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Rectro

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Rectro last won the day on July 27

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About Rectro

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    www.daniel-ripley.co.uk

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  • First Name
    Dan
  • Last Name
    Ripley
  • C4D Ver
    19.053 Studio
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    United Kingdom
  • Interests
    Fishing, sculpture, 3D art, Animation, Human Anatomy, Music Production

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  1. Im working on training myself. Iv not got cinevercity at the moment so cant view the link but Im sure iv seen it. Dan
  2. I updated my post to make it more clearer. Glad you added the screen shot too. I normally answer first by explanation then come back and add a screen shot or video in some cases. Good to hear your going through Brets videos, they are very good indeed, iv learnt loads from his videos. Dan
  3. You need to go into the view port options (shift + v) and enable deformed editing from the display tab. When you enable this while in component modes your skinning still functions to hold the pose. Dan
  4. Control Objects don't move after creatio

    Hi Daniel. If your selecting the controls from the object manager such as L_Arm and trying to move them they wont, they are not the IK animation controls but the controls for the sliders for that limb. You need to select the box at the end of the hand, the diamond controls are the same as selecting the character components from the object manager for them sliders. Dan
  5. Pig

    Funny you say that it was last night that I was showing a friend what steps it takes to manually rig a leg and foot with controllers. He was shocked how much had to be set up and thats before I created a 3 rig ik/fk blend. However as Studio has 2 nicely pre made rigs I dont think it will be that much of a task being your careful with topology. If you ever want me to rig a character in my spare time Id be happy to do so while recording the process. Dan
  6. CINEMA 4D R20 OVERVIEW

    Too many variables to take into account. One update is the bees knees to some, yet to others its the total opposite. Im sure MAXON know what they are doing, and that they are refining not just the application but their chosen user base. People leave, others come in, and based on the direction they are taking in their yearly updates will keep working in their favour Im sure. By the large from what I see most responses are positive but only MAXON will know by the figures during next year. R20 breaks a cycle for sure, in favour for who is another question. R19 for me was the best update in years for me, but thats because Im one of a smaller minority of their users, and if r20 is a indication of the new trend then the minority group Im in will get smaller. Another aspect is it takes time to get good at something, so you cant just replace experience users that easy, this eventually has a knock on effect with the forum responses. I based some of my decisions in getting C4D on the support and expertise available, a good community that is willing to help. Dan
  7. Pig

    Haha yea Iv mentioned this recently too, its got to happen one day, plus its the ultimate test for topology and and I know @VECTOR loves his quad topology. Dan
  8. Is this what your after? Maybe your not using enough knots to hold the colour tight enough? This however will produce the tripes on the horizontal where as a Zebra has its stripes on the vertical in which you use a texture map in the root slot. The texture must be for a UV mapped object in which if you paint on the object where you wish the stripes to be this will show on the model however the texture map is not animatable to switch the maps. Other solution is to create several hair objects with different colours this way no maps or gradients are needed as each hair object will have its own hair material. zebra stripes.c4d
  9. Adding shoes to character

    If you have feet within the shoes and you intend to bend the shoe id just weight the shoe to the foot and toe joints and use a pose morph. You can use a collision deformer but its very hit n miss, and can take some time to get right. In the file added below I used a morph. You can have the visibility of the shoe to turn the morph on or off, but you can set up a user data switch e.c.t the choice is yours. As already said if the shoe is not going to have a bend it it which would also assume the toe in the animation also has a bend then a simple PSR constraint can be used providing the pivot of the shoe matches the foot joint. You can use the constraint option to Maintain Original, but I like to ddo things accurate and put the shoe into a null that matches the pivot of the foot joint. In this video Your see that the foot does not show through the shoe as a pose morph is used at 100% strength to shrink the foot inside the shoe. At frame 70 the shoe visibility is disabled at this time the pose morph is at 0% strength. This can be automated so when the shoe is visible the pose morph is at 100% and when its not visible its at 0% Dan leg.c4d legv2.c4d
  10. Adding shoes to character

