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Discussion: Siggraph 2005

  1. #1
    Vieux Croûton Avatar de Fluffy
    Date d'inscription
    septembre 2003
    C4D version
    R18 Studio
    OS
    Win 10 Pro
    Messages
    13 711
    Billets dans le blog
    1

    Siggraph 2005

    Coucou les frenchies,

    je vous fait un poutou, je me casse demain pour Los Angeles assister au Siggraph et montrer mon animation.
    Je prendrai des photos et ferai un article dans le prochain 3DAttack, et je penserai à vous

    Si j'ai une connexion à l'hotel, je passerai faire un coucou.

    À dans quelques jours!
    Fluffy mais costaud...www.fluffy4d.com

  2. #2

    Re: Siggraph 2005

    Arf c'est classe ça !

    Et bien amuses-toi bien hein et ramène tout plein de photos :wip: :wink:
    J'espere que tu auras des commentaires positifs :art:

    @+
    C4D r9 / AMD Athlon XP 2600+ barton / FX 5600XT / 512 RAM / Je chausse du 44 / J'ai un penchant pour les blondes ;P

  3. #3

    Re: Siggraph 2005

    Ha oui, la classe Master-Fluffy !

    Tu ne vas pas nous oublier, une fois célèbre, hein ?
    On compte sur toi pour le reportage et les photos, pis tu feras une bise à Pam, amuse toi bien !!

  4. #4
    kiteman
    Invité

    Re: Siggraph 2005

    yen a qu'on de la chance :cry2: ....

    amuse-toi bien :odile:

  5. #5
    Buster
    Invité

    Re: Siggraph 2005

    Citation Envoyé par Fluffy
    Merci beaucoup les gars, je suis vraiment content et fier d'avoir remporté le concours. Ça a été très enrichissant!
    Je suis ravi d'aller au Siggraph présenter mon animation, je penserai à vous tous quand je perdrai mes mots devant l'assemblée* :mrgreen:

    Merci!!
    Bonne chance pour le discours, héhéhéhéhé.

  6. #6
    Big Boss Avatar de xander
    Date d'inscription
    septembre 2002
    C4D version
    R11.5
    OS
    w7 64
    Messages
    8 881

    Re: Siggraph 2005

    Bonne chance mon grand et couvre toi bien. Si ils y en a qui veulent jouer les mains baladeuses, défend toi car il n'y a que nous qui pouvont profiter de ton corps :love: :mrgreen:

    Et bafouille pas hein :mrgreen: :mrgreen:

    Blog: http://xander.over-blog.fr/#

    C4d 11.5-hair-Ar / Modo 401 / Zbrush 4

  7. #7

    Re: Siggraph 2005

    Bonne chance à toi et on veut des autographes au retour hein??
    <br /><br />Il y a des jours, faut pas m&#039;embêter. Et il y a des jours tous les jours.

  8. #8
    Pilier Avatar de flahaut
    Date d'inscription
    décembre 2002
    C4D version
    R14 Prime
    OS
    win7 64
    Messages
    844

    Re: Siggraph 2005

    ben , nous , pauvres " frenchies " , on ira à Imagina !* :wink:

  9. #9
    Gourou Avatar de Daubermman
    Date d'inscription
    août 2003
    Messages
    2 798

    Re: Siggraph 2005

    Et encore :mrgreen:
    En tout cas moi je vais me préparer pour mardi, jour ou l'on devrait avoir des nouvelles du futur C4d ! (parait que les nouveautés devraient plaires aux utilisateurs)
    Et pis c'est mieux sur le net qu'en vrai alors le Fluffy vous savez je l'envie a peine :mrgreen: .................... :cry2:
    Dauby pour les intimes !

  10. #10
    Gourou Avatar de Daubermman
    Date d'inscription
    août 2003
    Messages
    2 798

    Re: Siggraph 2005

    Juste pour dire que le futur est là mais pas encore celui de C4D, en effet ont déjà été annoncés :

    - 3d Studio Max 8
    - Maya 7
    - XSI 5 (a mon avis le plus impressionnant)
    - LightWave 9.0

    Je pense que comme l'année dernière pour Maxon faudra repasser demain ...
    Dauby pour les intimes !

