebiger Splines<br />
Multi-Tween - Morphen oder Schalten von Objekt zu Objekt, Objekt zu Lichtern oder / und Lichteffekten über die Dokumentdauer oder gesteuert durch Clone-This entlang eines Splines<br />
Poly-Spline - Spline-Gitter als Einzel- oder Multisplines, Polygon-Objekte (Quads)<br />
Glue-Object - hängt beliebige Objekte an Punkt-, Kanten-oder Polygon-Selektionen<br />
<br />
Sound-TAG - SplineTime-Pro Funktionen per Sound steuern.   <br />
Das Sound-Tag kann Splines mit bis zu 8 Wav-Kanälen steuern,<br />
die einzeln oder gesamt geladen und verwaltet werden können <br />
 <br />
<br />
Interessante - kreative und spannende Möglichkeiten zum Animieren oder Modellieren ergeben sich durch das<br />
Kombinieren der unterschiedlichen Splinewerkzeuge.<br />
Einfach hierarchisch stapeln. Die Ursprungssplines bleiben erhalten.<br />
Spline-Time Pro ist kompatibel zu Mograph, X-Particles, TP und Dynamics<br />
ca. 150 Beispiel-Dateien<br />
<br />
Demo-Version steht zum Download bereit und ist eingeschränkt wie folgt:<br />
Anzahl der Punkte > nicht editierbar<br />
Glue > keine Funktion<br />
motion2spline > keine Funktion<br />
<br />
Ich hoffe euch gefällt dieses Tool<br />
grüssle<br />
Dagmar<br />
<br />
motion gimmick - MediaArt<br />
 <br />
<a href="http://www.motion-gimmick.com" target="_blank">http://www.motion-gimmick.com</a></div>

]]></content:encoded>
			<category domain="http://c4dnetwork.com/board/forums/25-Neuigkeiten">Neuigkeiten</category>
			<dc:creator>dagmar</dc:creator>
			<guid isPermaLink="true">http://c4dnetwork.com/board/threads/81974-Spline-Time-Pro-für-Cinema-12-14</guid>
		</item>
		<item>
			<title>Blender 2.67 ist raus!</title>
			<link>http://c4dnetwork.com/board/threads/81954-Blender-2-67-ist-raus!?goto=newpost</link>
			<pubDate>Tue, 07 May 2013 22:58:35 GMT</pubDate>
			<description>So, die neue Version (2.67) von Blender ist da! :cool: 
 
Die neuen Features finden sich hier:...</description>
			<content:encoded><![CDATA[<div>So, die neue Version (2.67) von Blender ist da! :cool:<br />
<br />
Die neuen Features finden sich hier:<br />
<a href="http://www.blender.org/development/release-logs/blender-267/" target="_blank">http://www.blender.org/development/r...s/blender-267/</a></div>

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			<category domain="http://c4dnetwork.com/board/forums/25-Neuigkeiten">Neuigkeiten</category>
			<dc:creator>Golddrache</dc:creator>
			<guid isPermaLink="true">http://c4dnetwork.com/board/threads/81954-Blender-2-67-ist-raus!</guid>
		</item>
		<item>
			<title>Bildergalerie des FMX 2013</title>
			<link>http://c4dnetwork.com/board/threads/81949-Bildergalerie-des-FMX-2013?goto=newpost</link>
			<pubDate>Mon, 06 May 2013 17:21:22 GMT</pubDate>
			<description>Hallo an alle, 
 
Wir waren dieses Jahr mit unserer Firma Kobold Charakteranimation am Marketplace des FMX mit einem Stand präsent und teilen gerne...</description>
			<content:encoded><![CDATA[<div>Hallo an alle,<br />
<br />
Wir waren dieses Jahr mit unserer Firma Kobold Charakteranimation am Marketplace des FMX mit einem Stand präsent und teilen gerne unsere Eindrücke mit euch:<br />
<br />
<a href="http://www.facebook.com/pages/Kobold-Charakteranimation/409668869111144#!/photo.php?fbid=458971107514253&amp;set=a.458971090847588.1073741825.409668869111144&amp;type=3&amp;theater" target="_blank">http://www.facebook.com/pages/Kobold...type=3&amp;theater</a><br />
<br />
Viel Spaß :)<br />
<br />
Grüße,<br />
<br />
Sara Richter<br />
<b>Kobold Charakteranimation</b></div>


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			<category domain="http://c4dnetwork.com/board/forums/25-Neuigkeiten">Neuigkeiten</category>
			<dc:creator>Kobold</dc:creator>
			<guid isPermaLink="true">http://c4dnetwork.com/board/threads/81949-Bildergalerie-des-FMX-2013</guid>
		</item>
		<item>
			<title>News C4D Network im neuen Gewand</title>
			<link>http://c4dnetwork.com/board/threads/81920-C4D-Network-im-neuen-Gewand?goto=newpost</link>
			<pubDate>Tue, 30 Apr 2013 19:42:12 GMT</pubDate>
			<description>Wie versprochen erhält das C4DNetwork ein neues Design mit welchem die Diskrepanzen des vorhergehenden ausgemerzt werden sollen. :dead: 
 
Neben der...</description>
			<content:encoded><![CDATA[<div>Wie versprochen erhält das C4DNetwork ein neues Design mit welchem die Diskrepanzen des vorhergehenden ausgemerzt werden sollen. :dead:<br />
<br />
Neben der neutraleren Farbgestaltung und dem Wiedereinführen eines Lesefreundlichen Hintergrundes gab es auch einige UI-Anpassungen sowie Neupositionierung div. Buttons um die Touch-Freundlichkeit zu erhöhen.<br />
<br />
<br />
Wie immer bin auf euer Feedback gespannt, Bug-Reports sind auch gern gesehen, sollte etwas nicht passen.<br />
<br />
Test-Systeme:<br />
Opera 12.15 (1748) x64<br />
Chromium 28.0.1492.0 (196969)<br />
Internet Explorer 10.0.9200.16540<br />
Safari 5.1.7 (7534.57.2)<br />
Firefox 20.0.1<br />
<br />
<br />
Den Style könnt ihr Elegant über folgenden <a href="http://c4dnetwork.com/board/forum.php?styleid=12" target="_blank">LINK</a> sowie über das Benutzerkontrollzentrum aktivieren.<br />
