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prosperuh

Joint field falloff broken from R20 onward?

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Posted (edited)

Hi,

I've seen this topic examined elsewhere, but without any conclusion. Apologies if it's already been solved.

 

So before R20, when you were doing weighting on your mesh, you could do it through painting, or if you're looking to save time you could do it with falloffs. This was a great addition because although I'm aware that a painted mesh will be more accurate, falloffs are much more practical in  some situations, or for generating a basic weight setup.

 

However, with the release of R20 and the new field workflows, the weight falloff technique seems to be broken. What I mean is that you can still use falloffs to dictate bone influence on a mesh, but because it's now done through fields, the weight isn't baked into the mesh any more. What you end up with is a field parented to each bone, which is very cumbersome and can't be exported in an FBX fo rexample.

 

I've seen people online say "just take the time and paint your mesh" which is fine, but it doesn't answer my question, which is this: has the introduction of fields in R20 permanently broken field/envelope falloff in C4D, or is there a way around it?

 

Also, if we're just meant to leave the fields in there, then it's extremely messy as your scene will end up with a ton of fields that need to be named appropriately for your joints etc.... Very tiresome.

 

I can't attach the scene file because it's too big, but let me know if you want screencaps and I'll upload

 

*EDIT* File here: https://drive.google.com/file/d/1XGqe9ObGweXBYg2xKNPNgg6O0XOYxi_T/view?usp=sharing

 

Thanks

Edited by prosperuh
adding scene file

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2 hours ago, prosperuh said:

 

I can't attach the scene file because it's too big, but let me know if you want screencaps and I'll upload

 

 

You could use dropbox and post link here and screenshot simply drag into your post...Have to enough informations is always better 🙂

 

...

 

 With fields comes new falloff system into c4d there are few differencies with using fields falloffs and weighting. More info about it in help about joint falloff.

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  • Author of the topic Posted

    Thanks! Just edited the post so that you can see my scene file

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    here is short explanation video...

    https://www.dropbox.com/s/nd7lskx4d3udav1/Pigeon_falloff.mp4?dl=0

     

    what I found at opening scene you´ve weight tag/skin, but was not binded.(was not assigned any weight to any joint)

    So, I reselect all joint hierarchy and mesh and re-bind it. Now you can see falloffs are accepted as expected. Also changing falloff has influence on mesh based on it´s size like in video on one joint with cylindrical falloff.

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  • Author of the topic Posted

    @bezothank you! I will have a look at this

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