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	<title><![CDATA[C4D Cafe - CA & Rigging]]></title>
	<description>Character Animation / Rigging</description>
	<link>http://www.c4dcafe.com/ipb/index.php</link>
	<pubDate>Thu, 29 Jul 2010 21:32:29 +0000</pubDate>
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		<title>Keeping joints from rotating</title>
		<link>http://www.c4dcafe.com/ipb/index.php?/topic/53493-keeping-joints-from-rotating/</link>
		<description><![CDATA[The joint chain here in the photo has a root null, See the circled joint in the photo, I don't want IK to change the global rotation of it. So as I move the goal of the IK, the bone in front of the circled joint won't be globally rotating, I want the joint's global rotation to be based only on the root null's.<br />
<br />
I'm ideally trying to rig a desk light. The handle is the goal of the IK and as you pull the lamp up and down, there is a piece on the neck of the lamp that maintains it's global rotation, the root null represents the base (main parent) of the lamp, so as I rotate the base, then of course that awkward piece has to rotate along with it but moving the goal has no influence over that piece's global rotation<br />
<br />
Applying an up vector on that piece probably won't work because up vectors create general aims, not absolute aims<div id='attach_wrap' class='rounded clearfix'>
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				<a class='resized_img' rel='lightbox[414082]' id='ipb-attach-url-96467-0-95838700 1280496847' href="http://www.c4dcafe.com/ipb/index.php?app=core&module=attach&section=attach&attach_rel_module=post&attach_id=96467" title="Joints.png -  62.98K,  7"><img src="http://www.c4dcafe.com/ipb/uploads/monthly_07_2010/post-85791-017365900 1280439147_thumb.png" id='ipb-attach-img-96467-0-95838700 1280496847' style='width:200;height:117' class='attach' width="200" height="117" alt=": Joints.png" /></a>
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		<pubDate>Thu, 29 Jul 2010 21:32:29 +0000</pubDate>
		<guid>http://www.c4dcafe.com/ipb/index.php?/topic/53493-keeping-joints-from-rotating/</guid>
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		<title>Joints through a spline</title>
		<link>http://www.c4dcafe.com/ipb/index.php?/topic/53464-joints-through-a-spline/</link>
		<description><![CDATA[I want to push joints along a spline, like a train.<br />
I know that traindriver exists, I need something like it but different.<br />
I had hoped that I could achieve this with joints.<br />
However the MOCCA IK spline tag does not seem to let me push the joints along a long spline or move the root joints at all.<br />
<br />
I though i might have a solution when i found that animating the length of the first joint moved the other joints along the spline but on a complicated spline it does not work.<br />
<br />
My first thought was to use align tags on nulls but this is really cumbersome especially since I have multiple splines in multiple shots and they would each need to be configured differently.<br />
<br />
Does anyone have any ideas?<br />
<br />
Thanks for reading,<br />
Josh]]></description>
		<pubDate>Wed, 28 Jul 2010 15:14:26 +0000</pubDate>
		<guid>http://www.c4dcafe.com/ipb/index.php?/topic/53464-joints-through-a-spline/</guid>
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		<title>FK/IK switch</title>
		<link>http://www.c4dcafe.com/ipb/index.php?/topic/53444-fkik-switch/</link>
		<description><![CDATA[Just a quick one,<br />
<br />
I have a IK chain of joints and at a certain time I want to turn off IK and use FK to get more controll over the way each joint bends, but how do I then keep the goal of the chain at the same global position and rotation of the end joint during FK so that when I turn IK back on, the last joint would already be at the goal?]]></description>
