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Everything posted by Rectro

  1. Also you should have a slight bend in the knee joint to aid the natural direction of bend for IK. Dan
  2. Just noticed than even my set up although right The motion clip system just will not allow the rig to be within a null as it takes on the nulls pivot position every time, I never normaly add the mixamo rig to a null myself. The root joint has its own pivot in which the motion clip system takes note of. Because its animating it takes into account for its movement hence a pivot object added to a clip will be placed where the root bone is. Unfortunatly if you put the rig into a null, the null has no animation on it so when adding a pivot object it looks at the root which is now the null which is now offset. You simply need to keep that rig outside any nulls, or make sure the null is part of the motion hierarchy when a clip is made, even then it may fail.
  3. Here is a good workflow. 1: Make model or import it. check to optimise it in case some random points are left behind. check Us, and make sure each seperate part has its own centre axis. 2: Freeze transforms. Put the pivot at the feet of the character with Z axis point backwards. In your file case all flaps where not frozen hence you cant revert them back to T pose for character. 3: Export complete character with all parts, flaps in this case included. This way everything gets weighted together, no need for constraints, although you can. 4: Selected all objects freeze it all. 5: Hold Alt with root joint selected and make a NULL, then add all meshes to it or in another NULL named "Meshes". 6: Select T posed rig make a motion clip, import flying animation without mesh add it to the Null that the Tpose rigis in and make a motion clip, delete flying animation rig after. 7: Go into Timeline remove Tpose clip and add the flying one. You have T pose clip in case you wish to go back to base Tpose again for instance if you need to fix weighting. File sent in PM. I moved the parts in rough position, but you get idea. Dan
  4. Ok forget last message. Its a mess. It looks like there is a series of errors done along the way and its coming from the rig being put into a null after its been baked down, not working. You realy need to get the order in place in the first place. Have everything in nulls as intended before you start animating, only adding constraints on objects that have been frozen. I cannot get the joints to work with the new offset, its acting like a double transform even if the null is the same location and orientation as the root joint. Dan
  5. If the model is in a T pose right at the beginning after modeling, then you can use this in MD right away but thats not the way I like to work. I found its best to always rig it in Mixamo and download not just the animation of the guitar but download the T pose from mixamo too. Then using the motion clips at frame 0 use the Tpose clip. Now when you export a FBX into MD the animation will start in T pose then go into the animation so you can both make the clothes and the dynamic clothes in one session. The other way would be to import T pose Obj then after making clothes import the animation cache via a FDD file, the old way of doing it. Make sure you match the frame rate in both C4D and MD or your get lag and the clothes will be either in from of the body movement to too late. If your on version 7 or newer of MD then your have smooth mesh feature in MD, if not then your need to bake a higher res version of the animation for MD so you get a smoother collision. Dan
  6. Seems my message is limited to 50 which was maxed out, try now. Dan
  7. Hi It could get complex depending on how much motion is happening between both hands but the first course to try is to use a Parent Constraint. When using constraints the pivot position of a object is paramount to how the Guitar will move with the body. Being that most movement is coming from the hips id try to constrain the guitar to the hips. First step is to position the guitar in the correct place on frame 1 so that its close the right hand, while also in position to left. Add the guitar to a null object. Enable the Axis tool (short cut L) Turn on snapping and choose the option Axis snap, and only have that selected. Now move the pivot axis of the null to lock to the tip of the hip joint. This sets the guitar as a child to the null, and the nulls pivot axis to where the hip is. Turn off snapping and the Axis tool. Now with the Null selected right click and go to character tags and select constants and choose parent. From the parent constraint tab select the hip as the target. Now the guitar follows along. The next step you may want to take is to get the left hand to direct the neck of the guitar. To do this try as follows. Again the pivot point is of importance so you will want the base of the guitar pivot at the position you with to be the fulcrum point such as the base as the guitar. Now add a null and position it right in the palm of the left hand. Now as before use the Axis tool and move its pivot to the wrist or forearm tip position, even a bone in the hand, this will set what part of the hand will move the neck of the guitar. Add a (Look At) constraint to the guitar and in the constrain settings in the Offset tab choose (Maintain Position) Now select the target as being the Null. Now add a Parent constraint to the Null targeting that at the wrist bone. Now when the left hand moves so does the neck of the guitar. If you need a more visual demo let me know. Below is the file. Dan Guitar_Playing.c4d
  8. Thats odd, I should have unlimited space as a monthly contributor? Il contact @Igor see if he can sort it. For now try dropbox. Dan
