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AlexisB

Binding Object to Rig

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Hey guys,

 

Question about rigging in Character: does it work only when you put in "Binding" tab one Object? or is there a way to do it if i group the separate elements into a Null? Ideally i don't want to work with Polygons because I can't edit the character basic shapes at that point, thats why im asking..

 

Untitled-1.thumb.jpg.96ab63d082541058d460ff736b3d8f80.jpg

 

 

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Hi, you will need to make all symmetry meshes editable and make sure they are welded properly before you bind your character.

Also make any adjustments to your mesh before binding. good luck.

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Amazing: I was literally just about to ask this question.

To rephrase: bones work EXCLUSIVELY on polygonal objects, not generated geometry, correct?

(This is why I wish we had alternate native (maybe r21 does) symmetry modes: a Symmetry mode that worked by comparing vertex positions across an axis would allow us to work in Symmetry on polygonal objects.  There are advantages to both methods.)

 

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  • 40 minutes ago, jericsynrgy said:

    To rephrase: bones work EXCLUSIVELY on polygonal objects, not generated geometry, correct?

    (This is why I wish we had alternate native (maybe r21 does) symmetry modes: a Symmetry mode that worked by comparing vertex positions across an axis would allow us to work in Symmetry on polygonal objects.  There are advantages to both methods.)

     

     there is this plugin that can work, ive experimented with it and it seems decent but it operates differently than C4D's character builder, heres a tutorial 

     

     

    I have another question now if anyone can answer guys:

    I want to texture the charatcer then upload it on Mixamo then download it again and have control over texturing it (hair, hands, clothes, etc). It doesn't seem to be working. Any idea how?

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    7 hours ago, jericsynrgy said:

    bones (sic) work EXCLUSIVELY on polygonal objects, not generated geometry, correct?

     

    Correct. If this wasn't the case the points of primitives / generators wouldn't be available for subsequent weighting, which of course the joints need to tell them which joint controls which part of the mesh. This has been the case since the inception of 3D modelling as far as I can remember. This is why order of operation is so important in 3D work.

     

    However, given that we have regular symmetry as the primary modelling helper, sculpt symmetry, weight symmetry AND tools for mirroring joints I would say we are pretty well covered in that regard, with each type of symmetry being particularly useful for each specific purpose. 

     

    CBR

     

     

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    In which manner are you using "regular symmetry" above?

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    27 minutes ago, jericsynrgy said:

    In which manner are you using "regular symmetry" above?

     

    I am referring there to the Symmetry Object I am usually using to build my base mesh and which gets added very early on in the modelling process. I find that can typically stay right up to the point I need to apply subdivision (after which it can be 're-symmetried' if necessary for further modelling), or to UV, rig, or sculpt - ie when modelling should be finished (see 'Order of operation' - ie finish one process before you start the next!). Also, let's not forget the HB modelling bundle, which improves things as usual, this time by providing scripts that setup symmetry in a single click, allow you to to specify an edge along which symmetry applies and that repair centreline misalignment among other things. My favourite of his tools in this area though is his 'Clip Symmetry' which combines booles, symmetry and scripting to make all sorts of symmetrical polygonal forms very very quickly, and can apply to primitives as well as poly objects...

     

    CBR

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    So, "regular" as in the sense of "usual" or "typical", right?

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    20 minutes ago, jericsynrgy said:

    So, "regular" as in the sense of "usual" or "typical", right?

     

    Yep...

     

    CBR

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