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Everything posted by Rectro

  1. Your getting closer, just got to keep going. I would go back and look at what cerbera has shown you but really look at it rather than just copy. The key is to start simple and add more structure in stages. If it feels your not getting anywhere your wrong, you actually are, your forcing yourself through this learning curve, and once your get through this the next one will be easier. Dan
  2. Good policy is to aim fo all quads, you can add the odd triangle but all quads are nice to have but not essential. Zero Ngons at all times. As square as possible but there will be areas where they are more rectangle and cant be helped. The ideal is if you dont need extra edges dont add them for the sake of it. Much depends on If your making a model that you intend to apply Sub d smoothing or not. What your aiming for is well distributed polygons for their shape and size. No stretched polygons that are kite shaped. If it looks ugly then it probably is to others. When you get it nailed the first thing your want to show off is the wires, this is what shows your modeling skills. Dan
  3. Do you have multiple views for a reference as it will be impossible to determine the correct form from one single view? This may be a good alternative reference. https://www.turbosquid.com/3d-models/tmc-m67-frag-grenade-model-1392422 Dan
  4. Thats good to know, this way you already know how the joints should align so many your finding some oddities iv not noticed. I dont rig and animate exclusively, I spend more time making assets for that process. As sub d dont aid in the rigging process as the extra polygons are not taken into account so your always weighting the cage mesh I rig and rely on the cage mesh. Its a balance act iv found. 10k is where my range is and aften im at the higher end of 7k just for the body, but this depends on the detail and type of character. Main thing is there is enough supporting loops for limbs. Dan
  5. Well done on your first model created in C4D. For us to offer some feedback we need to see the wires of the model as to see its construction. Its also a good idea to post the reference image your where using to create something. The (n) key will pop up some shading options (b) is the one we need to see. Dan
  6. Here is a interesting thread to read through. https://www.redshift3d.com/forums/viewthread/27352/ Dan
  7. Yea thats what I thought, was just checking. I wonder if when he adjust the rig is he doing both stages, Components and Controllers? @munkittrickSend me your model and il take a look at it in the character rigging tool process. Dan
  8. Hi Are you referring to actually manually rigging it or using the Character tool for auto rigging? Dan
  9. You didnt mention that the object that wont move is infact particals. Here is a thread that should answer what you need. Dan
  10. Can you update your profile to the version your using please as it helps us help you. Many issues are version dependant, or limited. Going by the thread title your importing a Alembic Mixamo rig, not something I do normally as stay with FBX for this. will have a look into it a bit this after noon. Dan
  11. Do you have keys added to the time line, if so thats what may be locking it. Without a image or file its hard to say. If you wish to move the root of a object that is rigged and animated you can add it to a Null and move that, or put it in a Pivot object from the Animate menu. As your in r17 alembic abilities may be limited as additions to this did get added. Try selecting the Alembic and make it editable. Dan
  12. If you use Animation layers, not to be confused with Motion layers you got even more control as you can make multiple animations all from frame zero as each layer has its own timeline free of other keys. I like to break them down this way, and solo each layer as I go. You can then convert them layers to motion clips when your ready. Dan
  13. Seperate animations get turned into clips. Then you construct your clips into a new combined composition. You have options so use the workflow that suits you. Best to make your animations first then convert them to clips rather than start composing your clips then decide to go back and making new animations. It's up to you to choose your path in either case the clips are there to take over the original timeline in which the animation was created on. Your not deleting clips your just not adding them or using them yet while your still making animation, or mute. Dan
  14. Right! just had a quick look. What you have done is when in the( Adjust mode) you rotated the second from last digit finger joint along the wrong axis. Select your character object, select the Object tab and go back the Adjust stage. In (rotate mode) select each digit from the hand end to the tip of the last, your see how they are aligned.. Your see that the "Red" handle which is the Pitch should be aligned down the finger. the second to last digit is out, dont worry about the last digit if they are all like that and it works. Rotate the Heading "Blue" handle about -13 degrees "clock ways" go back to the bind tab so it adjusts the mesh, the back to Animate. If they ever get messed up too bad go back to the build stage and delete the fingers for both sides and add them back and adjust them. If you need further help just let me know, it only takes a moment o record a small 30 sec clip. Tip: Model your fingers outright, slightly spread in a pronated pose, its easier to rig and correct weighting. Dan
  15. Iv got a few things I got to do then Il take a look at your file. Its normally easily fixable. Dan
  16. I will take a look later on but normaly any distortion is down the weighting issues. The next bit of advice would depend on if your using the character object or your own rig, and thats how to reposition a joint without it effecting the mesh. Dan
