Jump to content

skalape

Registered Member
  • Posts

    80
  • Joined

  • Last visited

  • Days Won

    1

skalape last won the day on May 25 2023

skalape had the most liked content!

Profile Information

  • First Name
    Peter
  • Last Name
    Skala
  • Location
    Slovakia
  • Company
    Nine Rocks Games
  • Expertise
    Riging, Animation

HW | SW Information

  • OS
    win10

Recent Profile Visitors

1,308 profile views

skalape's Achievements

Contributor

Contributor (5/14)

  • Dedicated
  • Reacting Well
  • First Post
  • Collaborator
  • Conversation Starter

Recent Badges

13

Reputation

2

Community Answers

  1. xyz rotation order > bake without clean tracks > euler filter > done
  2. 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
  3. Hi, i think that you need the stable root bone of character on the ground and character definition and solver on it. Look on the project. MIXAMOvsMOCAP02.c4d
  4. Hi, any suggestions how to retarget animation in Cinema functionally and get rid of this gimbal shit?
  5. 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. constraint_rotation.c4d
  6. 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. constraint_rotation.c4d
  7. 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
  8. Please is there the option, how to hide object only in one viewport by python? I found only this example but it doesn't work. Thank you.
  9. 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.
  10. Hi, yes I mean copy and merge weights from joint A and joint B to joint C. I can do that by Weight manager, but only one joint to another, but when I want to copy weights from 50 joints to one at once, I can't solve it.
  11. Hello everyone. Please, is there the possibility copy/transfer skin weights from multiple joints to one?
  12. Nice solution, works well. That's exactly what I needed to slide IK-spline controlled Uniform spline after (Adaptive or None intermediated points) different type of spline with same starting percentage position of points aligned one on other. Thank you both of you.
  13. Yes I stuck on that, when I use Adaptive spline then Position jumps on point position, but when I use Uniform spline, which I need to slide IK_Spline on other spline then comes problem again. It needs position from length of spline. So I am very interested in to how to get position on spline in percentage. 2022-09-21 11-32-04.mp4
×
×
  • Create New...