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natashats

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Posts posted by natashats

  1. 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.

  2. 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.

    Снимок экрана (217).png

  3. 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?

  4. 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. 

  5. 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"...

     

  6. 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

  7. 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.

  8. 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

  9. 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

  10. 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

    Screen Shot 2020-07-02 at 1.39.28 PM.png

  11. 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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