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Everything posted by Rectro

  1. Welcome to the Cafe, great to have you here. Dan
  2. You may need to increase the Size Increment in the Collisions tab of the object falling. Default is 0cm try 0.5cm. Or go to project settings and increase steps. Reduce Collision margin to help stop the wobble. Dan
  3. Yes that is the case as the pivot is seen as a separation motion source from the rig so to get it to be as you mention you need the pivot to be part of the joint hierarchy hence why it only works by eliminating the pivot object by baking its result into the root joint, then as you say putting it back through the motion clip step which Is a fast process anyway. To hav what your after you need a script that bakes then gets put back into a new clip source removing the old one. In MODO this would be easy as you can record your own macros from actions and save as a script. Dan
  4. Hi. Im not sure what you mean a box with grapple points in relation to SDS, please point to a tutorial that shows this? If a Primitive object that has not been made editable and you wish to view the handles then you select the object, not the SDS tag. Dan
  5. Iv managed to bake pivot into the root joint of the rig. See video.
  6. Hi Can you please update your profile for your C4D version as the advice given can change according to the version you use? Without seeing what this pivot is doing its hard to tell but normally the pivot object gets added after making a motion clip. When you say "pure clip data" do you mean keys? Pivot objects that have keys on can be added to a motion clip so you will need to provide the scene, a video so we can get a more visual idea of what the issue is. Dan
  7. Thanks, I like the night and day mode, that very good option to have.
  8. All sounding pretty good Igor. You have already done a awesome job to where it is now, look forward to seeing the new colour themes. Dan
  9. Hi It looks to me like its just the Dynamic IK. You have some adjustment in the advanced tab of the dynamic IK. Other than the frame update I cant see any issue. Once you turn off Cmotion and play or scrub the time line once the eyes revert back to bind position. In case this is your issue here is a thread on the subject https://www.c4dcafe.com/ipb/forums/topic/67779-dynamic-ik-priority-issue/ Dan
  10. Hi You didnt mention if you have User Data Sliders? The chances are you may have an expresso already in use in which all you have to do is pick the Range Mapper ad change the Output Upper to a higher percentage. When the slider reaches 100% the morph could be at 400% if you choose. The other way is to edit the User Data slider and increase the Max value past 100%. Range Mapper Math node: See file attachment. Dan Range mapper stronger morphs.c4d
  11. Hello Sol, welcome to the cafe. Its easier than you may think, just learn one bit at a time and your soon be creating cool stuff. Dan
  12. Here is video explaining the issues, and some options to move forward. Dan
  13. Thank you. that helps a great deal. So depending on what results your expecting would be as to what I would advice. In general you have a number of issues that may cause you problems depending on what you after. 1: The mesh is made of all Triangles, this is not ideal for SDS but in this case you may get away with it to some degree 2: Poles. these are 5 or more polygons that share the same vert, this offers bad deformation and smoothing during render time, more so on curved surfaces. 3: Your Uvs are overlapping so you cant apply any maps that use Uvs. As your texture does require UVs to the way in which its set up this wont work for you. I will make a short video showing this and more to get you moving forward. Dan
  14. Show the wires of the object please, looks like you got some bad topology there? If this is the render result then upp the sub d level for displacement. Also add a SDS tag, your get a idea just how much you need to divide it from this and the expected smoothing results. Dan
  15. Hi. When you say low, just how low are you talking about? It good for the object to hold its own volume. Assuming your using C4D own native render engine you need to enable the following options. You may find you need more (Subdivision Levels) to get it smooth and detailed. The Height and Strength speak for themselves. Generally you keep it 100% strength and alter the Height. If your sculpting within C4D all this is set up or you when you bake it. Dan
  16. I mentioned it as maybe they could do something, have you contacted them, dont hurt to ask? Dan
  17. Thats right, thats just what he has going by the screen shot. The render engine can only render one at a time. When you say "you just got" do you mean literally just got as there is a deal in just 3 days with 30% off? Dan
  18. Hi As the bend needs to be across the toes the geometry topology needs to reflect this. Now if Mixamo can produce the right combo of weighting and joint placement there should be no reason why you cant save the weighting from the weighting manager and apply it to these joints at the foot. Keep in mind the joints have to be exact where the mixamo joints where. (Axis Snap) You can also use the new Mixamo character template to copy weights between two mixamo characters. Use either Delta Mush free pluging, smooth defromer or in combination with PSD morph corrects to aid the defromation. Dan
  19. Not a book, this info is only available in video format on Cineversity. Is one of them areas where you need to see it done. There are some gaps in the availability of training for C4D, this is one of the reason I did a video on Hair and NLA. I know of a person that has dont this, and am very sure he learnt from Cineversity. Here is the only free part of it I found. https://lesterbanks.com/2015/11/rig-template-cinema-4d/ Dan
  20. Ok I had a quick look, its weighting. If you look in weight manager your see many, many verts where not normalized, they show as Pink. If you forward some frames where there are spikes out the geometry then use the weight painting in smooth mode your be see that you can smooth these areas and the spikes go back. Best a quick way is to open weighting manager (shift + double left click) on weight tag then go to commands and choose Normalize. Do this for all geometry weight tags. Selecting the root controller at the characters feet and move the whole character your seen the verts that stay behind, quick way to test all is normalized, second to looking in weight manager. Dan
  21. Hi The issue your having would indicate a weighting issue, but you seem to have eradicated this already? I assume prior to adding cmotion you could move your character about in the scene off its rigged position? If its not weighting then it would indicate that some joints that are weighted to these areas are not included in the Cmotion list of controllers. Upload the scene and I will check it for you. PS: I made a quick mesh and bound it to a Bibed rig, and added walk, see file. Dan cube man walk.c4d
  22. Hi. Why was it you need to put it into a Fracture object? All you should need to do is add the vertex map to the restriction field and it should work. See file. Dan JiggleTest2.c4d

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