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BretBays

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Everything posted by BretBays

  1. Most people just don't understand them. They are pretty straight forward for the most part. The only time you run into sort of unsolveable issues is when you are trying to combine expressions with deformers. And that's really only an issue because you cannot set the priority of deformers. A lot of folks struggle because they start changing things willy nilly. Stick to Expressions, Use increments of 5 to give you extra wiggle room, and you can go quite far with very little hangups.
  2. Howdy, So I peaked at the file. A couple of things: I'd reccommend never putting stuff at generators priority level. There's really like...no point. Unless you're doing crazy junk, with sds' and like deformers then maaaaybe, but generally speaking, for a standard rig, you never need to leave Expressions mode. In general if everything is in Expressions mode, then it's just an order of operations thing. So it first looks at the priority number. If everything were at the same number, then it solves top of OM down. And then on an object, the tags would solve(i think) left to right. So assuming all the same priority number, you can fix lags by adjusting the OM order. But having said that, it's generally just not going to be as simple as that. Really, the simpler thing is to just adjust the numbers. That way Expressions 0 solve before Expressions 1, which solves before Expressions 2, etc. So, when I open your file here's what I did to remove the lag: 1. I moved the mesh and deformer below the rig itself. I think it's generally better to have the rig and everything above what you are deforming. 2. Switched the SplineIK tags from Generators to Expression When you do those two things, there's still a lag. The reason is because those tags reside under BD_Head_jnt. BD_Head_jnt has a constraint tag on it set to Expressions 60. Ok So 0 solves before 60. However, the positioning of the joints are a child of BD_Head_jnt. So right at this point the Behavior is Solving the SplineIK, Solving the head....which would put the splineIK not in the right spot. Hence the lag. So to solve it: 3. You can either Set the SplineIK tag's to Expression 60 or higher. So if it's set to 60, because it's below the head, when c4d solves everything in Expression level 60, it solves them top down. So even though they're both 60, Since it's under BD_Head_jnt, it will solve after it. Or you set it higher than 60 it'll solve after. Hope this helps and makes some sense.
  3. So, I made some of the stuff for what Brandon showed in that video. I was planning on making and releasing a new updated mixamo template in the character object that would give you IK or Mocap etc. Sadly, it's a complicate thing. I have fully FK rig controls you can use, but IK is harder to keep things matching. I have something that kind of works, but the elbows and knees are hard to keep in line with the mocap, and that's what's been preventing me from releasing anything. You can do it manually each time, but that's a pain in the ass. Just use local rotation constraints on the parents that drive the controllers and you have mocap driving your ik and such, but setting it up each time is the pain and that's what I have been hoping to alleviate but have not finished yet.
  4. You can bypass all of that by doing the IK tag on a chain of controllers instead of bones. The bind bones are constrained to the controllers. Then you can handle visibility between IK and FK by hiding or unhiding controls. Here's what I'm doing: https://www.dropbox.com/s/mv2jwd3lpvn20s9/IKFKTest.c4d?dl=0
  5. That's not true. Just because the IK tag is there it doesn't mean you cannot select the bones. In that file just select the bones and rotate them. It works and the IK will follow. At first glance, it actually is basically a live FK/IK rig simultaneously. It just would require you keyframe the values on the joints themselves to prevent popping and other issues. The other thing I'd probably do is turn off align goal. Aligning the goal really does nothing good. It actually causes some pops in my quick testing of the file. The way I would potentially use this setup would be to create a hierarchy of FK controllers, and apply the IK tag to that instead of joints. Then simply constrain joints to those controls. Then as far as switching between IK and FK, it would simply be hiding or unhiding some controls. I'll have to run some tests, but it shows some promise.
  6. I remember when it could first do that sort of behavior. The behavior is kinda good kinda weird. I will maybe try to use it sometime and see what i'm liking or disliking.
  7. There's pros and cons to both packages. Ones better in some areas, another better in other areas. I work in both, and I like both for different reasons. For me it boils down to a couple of things: I think animating in Cinema is better and easier. But slower than in Maya. Maya has better playback speed for sure. I like Cinema more. It's capable, just a little slower. Animation is animation, it's pretty agnostic. Films have been made without tools like you mentioned. It's keys and poses at the end of the day. For what it's worth, I did Animation Mentor back in 2009-2010, and me and Kai re-rigged all the characters(Kai did most of the hard work) and completed the 18 month program using only Cinema 4D. So it's definitely capable. Just use whatever you're most comfortable and most efficient with.
  8. I think B-Spline is actually what you want. That I believe is more in line with Maya's Cubic Spline. If I recall correctly, Cinema's Cubic spline is a bit more like Maya's EP Curves, where the curve always draws through each point.
  9. I don't know what's happening, but the character object has a single hierarchy bind hierarchy. you can either make the character object editable or switch to the full display. Then you will find the long hierarchy of joints under the object called. Bind_null. Select all of those joints and bake the animation down to them. Once baked you can pretty much delete everything except that hierarchy, and export to unity or whatever.
  10. It's not a bug. MAXON has incorrectly classified it as a bug. It is as everfresh said. When they are colored orange, they are part of a keyframe selection and the Record Active Objects button respects those selections. But the Attribute Manager is allowed to overwrite that manually.
  11. Hmmm that shouldn't be the case. If you get everything under 1 null(rig, meshes, etc) it should work without needing to reset anything. I'll try to check later tonight.
  12. You should be able to put everything into a null, and just scale the null with the Object tool. If done that way you shouldn't need to reset any weight tags.
  13. A couple of bits here: SHIFT is not what you wanna click to mirror upon creation of a component. SHIFT creates a new component but doesn't select it(Which is useful if there are no sub components of the component you create). CTRL is what actually makes a mirrored component as well. It will select both components. You can also do CTRL+SHIFT to create mirrored components but not select them(useful for legs when you don't have toe components.) In your case, you created and adjusted the left side but still need a right. Don't worry, you don't need to re-adjust. Switch back to build mode, select the left components, choose Character>Character Builder>Copy Component. Then Character>Character Builder>Paste Mirror Component, and you should be all set. Hope this helps
  14. It's because the Add Walk button for CMotion simply moves your controllers into place positionally. It doesn't add any sort of rotations. You would need to add those into CMotion yourself. One would just be constant to rotate it down. Then one to rotate it more forward and backwards kind of thing. CMotion is fairly limited. You probably are better off trying to animate it yourself.
  15. Howdy, So you are just setting tangent values to the global position of those objects, and that's not exactly what tangents are. Rather than a point in space, they are a relative offset(relative to the point that is). So to make your tangent handle's positions relative to the point, you have to multiply it's global matrix time the inverse global matrix of the point object. You can inverse a matrix using the ~ operator thingy. So for example: Point1InvMat=~Point1.GetMg() So then your tangent position would basically be: Point1TangentLPos=(Point1TangentL.GetMg()*Point1InvMat).off So a tangent is really a vector of the distance in x,y,z, from the point. So you have to get multiply those matrices and then get the position vector which would be relative to the point rather than global. I attached a scene file in case this makes no sense. Spline Rig 02c_0001.c4d
  16. You can instead of having two controllers to animate(which animators won't really like), instead constrain the IK tip joint(the wrist in this case) to the goal null, and put that underneath you Wrist Controller. That way Positioning and rotating the Wrist controller would also adjust the rotation of the child which affects the wrist joint.
  17. 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.
  18. 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.
  19. 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.
  20. 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
  21. 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.
  22. 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.
  23. 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.
  24. 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
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