  11. #11
    Pilier
    Date d'inscription
    août 2002
    Messages
    517

    Re: Siggraph 2005

    Yes ça y est... :bounce: annoncé sur Cgtalk C4D disposera bientôt de mental ray comme moteur de rendu. Livré directement et non en externe :bounce:

    Et pour cause maxon vient de racheter XSI. :efface:








    :nono: :mrgreen: :boss: :mrgreen:




    C4D 2.0

  12. #12
    Gourou Avatar de Daubermman
    Date d'inscription
    août 2003
    Messages
    2 798

    Re: Siggraph 2005

    Wha l'aut hé ! ben je serai bien content que XSI 5 fusionne avec C4D tiens, leur système d'animation faciale a l'air hallucinant !
    Dauby pour les intimes !

  13. #13
    Pilier
    Date d'inscription
    août 2002
    Messages
    517

    Re: Siggraph 2005

    ce coup c'est sérieux :mrgreen: enfin peut être.... :mrgreen: mais une version 9.5 de C4D est annoncé.

    comme je pige pas l'allemand j'en sais pas plus

    http://www.heise.de/newsticker/meldung/62389

    petite mise à jour don,c peut être, mais pas de mental ray donc :mrgreen: 8) :nono: :nono: :nono: :nono: :nono: :nono: :nono:
    C4D 2.0

  14. #14
    Big Boss Avatar de vesale
    Date d'inscription
    août 2002
    C4D version
    R11
    OS
    WIN7-64PRO
    Messages
    5 032

    Re: Siggraph 2005

    j'attend l'annonce officiel mais apperement un module de ciel des outils de matte painting et une connexion renderman... :bounce:

  15. #15
    Gourou Avatar de Daubermman
    Date d'inscription
    août 2003
    Messages
    2 798

    Re: Siggraph 2005

    c4dv9.5 coming out.
    Sky-generator for AR
    Ambient Occlusion
    full 32 bit support ,
    HDR rendering, image based lighting * I though c4d had this already...)

    Content Browser


    bp3d v2.5 coming out.
    Full 16-32 bit support
    Tools for Matte Painting

    Studio-bundle connection to RenderMan

    Voilà les apports, j'avoue être un peu décu du coup.
    Dauby pour les intimes !

  16. #16
    Gourou Avatar de Huv
    Date d'inscription
    décembre 2002
    C4D version
    R16 Studio
    OS
    OSX 10.9.5 - Windows8
    Messages
    4 422

    Re: Siggraph 2005

    Une idee du prix de tout ca ?
    un peu trop tot je suppose* :roll:

  17. #17
    Gourou Avatar de Daubermman
    Date d'inscription
    août 2003
    Messages
    2 798

    Re: Siggraph 2005

    J'ai cru lire que l'upgrade serait à 200-300 € et ca sort en septembre.
    Enfin bref je savais que c'etait une R9.5 et je dois dire que je suis pas rassasié, vivement la R10.
    Avec tout ce que les gens attendaient je pense que ca va en sécher plus d'un :? (pas de meilleure timeline, d'outils d'anims, pas de dynamics, pas de cheveux ...)

    EDIT : Au passage, il vous l'avait caché : http://www.ellipse.ch/Produit.aspx?Produit=1157566 :wink:
    Dauby pour les intimes !

  18. #18
    Pilier
    Date d'inscription
    août 2002
    Messages
    517

    Re: Siggraph 2005

    info officielle sur le site de maxon dispo stop
    C4D 2.0

  19. #19

    Re: Siggraph 2005

    dauby, je pense qu'il ne faut pas s'attendre a de revolution
    le logiciel est deja bien complet je trouve. ca ressemble souvent a la course a l'armement je trouve. deja utiliser tout ce qui est possible serait bien.
    ce que je trouve un peu dommage c'est integration de plug comme A.O gratuit, la je comprend pas tout mais peut etre on t il poussez le developpement.

    leurs images de présentation sont toujours aussi magnifique

    vous avez des liens pour voir ce qui se passe au siggraf?? j'ai rien trouvé de bien terrible

    ++
    un intellectuel assis avance moins vite qu'un con qui marche.....Audiard

  20. #20
    quinn
    Invité

    Re: Siggraph 2005

    Citation Envoyé par tonin10
    vous avez des liens pour voir ce qui se passe au siggraf?? j'ai rien trouvé de bien terrible
    IIl y a quelques trucs sur le site de C4D Portal sur la R9, sinon faut fouiller un peu de partout pour le sigraph.
    En tout cas, Xsi a frappé fort ....