  9. Ok forget last message. Its a mess. It looks like there is a series of errors done along the way and its coming from the rig being put into a null after its been baked down, not working. You realy need to get the order in place in the first place. Have everything in nulls as intended before you start animating, only adding constraints on objects that have been frozen. I cannot get the joints to work with the new offset, its acting like a double transform even if the null is the same location and orientation as the root joint. Dan
  10. Hi Its realy down to getting the workflow down right. You dont want to be changing or adding the hierarchy in any way once you add a motion clip. I prefer to work in animate layout where its all in front of you. If you wish to move the whole character after a motion clip has been added to select clip, go to Advanced Tab and click on Create Pivot, or Create key-framed Pivot. You can now animate the pivot without messing up the clips animation, or having to move it to a null. If you realy want the rig in a better structure then you can convert the clip back to keys, add the joints to a null, I use the Alt + make null so it takes on the same pivot position. Then add it back to a clip again. You could before doing that delete all keys from the joints you wish before making a clip. I do see the same issue when I tested this, but I haven't come across this before as I adopt the workflow mentioned above. Dan
  11. Hi I dd a quick google search, are any of these of any good, they both support r20? As for R21 then you may be our of luck for now. If you are using r20 can you please update your c4dcafe profile as your showing your on version r14 Studio. https://mikeudin.net/product/file-sequence-exporter/ https://www.rowbyte.com/obj-sequence-exporter Dan
  12. Hi Aside from the Character tool that comes with your version of C4D there is a premium rig by Ace studios found here As for animating Mixamo is your easy choice as it can rig and animate. You have the options to use the Non Linear Animation tools in C4D to put motion clips together for a complete animation. If you head over to CGDreamsTuorials on youtube there is a video I made that shows you how to use this system in depth. There is also a auto rigger that makes it a bit easier to rig called IKMax from here. You can store poses uses Nitropose from here. Also to make weighting easier you can use what is now free a pluging called Deltamush from here. This helps with the defrormation of limbs to smooth out the transition for areas that are hard to weight. In R21 there is a new rig preset for mixamo which makes the process even easier as well as better weighting methods. In R21 you also get the PSD morphs which came in after your version you have. If I think of anything else Il come back. Dan
  13. Hi Do you know the time point in which it started doing this? Do you have latest graphics drivers installed, have you upgraded or changed your graphics card recently? What are your settings in the preferences for open GL can you post a screen shot? You should have Hardware Open GL on. You should be on r20..059 if you are please update your C4DCafe profile. Dan
  14. Being that Backface Culling checks the direction of each normal facing away from the camera I would ask if this only applies to actual polygons in the viewport rather than those generated by a SDS such as the Sud D levels for sculpting. Maybe try applying a high sub d level to a cube to the same as whats applied for sculpting and enable Backface culling and see if sculpting on the non SDS cube is faster than the sculpting SDS object. Dan
  15. Yes it does look to be either plane effector or the Mograph cache. I tried as im sure you did to redo the cache once its all built up, and it changes nothing. Iv reported it with this info, thanks for sharing this. Dan
  16. Yup got same result building it from scratch. Its certainly looking at the plane effector not working with the cloner object. Il report this right away. Dan bounce balls r21.c4d
  17. Ahh see, Il follow that video and see whats going on if I can. I may be a bug like you say in which case I can report it once iv had a look. Dan
  18. I get it playing in r21 but the plane effector is not working which I think is down the difference between r20 and r21 setup. In r21 for the plane falloff there is an additional component as a child of the delay, a effect strength, this may be the cause of that part not working, but the simulation plays fine here. Dan
  19. If you wish the apply the SDS tag permanently you just set the SDS tag Subdivision Render level to what you want then hit the C key or the Top left button (Make editable). Its always a good job to keep a copy of the low sub d version. There is also a Subdivide tool in the Mesh/Commands menu with a smooth setting. PS: If you export as a FBX then it makes the SDS Tag for you and makes your object a child of it. Dan
  20. It is available on r21 from version 2.46, currently on version 2.6.48, and 3.0.07 Dan
  21. Thought id post this video link. Nice to get a inside view of the makers of Redhsift.
  22. Hi If you make the IK wrist goal as a child of the L_Wrist joint, Untick the (Use IK) for the IK tag then move the L_Wrist to its new length, then turn back on the (Use IK) then take the Ik goal out from being a child of the L_wrist. it will simply allow you to adjust the length of the joint while keeping the I goal with its location at the wrist. Dan
  23. Can you provide a simple file displaying these issues please. Dan
  24. I do not know for them devices, but both my Lenovo and CyberpowerPC laptop does not have that issue. Dan

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