  17. Yes. look at steps 4,5 of the Mixamo workflow. The first clip is on the actual character that has its basic T pose, All other clips are imported rigs that have mocap animation on. If your not using the Mixamo like workflow you can make an animation, add it to a clip check boxing remove animation. You dont have to add any clips to the motion time line, you can go back and animate the character again, add that to a clip, and keep going. In the Manual Animation method you can add multiple animations one after the other. You also have Animation layers to aid in this process. As given in the example above you could have 10 animations or more one after the other, then break them down into clips for later use. You can also save clips or sets of clips from the Motion system time line in the left panel. Dan
  18. Hi The workflow is normaly that you are bringing in Mocap data for the character in which is rigged with the same rig, or your manualy animating the character you have rigged. In the example below I will assume the use of Mixamo, a free online rigging and mocap animation service. Mixamo Mocap: In this case your upload the character and let Mixamo rig the character. All of mixamo,s own mocap animations work with their own auto rig. You do the following. 1: Upload character to Mixamo 2: Download the bind T or A pose. 3: Apply as many mocap animations as needed downloading them all. 4: Load the T pose character into scene and selecting the root bone make a motion clip. Good idea to have access to T pose to adjust weighting if needed. Many wish they had kept the T pose. 5: Import the Mixamo mocap files, these are FBX files, do one at a time. Also select the root bone, make a motion clip, then delete that rig, you dont need it, the data has been transferred to a clip. Do this for all mocap files. 6: Open the time line and arrange the clips in the order you desire. Refer to my extensive guide if needed how to blend and use this system. 7: Bake down the animation before exporting as FBX if your doing this. Manual Animation. This method assumes your animating your self. 1: Make a walk cycle, take note of the key it starts and ends, then on same time line make animation for run, jump and other animations. Lets say 1-30 is walk, 31-60 is run 60-110 is jump. 2: Make a motion clip and enter a name description such as "Run" choose the frames range, this animation is on, lets say 1-30. Untick remove animation option. Make another motion clip this time a new name and frame range and keep doing this until the last one in which you can check the box remove animation. 3: All clips are ready for you to put together in the Motion system for NLA. Tip: Choose from the beginning on the type of walk you need either static or moving. Static will let you choose the path he goes, moving your loose that choice. Dan
  19. Hi Im put it into a video for you, its much easier sometimes to see it. Dan
  20. Hi I think your issue is in the method you used to bake it, can you tell me the procedure you used? My results turned out fine, here is what I did. 1: Select Character object, in Display tab under Managers change it to (Components) 2: Use the Animation layout and make sure your in the Dope Sheet and that in View menu Automatic is turned off, this effects whats seen in the Dope Sheet. 3: Drag from the object manager the following into the Dope Sheet. Root, Spine, plus all Leg and Arm components. Your now see a long list in the Dope Sheet. 4: Select everything in Dope SHeet Ctrl + A. Then in the Functions menu choose Bake. Turn Copy off in the Bake options, press Bake button. 5: You can now delete Cmotion if you wish or turn it off. PS: Keep in mind that if you wish to export it as a FBX your need to bake this data into the joints, the controllers will be ignored. Dan
  21. Hi Can you please provide the file pre baked. It could be a number of things like a IK poll in a bad place. Dan
  22. I updated my tests. I dont have Rizom I have Unfold3D which only imports OBJ. As in my test your Platonic file contained the issue in OBJ files as well as FBX when viewed in MODO. When I produce a Platonic from scratch and Unfold in C4D all is fine. When I use your file as a OBJ within Unfold3D and use your same seams but perform a unwrap guess what, it fixes your file. I Used Wizard on your file and Uvs tested good. I ran a manual seam unfold on your file and seams showed good. I will ponder on this some more and have another look tomorrow. Dan
  23. I downloaded your last file Platinic, and exported as FBX and imported back into C4D, the Uvs are fine, they dont show black. Projecting is working as expected, and Im not getting inverted Uvs in Unfold3D from a exported obj but further tests show these dont show anyway in either C4D or Unfold3D. Exporting your file as FBX from r21 or r20 does have that inverted normal as seen in Modo. Running the Align Normals did not fix it. I unfolded your scene file manually and there was again flipped Uvs normals. using your scene file I manuals unfolded with my own seam selection and normals are showing wrong in MODO, maybe there is something iv not got turned on in C4D to show them? Now when I make my own Platonic file in C4D and use wizard or manually unfold it and it exports fine and shows fine in MODO. There is something up with your file. Next test is to export your obj and unfold it in Modo. TEST 2: With your file I unfolded in Unfold3d Uvs tested fine in MODO and C4D. Exporting this file from C4D r21 as FBX was also showing fine. Very odd. Summery: Your file platonic object exported as FBX or Obj in r21 or r21 showed reverse UV normals. Unfolding either from wizard or manual seams on your file yielded the same bad results. Again your file exported as a OBJ and unwraped within Unfold3D worked file without any issues. My Platonic file worked fine with Wizard, or manual Unfold in C4D. Dan
  24. This one didn't exist, I made it for you, for this topic. Dan
  25. Hi You can connect the Range mapper to multiple morphs from one single controller. Here is a simple file to show this. You dont need to have multiple range mappers if they all share the same value but in cases where the range is different you can use multiple ones. The main thing is one user data can control as many morphs as you like. To get things setup initially you can use the method @deck mentioned, this can set one one for you in Expresso, then you can simply drag n drop each morph tag into that single Expresso and connect the Range mapper to the Morph Strength input, repeat for more morphs. Here is a video showing how to do this. Dan Posemorph multiple.c4d

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