  21. #21
    Gourou Avatar de Daubermman
    Date d'inscription
    août 2003
    Messages
    2 798

    Re: Siggraph 2005

    Ah par contre su CGTalk, les betas testeurs se lachent (ya deja une review) et paraitrai que le moteur radio est 300 % plus rapide et ne produit quasiment pas d'artefacts, yipee !
    Dauby pour les intimes !

  22. #22

    Re: Siggraph 2005

    Pour les artefacs, je veux bien les croire...
    http://maxon.net/pages/products/c4d/...95/dimroom.jpg

    Et nos béta-testeurs français... un avis ??

  23. #23
    Vieux Croûton Avatar de Aurety
    Date d'inscription
    juillet 2002
    C4D version
    R17 Studio
    OS
    Mac
    Messages
    14 477
    Billets dans le blog
    3

    Re: Siggraph 2005

    J'aime.
    kenavo !! // Pinterest KAMIGAZ®

  24. #24
    Vieux Croûton Avatar de Aurety
    Date d'inscription
    juillet 2002
    C4D version
    R17 Studio
    OS
    Mac
    Messages
    14 477
    Billets dans le blog
    3

    Re: Siggraph 2005

    Voilà pour les ajouts... From Continuum sur CGTalk


    CINEMA 4D R9.5 - New Features
    Interface and workflow additions

    Full screen mode



    * Switches to full screen via CTRL+TAB.
    * Stores the old layout in a local memory.
    * Opens a new borderless window which takes up the entire screen space with only the CINEMA 4D main menu and the selected manager open. You can open managers on top (e.g. SHIFT+F1 opens the Object Manager as floating window).
    * Pressing the shortcut again restores the old layout.

    Double-click the texture tag to activate a material in the material editor

    Click over HUD items that don't use the mouse is passed to CINEMA 4D

    Subgroups in the AM can be opened /closed over the lenght of the bar, and not just via the arrow

    Vertex map display for multiple objects

    Double-click selection object icon to restore selection

    Target expression expanded with up vector and pitch checkbox

    Save Incremental in main menu and plugins menu cleanup

    Layer Shader Browser added in SDK

    Tolerant polygon selection

    2D HUD vector shapes

    Double-click to rename materials updated

    Inline renaming of object name with double-click on the name

    Defaults
    CINEMA 4D now allows you to set the defaults for objects, shaders, videopost, tags and materials.

    Light icons
    There are new light icons for the 4 main types. They will also be indicated in the object manager if they cast shadows.

    AM Controls
    Changes to the interface, for objects, is now saved in the world prefs.

    Modeling Axis
    Modeling axis 'Free' mode support for retaining changes.



    Additional changes

    3 new noises : Fire, Electric, Gaseous

    XPresso : Bitmap node

    Spline Round Tool non-modal

    Spline Chamfer Tool non-modal

    Clone Tool non-modal

    Array Tool non-modal



    Content Browser

    The new browser is an integral part of the future workflow of CINEMA 4D.

    In addition to the classic browser functions, it offers:



    * File structure display.
    * Drag and drop functionality (to and from the editor/object manager/material manager), including sorting and filtering of content.
    * Search function, including keywords.
    * Preset-management and modification.
    * Thumbnail generation and caching.
    * Comments.
    * Developers can access the browser through the API, creating settings with custom parameters, custom icons and complete hierarchies.
    * Non-modal search dialog. Clicking on the search icon opens/closes the search pane above the directory views. You can stop the search function by clicking on the "Cancel" button or clicking on the progress indicator. You can build your own "search chain" by adding (+) or removing (-) search functions via the combo box. The search results are stored in a folder using the current date and time. You can refine your own search by performing a new search on these results.
    * Dragging search results into a catalog will save them.
    * Preset and catalog items can be moved.
    * Moving files will move the comments and preview bitmaps.
    * Catalogs and preset libraries can be deleted.

    This could also be used to create entire scene presets for title animations, for example.

