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harrymihalis

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    Harry
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    Sanderson

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  1. Hi, I'm working with the motion system and have some animations converted to motionclips. I'd like to know how to add some position offset to some of the joints. Like if I have a looping walk cycle, but want to lower the shoulders or head for a portion of it, whilst keeping the original baked keyframes running underneath, just offset by the amount i have adjusted the joint. Does anybody know how to go about that? Many thanks,
  2. Hi there, I was wondering if there is a way to control the playback speed of a motionclip? I've not used them before but need to currently, and am wondering if I can set keyframes to control the rate at which they playback? Many thanks, H
  3. Thanks @Vertex Helix, I did manage to figure out out following this tutorial, by just exporting my animation as fbx with 60 extra frames at the end, then making a motion clip and adding the same clip twice with one 60 frames before the end to blend between them
  4. Yeah thats what I am already doing. I mean loop seamlessly as in natural flowing motion rather than just no pops. I can easily have the start and end keyframes be the same but this doesnt look right as the creature returns to a specific pose everytime it loops. Do you know a way to fade out the influence of baked keyframes over time? Something like a pose morph than can fade the strength of keyframes. I suppose maybe if I had a duplicate of the skeleton shifted back I could keyframe the strength of PSR constraints but this seems like a lot of work, do you know if motion clips can do this?
  5. Hi there, I'm wondering if anyone knows a good technique for creating seamlessly looping character animations. I have a creature set up with expressions controlling random movements to create some different idle animations, and ideally i'l like to bake the length of the animation plus 60 frames, then copy the 60 frames from the end to the beginning and fade their influence from 100% to 0% over those 60 frames so that I can create seamless motion. Right now my technique is copying the last keyframes to the first frame and trying to blend between those and the start of the animation which never looks natural, so hoping there is something maybe involving motion clips I can do? Many thanks, H
  6. Thanks very much @Cerbera, Pose morph could be a solution i suppose but hoping I can figure something out using dynamics to have a kind of exagerated undulating motion. Kind of shooting for something pretty over the top like the tongue in the Venom movie...
  7. Hi everyone, I'm working on a lizard rig and need to add a suitably reptilian forked tongue to the set up. something like this video but with slower, more dynamic motion: I have already added some IK dynamics to the tail so could use something similar to that, or sweep a dynamic spline which is set to collide with the rest of the lizard mesh, but my questions are: 1. How to make the tongue retractable so that it can shot back into the lizards body 2. How to set up collisions in a way that doesn't cause horrible glitches 3. How to model the forked end of the tongue. 4. How to make the tongue follow the movement of the head. Any advice is very much appreciated, H rigged-finished-w.mp4
  8. Thanks for your response Dan. I'm using a mixture of ragdoll and hinges as reccomended in the 2 tutorials on rigging the built-n mannequin, but the angle limit is hard to understand and the limbs on the skinned mesh keep twisting too much and joints are often bending both ways even when I have specified a limit. I'm going to have a look at autodesk motionbuilder and see if I can make something in that which I can bake out and render in c4d... shame to have to leave c4d as usually it has everything one needs but I guess no program can be perfect . Thanks for your help.
  9. Hi there, I've been trying to find a solution for making a ragdoll rig from a character model rigged by mixamo. All I have been able to find are tutorials showing how to rig the built in mannequin, and these do not adequetly take account of orientation and the angular limit becomes extremely confusing and is often seemingly inverted or doesn't accurately display how it is actually effecting the movement of the collision objects. In my current set up I have made collision geomettry for all the bones and have connected them together with dynamic connectors as explained in the 2-3 tutorials on the subject available. Then I have created PSR tags on the bones of the mixamo rig and parented them to the collision geomettry. The result is semi-passable but the tools c4d has for this are clearly not designed to cope with a full body rig, or i'm going about it really wrong, because arms, legs and necks are twisting all over the place in horribly unrealistic ways. Unity has a beautifully simple tool for this where you simply drag the bones from the rig into corresponding slots and in generates a perfectly set up ragdoll asset, I was wondering if there are any alternative techniques or programs I could use to achieve a more realistic result. Ideally any solutions would result in an asset that I can bring back into cinema to throw around and render, as I have the lighting and environmental dynamics the way they need to be and would like to avoid having to try and replicate that in another program. Any help much appreciated, Harry
  10. no worries got it, something very obvious slipped my mind there
  11. Ok silly question, but what is the exact process for converting a baked softbody simulation to geomettry at a specific frame? everything i'm trying looses the deformation.
  12. awesome great idea, that was the main thing i was scratching my head over - I could also make the splines have dynamics so they move slightly around the blinds..,
  13. Fantastic thanks so much! I'll let you know how I get on..
  14. Hi there, I'm modelling a scene of an office which has been trashed or abandoned and am wondering if anyone has any ideas on how to create tangled office blinds as seen in these two images. Any ideas much appreciated. Many thanks, H
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