    Sounds like a priority issue, had the same with mounting objects in a character hand, right pain when there is priority lag, and doing as you mentioned making one object a direct child of another works, bit of a pain however if objects are to be picked up, and put down, or a sword is constrained to a belt, drawn by a hand and used, then returned back again constraints are the only way and them priorities need to be bang on. Dan
  11. Adding shoes to character

    Hi heels or shoes that dont bend like Marvellous Designer use can be added with constraints, but your need to have a mocap that is made for animation with this kind of shoe on otherwise there will be a bend in the foot, a right pain, but you can use deformers with care. Bend in the foot it has to be weighted, again trying to keep the feet inside can be a pain but you can just hide the feet geometry. Once I added a pose morph and scaled down the feet so they dont show through boots. Dan
  12. Adding shoes to character

    Tip. Make sure the shoes have the same pivot point as the foot. Best way is to add a null that matches the PSR of, the foot you can do this a few ways , one is to drag a null into the child of foot, zero out the PSR fields for the XYZ then drag the null out then add the shoe as a child fo the null. Use a PSR constraint on the shoe targeted to the foot. The other issues you make get is the foot showing through the shoe. If you get that issue then come back. Dan
  13. CINEMA 4D R20 OVERVIEW

    It was conformed on a post further back that PSD morphs are fixed within R20, Im yet to know if there will also be a fix for r19. Iv asked MAXON sales, and a beta tester if there are any updates to rigging, character tool, or in fact any character base features and the answer was no. PS: I think at the pre release stage there should be a complete list of fixes, or slight changes/updates to what would otherwise be thought of as minor. Iv found at times the minor things can make a big difference. Dan
  14. Fix deformations on knee

    When you rig you do need to have some modelling skills and/or requirements of the target use. Im not a rigger out n out, but iv had to learn to rig to a certain point, things can get rather technical down the line. When you rig you dont have to wait for a nasty surprise down the line, you push the rig through its paces before you start doing animation. One quick way is to download the skinning Mocap file from Mixamo. This puts the rig into extreme poses. If your not going to use that then you set a key for the controllers at frame 0 move forward to another frame and pose say the arms to extreme positions that the rig is likly to be put through, do the same for torso twisting, neck, upper and lower legs and arms. Once you have these keys set you forward to these keys and weight paint areas that are bad, make sure you have (Deform Editing) on within the viewport settings otherwise when you go int any component mode such as edges, verts or faces the keyed pose wont stay in place, its also of use to select edges then the the keys (U+Y) or (U+K) to grow or shrink the selection then apply weighting or smoothing from the weight manager. Looking at the image above its very dense, I assume this has a SDS tag on it? With a SDS tag on you wont see the weighting, best to get the deformation good at the base cage level. Rigging requires that you have a ideal model to start with, and a direction as to what the rigged model has to perform. The rig is made for the animator ease of use, even if you are that animator thing how easy and flexible it would be for someone else to use. Get the name convention right, dont skip on this. This means you must have decided a prefix or post fix, and a name convention to understand what are controllers. Not only will the name convention be easy to understand but it aids in symmetry later on. Animation itself is yet another skill of its own, these skill sets will take many years not to discourage you, but its good to find out where your interest are and see what skill sets you need to focus on. If your going to be a generalist learn to model first. Dan
  15. Fix deformations on knee

    No much to add to whats been said but its also good to understand the requirements of the model to animate well. A model can have too many polygons, too few, edge loops need to be in the right places such as elbows, knees e.c.t. Also as part of the rigging process is placing the joints in the right locations, this may be obvious but it can make a huge difference when it comes to the shoulders, knees, and elbows. As a last resort you have PSD morphs that aid it correcting the deformations to get them even better where weighting has been used to the best it can do. http://wiki.polycount.com/wiki/Limb_Topology Dan

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