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xblurp

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Everything posted by xblurp

  1. I do have the pose morph tag on the original model, but I create the morphs outside of Cinema. I don't know how else to tie the two together to morph the original mesh into the edited one. I did try Cinema's stuff in that regard, but I'm not really used to Cinema's tools for morphs and most of the morphs I get are from Daz just because it's already made giving me access to a whole bunch of morphs I have.
  2. Unfortunate. I was hoping for a way around that. Especially since sometimes I just create a bigger breast morph, but to have to keep the whole model just for that. Or that I can only use the points transform so the model has to be exact in every way first. Like I have to preplan what morphs I'm gonna use before animation. Alrighty ty.
  3. I hope this is just a simple question. When I import a model into Cinema 4d to pose morph my current model into. (same model, but I created the morph in Blender) . Do I have to keep that model in my scene to keep the pose morph useable? After I morph it I find that if I delete it after the morph obviously disappears without a target to lock on to.
  4. I'm glad to say they did message me back! How exciting. And they said it is possible in Cinema so I guess Cinema still good to go I'm glad to read. Now it's about actually trying to figure out how to at least create the overflow effect. The extra details would require a pose morph apparently. Which raises another question I need to ask about in a different topic. There's some techniques to try in regards to it all. Again thanks for that link!
  5. That does seem very much close to what I wanna do.It looks like it's all within Cinema 4d which is even better. That last animation in particular I can do at least thanks to the breast rig project file that got shared around. Not with softbody if that's what he's doing tho. Maybe I should message them to ask if they could do like what the pic I referenced is doing while waiting for responses on here.
  6. Yeah but it is most definitely one of like several reasons I got into Cinema for. I'd be pretty sad if it's not something possible within the software. Well that was probably due to my own inexperience in understanding what Cinema does if that turns out true. I figured things like boobs and booty would be done somehow with softbody physics(which I think Blender does?), but creating a vertex map and trying to control the soft body dynamics to do that didn't work out as I would of liked. I have the vertex map fine and I believe I had put it in the right slots(prob not) but the whole model ends up melting instead of just the boobs being jiggly in the bra. It might of also been due to my computer not being able to handle it. I'm getting a new one delivered in hopefully about 2 more weeks that should allow me to experiment better, but in the meantime I'm hoping someone has a method I'll be able to try. I feel like there is definitely a lot of set up to it, but at least once it is set up it could be transferred between models minus the vertex map. Just the targeted mesh would have to change in regards to deformers used.
  7. Asking for a friend XD. But yeah. I want to be able to create the same kind of "squish" effect one would see within 2d animation of like the bra being tight on the chest due to their size and causing the back(?)/upper parts of the breast/cleavage to wrinkle or create folds as wel as overflow over the bra. With animatable scenes. I imagine one would use the jiggle deformer and colliders. I came across a project file on here from another user which definitely helped me to understand the basics of dynamic breast physics and how a set up could work. But I wanna go even further than that if it's possible in Cinema.
  8. I need to run a few more tests I think, but it seems like that might of solved the issue. Although I'm still a bit confused as to what wrong to cause one model to work fine while the other distorted. Can I apply this same technique to the rest of the foot which seems to have imperfect deformation in the IK movement? Or is that a separate issue? Oh and to put the steps done to apparently fix it. Just reiterating: 1. Clicked on both Shin joints. 2. With both selected, went to Character, Convert, and Conver to Nulls. 3. Took both nulls and put them as children under the Genesis 8Female_ileg (L and R) which I believe control the shins 4. Went back to the respective Shin joints's constraint tags and turned unchecked PSR and checking on Parent. 5. Maintain original in Parent was already turned off. 6. Put the nulls in their respective constraint parent targets. 7. This seems to have solved the issue. Thank you for the help. Odds are it woulda been at least another month or two before I figured that all out if not more. And thank you for the patience thus far.
  9. For that first issue yeah it was the noramlized weight thing. I just don't get why it did that since I had already previously normalized it. I must of messed with something when I was trying to fix the issue and it caused it to appear again. As for your suggestions I did try them. When I tried the first method and turned off "maintain original" the leg mesh deformed immediately as if it had been rotated. And changing the constraint to parent made it so the leg lifted up, but the shin was completely straight and didn't bend at all while causing the ankles to bend excessively. The second method had the same issue when I turned off "maintain original" however it did allow the shins to bend correctly even when the model was rotated. Along with some experimentation of my own the issue is associated with the "maintain original" option in the constraint and something to do with the weights. I say this because when I was messing with the smoothing options in the weight manager(under the options tab) it did seem to help lessen the deformation to some degree when the model was rotated, tho it may have caused distortion in the IK leg rig overall when used.
