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digitvisions last won the day on November 28

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About digitvisions

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    Cafe Samurai

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    15 Studio
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    Hampshire UK

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  1. Yes,the head joint rotations ; H,B,P is all animators need for animating the characters head.The eyes on the other hand are parented to the head joint so the AIM constraint tag (which is the same as the Target tag) gives the animator the ability to animate the eyes rotation to look to another direction independently from the head joint rotation. In my over twelve years of animating i never came across any other way of head rotation rigging method. However, you could link the head control x,y,z to the h,b,p of the head joint via Xpresso but this will only complicate things and could create some lagging/gimbals when animated.
  2. Hi, This is how i do it. No need for IK on head or neck, also before Binding select all joints and align all to -Z. here is the fixed file: Turkey_20_+headneck controlles.c4d
  3. Re model. Re modelling this should take ten minutes.
  4. Here is the basic rig it's limited to the positions and length of the arms unless you split the arm into two sections. file too large will send you a link.
  5. Hi, i looked at your file, and i think you be better to use constraint tags to achieve the realistic mechanical animation of this machine. you will have to do a bit of work on getting the axis points in the right positions, and the arms will need to be separated to the two parts that they are originally modelled. It's getting late here in the UK. If you have any problems i will do an example for you tomorrow.
  6. Hi, it's hard to tell from your description, can you please post the file or screen shoot of the ik chain so we can look at it.
  7. Santa is on his way: LINK
  8. I remember a similar issue with the feet moving out of line after bind command and moving back on adjust command.
  9. Hi Dan, his character is facing the z- and is centred.
  10. Hi, looking at your top screen shoot in the adjust mode, you don't have the symmetry checked. Also i might be wrong but i don't think you can use the joint "mirror tool" on a character object rig.
  11. You can always replace the product with another object and leave the animations only?
  12. Reading your previous post i realised why you probably got confused with amount of key-frames increase. In 2D animation you will have 25 or 24 fps so you will start with blocking the extreme poses first six or twelve frames of drawings and in order to smooth the animations you will add the in-between drawings.
  13. Here is a quick example of six frames at 30-fps animation: DART_TARGET.c4d
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