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Posts posted by natashats
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Any suggestion on how to create fun mirror with distorted refliction in it?
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4 minutes ago, Rectro said:
At this time unfortunately I don't have access to anything above R20 so I cant do tests on that feature. I have seen constraints done in Maya time and time again and it just works. I don't know how Maya deals with priorities but most such lags in C4D are down to that. If you look in the user guide help under priorities it gives a comprehensive run down on this.
Dan
Thank you! I will.
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On 5/7/2021 at 6:32 PM, Rectro said:
Many of the newer features came more recently to aid in that process like the character definition. Mixamo is a good solution, and with the Mixamo character tool that helps a good deal. Rigging is certainly a avenue, but its very technical and to make one like the Mixamo character tool would take quite some time.
The thing to remember is to make good use of nulls rather than constraint direct to joints, you can position the null without moving the joint. Assign objects to nulls. I could make such a tutorial where I cover most stuff, but it does get complex at times like using 3 rigs to blend between IK-FK, Priorities is the one that will catch you out and if you fail to deal with them as you go you got a lot of reverse engineering to do on your rig to find these issues. Along the way you come across certain challenges and you got to find solutions as you go. Video tutorials dont show the reality of the actual jop at hand, its never as a streamline as its shown, the tutors go through the headache of making things streamlined which is good to get the video time down, but not a accurate assessment of how easy it is.
Dan
It would be great! Didn't understand the feature with nulls really. If it the way as on screen rec , it doesn't work either, because mixamo rig is in different position than my character rig.
As I do now usually is I take mixamo rigged animation and change it with character mixamo rig the way I need. But whenever I need to make parent constraint , I can't do it to mixamo rig anymore and it bring this object jumping issues.
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7 minutes ago, Rectro said:
I took a look and it seems its Priority issue. Your character is bound to the mixamo rig, then the Charcter Mixamo rig is driving the Mixamo rig. Your containing the Character rigs selection target object which is causes this delay. If you constrain to the mixamo rig hand in which its bound to there is no drop or delay.
Dan
Thank you! Maybe you know some easy technic (tutorial) of rigging the character the best way without mixamo?
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Just now, Rectro said:
Hi
It looks like you have a offset between when the constraint releases from its own position to what is taking over. This could be the joint, null or what ever its constrained to. I you can share the scene I can take a look.
Dan
Yes, please. I added the file in google disk.
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Hi! I am attaching an object to the mixamo animation with charatcer constraint. But in the moment of attachement it is twitching.
https://drive.google.com/file/d/1upLIvLLeMVsYQKqC1x35V6aOHqMv-YPn/view?usp=sharing
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5 minutes ago, Igor said:
This is really weird. When I open your scene and try to do the setup, I cant, but with new scene, all works just fine, super simple to create. Maybe try once more in a new scene.
strange, it has really worked in a new scene)
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Hi! i am trying to break the object (phone) with voronoi and connector, but the connector doesn't give any result, what am I doing wrong applying it?
https://drive.google.com/file/d/1XD9OWiescqqFa-sEvwth7RGcGDm2PjlX/view?usp=sharing
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Hi! I need to export animation of attached to mixamo rig objects to unreal engine. I can't figure out how to do bake it , so that every object didn't have to be attached to anythimg else. All I can have is a hierarchy of files with animation, that unreal can't read.
https://drive.google.com/file/d/1-TrXgR48qkCpzYmUQM1c5VbB5i5lS7k0/view?usp=sharing
Would be greatful for your help!
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1 hour ago, HippoDasTamus said:
Hm strange, I had that version as well a while back and mine could read .abc normally.. I don't know if it's a Mac issue. Do you export from Cinema as an Ogawa Alembic?
There is only one option of alembic (.abc) in my case. But I found the solution, just to import animation without pivot point animation and then after MD work I do the final change in animation again in C4D.
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23 minutes ago, HippoDasTamus said:
What version of Marvelous Designer are you using?
8
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3 hours ago, HippoDasTamus said:
You can actually import alembics into MD if you just drag it into the window. It's weird that there is no direct import option, but the dragging always works, I exclusively work with alembics on between MD and Cinema. They are far more reliable for simulation than fbx
I tried just now, but it didn't work . I received a message, that "this file format is not supported in this version"...
