PixelPlow Render Farm for Cinema 4D
PixelPlow Render Farm for Cinema 4D

TomAlex

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About TomAlex

  • Birthday 08/24/1959

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Profile Information

  • First Name
    Thomas
  • Last Name
    Alexander
  • C4D Ver
    18 Studio
  • Location
    Lazenby

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  1. That looks so COOL! I'm just starting out on my character, rigging & animation adventure and you guys are just brilliant at so much. Just love the almost 2D effect of the zombie and background.
  2. Thanks Simmy, yes I didn't realise I could access them but you are right, click on the action button and they are there in the drop down list. Ive managed to get her legs moving along with her head, chest and hips so far. At the moment CMotion feels very awkward to use, after all I built Elle's rig to work with degrees and percentages which is what you use when you keyframe. No doubt Ill get use to it and CMotion offers such a lot it will be worth it. The weight painting took quite a while to do, I blocked out the legs by using polygon selections and selecting the joints and letting C4D do the work with the auto weight tool, it dose a pretty good job. I then rounded up the point value (C4D always likes to use ?.? and never whole numbers) after that it was tweaking the point values between the joints where necessary such as shoulder, elbow & spine. There is some spine influence on the front legs between the elbow and the wrist on the forward facing side, it stops the elbow joint pushing the mesh too far forward. And there is a pose morph correction deformer on the top of the front legs so they behave themselves when Elle's front feet lift off the ground if she was to jump up onto something. I took my time with the weighting and hoped it would look okay and I am quite pleased with the results but Elle Mk 2 is already going on in my mind, I can see where little changes can make a big difference. But as my Daughter told me " You can keep going until its perfect otherwise no one else would ever see it."
  3. Thanks everfresh, at this stage I'm just so happy Ive managed to get her to move. Ive taken onboard your advice on her movement and will make the necessary adjustments to improve it, though I do want her to be a bit quirky. Ive just watched a tut on youtube and now know how to access the user data in CMotion which is a relief. I do have Elles eye blink movement work with a pose morph, Im not sure if I can access the sliders but will try dropping the body mesh into CMotion to see if I can access it there. Dropping the body mesh into CMotion dosent give me access to the pose morph sliders. I'm not sure on this but wondering if I can somehow link the pose morph with the head_con expresso to gain access to the slider there. Yes it works!
  4. Hi guys, this is Elle my elephant character. I originally intended to make an animation for my Grand Daughter last Christmas but had problems building the rig. I did however build a penguin character and successfully rig it, in doing so I worked out how to rig Elle. I have used sliders to control the trunk and in-fact got some help here on the forums for the trunk rotation. The rig is basically a copy of the quadruped rig in C4D but obviously not built in the Character builder system. After looking at the things that C Motion offers in the way of walking, running, jumping and everything else I am thinking of trying Elle in C Motion. However as far as I can see I wont be able to use the sliders to control her trunk and would therefore have to rebuild her trunk with simple rotational controllers which would work in C Motion. Please tell me if I have this wrong and if it is possible to use the sliders in C Motion. All of this is new to me, I have a full-time job working as a Floorlayer in the construction industry and basically have only really used C4D to make models over the years I have been using it. I have included a walk-cycle anim so you can meet Elle, its not perfect by any means but I am getting there. It loops better in Quicktime.Elle Second New Walk Cycle-1.m4v
  5. I have an elephant character and wish to make the ears collide with the neck & body when I either rotate the head or the ears themselves. I have no idea how to do this, but I am thinking that using either a surface deformer or a collision deformer would be the way to go. Also using a vertex map of the lower portion of the ear mesh (the floppy part) so the mesh knows what is colliding with what. This is purely a guess and I do hope one of you guys can give me some advice or point me towards a tutorial for some help.
  6. I've solved my problem after playing around with the Range Mapper settings. I've reversed the input lower and upper values and also the output lower and upper values and checked the clamp upper and it works. I tried the reverse check box at first but it forced the pose morph deformer on at 0% so that obviously wasn't going to work. It seemed counter-intuitive to reverse the values but it works, guess you guys knew I'd work it out.