		<pubDate>Tue, 27 Jul 2010 21:03:17 +0000</pubDate>
		<guid>http://www.c4dcafe.com/ipb/index.php?/topic/53444-fkik-switch/</guid>
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		<title>Rigging an FFD?</title>
		<link>http://www.c4dcafe.com/ipb/index.php?/topic/53424-rigging-an-ffd/</link>
		<description><![CDATA[Hello Everyone,<br />
<br />
Does anyone know how to add Nulls to each point in the FFD deformer?  Trying to animate with the PLA enabled does not give me proper control of the curves.  <br />
I figure this is an Xpresso rig but I cant seem to find the FFD point index to link them to Nulls.<br />
<br />
Any help is appreciated<br />
<br />
All the best,<br />
<br />
Gabriel]]></description>
		<pubDate>Mon, 26 Jul 2010 17:13:12 +0000</pubDate>
		<guid>http://www.c4dcafe.com/ipb/index.php?/topic/53424-rigging-an-ffd/</guid>
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		<title>Reset Rotation</title>
		<link>http://www.c4dcafe.com/ipb/index.php?/topic/53396-reset-rotation/</link>
		<description><![CDATA[I used to have a script that reset the rotations on a object to all zeros. It also reset all objects that I had selected in the OM. <br />
<br />
Edit   never mind. I just found it in a search that found an old thread where Brian posted it. Thanx again Brian. :-)]]></description>
		<pubDate>Sat, 24 Jul 2010 00:18:44 +0000</pubDate>
		<guid>http://www.c4dcafe.com/ipb/index.php?/topic/53396-reset-rotation/</guid>
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		<title>Trouble Rigging Character</title>
		<link>http://www.c4dcafe.com/ipb/index.php?/topic/53395-trouble-rigging-character/</link>
		<description><![CDATA[Hey,<br />
I'm trying to setup a rig from scratch based on "the Red Guy rig" from this forum. Specifically, I'm having trouble setting up the controls for my rig. I can't seem to emulate the red guy rig right. For instance when I grab the whole character it moves around like a rag doll instead of in one piece??? Also, I set up some poles for the elbows and knees but they don't do anything??? Attached is a copy of the "red Guy Rig" file as well as my rig file. Any help would greatly be appreciated. Ive been fighting with this for over a week! Thanks<br />
<br />
Red Guy Rig (generic-rig.c4d):<br />
<a href='http://joelhebert.com/wp-content/uploads/2010/07/generic-rig.c4d' class='bbc_url' title='External link' rel='nofollow external'>http://joelhebert.com/wp-content/uploads/2010/07/generic-rig.c4d</a><br />
<br />
My Rig (generic rig-16.c4d):<br />
<a href='http://joelhebert.com/wp-content/uploads/2010/07/generic-rig-16.c4d' class='bbc_url' title='External link' rel='nofollow external'>http://joelhebert.com/wp-content/uploads/2010/07/generic-rig-16.c4d</a><br />
<br />
I am using C4D 11.5 Broadcast Edition w/the advanced renderer (no mocca)<br />
<br />
Joel H.<br />
<br />
joelhebert.com<div id='attach_wrap' class='rounded clearfix'>
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&nbsp;<a href="http://www.c4dcafe.com/ipb/index.php?app=core&module=attach&section=attach&attach_id=96315" title="">generic-rig-16.c4d</a> <span class='desc'><strong>(218.38K)</strong></span>
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&nbsp;<a href="http://www.c4dcafe.com/ipb/index.php?app=core&module=attach&section=attach&attach_id=96316" title="">generic rig.c4d</a> <span class='desc'><strong>(179.86K)</strong></span>
<br /><span class="desc info">: 6</span>
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		<pubDate>Fri, 23 Jul 2010 23:48:40 +0000</pubDate>
		<guid>http://www.c4dcafe.com/ipb/index.php?/topic/53395-trouble-rigging-character/</guid>
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		<title>Adding new polys to uvw tag and or base tag</title>
		<link>http://www.c4dcafe.com/ipb/index.php?/topic/53387-adding-new-polys-to-uvw-tag-and-or-base-tag/</link>