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53 minutes ago, HippoDasTamus said:
Does it work if you export as an alembic file? What exactly do you export, everything in the scene or just a part of it (like do you use export selected or the whole scene export)?
Yes, it works in alembic. But I I don't have an option on mac to import alembic animation to Marvelous Designer. And I can't export from alembic to fbx. 2. I export the entire scene
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3 minutes ago, HippoDasTamus said:
Hi, I guess you are using Mocap data? Where is it coming from ? What are your framerate settings for the mocap and the scene itself? Is the overall path of the animation closely followed but limbs going out of place is the problem? Or is the animation completely screwed up after export, like not even close to what is was before?
I import mixamo animation and after changed it in motion clip by adding animated pivot point. After exporting in fbx the entire animation is screwed up or the pivot piont animation doesn't work correctly.
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I am trying to export animation with motion clip and keyframed pivot point in it, but no matter what I do (bake clips, convert motion clips to keyframed animation) the final fbx result looks wrong. Can you help me?
https://drive.google.com/file/d/1ZAOH5V6-amt-KqdpcQc7cjJdhav6VrO9/view?usp=sharing
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23 hours ago, HippoDasTamus said:
Hi, you can either select all keys in your dopesheet and just drag them out to be twice as long, but the more intuitive way would probably be to make a motion clip from your skeleton/ character rig (under animate> add motion clip) and then stretch the clip in the timeline to be twice as long. This also allows you to cut your clip and only have some parts of the animation be timewarped. Or you could slowly fade into the timewarp by using the time curve within the motion clip's attributes
In case you have access to Cineversity there is a Mixamo motion clip workflow tutorial there that covers exactly that
Oh and another way would be to add a time track to your F-Curves and manipulate that. It basically is a curve that retimes your whole animation without having to shift keys around in time
Thank you! I did it with time track
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I have complete character animation, but want to time wrap it in 2X. Do you know a way how to do it?
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4 hours ago, Cerbera said:
They are not identical models. The skinned model appears to have no feet for a start ! And of course if the point counts and order in the models is different now it makes not the slightest bit of difference that they both came from the same mesh originally - they are different now, so the selection tag won't work / make any sense when transferred to an object that is no longer identical.
CBR
Well, yes, I changed the feet
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I have two identical bodies with animation in on of them and texturing on the other one and bunch of selected tags. When I am trying to copy and paste this tags to another identical body , it selects absolutely chaotic poligons. How can I resolve this issue and to transfer these tags?
https://drive.google.com/file/d/1XxgFzhBS_Qx2jIu4Qbp4ne192rQ_gve0/view?usp=sharing
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On 5/4/2020 at 2:59 PM, everfresh said:
are you sure you selected a joint in the weight managers joints list before you started painting?
here is a video where i try to add and subtract painting. I don't understand what I am missing
https://drive.google.com/open?id=17coGQzHDbx5o_ZIF_eNgZPsINck4ZwFE
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On 5/1/2020 at 9:06 AM, everfresh said:
works fine here. when i opened your file there was no joint selected to paint on and you were in subtract mode, are you aware of that? so just chose your joint to paint on and then painting will work as expected.
btw, that mesh isn't suited for rigging at all. it's triangulated and too dense.
I tried different modes, add and subtract. None of them is working here
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9 hours ago, Cerbera said:
Which version are you in ? Because that certainly doesn't look like the 16.5 you have listed in your profile...
CBR
its R 21
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I am trying to weight the toe, but the weight tool stops to paint after a couple of seconds. What am I doing wrong? Also the strength doesn't of painting doesn't make any difference and it paints 100 % all the time
c4d file here https://drive.google.com/file/d/1XKqxwK4XXABhZUGG1ZZv1ZtVGDVzbwgl/view?usp=sharing
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Eye rig and head rotation issue (head is getting smaller while rotate)
in Cinema 4D
Posted
HEY ! I have a big problem here with eye rig. Maybe someone can help mew to solve this? I have spent the entire day already. Issue is that looks like my head is getting smaller with rotation by controls and the eye is falling from it. How to attach it correctly?
PS/ i solved it with review of the weight. There were some mistakes.