<br />
Das ganze wird dann die Tage offiziell online gehen und die alten Styles obsolet machen.</div>

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			<category domain="http://c4dnetwork.com/board/forums/25-Neuigkeiten">Neuigkeiten</category>
			<dc:creator>PhilSk</dc:creator>
			<guid isPermaLink="true">http://c4dnetwork.com/board/threads/81920-C4D-Network-im-neuen-Gewand</guid>
		</item>
		<item>
			<title>kostenloses C4D Service-Update 14.041</title>
			<link>http://c4dnetwork.com/board/threads/81909-kostenloses-C4D-Service-Update-14-041?goto=newpost</link>
			<pubDate>Mon, 29 Apr 2013 12:24:26 GMT</pubDate>
			<description>*This is the service update 14.041 for CINEMA 4D and BodyPaint 3D  R14. 
This update is highly recommended for all R14 users as it contains many ...</description>
			<content:encoded><![CDATA[<div><b>This is the service update 14.041 for CINEMA 4D and BodyPaint 3D  R14.<br />
This update is highly recommended for all R14 users as it contains many  improvements and fixes.</b><br />
 <br />
<br />
 <br />
<br />
 <i>Character Animation</i><br />
 <br />
<ul><li style="">Thumb FK Controllers of Advanced Biped can now be selected in the  Viewport</li></ul><br />
 <br />
<br />
 <i>Exchange</i><br />
 <br />
<ul><li style="">Alembic: Import Pointcloud instead of TP</li><li style="">Alembic: Offset of exported objects in complex hierarchy has been corrected</li><li style="">Alembic: Fixed wrong object matrices in complex hierarchy and scenes</li><li style="">Alembic: Export of animations of polygon objects in complex hierarchies now  works</li><li style="">Alembic: Fixed issues with the hierarchical order of objects</li><li style="">Alembic: Imported particles and PyroCluster now rendering as expected</li><li style="">Alembic: Fixed an issue with particle to pointcloud export</li><li style="">FBX: Fixed an issue with redundant NULL objects upon export</li><li style="">FBX: SDK has been updated</li><li style="">FBX: Normal and alpha map channels will no longer be exported with FBX</li><li style="">FBX: Export -> Texture / Material -> now also saves specular maps</li><li style="">FBX: Fixed an issue with tiled textures</li><li style="">FBX: End of joints meshes are now exported correctly</li><li style="">FBX: Materials now support Bump, Sub Polygon Displacement and Environment  channel components</li><li style="">DWG: Problems with Japanese file names has been solved</li></ul><br />
 <br />
<br />
 <i>Help Browser</i><br />
 <br />
<ul><li style="">Fixed an issue with the back button</li></ul><br />
 <br />
<br />
 <i>Interface</i><br />
 <br />
<ul><li style="">Fixed an issue with the font selector</li><li style="">Gradient Presets: Thumbnail images take alpha gradient into account</li><li style="">The Physical Sky GI Strength parameter now resets correctly to its default</li><li style="">Lumas shader, Anisotropy: Disabled Projection Scale parameter for Radial  Planar mode</li><li style="">Fixed some issues with copy &amp; paste of user data</li><li style="">Some minor layout issues have been solved</li></ul><br />
 <br />
<br />
 <i>Melange</i><br />
 <br />
<ul><li style="">Fixed an issue with flag states in the Melange merge menu</li><li style="">Replacing materials with Alt+Ctrl-drag &amp; drop does not delete UIDs  anymore</li><li style="">Material Exchanger: Updated materials retain original material UIDs</li><li style="">Update Merge: Undo now works also for material links</li></ul><br />
 <br />
<br />
 <i>Modeling</i><br />
 <br />
<ul><li style="">Fixed an issue with snapping and disabled Correction deformer</li><li style="">Objects in the top view no longer snap to the bottom</li><li style="">Fixed an issue with loading presets for the Selection tag</li></ul><br />
 <br />
<br />
 <i>Objects</i><br />
 <br />
<ul><li style="">The Camera object's Focus Picker gadget is no only supported for OpenGL</li><li style="">Multi-morph in motion camera now also recognizes parent animation</li><li style="">Fixed an issue with Korean fonts</li></ul><br />
 <br />
<br />
 <i>Viewport</i><br />
 <br />
<ul><li style="">Fixed an issue with Viewport performance when using high-resolution  specularity maps</li><li style="">Fixed an issue with highlighting of the Character object</li><li style="">Disabled lights do not use up OpenGL light slots</li><li style="">Fixed an issue where mouse moves triggered a refresh of the rendered  Viewports</li><li style="">Fixed an issue with objects displayed as black</li><li style="">Fixed an issue where a running Viewport redraw triggered a refresh of the  rendered Viewports</li></ul><br />
 <br />
<br />
 <i>Renderer</i><br />
 <br />
