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skalape

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Posts posted by skalape

  1. Because character definition and solver transferring everything under it, your hierarchy of retargeted skeleton starts under the root, it is good to have the root bone, which serves to position the character in the scene independent of the animation. If you don't want the joint as root or as part of your skeleton, place it under the null. For example in game engines you controlling movement of character by this root bone and animation runs below it. look to project.

     

    happy to help 🙂

    MIXAMOvsMOCAP03.c4d

  2. Hi,

    I am sorry, I just upload another project. Please try look at it again. I just want to bake animation on constrained null (chest_ik_retarget),

    which will be correct and not random flips values on Rotation.X curve. I also uploaded the picture comparing bad and correct curve. 

    This phenomenon has accompanied me for several years, that the rotation of constrained objects in hierarchy to object in hierarchy with other rotated axes, flipping their values 180 and 360 up and down. On the first look everithing looks good, but in numbers it is not good, and I can't save and transfer correct animation. It also happens on native character rigs of Cinema. 

    curve.jpg

    constraint_rotation.c4d

  3. Hi there,

    I just constrained one object to another by transform constraint , and  some axes  of rotation of that object are randomly fliping  about 360 degrees (in another rigs +180 -180)  during the entire animation.  Even after the change rotation order. I tried other hierarchies or parenting of bones and ctrls, but I don't see  causality when it appears. Please look on the project on the chest_ik_retarget rotation values,

    or animation curve which I baked. Thank you very much.

    image.thumb.png.725df4cfc479700d6a0fc6cb0571f618.png

     

     

     

    constraint_rotation.c4d

  4. Hey.

     

    Please could you help me with this script, I am trying to switch Boolean by Slider to 1 and immediately to 0 after Slider hits 100% value. It works to this point, but there is kind of loop that Slider input still sends value and affect the script, so when I am clicking on Null in Object manager, it still updating state of Boolean. How can I do this trigger only one-time when Slider reaches 100% value and then interrupt its input or affecting the code?

    Thank you.

    trigger.c4d

  5. Hey Everyone,

     

    please could you help me with this code,  I would like to hide Controllers of Character in perspective viewport only by triggering

    Python node in Xpresso ? :


    import c4d

    def main():

        charObj = doc.SearchObject("Character")
        if charObj is not None:
            charCtrls = charObj.GetCTrack(0).GetCurve(0).GetAllController()
            for ctrl in charCtrls:
                ctrl[c4d.ID_BASEOBJECT_VISIBILITY_EDITOR] = False
            c4d.EventAdd()

        Switch [c4d.ID_USERDATA,3]=0

    if __name__=='__main__':
        main()

     

    Thanks a lot.

     

  6. Thank you Cerbera,

    but I mean somthing more complicated:) 

    I would like to know from this tag, position of points of spline which is in tag applied. For example I have spline with five points(verticies) and “somethink” gives me values 1=0, 2=20.639, 3=56.209, 4=83.228, 5=100 of position from start to end of spline.

    Thanks.

  7. Hello all,

    could you help me with this secret? I want multiple nulls to follow the path by Align to Spline, but is there an option

    get the position (percental value on length) of points of used spline , best with expresso? I would like to place the nulls into start 

    of animation, but procedurally, when I change the number of points, I want the position of point on spline automatically...

    Thanks for every hint...

    image.png.6eae4e91d57e86b4ca11e84e8ea6669d.png

  8. Hello, please could you direct me how can I mirror the animation of rotation in CMotion ? I am using Reference action and negative value of Phase on Controller which should be mirrored. But it works only on position and one rotation axis (which one depends on orientation of controller in rig hierarchy or hierarchy of axis). But two axis are not mirrored but rotated in same direction. Is there any other option, maybe automirror, like in CAT ? 

     

    This is how it should looks like (but with separate action on both controllers):

    LH.jpg

    RH.jpg

    no_mirror.jpg

    This is how it looks when Twist is referenced:

    BH_mirror.jpg

    BH.jpg

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