    Each catalog is a single database with .cat suffix and is stored in the library/browser folder. You can specify a folder to be used as the base location - if possible, the path of added items will be stored relative to this base folder. The names of catalogs and catalog items can be stored in multiple languages (this is always done by default in the current language).

    Loading and saving presets from the various managers

    Object Manager



    * Load Tag Preset: -> adds a tag to the selected objects.
    * Save Tag Preset -> saves the active tag to the default preset lib.
    * Load Object Preset -> adds an object (including materials) to the scene.
    * Save Object Preset -> saves the active object to the default preset lib.

    Material Manager



    * Load Material Preset -> adds a material to the scene.
    * Save Material Preset -> saves the active material to the default preset lib.

    Render Settings



    * Load Render Preset -> overwrites the current setting with a preset.
    * Save Render Preset -> saves the current render setting (including post effects) to the default preset lib.

    If you want to add a render setting to the document, double-click it in the content browser or drop it into the view window.

    Effects Tab



    * Load Preset -> add a preset post effect. If the post effect of a certain type can only be present once, it will be overwritten.
    * Save Reset -> saves the current post effect to the default preset lib. Note that links to scene elements (e.g. sketch with the sketch material) will be lost.

    Shader Popup



    * Load Preset -> load a shader preset.
    * Save Prest -> save a shader preset.

    Drag and Drop with the Browser

    View area



    * Drop scene -> scene will be loaded.
    * Drop Object/Material/Tag/Render Setting/Shader/Post Effect preset -> item will be added to scene. For shaders, an empty material with the shader will be created; for tags, a null object with the tag.
    * Drop Image/Movie/Material Preset/Tag Preset onto object(s) in view -> texture tag/tag will be created and assigned.

    Object Manager



    * Drop scene -> scene will be merged.
    * Drop Object/Material/Tag -> item will be added.
    * Drop Image/Movie/Material Preset/Tag preset onto object(s) -> texture tag/tag will be created and assigned.

    Material Manager



    * Drop scene -> scene materials of scene will be merged.
    * Drop Material Preset -> will be loaded.

    Shader Area



    * Drop Image/Movie/Shader Preset -> shader will be assigned / created.
    * Drag a shader or its preview to the browser to save it.
    * The same is possible in the layer shader.

    Render Settings Area



    * Drop a render setting into the render settings window to replace the current settings by the new ones.
    * Drag a render setting (click into the left list view) into the browser to save it.

    Post Effects Area



    * Drag a post effect into the browser to save it.
    * Drop a post effect into the render settings window to add it.



    Rendering

    New UV & Normal Multipasses
    Lets you output the object UVs or normals as RGB. For UVs you need to assign a material to objects. The result is never anti-aliased (independent of settings) as this is unwanted behavior.

    New option "Straight Alpha" for Multipasses
    This option creates un-multiplied versions of your individual multipasses.

    New Distance Fallof types
    Inverse and Inverse Square now default to the unclamped behavior. This will mean that you are close to the light origin and you will get a near infinite illumination. For the clamped behavior the two types "Inverse Clamped" and "Inverse Square Clamped" area used.

    Gradients for Light / Visible Light
    Inner and Outer Colors have been replaced by gradients.
    There's a small change in behavior: the visible light gradient color is now also controlled by the light multiplier (in older versions this wasn't the case); old scenes will be converted.
    Another change: if the visible light 'Use Gradient' is off, the gradient from the details tab is no longer used; old scenes will be converted.

    Global "Enable SPD" settings

    New render setting "Global Brightness"
    Controls all scene lights.

    Tube light replaced by Areashape "Line"
    Old tube lights will be converted upon import. This is the only area light type that can be set to visible/volumetric.

    Baker
    The new Baker is based on the classic version with two major functions for map generation: Normal Maps and Ambient Occlusion.

    Normal Maps
    Baker has the ability to even generate normal maps based on displacements. In other applications, high definition geometry needs to be created first. With the Baker, the user can avoid the high-definition modeling altogether by creating surface details with sub-poly displacement and generating Normal and Ambient Occlusion directly from the resulting surface.

    AO gradient

    AO option 'Self Intersection Only'
    If on, the AO effect is only calculated separately for every object. If you have a sphere and a fractal the sphere will not influence the fractal.