<ul><li style="">Physical Render: Motion blur will no longer offset background image sequence</li><li style="">Physical Render: Fixed an issue with texture artifacts and motion blur</li><li style="">Physical Render: Fixed an issue with asymmetrical hemispheric Area lights</li><li style="">Physical Render: Fixed an issue with the Layer shader and blurry reflections</li><li style="">Physical Render: Fixed an issue where visible IES lights were not rendered</li><li style="">Physical Render: Hair is now takes the Motion Blur tag into account</li><li style="">Fixed an issue with unusually long render times</li><li style="">Glow post effect: Density parameter in the Noise tab can no longer be set to  negative values</li><li style="">Fixed an issue with Physical Sky Atmosphere and Banji materials</li><li style="">Fixed an issue of diffusion showing up in material color multi-pass</li><li style="">Fixed an issue of exclusion of Area lights</li><li style="">Fixed an issue with slow GI render times for isometric/axonometric views</li><li style="">Materials with linked Vertex Map shaders now work across objects with  identical point count</li><li style="">Overall stability of the renderer has been improved</li></ul><br />
 <br />
<br />
 <i>Sculpting</i><br />
 <br />
<ul><li style="">Baking dialog can be opened now even if the Sculpt object is hidden</li><li style="">Solved some minor issues with the Sculpting interface</li></ul><br />
 <br />
<br />
 <i>Thinking Particles</i><br />
 <br />
<ul><li style="">Thinking Particles Settings: Add/Remove TP Group now uses the undo stack</li><li style="">Fixed an issue with the matrix of the deflector object when the TP Deflector  node was set to Sphere</li></ul><br />
 <br />
<br />
 <i>Virtual Walktrough</i><br />
 <br />
<ul><li style="">Virtual Walkthrough now supports units</li></ul><br />
 <br />
<br />
 <i>XPresso</i><br />
 <br />
<ul><li style="">Fixed some minor issues</li></ul><br />
 <br />
<br />
 <br />
<br />
 <br />
<br />
 <br />
<br />
 <b>Older Improvements</b><br />
 <br />
<br />
 <br />
<br />
 <i>Animation, Timeline</i><br />
 <br />
<ul><li style="">Unexpected behavior of objects while setting keyframes has been fixed.</li><li style="">Local coordinates now change consistently in Per Object mode</li><li style="">Null Object with splinewrap now scales correctly in Object Mode</li><li style="">Animation path tangents remain stable after freeze transformations</li><li style="">Timeline: Issues with Animation / Timeline and physical sky have been fixed</li></ul><br />
 <br />
<br />
 <i>Modeling, Sculpting</i><br />
 <br />
<ul><li style="">Modeling: Scaling of Soft Selection will no longer terminate the program.</li><li style="">Modeling: Scaling with model tool in r14 now works as expected.</li><li style="">Modeling: Modeling with guide and layers will no longer freeze the program.</li><li style="">Modeling: Using Guide tool in orthogonal views will no longer result in  wrong depth.</li><li style="">Modeling: Mid-point snapping now works on all edges.</li><li style="">Sculpting: Issues with sculpting in modeling layout have been solved.</li><li style="">Sculpting: Issues with display of unused parameters in HUD while sculpting  have been solved.</li><li style="">Sculpting: Overall stability of sculpting has been enhanced.</li><li style="">Sculpting: Problems with Pull-Draw Mode and rectangular brush solved.</li><li style="">Sculpting: Optimized handling of sculpted objects in conjunction with  rendering.</li><li style="">Spline Mask now gets cached</li><li style="">Ctrl+click now adds points to splines</li><li style="">Child objects move correctly when Parent object is moved in Axis mode</li><li style="">Enhanced overall stability</li><li style="">Workplane now snaps correctly to joint axis</li><li style="">Scaling with the axis now possible even if the value is equal to zero</li><li style="">Quantizing with handles now works correctly</li><li style="">Knife tool no longer displays incorrect offset</li><li style="">Interesection Snap does not snap to irrelevant snap points</li><li style="">Live Selection circle no longer vanishes</li><li style="">Live selection can be undone</li><li style="">Snapping vertex accurately snaps to polygons</li><li style="">Magnet tool snap to nearest point now works</li><li style="">When assigning shortcut MMB to Rotate Camera command, functionality Ctrl+RMB  to change axis has been fixed</li><li style="">While drawing a spline, the spline can snap to its own spline points</li><li style="">Ctrl+drag spline points has been fixed and works</li><li style="">Precision of Raycast selection has been enhanced</li><li style="">Axis extension problems in World &amp; Object modes has been fixed</li><li style="">New guides can now also be snapped to an object even if that object is  selected</li><li style="">Issues with inserting spline points in splines has been solved</li></ul><br />
 <br />
<br />
 <i>Sculpting</i><br />
 <br />
