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    • I have figures from both Daz Studio and Adobe Fuse (Mixamo) that are easy to bring into C4D already rigged and weight mapped. What's missing is a relatively easy way to add IKs and controllers to the rig to allow for easy positioning/animating. I know the bare minimum to use the IK tags and add poles and so on to at least avoid the worst 'chicken leg' distortions of figures, but there must be a way to get better results from stock figures like this? What do you do with hands, for example? The character tool seems ok for building rigs from scratch, but I don't know how or if it can help with existing rigs. I used to use Cactus Dan's (sadly discontinued) plugins which could easily add a 'hand' tag to a suitable bone hierarchy, for example. Is there anything like that for C4D's built-in bone/joint objects to add all the intricate IK controllers/poles/targets etc. ?
    • I'm currently working on a plugin which necessitates being able to adaptively create skinned meshes based on data read from a file. I've managed to get it to the point where a correctly jointed structure is created underneath the mesh, according to the data provided. It is here that I am encountering an issue. I've been able to successfully select the mesh and all the joints that are below it, but I cannot figure out how to then use the bind the selection in Python. I've tried calling "c4d.CallCommand(1019881, 1019881)" which is supposed to be the equivalent of the "Bind" command, but it doesn't seem to be working. Does anyone know why this might be the case, or if there is an alternate way to do this via code?
    • You can add them in manually and I would have thought you could even do that in c4d.  For this I would suggest leaving 0.05mm of a cap between the support and your model and try and make them as small as possible without it affecting the integrity of the model.  I've always used the slicers settings to add the supports, so if your going to do them manually I'd also suggest watching some youtube videos on it.   Simplify3d has the option to either manual add supports or automatically add them, and there's a couple of different sorts.   You could do a couple of tests in different slicers before actually printing anything.  After the slicer has sliced the model you get to see what it will look like when it comes off the printer so you can judge how easy they're going to be to remove.   It's a bit hit and miss, some slicers add far to many, others don't add enough!  If your not ready to purchase simplify3d, then download all the free ones and slice the same model in each of them with the same settings.  And try different support settings as well, that can make a difference.   If you haven't got them already, I'd suggest getting some sandpaper, sharp craft knife, scrapper, wire snips or scissors, and tweezers.  A dremel works well too.  They'll all help no end when removing prints from the bed and the supports, and cleaning it up afterwards.  
    • Glad you think so!
    • Ok, will look into the cutter. You mentioned extra support being required earlier. Should I model easy to remove support where I think it's needed or should the print software recognise where it's needed and built it automatically? 
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