Insydium Cycles
Insydium Cycles

Rectro

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Rectro last won the day on April 11

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About Rectro

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    Respected community member.

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  • Website URL
    www.daniel-ripley.co.uk

Profile Information

  • First Name
    Dan
  • Last Name
    Ripley
  • C4D Ver
    R18.041 Studio
  • Location
    United Kingdom
  • Interests
    Fishing, sculpture, 3D art, Animation, Human Anatomy, Music Production

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  1. Only thing id change there if anything would be the system ram, 8gb will get eaten up when you start doing more things in C4D, so I can see why your system is having issues. If your not going to do any GPU rendering dont invest too much into a graphics card, your cpu and system ram will do most of the work. Good luck, Dan
  2. Sounds kind of complicated if you cant bank your own money, I take it your dad purchased C4D, upgrades, and Graphics card up till this point? In either case I assume your working on Windows XP, have you looked into Windows XP 64bit, maybe that will help with r14? Sounds like a new pc is a best route though. As far as 3d modeling goes, have you tried other 3d modeling apps such as the one I mentioned Hexagon? Hexagon is buggy on newer windows but was solid on windows xp for me, and ran on a very old PC very well. Reason I mentioned this is learning to model is a skill set that carries over to other apps including C4D. When you eventually can get another pc your modeling skills would have got much better. Dan
  3. The video I showed was made 8 years ago on a PC that was at that time 6 years old, the software I used is now $5.99, you dont need a fast PC to model unless its very very dense mesh. C4D r18 Studio cost thousands, Im wondering why you didnt invest in a PC that could handle the software first? Poly by poly method is going to take the same resources as box modeling or any other method to be honest. Dan
  4. Trying to learn from that video its a hard task as it wasnt intended to teach. I use a few different methods to make heads. One method in which I taught in my Video training is a combination of box modeling with poly by poly modeling, this is a very simple way to get a low polygon head, you can see a promo video here to get a idea on that method. Another method I use is just poly by poly which is what you see in the video you posted. I used this method in a project which can be used to create more realistic heads, here. Sorry this is also a timelapse. The key things to keep in mind is Anatomy, you must have a understanding of proportions at the lease, and how forms change in 3d space. Concentrate of the prime edge loops around the eyes, mouth, and jaw line. As you model dont work too long in one view, tweak as you go otherwise the model will look out of shape, and wont have a smooth surface. Use the sculpting tools to grab large areas to help shape it, and use the iron brush to help distribute the polygons. Il post some images, maybe a short video tomorrow. Modeling the head may look easy but its not. Learn abut the skull a bit as thats where the forms come from. Dan
  5. Hi I'm out at the moment but il try to offer some help either tonight or tomorrow. Dan
  6. Hi First you need a light source which I assume you have. You can also use the Illumination channel for a material. In the render settings add effect glow. Dan glow.zip
  7. Hi. Iv been working with FBX all week long and the character tool as you are. First thing I found was if im using motion clips you need to bake them into keyframes, if you dont the FBX is broken, often leaving the arms flipped on the X axis. Are you making sure in the FBX options your choosing to export the animation tracks, and have you tried importing the FBX back into C4D to test it? PS: I just tried to export the cmotion boy from content, and that has the same issues you spoke of. There must be a baking procedure but something iv not seen any training on so far? If I find any answers Il get back to you. Looks like Cinevercity has a script so how you do it without the script I dont know. Hope this script is free without needing a subscription as these kind of things should be nativly in C4D already. https://www.cineversity.com/vidplaytut/unity_game_development_with_cinema_4d_part_08 Dan
  8. Thanks. Iv had MD 4 for some time now, not done much with it, but know its fantastic as a dress maker aside from cloth simulation which syflex can only simulate cloth, but I did beta the Syflex and it seems fast. Dan
  9. Just re watched "all of the video" looks like his script did more than I thought. Thanks for bringing me back to it, it should save some time. Dan
  10. Hi, thanks for the link. Yes I have seen this. I ended up getting a free plugin called MDDIO which led me to the same problem with riptide demo, that being missing info on the scale factor. Also I could not find the procedure needed to prepare motion clips for mdd conversion. Countless hours of trial n error I found the answers. Scale factor for MDD export is 100 and import into MD is in meters, same for export. Motion clips or point cache won't convert to MDD so I found in the motion menu a convert to key frames feature, then MDD baked. C4d does not Sub D a mesh without changing point order or messing weighting up Im sure iv been able to do this before? It's important that I have a low poly animation and high poly as MD has no Sd smoothing. MODO does allow sub d without messing the weighting and hs it's own native mdd export. Another issue I encountered was exporting a fbx file from C4D with motion clips driving the animation only half works one side of the limps flip on the X axis. I have to convert to key frames to fix this. Thanks, Dan
  11. Work flows