  10. The Genesis 8 Auto IK file works properly.The problem lies within the Violet 12 file. The custom character is imported facing the same direction as the G8 ones. The issue is when I rotate the model itself the legs deform. To reproduce or see the issue. Open the Violet 12 file. When you can click on the IKM Controls Null or the bottom most guide. Rotate the model 180* to see the full deformation, but even rotating it 90* will show some deformation. The other files are just for comparison and showing what I was writing about before for anyone who wants to help, but perhaps doesn't use Daz so doesn't get what the differences might be between what works and what doesn't. I've been checking the joints for issues and haven't seen too much different between the two, but will go over them. When I checked the Violet 12 file just now, I don't know how, but somehow the feet weights got really messed up. They weren't like that at all before so I have no idea what happened there. Edit: Checked the joints. They seem to be the same as the G8 joints. minus their positions for the change in size of the mesh.
  11. I'm probably wrong about this. But I want to say that it might be due to the bone/joint's size. I think it might be too big and so what's happening is that when you rotate it the mesh is trying to match up with it, but is getting pulled in the reverse causing it to "shrink" . I think I had a similar issue with this when I was trying to create a joint for eyeballs. I had to get the bone into just the right position/size in order for it to rotate the eyes how I wanted. So if it is similar to my own issue at the time the fix was the bone size for doing it. Hope that helps.
  12. This seems similar to something I had wanted to do myself. This video might help. I'm not sure in regards to the cloth thing how well it'd work, but I know the collision deformer combined with stuff can help create a sense of tension, can be configured and be animatable. Not sure how well that'd work with a cloth, but that's where I'd test stuff out. I think I saw another video on this site that was showing how the smoothing deformer can help create wrinkles as well if you make it less smooth which I assume could be controlled with fields. I don't have a lot of experience with the cloth dynamics stuff, but perhaps using the cloth belt at the edges of the fabric so that the corners don't move while having the dynamic options put to collision so that the object underneath causing the dynamics to play out as you move frame underneath caues the effect. With some fine tuning I'd guess. Another video that might help in regards to the belt stuff, and controlling how the cloth reacts.
  13. https://mega.nz/folder/L09GgLhY#ours_FF3KX9-WZSkVfIJxw .Included Genesis 8 model set up as well for comparison.
  14. I think that combining my posts from CG and here is looking to find reason to dislike me, but as you said this is your opinion so I'll leave it be. 1.I'll try to be brief then. I thought this was a forum where peeps could talk freely. I see that that is wrong. 2. I'll assume you didn't read what I wrote, as my "expectations" of the "site" were due to being recommended to come here, the welcome messaging to register and access the site, and that you have to pay to be allowed access. Not to the actual community. 3. I have a lot of questions and it's hard to know where to begin regarding my issue or to explain it so others could understand without having needed the project file at the time. I only asked in my post here about the deformation of the mesh. 4. I know it's niche. That's why I'm asking in forum like this. 5. I don't remember burning any bridges there and I don't understand where I complained or demanded here? I'd ask you to point it out, but it seems like you just don't like how I type and have your opinion of me. Thank you for your response not to my actual question, and topic of the post, but to instead demean and belittle me. No worries. I'll leave.
  15. I will try to remain hopeful. Perhaps in the meantime I'll also ask about other topics I could use assistance on as well. In fact if you are knowledgeable in regards to the simulation stuff within Cinema I could definitely use some pointers on things. Specifically in how to create certain effects. I'll create a topic for it in the animation forum too regardless, but even something simple like the best way to simulate jiggle would be nice. I have been using jiggle deformers with vertex maps, but it just doesn't seem right. Or perhaps how I should go about taking an already made clothing mesh and making it dynamic on a character mesh for animation. Thank for the reassurance and I hope that I am so lucky as to have those peeps come across me. When I was shown videos of Cinema4d I got excited by what it seemed capable of doing so being told recently that the things I wanted to do in regards to character animation isn't what Cinema is usually used for dashed my hopes quite a bit in having spent the time to get accustomed to the software. At the very least I'm lucky to be sharing my friend's stuff in regards to costs.
