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How to mix and apply fbx animations to rigged char?


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Hello! Sry for my stupidness in advance) Can u guys please help me with this. I have rigged model posed in T-pose. I also have a bunch of fbx animations from unity, made for this model. (In Unity u can just drag your prefab and animation will apply). When i export fbx animations to c4d i get only skeleton with green joints. To make it clear i'll use examples. 
I have 2 animations: "char sits on the knee" and "char holds smth with his arms". I need to take animation of legs and spine from 1st one, and animation of head and arms from 2nd one, combine them and achieve animation, where character sits on the knee and holds a box. 
My thought is to use motion clips, but i can't really find any information about combining animations from 2 skeletons. Only about mixing mixamo animations to play one after another. 
Thanks!

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7 minutes ago, bentraje said:

You need to retarget your rigs.
Just search on "C4D Retargeting Rig".
There's a retarget tag but it only works if they are in the same bone/joint hierarchy.
If its a rig where joints are constrained to a control, you need manual retargeting.

Thanks, I tried retargeting and yes, it makes one part of what i'm trying to do, but now the main question is how to merge parts of animation in one) I'll appreciate some advices for this! 

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I could think of two main ways

A) Retarget each motion separately. So motion A is in separate file. So motion B in separate file. Bake the keyframes. Then convert to motion clip.
In a third file, import the motion clip to the rig.

B) Retarget each motion in the same file. Basically, if motion A is 40 frames long. You keyframe the PSR constraints to change by the 40th frame from motion A bones to motion B bones.

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