    Iv been spending some time putting together some workflows that need ti be streamlined as much as possible, and in the process its inevitable that technical issues will come.  I will talk about these workflows in sections.  I will cover C4D workflows with other popular apps that I use such as MODO, Zbrush, and Marvelous Designer.

    Work flows: 01: C4D To MODO (Rigged)

    Assuming  that we have a character rigged within C4D and want to use some of MODO features we will want to keep as much data from C4D as we can, and the main thing here is weighting.  We export as FBX format, and as it stands for MODO 902 it only supports up to FBX 2013.

    Load this into MODO using the unit scale of cm.  The next stage is to use a plugin called ACS2 which is much like the Character tool found in C4D Studio, only it has some features that are better than C4D, more on that later on.

    We build the ACS rig to match the positioning of the joints from C4D so when we bind the ACS rig it will detect that out mesh has weighting from the C4D rig.  The weighting is setup to work with the position of the joints to get the same deformation.  (I need to look into how to use the snap features to aid in joint placement)

    The weighting in C4D is contained within a skin tag which is a child of the mesh object, while in Modo its called a Normalizing folder.  

    We can now delete the C4D rig, and also the normalising/skin tag it came with a this can cause issues when exporting FBX files having two skin/normalising tags.

    Next is to use the super features of ACS2.  It has far superior methods of sculpting correctional morphs as it automatically creates a joint driver, it does it all for you.  Also is the Mocap which I talk about now.

    ACS allows you to import Mocap/bvh files into layers in a easy step by step method, 4 steps actualy.  What it does that C4D dont do is allow you to still have full control of the FK/IK and overide or blend your own key frame animation or corrections.  You should first make a layer for the Tpose character, then add more layers to import and bake down bvh files.

    There is a known issue that if you arms are too low in base pose it can cause issues with bvh files, so a A pose or T pose in the higher position is best.

    Once the layers are made you should have saved two project files by now.  One is the rigged project, and the other is with baked MDD files.  The 3rd project file should be the next stage, and thats to bake all the layers.  This is done from the ACS character menu.  All the control rig is lost at this point and now we have a basic rig with all layers of bvh applied.  

    First export the Tpose as FBX, then export each fbx for the bvh applied animations.  In this example I have Tpose, Walk , Jump, Idle fbx files.

    In C4d we import our Tpose fbx, and select either the root joint or the null object in which its all contain within, and go to animation tab where we make a motion clip.  The motion tag is applied to the object with its post motion clip, a Tpose.  To open the Time line we select the Motion clip tag and click on Open in TL button.

    Next we merge from the file menu each fbx file doing the following one by one.  Select the new FXB which is imported with the mesh in the options menu. then select this and apply the motion clip, as soon as we done this delete the whole imported file leaving just the Tpose character in place.  What this will do is leave behind the motion for the imported mesh.  Do this as many times as you wish until you have all the motion clips.

    Next we drag n drop each motion clip into the timeline, over lapping to get a cross fade.  If the next clip starts from a different footing position, the select that clip and in the object manager/advanced make a new pivot null.  This will let you move the object into place.  You can set a keyframe for this.  By the end your have a nice animation.

    Next we need to get the animation exported.  To do this in the Time Line window for animation we have a Motion System menu.  Click on (convert layer to keyframe animation.)  rThis basicly puts keyframes from all the motion clips onto the geometry or root joints.  

    We next need a plugin called  MDDIO.  In the scale setting set it to 100, and select the mesh and export MDD.

    We already have the Tpose rigged fbx, but we also need the same mesh as a OBJ if we dont already.  We now need to save our project ideal before we covert the layers to keyframes.

    1. Rectro

      Rectro

      Work flows: 01: Rigging in MODO  weighting in C4D

      After we have rigged and weighted with the ACS it may be the case that we want to do out weighting within C4D.  If this is the case this is what we do.

      1:  Save project in MODO bake down the rig.  Export the baked rigged as fbx and bring into C4D to do weighting.  Save the mesh back out with new weighting as FBX 2013.

