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skalape

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Everything posted by skalape

  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
  14. Thank you very much Jed. Your solution is the best. I messed up 🙂
  15. Thanks a lot. Hmm or maybe from some properties of spline, convert length of segments to percents…
  16. 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.
  17. 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...
  18. Update: I need to do this, when I have rotated null to Z up and frozen coordinates.
  19. Hello Guys. Please could you help me, I tried change direction of Pose Axes in CMotion from -Z to X, and all animated parameters switch to right movement in to X direction only Pitch(R.X) and Twist(R.Y) stay in the same movement like in -Z. Is there any option switch their movement of rotation in right axes of that direction? Thanks a lot. CMotion_Direction_test.c4d
  20. Hi everyone, please don't you know, why this is happening? : When I select keyframes on timeline, I move them and make undo, only selection range moves back to previous position and keyframes stay on the same place... Undo-1.m4v
  21. And this is compare when I put on referenced controller the same Phase value to separate Twist actions on both controllers. There is no same time in animation of curve, respectively it is playing negative value of curve by inverted phase :
  22. 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): This is how it looks when Twist is referenced:
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