    AO option 'transparency'
    If enabled, transparencies and alphas will be evaluated (images: left side without, right side with, both using an alpha mapped object).

    New compositing tag option 'Seen by AO'
    Lets you exclude objects from ambient occlusion.

    Render setting "Apply to Scene"
    If you enable this, the entire scene will be rendered with pre-multiplied ambient occlusion - this will work without using any multipasses.

    Global AO pass without need to setup materials
    If you enable the AO multipass, you can now render the entire scene in 'AO' style without the need to change anything! The global AO options are used.

    HDRI, Open EXR support
    Rendering to HDRI (full bit depth), as well as OpenEXR, positions CINEMA 4D better in film production. Both of these formats have been used extensively for film work, which requires a much higher level of color detail. Additionally, the new support will give the user the ability to view the different exposures.

    HDR controls
    The bitmap shader now has additional controls for exposure, gamma, black & white point. Exposure is an exponential multiplier - it increases the brightness of the image. Gamma is a gamma control - as HDR images are always saved device-independent with gamma of 1.
    Reset will reset the values so that the image won't be modified.

    VMB shutter
    VMB has a new option (Open Shutter at Frame). If activated, the shutter will be opened at the exact frame value, and not centered around the frame value. This is important, especially when combining CINEMA 4D & Renderman footage.

    Shadow Density
    Can now be set greater than 100%.

    Light visibility multiplier
    This new control allows control of the brightness of the area light that is visualized through "show in render" or "show in reflection".

    Light multiplier
    The separate controls for brightness and multiplier of a lightsource have been merged - there is only one control left on the front page.

    Shake support
    Shake is the next major motion graphics application to enjoy multi-pass-project import from CINEMA 4D. CINEMA 4D directly exports a project file that is imported into Shake, comparable to the support of Motion, introduced with R9.

    Exposure / Gamma display controls
    The picture viewer and texture viewer were given a new button in the menu bar, which allows the color correction of floating point data. The window appears as popup manager if you click the icon in the menu bar, or as a regular async manager if you choose the menu entry.

    Render window
    Loading and display of multipass bitmaps in the render window is now supported.
    32-bit preview options only enabled if a 32-bit image is loaded.

    Particles
    Particle modifiers extended with shape and falloff; particle emitter force include/exclude list.



    Advanced Render 2.5

    Ambient Occlusion
    Ambient Occlusion is simply a ratio of how much ambient light a surface point would be likely to receive. It simulates a huge dome light surrounding the entire scene. If a surface point is under a foot or table, it will end up much darker than the top of someone's head or the tabletop. This can then be multiplied by various other surface attributes to achieve a subtle, but very powerful, lighting effect.

    SKY
    The SKY shader is a brand new development. It boasts a complete Cloud Wizard that allows the user to create or even paint volumetric clouds. Presets for global positions (cities, longitude/latitude) can be created and saved via the browser. Rainbows, fog and sunbeams are rendered, as well as accurate star-placement at night (including our complete solar system).
    The user can either pick a location and let the Wizard handle the rest, or use the control center to adjust every parameter imaginable to create a custom environment.
    There are also user settings, similar to Sketch and Toon that hide the majority of the parameters in 'beginner' mode.

    Color Mapping
    This post effect is basically a color correction tool, allowing the user to adjust the gamma and brightness range of the image, extending the dynamic range, and making architectural renderings in particular more appealing.

    Preset Handling
    The SKY preset directory can be set in the Preferences. You can jump directly to the SKY presets when you choose Open Browser from the Plugins/SKY menu.

    TIP: You can bake reflections of a chrome sphere that you place within a SKY environment as HDRI, allowing you to make perfectly unwrapped HDR-panoramas.

    GI: Show Illumination in Prepass
    If enabled, you'll see the full illumination during the prepass.



    BodyPaint 3D R2.5

    Layer set pass-through mode is now working (with 8,16,32 bit/channel).

    Rename layers by double-clicking directly inside the manager.

    Detach projection plane



    * Switch on the "detach projection plane" option when projection paint is enabled: a red border instead of a green border appears around the view.
    * Now you can switch cameras and your projection paint layer will not be applied.
    * Back projection doesn't paint to disabled but to loaded materials.
    * New commands: enable/disable all selected materials for painting.
    * Full BP access through SDK! -> painttexture, paintlayer, paintlayerfolder, paintmaterial available in SDK.