		<description><![CDATA[Hey everybody I need some help!!<br />
<br />
I've received a model as an obj file from a .max project and the mesh is a little messy.  There are uvw tags and when i put the jpgs on for the textures the tags work fine.  However if i try to clean up the mesh (i.e. create new poly's or delete points/edges and bridge the gaps) the new poly's are not part of the mesh and just have the jpg layed over the poly.  I'm hoping there is an easy fix for this that i don't know.  Any help would be greatly appreciated.]]></description>
		<pubDate>Fri, 23 Jul 2010 14:57:57 +0000</pubDate>
		<guid>http://www.c4dcafe.com/ipb/index.php?/topic/53387-adding-new-polys-to-uvw-tag-and-or-base-tag/</guid>
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		<title>Paging Cactus Dan?...Forearm Twist?</title>
		<link>http://www.c4dcafe.com/ipb/index.php?/topic/53382-paging-cactus-danforearm-twist/</link>
		<description><![CDATA[I've set up the rig for my character following Dan's rigging tutorials and using CDTools.I'm refining the weighting atm from an Auto Weight start...nice auto weight btw  <img src='http://www.c4dcafe.com/ipb/public/style_emoticons/default/sc018.gif' class='bbc_emoticon' alt=':thumbsup:' /> <br />
<br />
After playing about with the hand movement,i think i need to add some forearm twist,the character is quite realistic and the movement when the hand is twisted isn't really great..<br />
<br />
Is there a relatively easy method to add the twist to the forearm? or do i need to dismantle my rig?...and is it possible that i could get this twist by using a morph tied to the hand twist,rather than adding a bone?<br />
<br />
Cheers,<br />
mala]]></description>
		<pubDate>Fri, 23 Jul 2010 12:10:59 +0000</pubDate>
		<guid>http://www.c4dcafe.com/ipb/index.php?/topic/53382-paging-cactus-danforearm-twist/</guid>
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		<title>Mech Skinning</title>
		<link>http://www.c4dcafe.com/ipb/index.php?/topic/53377-mech-skinning/</link>
		<description><![CDATA[Hi there!<br />
<br />
I downloaded a free model of an AT-AT on turbosquid and i build a pretty nice quadruped Rig (for a beginner <img src='http://www.c4dcafe.com/ipb/public/style_emoticons/default/smile.gif' class='bbc_emoticon' alt=':)' />)<br />
<br />
I did a tutorial from 3DKiwi on rigging and the rig works fine but when i click 'Bind' the auto-weigh(t)ing goes very wrong (offcourse, i guess)<br />
<br />
What is the best way to weigh the joints manually to the mesh? Because when i want to paint the weight-map it seems i can only paint the body and not the legs for example.<br />
<br />
(I guess 'painting' a weightmap for a mechanical thing is something silly too, am i correct?)<br />
<br />
Thanks in advance,<br />
Giso Spijkerman (.nl)<br />
<br />
ps. should i upload the file? I could, but i don't know it that is againt turbosquids policy.]]></description>
		<pubDate>Fri, 23 Jul 2010 09:58:59 +0000</pubDate>
		<guid>http://www.c4dcafe.com/ipb/index.php?/topic/53377-mech-skinning/</guid>
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		<title>How To Resize A Fully Rigged Character.</title>
		<link>http://www.c4dcafe.com/ipb/index.php?/topic/53373-how-to-resize-a-fully-rigged-character/</link>
		<description><![CDATA[Hi Everyone.<br />
<br />
I made a fully rigged character which has everything in it like talk, walk, blink, grab something etc. I made the character way bigger than my others which have to be in the scene. So I have to reduce the size. When I tried this with the scale tool it made the whole scene go bonkers. I would be very happy if some one could help me out.]]></description>
		<pubDate>Fri, 23 Jul 2010 03:45:05 +0000</pubDate>
		<guid>http://www.c4dcafe.com/ipb/index.php?/topic/53373-how-to-resize-a-fully-rigged-character/</guid>
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