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Rendercore Lab


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    16 Student Ed.
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    The Netherlands
  1. Thank you for your reply! I tried it, and something strange seems to be happening - when i scrub through the timeline, my object is static, but when i play and then press pause, it jumps to the correct position - but only when it is paused. whilst its playing, the object stays its original position... Also when rendered
  2. Hi, I am trying to constrain an object to the hand of a rigged, animated character. I can't constrain the object to the joint itself, because I have a rather messy setup where my rig is constrained to a source (mocap) rig and then offsetted. I tried to make a small xpresso setup where the object is constrained to the vertex via the point node. This works - but only constrains the object to the original position of the character in T-pose. Any ideas on how I can make the object follow the movements of this specific vertex? I don't have much experience with xpresso... Thanks! Zara
  3. Thank you for your reply! I will try that.
  4. Hi! I am looking for a way to automatise lip sync in C4D. I have a 5 minute monologue that my character will deliver in a sort of presentation setting. I have followed this tutorial: https://www.youtube.com/watch?v=XyudnaKd5EI which basically connects the pose morph (blend shape) of an open mouth to a sound file of a voice over through the sound effector in xpresso. I got this to work - and it is a big help making the lower lip move down together with the sound. So far so good. I have created a few other blend shapes for different phonemes (like O, E, etc), and started doing some research on how to time the keyframes of these (combined with the open mouth pose morph linked to the sound effector) to my voice over sound file in an efficient way - like, do I play the sound in C4D and try timing it by listening to the different letters? This didn't seem like a very efficient way, since it is hard to play in realtime and that way time it with the sound. I came across this program called Papagayo (http://www.lostmarble.com/papagayo/), which helps line up phonemes (the mouth shapes) with sound of actors speaking, to help with timing and animating. The program exports a file (.dat) with a list of the different shapes at different frames (see image). Again, pretty big help - this way I can just "follow the list" and put the keyframes of my different blend shapes on the frames it says there. Now, I came across this thread at C4D Cafe (https://www.c4dcafe.com/ipb/forums/topic/58120-lipsync/) where someone has made a plugin to actually bring this Papagayo file into Cinema. This person has managed to link the different phonemes in this list to different materials in C4D. Then, someone else has used the plugin and linked it to different pose morphs of their character with COFFEE. If I could manage to do this too, I wouldn't need to keyframe the lip sync at all, which would be really amazing. I have a low poly character and it doesn't have to look realistic - it is more about making the face move in a way that makes a bit of sense... First problem is, I don't have much experience with xpresso, and don't know how I could take this file the first person provides (where the materials are linked to the papagayo file) and change it so that the xpresso setup goes to my pose morphs instead of his materials. It is a pretty old thread, so unfortunately I can't ask someone from there. If anyone has other ideas on how to automatise this process, could refer me somewhere or anything really, please let me know. Thank you! Zara
  5. Hi! So, I am about to start my first attempt to lip syncing in C4D. I have made a setup where a blend shape (pose morph) is connected to my sound file via the sound effector in xpresso. This makes the mouth move up and down according to the sound. So far so good. Now I need to start tweaking it using other pose morphs etc. The problem is that I can't seem to sync the sound with the animation playback - there is a big delay. We hear the sound, and much later the character is moving. I am wondering if anyone has any idea on how this is usually done, or any tips for me on how to get the sound in cinema and have it play "together" with the animation. If the animation is playing slower than realtime, it would be okay that the sound is slower too - as long as it is in sync... I have a very low poly character - not very slow to work with. I hope this makes sense. Thanks
  6. Phong angle

    Thank you for you reply! It worked :)
  7. Phong angle

    Hi! I am wondering if it is possible to set a different phong angle to different parts of a model? In my case I have a character, and I want the body to have hard edges and the face to have soft edges.
  8. Transfering UV's?

    I will go with that. Thank you so much for taking your time and help :)
  9. Transfering UV's?

    So, it could have to do with the export? I exported it to an OBJ and did the UV's in Maya, but didn't think that the UV's would be "software-specific"...
  10. Transfering UV's?

    The mesh should be the same - I exported it from C4D (without the rig) and imported it back again without changing anything except the UV's. I am not really an advanced user - what does polygon and point indeces mean? Thank you for your time guys!
  11. Transfering UV's?

    I have put the C4D file here if anyone wants to take a look... I will be eternally grateful for any help https://www.dropbox.com/s/f0r5c0fos4rja0t/uv_test.c4d?dl=0
  12. Transfering UV's?

    I also tried to skin the UV'd model to the same rig and transfer the skin weights, which also didn't work.
  13. Transfering UV's?

    Hi, I need to the transfer UV's from one model to an identical one (but rigged) in C4D. The reason is that the model was rigged and weight painted before the UV's were done, and it would be great if I didn't have to do the rigging over... I read this thread: And tried everything - copying the tag and using the VAMP (although I am unsure about the right settings), etc - but nothing works. I end up with the same result every time, where it looks like the UV's are almost split per face (see image). I have also tried save tag preset, but after saving it and going to load tag preset there is nothing there. Any ideas?
  14. Character object - custom hands?

    Forgot; here is what the tail looks like!
  15. Hi! I am working on a rig of a cartoon character that looks like a pig but is walking on two legs. I am using the character object for the rig, but I am a little confused on how to approach the hands. As you can see in the image, the pig has trotters instead of hands, but I would still like to be able to control them somehow - I guess what i need is a "hand" rig with two fingers instead of five (I am only interested in controlling the top two "fingers"). So, what I am wondering is: Does someone know if it is possible to create "custom" joints and add them to the Character object? If so, does this person maybe also have an idea of a smart way to make hands like this? Also, the pig has a little tail, and it would be great if I could rig this too - somehow add joints for it to the character object, perhaps an ik chain? I am sort of a beginner when it comes to rigging, so please explain it in beginner's language :D I am working on this for school, and I am on a pretty tight deadline... Would be endlessly grateful for a reply <3