<ul><li style="">XRefs no longer deletes Sculpt layer</li><li style="">Tangent space Normal maps now work</li><li style="">XRef/Sculpt: Convert Object selection no longer deletes Sculpt info</li><li style="">Sculpting baking: Knife deformations no longer cause displacement artefacts</li><li style="">Sculpting: redo no longer leaves no traces</li><li style="">Phong shading issue on startup has been fixed</li><li style="">Overall stability and performance of sculpting enhanced</li><li style="">Sculpted mesh shapes no longer deform on re-open</li><li style="">Sculpting message regarding max defined memory usage is back</li><li style="">Sculpt and render in viewport stability enhanced</li><li style="">Sculpting: fixed odd behavior of Sculpt tool</li><li style="">Fixed some interface issues, including scaling baking window, incorrect  behavior of sulpting tool circle &amp; misplaced Sulpt interface</li><li style="">Increased overall stability of sculpting</li><li style="">Sculpting issues with Pull, Drag, Rect, and Inflate brush on small objects  fixed</li><li style="">Issues with map Baking process has been sorted out</li><li style="">Problems with frozen Sculpt meshes and particle emitters got sortet out</li><li style="">Sculpting: Smoothing after stamp incorrect behavior corrected</li></ul><br />
 <br />
<br />
 <i>Character Animation, Templates</i><br />
 <br />
<ul><li style="">Character Object Advanced Biped: Spread finger function now works</li><li style="">Character Object Advanced Biped: Knuckle option now works for thumbs as well</li><li style="">Character Object Advanced Biped: Segment option now works for thumbs as well</li><li style="">Character Object Advanced Biped: Segment option now works for thumbs as well</li><li style="">Character Object Advanced Biped: Arm twist now works</li><li style="">Character Object Advanced Biped: Knee twist now works</li><li style="">Character Object Advanced Biped: Spread toes function now works</li><li style="">Character Object Advanced Biped: Some aspects in the character object have  been addressed: Freezing, joint orientation, Foot Roll and elbow lock.</li><li style="">Template Character Object: Several typos have been corrected.</li><li style="">Template Character Object: Issues with objects not getting bound to mesh  have been solved (Mocap BVH Poser).</li><li style="">Template Character Object: CO_Bird in adjust tab component Tail now has  tip-handle.</li><li style="">Template Character Object: CO_Bird toes can now be bound to rig.</li><li style="">Template Character Object: CO_Bird with added walk, hips and legs now move  correctly.</li><li style="">Template Character Object: CO Wing (bat) thumb now moveable.</li><li style="">Template Character Object: CO Wing, Pterodactyl R digits now curl correctly.</li><li style="">Template Character Object: CO Advanced Quadruped, several bone count  parameter inconsistencies on spine, tail and neck parameters and display have  been fixed.</li><li style="">Template Character Object: CO Advanced Quadruped, ear (FK) bone count now  new joints are added at the first joint's position.</li><li style="">Template Character Object: CO Advanced Biped toes only spread to the right.</li><li style="">Mocap (Daz): Symmetry in the Adjust tab now works</li><li style="">Mocap (Daz): Wrong naming for arm and leg has been fixed</li><li style="">Mesh deformer now also affects splines.</li><li style="">Character Advanced Quadruped: Several user interface issues have been fixed</li><li style="">Character Advanced Quadruped: Offset for neck controller is now correct</li><li style="">Character Advanced Quadruped: Spline_IK_mid_con is now not rotateable  anymore</li><li style="">Character Advanced Quadruped: Dynamic ear controlls have been repositioned</li><li style="">Character Advanced Quadruped: IK neck has been fixed</li><li style="">Character Advanced Biped: Creation of thumbs using Ctrl now works</li><li style="">Character Biped: Hip_FK_con Child objects now behave correctly</li><li style="">Character Biped: Problems with newly added forearm, biceps and bend leg  joints has been addressed</li><li style="">Issue with Attachement scanner has been fixed</li><li style="">BVH importer now takes frame rate into consideration</li><li style="">Issue with IK FK has been fixed</li><li style="">Advanced Quadruped: Bone Count > new joints and neck (IK) bone count >  new now added at the correct hierachical position</li><li style="">Issue solved with incorrect handling of strength values while editing Pose  Morph target</li><li style="">Incorrect behavior of Character object Biped and Insect when binding has  been fixed</li><li style="">Biped template problem with AddWalk and lift P.Y has been addressed</li><li style="">Character object Fish: Issue with IK has been fixed</li><li style="">Character object Fish: Tail IK now fully visible</li><li style="">Character Wings: Bat digits offset problem fixed</li><li style="">Character Reptile: Tail controls are now protected</li><li style="">Character object Spine IK transformations now initialy frozen</li></ul><br />
 <br />
<br />
 <i>C++ Api, MoGraph, Python, XPresso</i><br />
 <br />
