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munkittrick

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10 Noble Beginner

About munkittrick

  • Rank
    Cafe Ronin

Profile Information

  • First Name
    Michael
  • Last Name
    Munkittrick
  • Location
    Orlando, FL

Cinema 4D Information

  • C4D Version
    18.057 Studio
  1. Another quick question, if you don't mind. Would you think that creating a very low poly mesh (sub 10k total polys) smoothed by a subdivision surface tag would be best OR would it be more advantageous to use a higher poly model (more than 35k polygons) without the sub-d tag and dial the phong angle up for maximum mesh smoothness would be better for a short form animation? In my own experience, I've discovered that a character with around 15k polygons works well for cloth deformations with the higher poly mesh than the phong "blended" look can provide. Just curious of your thoughts. Thanks!
  2. Yes, I'm trying to learn how to use the character builder object. I can actually build a pretty good rig from scratch, but I saw this used in the demo for R20 and the updates made the weighting almost a one-click operation. I'm actually just working on a generic model, so I didn't actually save the work. I'll set one up tonight and drop the file here later. As for the components and controllers, Yes. I start by building the rig core and appendages. Once all of the components are in place, I often bind the rig to check the natural, unmodified weighting. More often than not, the component alignment is NOT accurate to the placement and I get a wide range of oddities in the weighting. I don't modify the controllers simply for the fact that modifying ANY of them prior to binding creates a nightmarish discombobulation of flow from one joint to the next. In fact, after I rig the component view, I will sometimes move to the "component hierarchy" to verify placement of the components, but what I seem to find, in almost EVERY case, the base joint for each of the fingers has moved a sizeable distance from the parent null...making for some very odd looking joint movements. Instead of a nice elbow transition, I get what almost looks like and off-center pivot giving a joint bend region a very wide area that looks to be bending around an obstacle placed in the area of the elbow...as if you were to try and wrap your arm around an invisible cylindrical tube. I'll try to get a representative project file up later today. I really, REALLY appreciate you guys! This is the only place where I truly feel like the community cares about their peers without making them feel like they might never understand this amazing software. after 5 years of using this package (and subsequent updates), I finally feel like I'm getting a well-rounded understanding of its true potential. I am sincerely grateful!
  3. Thank you. I saw this once or twice, but thought that it was dedicated to that specific rig. I'll give it a view and let you know how I fare.
  4. I am SO close to understanding how to use this character rigging set up that I can see it in my sleep, but I'm STILL falling a bit short when it comes to getting the hands to work as expected. Is there a soup-to-nuts tutorial on how to get the joints properly aligned, situated and placed correctly for reasonably accurate animation? For some reason, when I build the rig and begin to set up the joints...something happens with the rotation of the joints. To be more precise, when I try to move the components, it seems to only move the bones, but none of the parent nulls...so I have been trying to build the components, then change to the hierarchy view so that I can move, rotate and set up the joints byway of the parent null. Long story short...it's not consistently working and give me some pretty terrible results. Anything to help me with this would be INCREDIBLY appreciated!
  5. Unbelievable! I cannot believe it was that simple. Thank you 100 times! Ultimately, I opted to go back to the build mode and replace the entire finger. For some reason, even after re-binding that joint turned almost 90 degrees. Now I can get back to polishing the joints! Thank so very much!
  6. I'm in no rush whatsoever. I am extremely grateful for your time.
  7. I can't tell you how much I appreciate this! I'm working with the character object. I have everything perfectly symmetrical and have my base mesh perfectly mirrored...so it has to be a weight issue. I've just been looking at it too long to see the error.
  8. Listen, I hate to bug you again, but you nailed the previous issue so well that I figure that I'd ask you directly. Can you please explain what is going on with this rig (attached)? The RIGHT hand appears to be working as expected (albeit not dialed in and sloppy at the moment)....but the LEFT pinky finger contorts as if the joints are not symmetrical...or maybe I nudged a bone by accident...but I cannot get this to work. Would you mind taking a look at this file and explain to me how to fix this issue? Thanks again! Neutron_Solo_(Help_File).c4d
  9. You, sir...are a unicorn! Thank you so much! I have been racking my brain for a few days on this. The plan is to use three different pose morphs to control a character's arms and legs and add a little muscle work under the skin...so to speak...but I kept coming up slightly short. The Range Mapper to the rescue! THANK YOU!!
  10. THANK YOU! I was told that a tutorial existed, but I must have been using the incorrect parameters...because I couldn't find it! VERY much appreciated!!!
  11. Hello again all! I have hit a wall and could use a couple of ideas! I've created a character. This character is going to be wearing a removable full-head mask. The mask is presently pose morphed to match each of the facial morphs. When the character gets angry, the mask follows the face to accentuate the emotion, but I'd like to find a way to use user data or some manner of controller that can allow me to move two, or even three pose morph objects at once. Is there a simple Xpresso formula that would allow me link multiple morph poses to corresponding poses of impermanent objects? THANK YOU!!!
  12. Well, ! I was hoping to find a method of doing it in one swoop, like I do in Blender. I suppose that I COULD command+drag multiple times to get the effect that I'm after. Thank you so much! My main problem is the fact that the new cuts made with the knife tool or knife path tool don't follow the original body lines of the primitive, thus making the ART of getting precisely matching edges almost impossible. Thank again!
  13. Thank you for the input. Yes, I know about extruding to zero and/or dragging the selection out with the command key, but is there a way to do this so that the sides of the extruded area creates the subdivisions that I need along the area created by the command+drag extrusion?
  14. Hi guys! I'm trying to extrude the selected portion of a cylinder outward along a single axis without it fanning out so that I can define the subdivisions at thee time of extrusion. Obviously, I can use the extrude modifier with an offset of zero, drag out the extension, and then create the subdivisions upon the pulled out segments...but I need to find an alternative method for a specific task.

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