      2:  Open the rigged project, Unbind the normalising, and then Unbind assigned mesh.  This removes the weighting and mesh from the ACS folders bind meshes folder.  We can delete this mesh.

      3:  Bring in newly weighted mesh. select it and bind mesh, then normalise it.  It will find new weightng and then select yes when prompted.  Your new mesh is ready for animation.

    2. Rectro

      Rectro

      Work flows: 01 C4D to Marvelouse Designer.

      Now we have our Obj, our FBX files, and our MDD data for the character animation.  The next stage is cloth simulation in  Marvelous Designer.  Im using v4.

      1: Bring the obj into Marvelouse Designer (MD for short for now on)  Choose cm as its import scale.

      2: Import the MDD file  which was exported from the MDDIO plugin with the scale setting of 100.  The scale within MD is set to Meters.  Took me ages to get this scale right.

      3:  In the animation room we can play the character animation.  Go back to design room make your cloth.  I recommend that you use the low poly mesh when designing the clothes for the Tpose character but the animation data is medium to high poly, this is because the blocky polygons will show in the cloth simulation from the body.

      To do this make sure you convert the motion clips to key frame animation otherwise the fbx file will flip the left arm and leg inside out when loaded back in as a fbx.  Take this file into MODO and apply 1 level of SD and export it.  In MODO it does not change the point order and thus you have a higher poly version.  You can now bring this higher poly version back into C4D to produce the new MDD file, or do this in MODO.  Now you can delete the avatar thats low poly in MD and import the new high poly version with its own MDD file for final simulation againts the smooth geometry.

    3. Rectro

      Rectro

      To get a high poly animation out of MODO you just simply import the low poly fbx from C4D, and sub divide the mesh once in MODO.  In animation menu select export MDD and export the obj file.  In MD import the mesh at the scale in meters, and the MDD as meters.  This is due to MODO default unit as being meters.

  12. Hi all. Iv been getting together a work flow between C4D, MODO, and Marvelouse. I will share my work flow in a video when im done, but I have hit a few issues that I need help with. My workflow is getting either a rigged character from C4D into MODO, rig that character with ACS kit in MODO and use the excisting weighting from C4D. Iv done with fine. Apply Mocap data to ACS rig with many advantages over C4D. Export multiple FBX files from MODO bring into C4D and apply to motion clips, got this all down fine. Next stage is to export combined motionclips for use in Marvelous Designer. 1: After compiling motion clips in C4D i need to get a file out. First choice was FBX, this when loaded into MODO has its arms flipped, and at times the legs flipped on the Axis. Bringing in the fbx file into C4D also shows the same error. First question is, is there a procedure like baking that I have to do before exporting animation compiled by motion clips? 2: C4D still has no native way to export point cache data such as MDD, iv found one plugin and does not work, the mesh vanishes when applied. FBX file crashes Marvelous Designer, so need a way to export MDD or at least get a FBX FROM c4d. Thanks, Dan
  13. Hi You just missed it not long ago May 4th 2017. http://maythe4th.maxon3d.com/?utm_source=streamsend&utm_medium=email&utm_content=28861463&utm_campaign=Cinema 4D Flash Sale - 30% Off this Thursday Dan
  14. I had a quick look. I can see you have spent some time on this, and like your character. Here are a few things that would help. Having your limbs separate make it harder to get a good basic weighting bind and takes some time as you have to bind one at a time. I keep separate items as accessories, but have the character one whole object other than teeth, tongue, eyes. If you place all your objects into a Null, you only need to have one single skin tag, which each object still has its own weight tag. The Skin needs to include all objects, and the weight tag to include the list of bones. Here is a video I did on weighting separate objects. Here, and Here Ears, Torso, legs, feet contain too many polygons, and will slow down your animation, and make it harder to get a nice smooth weighting. When you do your next one try to build the character body as one mesh in which you can keep the eyes, teeth separate if you wish. only add extra polygon loops where the joints bend, but dont go to extremes and leave long rectagular polygons else where. There are a few good rigging tutorials on Youtube, cinevercity has a good one, digital tutors now named plurasight they have some nice ones too. Keep going, look forward to seeing more from you. Dan
  15. Zbrush is the only program I know tat does this. It records history of every stroke and camera movment and plays back as history which can be put into a video, or replayed to produce the mesh again. Dan