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BretBays

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BretBays last won the day on November 22 2017

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  • First Name
    Bret
  • Last Name
    Bays
  • C4D Ver
    19.053 Studio
  • Location
    California
  • Interests
    stuff
  1. Advanced Quadruped Rig Issue

    There's not really anything that says one can't use the quadruped in this way. There's nothing illegal about it, etc. That's not the cause for the error, but Dan is right, the legs won't behave like a spider's leg. You should consider switching templates. I don't exactly know the issue, but you can just click your weight tag and choose Set Bind Pose and the points will go back.
  2. Import animation into unity

    Your outliner doesn't show SplineIK for the arms and legs. It shows a splineWrap it seems. That won't transfer over. It would need to be joints and skin data. then you would bake the joint's PSR data as well as the meshes, and then you should be able to export to Unity via fbx.
  3. Cactus Dan Hand tag replacement?

    yes. Pose Morph is an existing tag. You just added it as needed. It's possible it could be reused project by project as well. It would require some dependencies I think(same hierarchy each time, probably same naming etc.). And if you have specific rig setups you like, you can make them a template for use with the Character object, so you would get effectively the same thing. I had been working on a CD Tools template some time back, but with Dan's sad unexpected passing, I have decided it's not worth it most likely. I do believe someone has the code and will be doing something with it some time. That's what I had heard last on CGTalk.
  4. See if there is a protection tag on the controller. If so that would prevent you from translating the controller. If you used the Character Object and the Advanced Biped Template, then that's what's happening. The squash and stretch should be a slider on the head controller(I think?) and it's basically scaling the head bone to achieve that. So if the head bone has no weights, no squetch. Cheers, Bret
  5. How to make C4D lip pushing?

    There's a lot of nulls because I started out with spline IK tags to control splines, to hopefully use Spline Deformers for the lips. That didn't pan out. So there's a lot of crud in there that's probably not needed. In a nutshell, you have basically some Joints for the upper and lower lips. There could be controls for the lips. So let's just say, those joints are constrained to some controllers. The controllers, are under a null. Now, for each controller, there are two null targets. Target 1 follows the jaw deformation(ie it's constrained to follow some percentage between the jaw and the face upper joint). Target 2 is under a null that is following Jaw and Face Upper 50/50. So each controller's Target one is constrained at some value unique to that controller. But each one's Target 2 null, is under the same parent that's following 50/50. The Target 2 nulls, they're all in the default lips closed place as well. So then the Controller's parent Null, is constrained with Target 1 and Target 2 as the targets. The zipper lip is just a slider. The slider plugs into some range mappers that basically blend that last constraint from Target 1 to Target 2. I'm sure that's a really peeved poor way of explaining it. But effectively, you are just constraining the controls to go back to their default pose, but as if it were following the jaw 50%. If I remember, I might clean up the file and make it a bit cleaner.
  6. Cactus Dan Hand tag replacement?

    I suppose, but it was basically pose morph. It was a tag, that you could create poses for, that you could animate on. That's Pose Morph basically. It's that, wrapped up with better groupings(User Data and XPresso). It was a convenient thing, for sure. But to replicate it with Pose Morph or Xpresso isn't too difficult.
  7. Cactus Dan Hand tag replacement?

    If I recall correctly, the Hand tag just provides sliders for all the fingers right? The Character Should do that just fine. Just build the Advanced Biped rig, and choose the IK fingers/thumbs instead of the FK. Then each finger has controls for most normal finger positions. If you select the hand component you then get access to all of the sliders for all of the fingers. Then for adding more poses, you would need to just go to the Pose Morph Tag of each finger and add new ones as you see fit.
  8. How to make C4D lip pushing?

    Here's a quick example I made last night. I don't know if it's how the OP did it, but it could work. I don't like having to use the joints like that. I'd rather use a Spline deformer, but to make it work properly with the Skin Deformer means I'd probably have to break it out as a different mesh and blend it in and that's just messy. So for the purpose of demonstrating the idea, this should probably do. mouthFile_0001.c4d
  9. How to make C4D lip pushing?

    I'm not sure how the OP did this, but you can do the first effect(not the zipper lips) pretty easily with XPresso. All I have in this scene is some joints. One for the head(to bind everything else too), one for the jaw, and one for the upper lip. The key is that the upper lip is under a null at the same pivot as the jaw(so when it rotates with the jaw it doesn't create a gap). Then it's just a bit of XPresso really. I find the value I where I want it to follow the jaw, and plug it in with a range mapper. I clamp one end so when I rotate the jaw open the upper lip does nothing, but I leave the other direction unclamped so it will follow with the jaw. mouthFile.c4d
  10. It's been a while since I've looked at the insect, but I would guess It's Limbs have more than 3 joints. Usually, the pole vector is controlled by a plane created by 3 joints. I've seen it in the past struggle with more than 3 joints because maybe the wrong ones have been chosen for the plane.
  11. How can i fix this problem

    Yes, all the character tools apart from CMotion, Character Object, Muscles, Tension Tag, Component Tag, Pose Morph Tag....and maybe clusters? I forget, I don't have C4D in front of me. Are in all versions. It's a common misconception. MAXON doesn't make a big point to put out that Prime could basically do all non-morph based character animations.
  12. How can i fix this problem

    That is incorrect. Joints exist in all versions of C4D
  13. It's actually not a very easy thing to implement, which is part of the reason why it's not there currently. Your rig would need to be set up work with mocap to begin with(which usually means having some parent nulls that get driven by the mocap data and in tern drive your controllers). If you have these sorts of parents already set up, then I think it's just a matter of either connecting the rotations(not global rotations or you can use local rotation constraints) from your source skeleton, to drive these parents. I believe it requires the forethought to have your rig set up to work with mocap for it to work with mocap. And with different mocap solutions out there all using different orientations and naming, it's hard to standardize for it.
  14. Correctional morphs I believe are at the mercy of the engine. I don't think you can do them usually. You can always add more joints and drive them with XPresso to try and correct the weights as needed, then that would export properly.
  15. Four bones

    You can hve that extra knee joint in there. Thats fine. It just seems like ur ik chan goes to the toes rather than to the ankle maybe. I usually treat the foot and toes separate from the leg ik.

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