  16. True enough. I know that what I'm asking for is niche as I've been told so before when I was under the impression of the c4d community being bigger. When I spoke of the community before maybe I should of been more clear in saying that I know the community and specifically the one I am looking for help from would be on the smaller side. And that I've been told/ seen that Blender and Maya communities are bigger in regards to character animation which is why i mentioned going to them. My apologies if I in some way offended, but I did have raised hopes since I was told and saw from this website's welcoming that the community here was bigger so I expected a quicker response. Especially since I had to pay to even look around the forum discussions or join in the first place. There being some sort of, even slight, expectation I don't find to be wrong. And again I am sorry if it seems like I'm rushing. It's just that I've been at this problem for a while (maybe 2 months? Since the 4 I think when I got Cinema). And have been trying to solve it myself, but my lack of talent in these things I think is made apparent. And while it's just an even smaller community than this I have peeps who do enjoy the stuff I make and while transitioning from Daz to Cinema I've been making them wait for content. And I don't like having to make them wait while I stumble around feeling like if I don't try asking in places like this that I'm not trying hard enough to solve the issue. At least more timely. I'm sure I'd eventually get it... In regards to sharing the scene file I just thought it'd be kinda foolish to just put the file out there from the get go. Especially since I wasn't sure if there'd be anyone to help. I admit to being selfish with the models I have which is also why I'm hesitant to share the scene files. It's not hard to get the models themselves, but they are edited so it feels more personal to share em. Especially it feeling like an accomplishment to get them to where I was happy with them from their conversion to Daz. I'm a greedy guy at the end of the day whose been spurned a lot, but I'll let that go too, if you do believe it'd help to share the scene files. Even moreso if it helps me get better and create better things. I'll put them below. Both of which contain the Violet model. Violet 12 being the Daz to Cinema Auto IK Rigger with some slight edits to the joints due to anatomical parts and hair getting mixed into the hierarchy from the Daz transfer. Violet 17 and 18 are with IK Max. Violet 17 is before I started transferring the weights between the models for things like the eyes while Violet 18 is after starting to transfer weights. Eyes and ears worked more or less until I start with the head joint. Which started going downhill, but that file isn't necessary to share I think. Deleted/ Hopefully I shared them correctly.
  17. Well it's unfortunate it seems no one can help me on here either. Guess this was a waste of $5 lol to try and get help here. Not that anyone is prob interested, but I continued with IK Max. I didn't realize that it completely shut down my FK rigging. As in all the weights I had for the mesh are completely gone after getting the IK rigging for it. I guess that makes sense since it makes it's own rig for things, but I noticed the issue because I couldn't constrain the eyes to "aim" follow a null. After looking at my Fk joints, unlike with the Daz brdige, I found that now I couldn't use any of them since they lost all their weights. Now I'm stuck back to one of my original problems transitioning over to Cinema 4d. I can't do things like move the fingers or eyeballs, but unlike before now I'd have to repaint their weight too. I came across a weight script to try and transfer stuff over between models, but I guess it doesn't do it perfectly either since random vertices gain weights and I have to try and smooth things out with the weight too for the ones that properly go acrossl. Tho that doesn't solve that I now have like 30 or more joints to do this with which messed up the IK rigging. I just keep hitting roadblocks in this program. Blender or Maya really are starting to look like better alternatives if just for the communities alone.
  18. Oh and I forgot to mention that I did also try Ik chaining it the normal way, deleting the previous chain group and creating it again with the rest of the rig, but the same issue happened so it had something to do with the purple joints, but I just can't figure out what. Edit: While I'd still like to know the issue. I didn't notice that in IK max I could bind the clothes. My dashbar was blocking off the buttons so I never paid attention to them.
  19. Hello. I'm hoping I can get some help in regards to the issue I'm having and was recommended to try this site. I just want to know what's going wrong and how I can fix it. Sorry if I'm posting in the wrong place or something. I'm transitioning from Daz to Cinema using their "bridge" software to port the G8.1 models from Daz to Cinema 4d for IK animation and fun physics stuff. They have an option that allows the bridge to Auto-IK Rig the model upon importing it into Cinema 4d. With the base model this appears to work as intended, but so far with the two custom morph models I have imported, the IK Rig appears to have a specific issue regarding the legs. They work fine (more or less) when facing the default position, but if the model is rotated the legs appear to bend and deform. The rest of the model works and looks fine. The deformation gets worse with the max being at 180 degrees when turned completely around. The smaller of the two models I have imported has it much worse, but even the same sized model has this issue, tho to a slightly less degree. Now there is obviously something getting auto-rigged wrong with the legs but I can't figure out what it is. The weights and settings appear to be exactly the same between the base G8.1 model and the custom ones. One would imagine it'd be the joint placement, but I even (tried) matching them up exactly and while it improved the IK rigging while still facing forward the rotation problem I couldn't get rid of 😞 . I work with adult content (this is fun hobby for me) so the models (Helen and Vi) and file (even tho it's just the characters, not any adult scenes they are in) I'd prefer not to have to share, but if it is necessary I will. I have tried IK Max as well, to auto rig the IK. This worked well enough but the clothing lost all their weights attached to the meshes and I don't really want to have to paint the weights. Especially since I'm a beginner with these things and can barely do basic rigging stuff. In fact before Cinema I had no experience with IK rigging haha.
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