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FLima

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Everything posted by FLima

  1. Hello! Sorry for dissappearing My work week has gotten a bit hectic, so I havent had the time to check on this I will try to see if I get some free time this week, and work on this. Im quite intrigued with this rig myself!!
  2. Ah, Im sorry, i thought the hierarchy was inverted! Hmm... yeah, I think there is still a possibility in doing what you want from an IK rig, if you place other joints inside the IK controlling joints, so they can follow the movement and position, but you can still make their rotation fully controllable from the outside. Unfortunately, I have a delivery today, and cant stop any second But this weekend, I might have some time, and will give it a proper shot. I can actually see already a solution for your mechanical arm, I will try it again this weekend!
  3. yes, everything is up to date here, driver wise, etc. had another issue, that continues to happen which I had to do it, report and etc.. But will wait until I do a fresh install/no plugin soon, before I see what is happening.
  4. I thought I was alone with this. I didnt even report, because I thought it could be my own hardware, but yeah, it flickers a lot... I kinda got used to it at this point, on S22. I use a PC
  5. Im glad it is working out it is not the most "sophisticated" idea haha! But if it is for something simple like poses, it is quite helpful
  6. I also added a limit tag on the goal/hand, so the robot doesnt move sideways to weird directions, just forward and back, and up and down (respecting the hinges rotational limits) Hopefully this helps a little
  7. This is not optimal, but I think it might give you some options on how to achieve what you need. One thing I noted from your file, is that the hierchy on the object manager was reversed. The mounting plate was the very last and the robots "hand" was at the very top, and it should be the other way around if you want to use IK. The other thing you will note from my file is that I am using a joint structure and binding the mechanical parts to those joints, but not all of them. The ones that are going to be rotated, are placed inside the hierarchy of joints, but they are independent, they d
  8. The basic movement yes, like an actual arm, the mounting plate would be the chest, and the arm of the robot would move as intented. I will try to make a quick test now.
  9. Okay! I got the idea more or less, I will try to see if I can workout a nice rig for you today during a break ok? But you will need, for sure, some controllers along the way.
  10. I gotta say, as a subscriber of C4D, and also owner of a perpetual license of R18. Not having the upgrade informations available to all customers, and acessible online worldwide... as easy as it is to purchase a new subscription... feels like a intentional bottleneck, to filter out everyone else who isnt a subscriber. There has to be a way to integrate a new business model (subscription) without having to make perpetual users to feel like complete outcasts? Also, speaking from a subscription client perspective, I feel that we need a more transparent roadmap of the software, thin
  11. Wow, that is intense hehe. I opened the file trying to figure out what is supposed to happen, but it wasnt super clear. I can see that there is this rotational hinges in the middle and on the "hand" but are these the only moving parts? or will be the entire thing? can you do a quick sketch of what the movement should be?
  12. This is so cool man Looking forward to test this! Congrats with all this Everfresh As soon as I saw the racoon (I love raccoons! ) i was like "AHhh, i recognize that cutie!!"
  13. This is good to know! Thanks for the headsup! Im excited to play with the toon character rig too!! I think that will be implemented into my workflow. (even though it feels a bit like cheating ) PS: Do you have any tutorials on face rigs? All my facial rigs comes out as nightmare fuel! I've been trying to find a good facial rig tutorial for so long hehe.
  14. I am quite happy with the anouncements overall I dont use the premade character rigs, so not sure if I will be able to implement the facial rig to my custom rigged characters? I hope so! For me, one of the big changes is the character solver. For sure, that will make it extremely awesome to transfer animation from one character to another! And the delta mosh! (in fact, I wish I had this delta mosh right now for a project Im working on he he) And funny enough, some of the small improvements, are the ones that I got extremely excited.. like.. auto previewing the F-curve when sele
  15. That is amazing, I had no idea about this. I also found an animated T-rex on my content library! I got super happy about it! haha! Like a little kid finding a christmas present!
  16. I think the best workflow for this method, would be just getting back the character from Mixamo, in T pose, and pose it manually yourself. The advantage of using Mixamo's automatic rig is that the deformations are really good and well weighted. So you can deform things nicely. But yeah, you would still have to do the posing work. There are some poses I reckon from Mixamo, and some animations, and for sure, you could pick some of these moments, delete all the other keyframes and keep the ones you want from the FBX animation, but if It was me personally, since there is no animation inv
  17. I think instead of using the character animation toolset from C4D in this case, maybe you would be better off using Mixamo's premade rigs? Have you tried it before? Specially for your project, where you just need some stances and positions, you just basically upload your character into Mixamo's website, and define where are all the key points (wrists, pelvis, etc) and Mixamo is really good at positioning the bones exactly where they should be. Then after Mixamo creates a skeleton for your character, you can download all together in a FBX format, and adjust the position and rotation to ea
  18. This... and the older you get, the more complex it is to find this balance... Real world obligations, bills to pay, it becomes more difficult to just switch from software to software, even though 3D, once you learn it, it is easier to adapt.. But it takes time, specially when you've been working with a specific software for more than a decade - which is my situation with C4D.
  19. I absolute love your input on this Dan. Have you played a lot with character animation inside Maya? Or any other software? I'm very curious about that. My problem with C4D at the moment, well, aside from the subcription price, it is the lack of nice real time visualization on NPR work. I love doing things with sketch and toon, but at some point, the instant viewport render region just gets extremely slow to preview anything... But yeah, I gotta admit, C4D feels like home. I dont need to search extensively through several different forums when I see something that Im not
  20. There are no problems on paying for software when your income comes from it. But this is mostly true to a one-time payment kind of software. Like it was with Zbrush for instance, I paid around 700 USD once, and every update they had ever since (and long before I had purchased) was completely for free. I own the software and Pixologic continues to support and give full attention to its users. It was a bit of a chunk of money to pay at once, specially coming from a Brazilian pocket.. but knowing this was an investment, it puts me at ease, knowing that I can continue to produce work with
  21. @CerberaI am now curious... have you tried Blender? And no, im not from the "Blender" cult hehe, I've been trying it for a while.. but still.. havent really felt "at home" in there. but the ideals behind it, the immense support and heaps of tutorials, always makes me think about it.
  22. That would be the ideal situation, yes. I think, if we werent facing a pandemic, most likely they would fly you over, to work locally on a specific thing. But yeah, you eased my conscious a little bit hehe.
  23. hey... I think you raised a super strong point here. No companies will be "happy" to share with you the complete information on how much they made on a specific project, specially with all the fees negotiations and etc in place. Unless maybe you are part of a team of a big budget production (pixar movie, etc...) and you worked using your indie license. Then a public project like that, sure, i could see a problem.
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