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Everything posted by SatoriHeart
I can't imagine why Maxon has not included this feature, but for whatever reason, while you can correct a distorted image using the Lens Distortion Tool, attempting to apply the resulting lens profile elsewhere in the camera mapping workflow is not possible. To clarify: you can select a lens profile that corrects the fisheye lens distortion in the Camera Calibrator tag, but once you create a camera mapping from that, the distortion correction is completely lost. Here are the steps to re-produce: Import mesh. Create camera and apply Camera Calibrator tag. Import distorted image on the Image tab of the Camera Calibrator. Select pre-existing lens profile to show undistorted image in the viewport. On Calibrate tab, click "Create Camera Mapping Tag" Control drag the camera mapping onto the mesh. The image is projected onto the mesh but in its original distorted form. The lens profile is completely ignored. Hopefully, someone can explain to me why lens profiles may be created / saved, but not applied anywhere else in the projection workflow. This does not make a whole lot of sense to me. One would think that the whole purpose behind having a lens profile would be so that it could be used to correct image projections and calibrations with meshes. The photo can be undistorted externally (e.g. with Photoshop or programmatically with OpenCV), but having the ability to use a lens profile for projections would be a real time-saver. Any ideas?
Not to be negative with a first post -- but we are coming from a shop that mostly uses Houdini and Maya and we've been looking into C4D lately to handle other pipelines, including character rigging with compositing. On paper, it seems to have a more intuitive interface. Moves for Maxon (the smartphone / tablet app) claims to be able to capture body movement that can be used in C4D as a character rig, but extensive experimentation shows that Maxon probably hasn't put a lot of thought into the app. To state the problem briefly: while you can capture an animated rig with Moves for Maxon, there does not appear to be a way to bring that into a character rigging pipeline. Shocking, but true. The bones do not match Mixamo rigging structure, so the Character Solver is unable to match them up properly --- so that option is off the table. If on the other hand, you create a Character object, build out the bones, and then bring in the mesh components one by one, even then --- C4D does not appear to be able to transfer the Moves for Maxon rig animation using the solver. From my perspective, it looks like they didn't think to implement integration between the character objects and the rig solver. If anyone has any idea on how this tool may be used, if all, please let me know. Searching around this forum and around the internet, I haven't yet seen any successful implements of Moves, and this is unfortunate, as it could potentially save a small studio from the cost of having to purchase a MoCap suit for simpler animations.