<ul><li style="">C++ API: InExclude list now initiates MSG_DESCRIPTION_CHECKDRAGANDDROP when  something is dropped into it</li><li style="">C++ API: InExcludeList CustomGui now triggers  MSG_DESCRIPTION_CHECKDRAGANDDROP</li><li style="">C++ API: Fixed issues with the simple Sculp tool example from the C++ SDK</li><li style="">C++ API: Fixed issues with BaseBitmap::Arc()</li><li style="">Python: Overall stability of Python improved.</li><li style="">Python: Calling BaseTag::Message in a Python script will no longer be  problematic</li><li style="">Objects: Wrong naming in XPresso sub-menus fixed.</li><li style="">XPresso: Broken zoom fixed</li><li style="">XPresso: PShape entry in the help has been corrected and can now be found.</li><li style="">XPresso: Point node returning wrong results has been fixed.</li><li style="">XPresso: Bitmaps from the Bitmap node are now added to project asset list.</li><li style="">XPresso: New function in XPresso Editor: Zoom to Cursor</li><li style="">XPresso: Now shortcuts S and H can be used in XPresso window</li><li style="">XPresso: New Shortcut in XPresso Window for Show All</li><li style="">XPresso: Nodes display Performance Intensity value</li><li style="">XPresso: Now Curved Connections can be selected without issues</li><li style="">XPresso: addressed several minor issues such as typos, incorrect color  schemes, and display coloring</li></ul><br />
 <br />
<br />
 <i>MoGraph</i><br />
 <br />
<ul><li style="">Increased overall stability of MoGraph.</li><li style="">Enhanced display functionality of weights.</li><li style="">Source splines of an editable Spline Mask will no longer remain as Child  objects of the converted spline</li><li style="">Issues with Insert Vertex Mask on WIN 64 have been solved</li><li style="">Selection now also acknowledges layers</li><li style="">No more crashes when puting point selections into the Object field of an  Matrix object</li><li style="">Sample Effector node with Delay Effector will no longer use incorrect matrix</li><li style="">Step Effector now works with Cloner and Joint</li><li style="">Scaling and Bend deformer will no longer change clone count</li><li style="">Empty Polygon Selection tag will no longer output incorrect result</li><li style="">Issues with clone cache producing an incorrect offset have been fixed</li><li style="">Issues with lofting, cloner refresh of MoSpline, MoText, Matrix and Broken  Extrude deformers have been fixed</li><li style="">MoGraph / MoSpline refreshing issues</li><li style="">Incorrect function of Spline Wrap causing flat objects has been fixed</li><li style="">Fixed issue with disabled Apply button in Linear Clone tool</li><li style="">MoInstance problem with missing Viewport update has been fixed</li></ul><br />
 <br />
<br />
 <i>Exchange, Fbx, Melange</i><br />
 <br />
<ul><li style="">Alembic: Now TP groups for imported TP Geometry are created.</li><li style="">Alembic: New check box "Use Original Path" in description for render  override has been added.</li><li style="">Alembic: Now n-gons/faces with more than 4 vertices are supported.</li><li style="">Alembic: Subdivision in the editor is now relevant for Metaball export.</li><li style="">Alembic: PV now does not update frame 0 animated Splines with wrong state.</li><li style="">Alembic: PSR animation of parent object in "Points only" mode will not be  ignored anymore.</li><li style="">Alembic: Vertex Tracer is not mistaken for Hair on import anymore.</li><li style="">Alembic: On import HyperNURBS objects no longer lack subdivision levels and  UVs.</li><li style="">Alembic: Wrong displacement behavior of exported animated Alembic object has  been fixed.</li><li style="">Alembic: Unexpected end of program when exporting Camera-Deformer has been  fixed.</li><li style="">Alembic: Inability for export of Alembic camera has been fixed.</li><li style="">Alembic: All Alembic Cameras now listed in VP Camera List.</li><li style="">Alembic: Alembic Morph camera can now be used.</li><li style="">Alembic: Alembic generator now resets rotation parameters correctly.</li><li style="">Alembic: Disable/Enable of "Update Geometry" will no longer cause an  unexpected end of program.</li><li style="">Alembic: Alembic export of Preset-File will no longer cause CINEMA to  freeze.</li><li style="">Alembic: Alembic redraw issues have been fixed.</li><li style="">Alembic: Increased overall stability of Alembic import and export.</li><li style="">Alembic: Issue with the scaling of Alembic assets has been addressed.</li><li style="">Alembic: Export of splines in connect object now works.</li><li style="">Alembic: Export of animated Boole objects has been fixed.</li><li style="">Alembic: Newly created camera not selectable camera except in Object Manager  has been addressed.</li><li style="">Alembic: Imported Alembic camera with enabled far clipping has been solved.</li><li style="">Alembic: Geometry error with MoGraph Scale has been solved. Normals will no  longer export incorrectly.</li><li style="">Alembic: MoSpline will no longer be exported with unintended particle  geometry.</li><li style="">Alembic: Normals error with PBlurp has been solved.</li><li style="">Alembic: No more missing particles if Export Particle Geometry is used.</li><li style="">Alembic: Change of alembic generator's position now will be used in Picture  Viewer.</li><li style="">Alembic: Unintended change to offset of Thinking Particles has been  addressed.</li><li style="">Alembic: No more strange objects are added to the scene when Selection tag  is added.</li><li style="">Alembic: Save Selection now also works with multiple objects.