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Cactus Dan

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43 Noble Beginner


About Cactus Dan

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    Of the West

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    USA Ferron UT
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Cinema 4D Information

  • C4D Version
    16 Prime

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  1. Hello there legendary Cactus Dan,

    I have an interesting predicament. I've rigged up the cephalic fin of a manta ray and need to bend the bones up into a roll like in real life. I've got all the joints there nicely but can't seem to figure it out. Using a goal won't work because it won't rotate the joints along the axis progressively if that makes sense. If you have any idea how this can become a reality I'd greatly appreciate some advice. Below is a screenshot that should help explain what I'm referring to.




  2. Is there any chance that you have that dynamic Bunny Ear Rig still available?

  3. Howdy,


    Hey, what happened to the Tutorials? There doesn't seem to be a link to access them from the forum anymore.



    Cactus Dan

    1. Igor


      Hi there,


      Good question. Let me investigate! 




  4. Avoiding Gimball Lock in a FK Arm Swing View File Avoiding Gimbal Lock in a FK Arm Swing This tutorial will explain how HPB rotations work in Cinema 4D and how to avoid the issue of Gimbal Lock in an FK arm swing animation. The tutorial is using the CD Character Bundle Pro and CD Transfer Tools plugins for Cinema 4D. Submitter Cactus Dan Submitted 06/03/2014 Category CD Character Tools
  5. Howdy, This is an important topic with CD Character Rigging, so this thread will hopefully help shed some light on it. When scaling a complete character, you must make sure you're using the Object tool and NOT the Model tool. I know Cinema 4D defaults to the Model tool when you first open it and most of the layouts have the Object tool low in the pallet, but in my opinion the Object tool is better suited for character rigging and animation work. The Model tool is better suited for modeling work. I always change my character layout to have the Object tool where it can be easily accessed. Also it's best to have all things pertaining to a character under a single parent object, so that the character is completely self contained. Now the thing to remember when using CD Joints & Skin is that anytime you are going to make alterations to the character, you must first return to the bind pose, unbind the skin, make the alterations and then rebind the skin after the alterations. This also applies to scaling the character. So, to scale your complete character, you can follow these simple steps: 1. Return to the bind pose, which is easiest if you've used the CD Bind Pose tag. If not then you must return the rig controllers back to their home position to where they will return the joints back to the bind pose. If you haven't created home buttons for your rig's controllers then you can disable expressions with the menu "Edit/Use Expressions" and then use the "Return To Bind Pose" button in the CD Skin tag's "Tag" tab. If the character has already been animated, then you must also disable animation by using the menu "Edit/Use Animation". 2. Unbind the skin using the "Unbind Skin" button in the CD Skin tag's "Tag" tab. 3. Make sure the Object tool is active and use the Scale tool to scale the topmost parent object of the character. 4. After scaling the character and with the topmost parent object still selected, use the CD Freeze Transformation command with only the "Include Children" and "Enable Scale" options active in the options dialog. You can access the options dialog by holding down the Control key while selecting the CD Freeze Transformation command: The CD Freeze Transformation command will not only freeze the scale of the complete character, but it will also freeze the scale of all poses in the CD Bind Pose tag, and freeze all position animation tracks so that they are scaled properly, too. 5. Rebind the skin using the "Bind Skin" button in the CD Skin tag's "Tag" tab. 6. If you've disabled expressions and animations in step 1, then enable expression again using the menu "Edit/Use Expressions" and enable animations again, too, using the menu "Edit/Use Animations". Your character will now be scaled to fit your scene and all the objects' scales will be normalized at 1,1,1. Adios, Cactus Dan
  6. Howdy, I thought I'd post a quick explanation of how to use the CD Bind Skin command and the Joint Influence options for adjusting the auto weight calculation. You first select the mesh and then shift select the root joint of the skeleton (control select the root joint in the object manager for R10+), so that the mesh and the root joint are both selected. You then choose the CD Bind Skin command from the plugin's menu which will open the options dialog. The default setting when the CD Bind Skin options dialog opens for the first time is actually a "Rigid Bind" skinning. This means that each point on the mesh is bound to only one Joint at 100% weight. Notice how the weights cut off sharply between the joints with these settings: No. Joints = 1 Falloff Rate = 0 If you increase the "No. Joints" parameter to a number above one, you get a "Smooth Bind" skinning, which means that the weights are blended between the joints to get smoother bends at the pivot points. Notice how the weights have been blended with the following settings. No. Joints = 3 Falloff Rate = 0 If you also increase the "Falloff Rate" parameter, then you'll notice the weight blending between the joints becomes much tighter. No. Joints = 3 Falloff Rate = 4.5 You can try different settings to see which one works best for your particular character mesh. Then as always with auto skinning, the weights will have to be adjusted to fine tune them in strategic areas. Adios, Cactus Dan
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