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Kevin dogge

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    R20.026 Studio
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    I9 - GTX 980 TI
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  1. Hello. We figured out within unity that we can delete the meshes that c4d creates for each pose morph / blendshape and still get the blendshapes to work. ,(And reduce build size alot) So now is the question why are the mesh blendshapes even exported within c4d to fbx if it is not really needed. As I see it. Only some optional data is needed. Ps. I don't understand why I should add the fbx in a .rat file.
  2. Hello, om working on a project but im getting a file size issue when using pose morphtag. i was testing the filesize of a .fbx file. i got a head.fbx from a guy who created it in maya. that .fbx file is 5 MB. it has has 63 different posemorphs. i open it in c4d and export it again to a new .fbx file. in the export window only "normals" is checked. (7.5 or 7.4, no difference) then the file size is 62 MB. i just want to know what is happening here. Why is the file size so large after only importing it and exporting it again to a fbx file. some of you ahve any experience with it? in the end i need to use a model with with blendshapes in unity. thanks.
  3. Hello, so i got this question: for example. i got 1 spline object with multiple circle objects (combined as one) i add this to a sweep so it becomes a visible object. now, is it possible to add multiple materials to the spline object with the multiple circles. so that every cirle does have it's own material. does every circle myabe a have a own ID even if it is a combined object? thank you
  4. hello, i just watched this post, because it is the exact same problem im facing now. but i can't download the example files from Jed anymore. would be nice to get the example file or a way todo create it. thanks in advance kevin
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