</li><li style="">Alembic: No more wrong time range on import in 32-bit version.</li><li style="">Alembic importer and exporter now included</li><li style="">Alembic importer now has an option for selecting the start frame for the  import</li><li style="">Alembic Particle Geometry baking</li><li style="">Alembic: Cyrillic characters can now be used in the file path</li><li style="">Alembic: Overall stability and functionality enhanced</li><li style="">Alembic: Particles now import as particle geometry</li><li style="">Alembic: Generator command in plug-ins menu</li><li style="">Alembic: Several issues with imported geometry, Array clones, Feather &amp;  Fur and particles have been solved</li><li style="">Alembic: Issues with exported render instances, HyperNURBS, Symmetry objects  and geometry have been fixed</li><li style="">NUKE: Fixed file sequence numbering for NUKE</li><li style="">NUKE: NUKE Script now matches multi-layer EXR rules</li><li style="">After Effects Import: Cloner problem has been fixed</li><li style="">ArchiCAD: No more changes of materials after geometry update.</li><li style="">ArchiCAD: Issues with misplaced ArchiCAD geometry merge has been sorted out.</li><li style="">ArchiCAD &amp; Vectorworks: Issue of ignored 'lamps' objects on import has  been addressed.</li><li style="">FBX: No more lost materials on import/export.</li><li style="">FBX: Export Sky will no longer cause incorrect shadows .</li><li style="">FBX: No more vertical flipping when exporting multiple UVs.</li><li style="">FBX: Now multiple UVW-Tags with uniqe names can be in FBX Files</li><li style="">Melange: ArchiCAD, after merge, material will now update as expected.</li><li style="">Melange: Enhanced stability in Melange exports</li><li style="">Melange: No more incorrectly-shaped objects after saving as Melange</li></ul><br />
 <br />
<br />
 <i>Hair</i><br />
 <br />
<ul><li style="">Increased overall stability of Hair.</li><li style="">Issues with the Hair UI have been solved</li><li style="">Increased overall stability</li></ul><br />
 <br />
<br />
 <i>Interface, Highlighting/Outline, Navigation, Installer, Online  Updater</i><br />
 <br />
<ul><li style="">Now new file formats can be used from the Command Line Render interface.</li><li style="">DateTimeGui: Time edit field now also updates during mouse drag on clock  area.</li><li style="">Interface: Issues regarding layout and appearence have been fixed</li><li style="">Interface: Overall stability and usability have been enhanced</li><li style="">Interface: Copying keyframes in the Power Slider doesn't refresh Attribute  Manager</li><li style="">Highlighting: Joints highlighting now works correctly</li><li style="">Navigation: When moving points of an animation path, points will no longer  jump</li><li style="">Cursor Navigation: Fracture object + Deformer will no longer affect  navigation</li><li style="">Installer: Some minor issues with the Arabic installer have been fixed.</li><li style="">Installer: Application installation can no longer be unchecked upon  installation</li><li style="">Installer: Issue with date over restricted runtime has been fixed</li><li style="">Online Updater: Download size is displayed correctly</li></ul><br />
 <br />
<br />
 <i>Material, Material Manager</i><br />
 <br />
<ul><li style="">Issue with missing textures when Save Project with Assets + SSS has been  solved.</li><li style="">No more problems in SSS while saving with assets.</li><li style="">Copy/Paste Materials on save will now a request if absolute or relative path  should be used</li><li style="">Show Sub-Channels missing</li><li style="">Physical Renderer &amp; Stick Texture tag lead to incorrect values of  VolumeData::back_delta</li><li style="">Material editor locked with incorrect icon</li><li style="">Lumas shader: Intensity &amp; reversed Normals.</li><li style="">No more issues with materials not rendering in Material Manager</li></ul><br />
 <br />
<br />
 <i>Motion Camera</i><br />
 <br />
<ul><li style="">Camera Morph: Readability of obstructed camera names has been enhanced</li><li style="">Motion Camera: Motion Camera and Camera Morph now use Film Offset parameters  when inherited.</li><li style="">Motion Camera: Rig dimensions are now correctly grayed out when overridden.</li><li style="">Motion Camera: Camera object can no longer be linked as its own Motion  Camera base link.</li><li style="">Motion Camera: Footsteps in the Motion Camera are now in local space, no  longer in world space.</li><li style="">Motion Camera: Increased overall stability of Motion Camera.</li><li style="">Motion Camera: A parametric spline can now be used as a target</li><li style="">Motion Camera: Focus control will not affect aperture and shutterspeed and  render them uneditable</li></ul><br />
 <br />
<br />
 <i>Physical Sky, Global Illumination</i><br />
 <br />