  7. Now to complicate things. The forward/backward z axis movement I have put on a float slider (-100% to 100%) and set-up the pose morph to work with the (0 to 100%) z axis movement (backward), checked the clamp lower box and everything works. However to improve the look of the leg at the extreme forward movement I have set another pose morph deformer this is (0 to -100%) z axis movement. This does present a problem in that as with the above pose morph it also works in the negative value. I thought the solution would just be to check the clamp lower box but this stops the deformer working with the forward movement of the leg and it still works in a negative value (not wanted) with the backward movement. So my xpresso is := Backward movement L_Leg_con / user data / (float slider) move_forward_backward linked to Range Mapper linked to Pose Morph / L_Leg_con_COR_strength Input Range Percentage 0 to 100% Backward movement Output Range Percentage 0 to 100% Pose Morph strength Clamp lower checked This works perfectly Forward movement L_Leg_con / user data (float slider) move_forward_backward linked to Range Mapper linked to Pose Morph / L_Leg_con_f_COR_strength Input Range Percentage 0 to -100% Forward movement Output Range Percentage 0 to 100% Pose Morph strength I added the f in the pose morph name to differentiate from the name of the above morph (don't know if I needed to, or if this is causing problems) The pose morph deformer works with the forward movement but also works with a negative value (not wanted) in the backward direction If I check the clamp lower the deformer dose not work at all in the forward direction and still works with a negative value in the backward direction The above Backward movement deformer continues to work perfectly regardless to changes made to the Forward movement deformer. I will try changing the Pose Morph name eliminating the f to see if it makes a difference but don't think it will, might be wrong though. Any help would be appreciated. Edit: Just wondering if the clamp lower is reading the -100% input and the 0% output as the lower values therefore stopping the deformer working in the forward direction.
  8. Thanks for your reply jed, after watching a few different tutorials on you tube, I tried different ways of switching the pose morph off but nothing was easily accessible. Then I noticed the clamp options in the range mapper and tried the clamp lower and it works perfectly. So I am back here to say I've solved the problem only to notice you had told me the answer an hour ago. So again, cheers pal.
  9. I have set-up a pose morph correctional deformer to work when my object's leg is at its maximum backward position ( z 8cm). Using xpresso I have the L_Leg_con (position z) linked to a range mapper (input user defined 0 to 8) (output percentage 0 to 100%) linked to Pose Morph (L_Leg_con_COR strength) This works in the plus z direction (z 0 to 8cm) however if I move the leg forward in the minus z direction (z 0 to -8cm) the pose morph deformer is still enabled and works all the way to minus 100%. I had thought that the pose morph deformer would stop working at 0 and did not expect it work in a negative value. Can I use a switch of some kind to limit the pose morph correctional deformer to work in only one direction either + or - Also if anyone could advise me on any books or tutorials for Xpresso
  10. Thank you once again my friend, after checking through the various options in the component tags attached to the various nulls and controllers in the basic quadruped rig I think you are right and it would be easier to build the rig manually. It has raised an interest in how the rigs for the character builder are actually constructed.
  11. I have tried inserting the trunk joint set-up into the basic quadruped rig, I inserted it into the head joint chain after the jaw, but it dose not work, it dose not bind with the mesh. I have noticed the quadruped rig has the controllers in separate chains to the joints and as I have the trunk control sliders set-up on the trunk joints null I don't know how to make it work. I did add a character component tag which has quite a few options, again not sure as to which of these to use, I can upload a scene file or if anyone knows of an example of inserting a joint chain into an existing rig. Or can I just build the trunk joints set-up in the quadruped rig
  12. Thank you, you are 100% correct the models axis was not zeroed out on the X axis. Everything now works, both eyes can both blink and close both together & independently. Should have spotted it DOH!
  13. I am now having a slight problem with Pose Morph. I have set up a closed eye pose on the left eye and when I try to flip it across the X axis it dosent flip across to the other eye. I set up the morph in points mode and made sure the normals were correct before doing this. I have attached a simple scene file of the head. Elli's Head for Trunk & Eye work_0007.c4d
  14. Thank you maliohammad that is exactly what I'm after. I didn't think it was working at first so I increased the multiply figures for the joints and it works a charm. You are a Star.
  15. By lowest joint on the trunk I mean nearest to the ground, the end of the elephant trunk, which actually has the highest joint number. In the example scene attached the joints are 1. to 9. In expresso I've used the range-mapper to rotate each joint 33 degrees in both positive and minus P rotation. The joints are connected to the range-mapper with 9. being the first and 2. being the last (though as far as I can tell it dose not make any difference to the movement). The slider in the Trunk user data is named Curl I have had a look at the Math node, 2 inputs and 1 output, I cant really think how to use it. As I am creating the Elli character to make some animations for my Grand Daughter Elodie I would really appreciate your help.Elephant Trunk Joint Rotation.c4d