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joolsd

Cafe Oldtimer
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    241
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Profile Information

  • First Name
    J
  • Last Name
    DIAMANDIS
  • C4D Ver
    R20.026 Studio
  • Location
    Eastbourne
  • Interests
    Sport, Films, Flight Sim, Fingerpick guitar.

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  1. I think you were right Admin. Thanks I re-positioned the IKINIMA as a T-Pose and re-bind. Then re-targeted the Reference IKINIMA. It isn't too bad and is possibly better than using the IK method which is over complicated. It seemed to delete the face shapes but I can re-paste them back on. I might have to adjust the weights a bit as there are a few weird bits but this is much better.
  2. Re-binding is quite labour intensive, I am not really sure if I would have time (or skill). I noticed there are some newer tools for binding. IE saving and reusing exsiting weight maps. I think the IK method is working ok. It may not be perfect but it is using the leg,arm and spine movment quite well. I did another test on a mixamo figure and that worked better than the autodesk figure. Thank you for the trouble shoot.
  3. Hi, thanks for the reply. Yes here are the two models. The take 2019-01-18 10-07-48_jools_capture.fbx is the capture of me . The other model is a face cap model. The target! Notice the face is moving. I suspect there is a problem with the joint axis. It would be great is c4d was able to unify the body cap with the face cap. Thanks in advance. Best regards Joolsd https://wetransfer.com/downloads/835e9609976dd090cf16dc6411cf5c7020190120214548/5a8fa9fb21759b496788f5c1dc7952d120190120214548/b39c29
  4. Dear 'C4-D-ers' I am fairly inexperienced at character rigging but hope to use existing models and VIVE mo-cap data, to do something quite good, to save time and get a good effect, with ‘Character generator’ target models. I have been experimenting with Orions Ikinima, mo-cap system. It seems to produce nice smooth capture. My preferred technique would be to copy and paste tracks from the ikinima models to the new skeleton or retarget using exact names. Even though the skeletons are slightly different I can use a lot of the data on the main limbs, spine and neck. There are different options of fbx export, which include biped, genesis, unity as well as well as native ikinima. My target model is blue Z down, but unfortunately, the mobcap models all have the different axis, (pointing behind the model) which means the direction of an arm, for example, will move in the wrong direction.I wondered if there where any tutorials that deal with this exact scenario, which may help me using the Ikinima data? There are improvements to R20 with the Z up axis. I noticed also, that there is the joint tool which can rotate axis. However, there are a lot of options that I have tried and am unable to assimilate the skeletons. The other option is to use IK on my target model an use a constraint tag and link the mobcap limps to the IK nulls. This bypasses a lot of the differences between the two skeletons. I have got this to work, but really want to use the first method. When I do searches on the web, I get a lot of results about retargeting identical skeletons and using mixamo, but there is very little on retargeting none identical skeletons. Thank you in advance. I hope this isn’t too much of a ramble. Would much appreciate some help. Best regards Julian
  5. joolsd

    Haze around asteroid

    You could do a couple of things. Just put a glow on the material of the asteroid in C4D. Or render it out with alpha and put a glow on it in after effects (the layer effects). You could duplicate the layer in after effects and blur it then put it on screen mode then overlay the layer so that you get a nice glow to it.
  6. Steps per frame will help but try increasing the margin in the dynamic tag itself.
  7. In the older versions of C4D there was a plugins folder, but I am not sure where to paste plexOBJExport.dylib in R20? Best regards. EDIT: And I have realised that it may not be compatible yet.
  8. I am trying to create a monitor camera effect in a visual, where a camera is placed on the circle and it relays what is seen onto the screen. However, there are some unexpected results between viewport and render. Unfortunately, I am having to finish the work in photoshop. Would be nice if I could achieve this the way I wanted. Best regards Jools
  9. You don't really use a skeleton with this type of thing. I don't know what game engine you use but in Unity5 there are 3rd party packages that deal with PLA. For example Megafires and PC2 importers. I remember that Cactus Dan FBX exporter could export MC and PC2 files. But unfortunately, the creator passed away. I don't know how you can create a PC2 format anymore. You could look at an alembic importer as well, in your game engine. Alembics seem to have that ability to store fancy cloth animation.
  10. You hold shift down and select all the selection tags. Then press the 'select polygons' button. Then you can just save another selection.
  11. joolsd

    Gear shape

    It might help if I mention it. I thought there were some 'cogwheel objects' in the content manager. However, I am not sure if they are sawtoothed at the top like the way you want it?
  12. Hi, I am just trying a few tutorials. I have tried to make the aircraft take off using a rough airframe, which I hope is like a real wing. Connectors and Motors. But for some reason, I can't get any speed into the plane. I am not sure if the friction is too high, or something. I would like to put an elevator or something like that which deflects the plane upward. I haven't don't that yet. But I would still expect it to fly a bit without that. Best regards. Julian wing_test.c4d
  13. joolsd

    Trim spline? Add point at intersection?

    Delete the points you don't need (where the blue is). Use the 'Connect and delete' option on the two splines. (Right click) Then join segment. But you may have to reverse the directions of the splines so that it joins at the right end. You may have to close the spline as well.
  14. joolsd

    Why use Unity 5?

    The dope sheet in Unity is terrible. I nearly had a nervous breakdown trying to animate in it. Unity is a harsh environment, not like a nice 3d program. Things like deformations often need a 3rd party plugin in to make PLA work. Although pose morphs should work through FBX format. FBX is generally the best format for the fundamentals. IE, UV mapping, diffuse textures, and basic animation. I have just started using R19 and I noticed that you now have 'physical based rendering' materials. Does this have any advantages with Unity 5? The texture system in Unity 5 is PBR based.

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