<ul><li style="">Physical Sky: Problem while using more than one Physical Sky has been  solved.</li><li style="">Physical Sky: The merge of Sky and Sun is no longer ignored in editor.</li><li style="">Physical Sky: Horizon Fade has been fixed.</li><li style="">Physical Sky: Volumetric Clouds option "Sample Size" now works fine</li><li style="">Physical Sky: Details Tab > "Generate GI" switch now works</li><li style="">Physical Sky: viewport issues have been fixed</li><li style="">Physical Sky: Certain materials now render correctly</li><li style="">Physical Sky: Project info > Path texture > now works with Physical  Sky object</li><li style="">GI: Radiosity Maps, will not produce samples that shouldn't be there.</li><li style="">GI: Enabled "Discrete Sky Sampling" now produces a difference in GI  intensity</li><li style="">GI: Compositing Background for HDR Maps: Diffusion and specular issues fixed</li></ul><br />
 <br />
<br />
 <i>Renderer, Physical Renderer, NET Render, Picture Viewer, Video  Posteffects, Sketch and Toon</i><br />
 <br />
<ul><li style="">Renderer: Bake objects now recognize excluded lights.</li><li style="">Renderer: Physical Renderer used with Cloners and Radiosity maps no longer  produce artifacts.</li><li style="">Renderer: Physical Renderer used with Render Instance and FFD now work as  expected.</li><li style="">Renderer: Issue with field rendering and GI has been solved.</li><li style="">Renderer: White Balance now will no longer affect the hardware renderer.</li><li style="">Renderer: No more unwanted texture stretching when rendering with Physical  Renderer.</li><li style="">Renderer: Problem with texels not rendering has been solved.</li><li style="">Renderer: Stability of SSS with Direct Mode enhanced.</li><li style="">Renderer: Dynamicly-controlled target distance now renders correctly</li><li style="">Renderer: Moving the Live Selection tool around will no longer stop  rendering</li><li style="">Renderer: No more strange camera values in the Timeline window</li><li style="">Renderer: Differences in reflections between Viewport and Picture Viewer  have been fixed</li><li style="">Renderer: Stability while rendering with displacement maps has been enhanced</li><li style="">Renderer: Stacked materials no longer break transparency</li><li style="">Renderer: QMC AREA FORCE + refraciton no longer causes faulty depth pass  with standard renderer</li><li style="">Renderer: SSS &amp; render now work with instances</li><li style="">Physical Renderer: Will no longer produce wrong results when using Frontal  mapping and GI.</li><li style="">Physical Renderer: Several issues with wrong or incorrect results have been  solved.</li><li style="">Physical Renderer: Issue with render artefacts and incorrect render results  have been sorted out</li><li style="">Physical Renderer: Motion blur-producing artifacts and incorrect-looking  motion blur have been fixed</li><li style="">Physical Renderer: Displacement will no longer affect the shadow of  transparent objects</li><li style="">NET Render: Alembic now also works with NET Render.</li><li style="">NET Render: Large files can now be rendered over NET Render without problems</li><li style="">Picture Viewer: Overall stability of Picture Viewer improved. [Mac]</li><li style="">Picture Viewer: The use of Proximal and Correction deformer will no longer  suppress the animation.</li><li style="">Picture Viewer: Picture Viewer filter now works even when currently  rendering</li><li style="">Video post effects: Watermark, conversion of logo image color profile now  work</li><li style="">Sketch and Toon: Shading now delivers consistent results.</li></ul><br />
 <br />
<br />
 <i>Viewport, OpenGl, Stereo</i><br />
 <br />
<ul><li style="">Viewport: Dropping a material on a polygon selection now also works with  HyperNURBS.</li><li style="">Viewport: Perspective Viewport now updates when lights get moved in 4-view.</li><li style="">Viewport: Deforming a point cloud will not produce invisible points in  Viewport.</li><li style="">Viewport: Pressing O key resets the orthoganal Viewport rotation</li><li style="">Viewport: New Gradient (R14): Option to switch it on / off in orthoganal  views</li><li style="">Viewport: Specular color display incorrect in Viewport</li><li style="">Viewport: Content Lib (R14): Camera Matching > Parkhouse animation scene  > Viewport visuals have been fixed</li><li style="">Viewport: world axis mis-match</li><li style="">Viewport: Textures won't disable Sky material</li><li style="">Viewport: Hair brush tool: Aspect and Strength light don't fit together</li><li style="">OpenGL: Stereo cursor pointer size issue has been addressed.</li><li style="">OpenGL: Due to a bug in the driver on Macintosh computers with Intel  graphics, OpenGL has been limited to GL 2.1 on these machines</li><li style="">OpenGL: Alpha textures get displayed with OpenGL</li><li style="">OpenGL: No more dark Viewports due to changing of layouts</li><li style="">OpenGL: Visual feedback When creating a polygon</li><li style="">OpenGL: Light display now reflects the light's scale</li><li style="">OpenGL: Light scale no longer ruins the OpenGL soft shadow display</li><li style="">OpenGL: Objects in Viewport will no longer be hidden</li><li style="">OpenGL: Images will no longer aquire transparency during camera calibration</li><li style="">Stereo: Move in stereoscopic scene will no longer freeze CINEMA 4D</li></ul><br />
