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Adept

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    Adept
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    Edits
  • C4D Ver
    18.057 Studio
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    United States
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    Animation/Rendering

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  1. Although, here is the file for anyone who can take a look and figure out what's going wrong :) Mixamo_Motion_Clip_Mixing_with_Hand_Keyframe_Help.zip
  2. No, I do not have access to CV, although it does look like their final segment of that series is what I'm looking for. I'll try baking into a single clip for now and see what happens.
  3. Alright, well I've been messing with it for a bit now and still think I am doing something wrong.... First of all, the blending of two clips does not work as smoothly as it should (gif attached). Also, I am able to disable the bones in the heirarchy, but how do I animate them on top of the motion clip? Animating the bones in the heirarchy for my base clip doesn't work as once I click the keyframe button, the bones jump back to the position they were in before. What am I doing wrong? I just want to make his left arm move differently than was in the mixamo clips. https://gyazo.com/31e1b07eafdfc35e449998e22c4e1925 for mixing the clips, I used the "make transition" tool, but it doesn't seem to be working as well as I want... https://gyazo.com/33bf80f53d447cd13f3f8fb20162e876 the bones are disabled, which shows in the viewport https://gyazo.com/037756ad0761eaeaa2d9cc6e733d2f0b but when I try to rotate/keyframe any of the bones here, it doesn't let me. Is there somewhere else I am supposed to do this?
  4. Aaahh there it is! Thank you very much!
  5. Hi! I made an animation that I decided I wanted to extend from the start, so I made it go into the negative range... I used multiple motion clips alongside keyframe animation, but then realized Cinema doesnt allow me to set the render range into the negatives. I tried moving all the frames in the timeline to frame 0, but then the animation on the motion clip objects gets all messed up... Is there any way i can render negative frames? Or any way to just tell cinema "ok, make frame -50 actually frame 0, without changing anything in my animations"?
  6. How exactly do I disable the individual bones? The only thing I have tried is pressing delete when the bone is selected, but then the entire model gets messed up....
  7. Hi! Is there any way to add animation to certain bones on top of a character that is animated with motion clip? I have blended a few walking animations for my character, but at one point in the middle of his walking I want him to twist his torso to turn. Is there any way to do this? Like just edit the keyframes for the spine bone at that point in time? Thanks!
  8. Hi all, I am working on a project where I have combined several mocap animations into one using motion clips, then baked it all down to PLA to allow me to scale the animation to the proper size for my scene. Part of the animation involves the character walking in a straight line for some distance. I want to slightly rotate it to start turning right/left, but have been unable to figure out a way to rotate it from the object's true center, not where the axis is. The axis of the object stays stationary as the model itself moves away from the axis center point. Because of this, simply rotating the object causes it to shift position as well (as always happens when rotating an object off center from its axis). How can I create some null or something to allow me to rotate the character model at any given point along its path from true center? Thanks for any help!
  9. Ok, that's kinda what I figured but i wasn't entirely sure. Thanks!
  10. Hi! I have a FBX motion capture file of a character walking, and a mesh I want to apply it to. I just tried posing frame -1 of the animated rig to match the static mesh and binding it, but it came out pretty messy and was going to be very difficult to fix as my character model is quite complex with multiple protruding objects (a radio on the hip, for example). Is there some easier way to bind a bipedal rig to a character when it is already animated? Some other program or online service? Adobe's Mixamo works wonders with rigging, but has no way to add your own animations to apply to the meshes so it is no help in this case. Thanks for any help!
  11. Hi all, This has been a problem that has come up a few times for me... My move tool does not work properly, as when I hover over one of the axes and drag, it moves the object on all axes in the world space. (see gif). Any idea what is going wrong? Restarting C4D doesn't help, and it happens across multiple files which tells me its a setting or button I clicked. https://gyazo.com/1dacaffa911916a25c92820fc4a0e1e6
  12. Hi all, just wondering if there is a way to change the default keyframe type for spline. I know of the project settings > key interpolation, but there is no option to change what type of spline is created. It auto generates a spline other than the "soft" spline type, so every time I make one I have to right click on the keyframe and select Spline Types > soft. Is there any way to make this soft spline the default?
  13. https://gyazo.com/eaa89cca70f7835ed49151e3ebf42a48 Here is a GIF of the final result.
  14. I did this (shown in hierarchy on right) and it does not really fix the issue with the hands rotating off it.... the IK goals do not control the rotation of the wrist, they simply control the position of the wrist. The rotation is up to the actual bone for the hand. EDIT: Aha!! I got it. I set up two more nulls, "l hand rotation" and "r hand rotation", and set their psr to exactly the wrist joint where I want it. Then I moved them under the rifle anchor, then set only rotation constraint tags to the actual wrist bone. This worked like a charm! Thanks for the tips. Here is my final hierarchy for anyone else looking into this topic: >Rifle (PSR TAG TO Rifle_anchor) >Left_hand_goal (PSR TAG TO L_hand_anchor) >Right_hand_goal >>Rifle_anchor >>>L_hand_rotation >>>R_hand_rotation >>>L_hand_anchor >Bone hierarchy down to wrists: >>Left_wrist (ONLY ROTATION CONSTRAINT TO L_hand_rotation) >>Right_wrist (ONLY ROTATION CONSTRAINT TO R_hand_rotation) Works like a charm!
  15. Hi! I have been working on animating characters holding rifles for a project... I have been having a pretty hard time figuring out the best setup for the arm/hand/gun rig to get it to do exactly what I want it to. I am not too good at explaining it, but I want to use IK to control the position of the hands (simply because it is easier and looks better), but I want the wrists to stay in relative rotation values to the rifle unless I edit/animate them. My main issue is in trying to figure out the hierarchy and constraining here. What I want to happen (in order) is: 1) Right hand goal/right hand wrist rotation controls the position/rotation of the rifle 2) Gun moves with right hand correctly 3) Left hand stays 'glued' to its set position on the rifle, and stays there as I move the right hand and consequently the rifle around I have parts 1 and 2 figured out (that was easy) but figuring out how to keep the left hand not only at the same relative position as the rifle, but also maintain its rotation and contact points on the rifle the same. Here's a gif to show the issue: https://gyazo.com/8fa39c430527df3b144a5bb4ec15c79c The left hand target null follows the rifle fine. But as you see, the hand does not look to be 'gripping' the rifle, it just slides around. My heirarchy goes something like this: >right hand goal >hips >other bones leading down to right hand wrist >rifle >left hand goal I have tried removing the left hand goal from the bone hierarchy and using a PSR tag in a few different ways with no success. I'm sure there has to be a way to get this to work, anyone got any ideas? Thanks!

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