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joolsd

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Everything posted by joolsd

  1. Dear C4D I have been trying to bind the eyes on my model. I created a skeleton which is working well other than the eye. The skeleton is mostly made of an IKINIMA skeleton and has Mixamo hands as well as the head. The head movement is working and everything else is working except the eye. I have been stuck on this for a couple of hours, I can only assume I'm doing something wrong. There are these nubs at the end of the head joint that lay in the eye. They work beautifully on the default Mixamo but binding my modified model it doesn't work. Here is a screen grab. I would rather not upload the scene because of various software copyrights. PS I have never been sure the significance of the number of joints you choose, so maybe this might help? Many thanks in advance.
  2. I think you were right Admin. Thanks I re-positioned the IKINIMA as a T-Pose and re-bind. Then re-targeted the Reference IKINIMA. It isn't too bad and is possibly better than using the IK method which is over complicated. It seemed to delete the face shapes but I can re-paste them back on. I might have to adjust the weights a bit as there are a few weird bits but this is much better.
  3. Re-binding is quite labour intensive, I am not really sure if I would have time (or skill). I noticed there are some newer tools for binding. IE saving and reusing exsiting weight maps. I think the IK method is working ok. It may not be perfect but it is using the leg,arm and spine movment quite well. I did another test on a mixamo figure and that worked better than the autodesk figure. Thank you for the trouble shoot.
  4. Hi, thanks for the reply. Yes here are the two models. The take 2019-01-18 10-07-48_jools_capture.fbx is the capture of me . The other model is a face cap model. The target! Notice the face is moving. I suspect there is a problem with the joint axis. It would be great is c4d was able to unify the body cap with the face cap. Thanks in advance. Best regards Joolsd https://wetransfer.com/downloads/835e9609976dd090cf16dc6411cf5c7020190120214548/5a8fa9fb21759b496788f5c1dc7952d120190120214548/b39c29
  5. Dear 'C4-D-ers' I am fairly inexperienced at character rigging but hope to use existing models and VIVE mo-cap data, to do something quite good, to save time and get a good effect, with ‘Character generator’ target models. I have been experimenting with Orions Ikinima, mo-cap system. It seems to produce nice smooth capture. My preferred technique would be to copy and paste tracks from the ikinima models to the new skeleton or retarget using exact names. Even though the skeletons are slightly different I can use a lot of the data on the main limbs, spine and neck. There are different options of fbx export, which include biped, genesis, unity as well as well as native ikinima. My target model is blue Z down, but unfortunately, the mobcap models all have the different axis, (pointing behind the model) which means the direction of an arm, for example, will move in the wrong direction.I wondered if there where any tutorials that deal with this exact scenario, which may help me using the Ikinima data? There are improvements to R20 with the Z up axis. I noticed also, that there is the joint tool which can rotate axis. However, there are a lot of options that I have tried and am unable to assimilate the skeletons. The other option is to use IK on my target model an use a constraint tag and link the mobcap limps to the IK nulls. This bypasses a lot of the differences between the two skeletons. I have got this to work, but really want to use the first method. When I do searches on the web, I get a lot of results about retargeting identical skeletons and using mixamo, but there is very little on retargeting none identical skeletons. Thank you in advance. I hope this isn’t too much of a ramble. Would much appreciate some help. Best regards Julian
  6. In the older versions of C4D there was a plugins folder, but I am not sure where to paste plexOBJExport.dylib in R20? Best regards. EDIT: And I have realised that it may not be compatible yet.
  7. Delete the points you don't need (where the blue is). Use the 'Connect and delete' option on the two splines. (Right click) Then join segment. But you may have to reverse the directions of the splines so that it joins at the right end. You may have to close the spline as well.
  8. I use steady bake, but you need CDs fbx exporter to create a pc2 or mc format which can be used with a script in Unity. I was hoping this CV smart export would bring in those type of animations in automatically?
  9. More game engine interaction. Better default fbx workflow. Any VR tools that integrate with Oculus Rif? I'm still on R17 anyway, but have the character generation tools improved in R19? Feel like weight mapping is a bit behind in my version?
  10. Hi. Currently, our firm is doing a lot of Unity game engine work. We have been getting around PLA using 3rd party scripts in UNITY. People have started talking about 'CV smart export' and I have a few questions. 1. How good is the PLA option in CV smart export? What type of things can you do in 'natively' speaking in C4D. I mean deformers, PLA and things that wouldn't normally bake very well in the default FBX exporter? 2. UNITY has this a different texturing system to C4D, how does a complex material with alpha come into unity? 3. Are there other tools that ciniversity can help with Unity? Thanks Jools
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