 <br />
<br />
 <i>XRefs</i><br />
 <br />
<ul><li style="">Several stability and workflow issues have been solved.</li><li style="">Addressed several interface display issues</li><li style="">Enhanced overall stability when working with XRefs</li></ul><br />
 <br />
<br />
 <i>BodyPaint</i><br />
 <br />
<ul><li style="">Remap for Normal map and BP Remap now works as expected.</li></ul><br />
 <br />
<br />
 <i>Other</i><br />
 <br />
<ul><li style="">Issue with wrong naming on new .c4d files creation has been solved.</li><li style="">Issue with broken Spline graphs in CMotion has been solved.</li><li style="">Some localization issues in Arabic version have been fixed.</li><li style="">Problem with Rain and Spline shader fixed</li><li style="">Physical tab in camera: Strange behavior of animated shutter has been fixed</li><li style="">Spline Wrap does no longer causes faulty motion blur</li><li style="">Fixed several issues with Renderator</li><li style="">De-selection with right click issue has been fixed</li><li style="">Issues with student version have been fixed</li><li style="">Displacer now updates with the Proximal shader</li><li style="">Browser presets: Pop-up dialog now calculates correct grid coordinatess</li><li style="">Quitting CINEMA 4D now terminates thread properly</li><li style="">Issues with updates on Mac have been addressed</li><li style="">Command Manager: Issues with Commander on dual monitor sytems have been  fixed</li><li style="">Distribution Content: Some issues with libraries and content have been fixed</li></ul></div>

]]></content:encoded>
			<category domain="http://c4dnetwork.com/board/forums/25-Neuigkeiten">Neuigkeiten</category>
			<dc:creator>Golddrache</dc:creator>
			<guid isPermaLink="true">http://c4dnetwork.com/board/threads/81909-kostenloses-C4D-Service-Update-14-041</guid>
		</item>
		<item>
			<title><![CDATA[Neue Figuren für "People in Motion"]]></title>
			<link>http://c4dnetwork.com/board/threads/81878-Neue-Figuren-für-quot-People-in-Motion-quot?goto=newpost</link>
			<pubDate>Thu, 25 Apr 2013 10:51:26 GMT</pubDate>
			<description><![CDATA[Hallo, 
 
ich bin sehr stolz darüber, dass Dosch Design mein Plugin "People in Motion" nun mit einem eigenen Figurenset unterstützt. 
Enthalten sind...]]></description>
			<content:encoded><![CDATA[<div>Hallo,<br />
<br />
ich bin sehr stolz darüber, dass Dosch Design mein Plugin "People in Motion" nun mit einem eigenen Figurenset unterstützt.<br />
Enthalten sind 12 neue männliche und 12 neue weibliche Figuren mit typischer Business-Bekleidung:<br />
<br />
<a href="http://rodenburg.doschdesign.com/produkte/3d/3D_People_Business_People_in_Motion_for_C4D.html" target="_blank">http://rodenburg.doschdesign.com/pro...n_for_C4D.html</a><br />
<br />
Alle Figuren sind bereits zur direkten Benutzung mit dem Plugin vorbereitet. Das Plugin vereinfacht das Hinzufügen animierter menschlicher Figuren z. B. zu Architekturszenen. Wer das Plugin noch nicht kennt, findet es hier:<br />
<br />
<a href="http://www.rodenburg-verlag.de/de/Plug-Ins-for-CINEMA-4D/People-in-Motion-for-CINEMA-4D-13/14-Mac-/-Win" target="_blank">http://www.rodenburg-verlag.de/de/Pl...3/14-Mac-/-Win</a><br />
<br />
Eine abgespeckte Demo gibt es ebenfalls, und zwar hier:<br />
<br />
<a href="http://www.rodenburg-verlag.de/de/Plugins-zu-CINEMA-4D/Demo:-People-in-Motion-fuer-CINEMA-4D-13/14-Mac-/-Win" target="_blank">http://www.rodenburg-verlag.de/de/Pl...3/14-Mac-/-Win</a></div>

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			<category domain="http://c4dnetwork.com/board/forums/25-Neuigkeiten">Neuigkeiten</category>
			<dc:creator>vonKoenigsmarck</dc:creator>
			<guid isPermaLink="true">http://c4dnetwork.com/board/threads/81878-Neue-Figuren-für-quot-People-in-Motion-quot</guid>
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		<item>
			<title>News Maxon User Meeting</title>
			<link>http://c4dnetwork.com/board/threads/81868-Maxon-User-Meeting?goto=newpost</link>
			<pubDate>Tue, 23 Apr 2013 08:33:16 GMT</pubDate>
			<description>http://www.maxon.net/de/usermeeting2013 
 
Schade, zwei maleinen Tag? Da fällt doch das wichtigste am Meeting weg: das abendliche Weggehen.  
 
Ich...</description>
			<content:encoded><![CDATA[<div><a href="http://www.maxon.net/de/usermeeting2013" target="_blank">http://www.maxon.net/de/usermeeting2013</a><br />
<br />
Schade, zwei maleinen Tag? Da fällt doch das wichtigste am Meeting weg: das abendliche Weggehen. <br />
<br />
Ich kann mir vorstellen, das es so deutlich leerer wird, weil viele bestimmt nicht für einen Tag durch die halbe Nation fahren.<br />
<br />
Schade, ich hatte mich schon gefreut, aber das wird mir zu teuer für nur einen Tag.</div>

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			<category domain="http://c4dnetwork.com/board/forums/25-Neuigkeiten">Neuigkeiten</category>
			<dc:creator>steppes</dc:creator>
			<guid isPermaLink="true">http://c4dnetwork.com/board/threads/81868-Maxon-User-Meeting</guid>
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