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Hi

 

You have 4 stages when using the character tool, Build, Adjust, Bind, then animate.  You must go through the all stages to animate the character.   You need to go to bind, this adds a skin tag as a child object to the geometry, then in the animate stage you can then animate the mouse moving the controllers.

 

Dan

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In the adjust stage you must position the joints in the correct places.  The geometry must have good edge loops where the joints articulate.  After the binding process you will often need to use the weight tool to smooth and adjust the weighting of each joint to get it to deform good.

 

Dan

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1 hour ago, Sharescale said:

so i have to adjust weight for all the joints manually, it will not do automatically correct?

This is why no matter if a 3d application has a automated rigging process or not your best to learn the basics of rigging, then you can understand the process, and be better equipped to deal with technical issues as they arrive.  Here is a quick run down. Limbs should adopts a slight bend to assist IK chains.  The arms should be either in a T pose or A pose.  Fully symmetrical, not too high poly count.

 

Manual rigging, Basics:

 

1: Model has to be made with good topology for animation, no ngons at all, and no triangles if can be avoided more so on the joint area that will need to bend, the articulation area.  Your model should be in zero world space, the correct scale for the project, and be 100% symmetrical.

 

2: Add joints taking care to name then as you go and form a pre or post fix name convention for the left and right limbs  (L_Arm).  Joints are to be placed in the centre of the geometry, and areas such as the spine should not be put anatomically the same place as humans towards the back.

 

3: After the joints are placed in the correct location the mesh needs to be bound to the joints, this is called binding, or skinning.  The bones will be assigned a area of influence to the closest verticies, this will great whats called weight maps so the bones move the correct areas of the body.  There is no getting around the fact that the binding process has any idea of what your want the mesh to deform like, thats where you fix the weighting with the weight painting tools.  By this point you would have set all the joints at zero so you can return them back to their bound position, this is done for you with the character tool.  By this point you would have already build a control rig that takes over the control of the joints giving your handles to grab in the view port.  You would have also needed to add IK chains, done some expresso for IK/FK blending, and done allot of joint constraints by this point too, its a technical long but rewarding process.

 

Your then pose the limbs in extreme poses and key frame their positions, your normally only do this for one side.  each limb will show some issues such as the shoulders, knees, elbows.  You need to pose each limbs and use the weighting tools found in the weight mannager and weight painting tool to either smooth, add, or subtract weighting for each area that has issues, this is a time consuming process if your new to it. This is also when your modelling experience and rigging joint placement shows, the badly built model and bad placed joints will cause the worse issues for weighting.

 

Once you have done the weighting, then you use the symmetry tools in the weight manager, in r19 they are much better but in older version your have a hard time here.  Your best to make sure right in the beginning that your model is 100% symmetrical.  Once your done with the weighting on both sides then you may need even more correction in which you turn to a pluging called  delta mush, or use PSD morphs within R19 only.

 

C4D Character tool:

 

1: Add character tool, choose scale, and preset, add the limbs holding ctrl + shift to remain on same stage and add limbs symmetrically as you go.

 

2: Adjust the limb and controllers

 

3: Bind the mesh and other objects.

 

4: go to animate stage.

 

5: pose limbs to extremes and key frame them in the time line.

 

6: use the weighting manager and weight tools to fix bad deformations, mirror the corrections with the weight manager.

 

7: animate the character.

 

 

If by all this your thinking "man this sounds too much" and you have no interest in rigging then upload your model to mixamo and use their auto rigging, your still need to take care of weighting issues.

 

Dan

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