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Kevin dogge

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About Kevin dogge

  • Birthday 02/23/1988

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  • Texturing
    Substance
  • Renderer
    Corona
  • OS
    Windows 10
  • CPU
    i9-7900X CPU
  • GPU
    RTX 2080 super

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  1. i also saw this topic and i had the same issue. But i now know why this is happening. but i don't know how to solve it without losing the 'freeze transformation values of my objects' I'm animating a character that needs to be exported to fbx. but the values are wrong from a keyframe if there not animated. ( for example the feet and hip joints). after some more investigation i figured out that, even if a objects has a keyframe, the 'freeze transformation values' are not taken with that object when exporting it to fbx. with and without 'bake frames' tested. as you can see in the image above. The left 'freeze transformation values' and after export to fbx those values don't exist. all 0 and the freeze values are put in place. i get that part, but why does it not add up those values to the actual animation value of the coordinates. does somebody maybe have a solution for this? or is a bug or a feature not implemented yet. im using R23. maybe someone with a newer c4d version can check if this is still a thing? thank you in advance
  2. Is it possible to move a object for example in the Z axis for multiple keyframes at once. (instead of going into the f-curve mode, select all z points of the animation and move it up or down). thanks you in advance
  3. EDIT: alright got it working. thanks a lot! for other people who need this to work: > extensions > script manager > paste script. select the null object with the child objects you want to revert. press execute in the script manager ---------------- Cairyn, thank you for the script. how should i execute this script? what i did was adding a python tag on the null object with all the child objects in it. add the script and press execute. but nothing happens. i'm doing something wrong here, but i have no clue. can you maybe explain a bit more what to do? thank you in advance
  4. i have the same problem. i fount the same script. tried it directly in to python, but no luck. and i don't have the capability to change the script. does maybe somebody can translate the coffee script to a python script ( i'm not even knowing if that is possible) main(doc,op) { var obj; var next; for (obj = op->GetDown(); obj; obj = obj->GetNext()) { if (!obj->GetNext()) break; } var last = obj; for (obj = op->GetDown(); obj; obj = next) { next = obj->GetNext(); obj->Remove(); doc->InsertObject(obj, op, NULL); if (obj == last) break; } }
  5. thank you for the reply, i did not tried it. but do you have any clue what plugin i need to use then?
  6. hello there. i have a bunch of objects i want to reverse the order from in the hierarchy. on the internet if found some old posts that it can be done with a COFFEE script. but i'm using R23 and coffee is not included. does somebody has any clue how it can be done? thanks you in advance
  7. hello there, my question i about the pose morph tag using points. there are 2 ways to achieve a pose morph. the first one is just data within the posemorph tag and it appears like a 'target' icon. second one is adding a second mesh and it appears as a "a" object. my question: is it possible to make a 'target' morph from a "a" object? (i would like to do that so that i can decrease my fbx file size) it is very easy to make make a 'a' object out of the 'target' object. but the other way around it is not.
  8. Hello there, iIhave this character (from Character Creator 3 - gamebase) and i would like to add a character rig to the joints position. but i dont know what the easy way is to retarget the joints to the original joints from my character. as you can see in the image, i added a 'character defination tag' on my original joints. i thought it would be pretty easy to retarget the rig to the character joints. but i can't find a good way todo it. Somebody with any advice here? thanks kevin
  9. Found a way. by adding a new joint for each null object en copy and replace them in the weight manager.
  10. Hello there, I got this Character Creator 3 Model, which uses Null objects for the finger tips, instead of joints. But these null objects are in the weight list of the mesh object. The plan is to use these characters in unity, but im getting problems when exporting to FBX. The null objects disappear after export. (i also tried to select all the objects > expert with selection > but same result.) it would also be better to have joints for all the bone structure. anyway, i got 2 questions now... - Why do the null objects disappear after export to fbx. - and is it possible to convert a null object to a joint object without losing the weights in the weight tag. thanks
  11. Hello there, im struggeling using takes. i got a character with multiple animations on one timeline, but i want to separate each animation into a take. i got the 'Main' take wich now have all the animation keyframes. i create a new take, but then i cant just copy paste the keyframes/objects from the 'main' take to the new take. or the second try was to duplicate the 'main' take into multiple takes and delete the keyframes that are not used into that part of the animation. but that is also not possible. maybe someone here does have some experience with braking down these animtions into takes? thank you in advance ps. i added a test scene with a T-pose, sit and standup from chair animations animation_to_takes.c4d
  12. hello there, so i have this character and clothes, but they now dont share the same joints. i want the clothes be retarget to the root joint. (green to red). but i also want to have just 1 root structure, so i need to delete the other. (top one of the image) any clue how i can replace the joints? (the weight and joint structures are completely the same). thanks you in advance
  13. Hello. We figured out within unity that we can delete the meshes that c4d creates for each pose morph / blendshape and still get the blendshapes to work. ,(And reduce build size alot) So now is the question why are the mesh blendshapes even exported within c4d to fbx if it is not really needed. As I see it. Only some optional data is needed. Ps. I don't understand why I should add the fbx in a .rat file.
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