    Projectionpaint now with layering. See layer manager.

    Gradient tool with 32-bit/channel can now draw gradients with an intensity greater than 1.0.???????????????????

    Color palette gets the brightness slider back to get HDRI colors beyond 1.0.

    Pick color tool can pick HDRI colors.



    MOCCA

    Cloth



    * CINEMA 4D particle system’s gravity, drag and wind can now be used in the include list as well.
    * Tear map.
    * Belt tag.
    * New belt algorithm - finds optimal polygon, also stores UVW deviation if no straight polygon is found.
    * GUI cleanup.
    * Cache tool - lets you edit and fine-tune the cached solution.
    * Cache load/save.
    * Cache now local, so cached object can be moved/rotated after baking.

    Active highlighting of bones and handles when in bonetool mode.

    Bones which are not fixed are left unchanged when switching from/to Bone-Tool.

    Bones are displayed with red hue in Bone-Tool mode.

    Shift+ctrl lets you move Bone individually.

    Bone object was given 2 extra handles to change the Bone’s bank rotation.

    "Fix Bones" button in Bone-Tool.

    "Reset Bones" button in Bone-Tool.



    C.O.F.F.E.E. & console

    Several new functions have been added, but the most important thing is the C.O.F.F.E.E. command line. When using one of the default layouts it opens automatically with the C.O.F.F.E.E. console, otherwise you can access it in the C.O.F.F.E.E. console menu.

    The command line allows you to easily experiment with C.O.F.F.E.E. functionality without the need to build a plugin or expression. It automatically calls an EventAdd() when you press return, so that you don't have to do this manually.
    You can write multiple commands, e.g.:

    var a=5+3; var b=4; println(a/b);

    Scripts
    CINEMA 4D now introduces Scripts - basically they're snippets of C.O.F.F.E.E. code with an easy-to-use front-end. They don't need plugin IDs - still the user won't notice a difference between internal commands and C.O.F.F.E.E. scripts.
    All scripts are stored in the folder library/scripts.
    kenavo !! // Pinterest KAMIGAZ®

  25. #25

    Re: Siggraph 2005

    Rolalalala, tu aurais pu traduire quand même. :mrgreen:

    Ok, j'y vais :arrow:

  26. #26
    Vieux Croûton Avatar de Aurety
    Date d'inscription
    juillet 2002
    C4D version
    R17 Studio
    OS
    Mac
    Messages
    14 477
    Billets dans le blog
    3

    Re: Siggraph 2005

    :oops: Rolalala, t'as raison JC en plus mais j'ai un boulot de fou en ce moment... Je vais essayer de la faire au fur et à mesure et si je trouve le temps, je fais quelques captures d'écran, mais je promets rien hein !! :oops:
    kenavo !! // Pinterest KAMIGAZ®

  27. #27

    Re: Siggraph 2005

    Arrête tes conneries :shock:
    Faut pas traduire tout ça dit, t'es ouf, j'avais mis un Mister Green !!

    Fait nous plaiz en avançant le projet du petit Hiro plutôt ! :love:

  28. #28

    Re: Siggraph 2005

    Elle serait pour quand cette new version ?
    C4D r9 / AMD Athlon XP 2600+ barton / FX 5600XT / 512 RAM / Je chausse du 44 / J&#039;ai un penchant pour les blondes ;P

  29. #29

    Re: Siggraph 2005

    La brochure PDF de la 9.5 est dispo sur le site de Maxon:

    ftp://ftp2.maxon.net/pub/bp25/C4D_R9_5_brochure_US.pdf


  30. #30

    Re: Siggraph 2005

    non non JC a raison t'aurais plus traduire :mrgreen: ici c'est un forum francais monsieur, avec son bon pain et son fromage !!

    l'image est super , j'ai vu sur cgjeparle que c'est une nana qui a fait ca, temps de rendu 18h! vraiment un travail magnifique.

    t'es bétaessayeur aurety?? j'aimerai bien comparer le temps de rendu entre un rendu sur la 9.1 et la 9.5. quand tu auras le temps bien sur

    allez kenavo
    un intellectuel assis avance moins vite qu'un con qui marche.....Audiard

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