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Andy S

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  • First Name
    Andy
  • Last Name
    Stokes
  • Location
    Hong Kong

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  • OS
    windows
  • GPU
    2080

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  1. Hey @Tony Huang Did you manage to figure this out? I recall doing something similar a few years back but used Artnet instead of Python / UDP. It was before Python was supported. For me I was controlling winches and DMX lights out of C4D to TD. Not the same as LED's granted, but Artnet is so simple it might be worth looking in to.. Recently I started to explore again so if I have any findings or updated workflows will share here. Cheers, Andy
  2. Hey @CharlieL Did you figure this out? Realize it's a bit late, but came on here to try and resolve some mocap issues myself.. I've seen similar things happen with regular animation merged into a project with different frame rate.. Perhaps you could try cut/paste into a new project to ensure it really is 1 keyframe per frame (if that makes sense) Cheers, Andy p,s: About to start my own journey from zero->hero cleaning up a bunch of mocap data so ANY tips would be amazing 🙂
  3. HI All, Has anyone figured out a solution to import a rigged Metahuman from Quixel bridge / UE4 to C4D? I have characters working in UE 4.26 and they look amazing. Would love to get them in to C4D. I tried the "UE + Source for Maya" option in bridge, however when I opened in Maya things were a mess (and I don't know my way around to resolve) If anyone has any ideas, tips of work-arounds would love to hear. Cheers, A. (Apologies if this is the wrong forum. It seemed like the most applicable)
  4. Hi @HappyPolygon, Thank you once again for taking the time on this.. Very Kind of you. To give you some background.. I generated the voxel with the awesome voxygen plugin from tools4D and then did a convert to object. Since the object was heavy I selected all the visible polys on the outside, inverted and then deleted, leaving me with what I exported as the fbx. I noticed that when in C4D or FBX viewer it would display as expected, however sending to Unity OR SparkAR and the results were a mess (Spark) or non-existent (unity). The end result I'm trying to get this into AR. I assume it uses the existing texture BUT altering the UV map in some way to only display the specific color of a pixel on each cube(?). Perhaps that get's lost in other apps. I wonder if there might be a way to convert the specific colors to a more simpler gif to reference the single pixels from to control the boxes color.. Currently this whole thing is an experiment just to see if I can get such a workflow working, then if so start creating some voxel works. I apologize if my initial msg was completely off the mark and confused you.. I just messaged the developer and let's see if any pointers from him could help. Thanks again! Will share my finds here. Cheers, Andy
  5. Hi @HappyPolygon, Thank you for taking a look and sharing the scene file. It seems your technique does successfully transfer the texture to the vertex color tag, which is what I originally asked, so Thank you. As mentioned though, I was hoping for each box to be colored a single color. Maybe I misunderstood the limits of using vertex map to do this. Essentially I need for each voxel to be a single color similar to the source on the left in the screengrab. Any idea if this is possible? Thanks again anyway, It's given me something to investigate and will post back if I find a solution. If anyone has other thoughts on how to achieve would love to hear! Cheers, Andy
  6. Hi All, Kung Hei Fat Choi from Hong Kong! I wanted to ask, is it possible to convert an object's texture to a vertex color tag? (polygon points) The situation is this.. I generated a voxel style asset which is currently using the original texture map. When I export to fbx it seems to retain the relationship so the individual faces are a single color. However when I try to open in other app (e.g SparkAR) the color Info is lost. I tried baking, but the generated texture at 1024px doesn't keep each face to a single color. Essentially I need each cube to retain it's single color. Wondering if having as vertex color tag and then exporting may resolve? OR if anyone has another suggestion for how I might achieve something like this. Attached the fbx, which when imported to C4D acts as expected. Any tips would be great! Many Thanks, Andy VOXY-tiger_01.fbx
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