Jump to content

Digital Dave

Registered Member
  • Posts

    93
  • Joined

  • Last visited

  • Days Won

    4

Everything posted by Digital Dave

  1. nope, exports as an fbx straight out of the box! If anyone's had a play around with it, I'm struggling to get the character definition tag to work correctly as accurig exports a wildly different skeleton than mixamo. C4D's character tools are super optimised for mixamo rigs and I'd love to see them better support accurig in the future!
  2. Yep super happy to test it out, since I've never used it before would you be able to link me some introduction tutorials for me? I'm on windows using R26 btw
  3. yup giving me awesome results. Now I need to figure out how to use the mixamo control rig with the skeleton that accurig spits out
  4. Mixamo now has a competitor in the form of Accurig, Reallusion's auto-rigging software which is completely free. Winbush just put out a video on how to get started here:
  5. Just did some testing inside Blender and here's what I got, pretty amazing stuff Simple grid with 1 shape key: Going to town and absolutely destroying the original mesh, adding edge loops, knife cuts, even extruding some faces Animating shape key and it still works!
  6. Can confirm it works! Although I'm wondering are there any downsides to keeping all these extra unneeded points? Blender's still seems way more flexible, being able to maintain the shape even when the point order is changed, (speculating here but would that mean you could add extra geo and modify poly counts?)
  7. I was super intrigued to see it was possible in Blender, until that point I had just assumed it was a limitation of the pose morph method. Gotta be honest it really bugs me to see C4D completely fail at something pretty simple that blender handles with ease. We definitely need this in the next version of Cinema, or a future update for sure. I'll give @CBR's method a go right now
  8. Hey guys, I've actually never realised that Blender is able to retain shape keys (equiv of C4D pose morphs) even AFTER modifying the mesh's topology. I've linked a video below that shows this in action, he's able to delete faces and Blender still preserves the morph: Now I've tried to replicate this in Cinema, and well the results are a bit disappointing: Is there any way to achieve this in C4D? Would be a game changer for my workflow if I can preserve my morphs, especially for facial rigs! Cheers, Dave
  9. Yes so glad we figured this one out 🙂 Even though the memory used is the same, upon exporting as an fbx for mixamo the file size went from 500mb (with the extra meshes) to 11mb, so quite the savings there!
  10. I actually got it to work! I deleted the morphs, re-importing all the external meshes as 'relative' and then deleted all the extra meshes. Worked like a charm, even tried pasting it into a new scene, uploading to mixamo and downloading as an fbx. Upon importing I checked 'keep morphs' and I've now got a mixamo rig with my blendshapes preserved. Pretty happy 🙂 I recorded a video of the process here: I also used this tutorial as a guide:
  11. Thanks, I'm really hoping there's a way, as I'm really liking Character Creator but am trying to figure out a smooth workflow into C4D. I really thought that since all the targets are really just moving the points on the original mesh it'd be easy for C4D to bake that into the same object.
  12. Hi fellas, I'm currently trying to carve out a new character creation workflow using the new Character Creator 4, and I've noticed that upon exporting as an fbx all of the morphs are actually separate meshes (with visibility turned off) which the pose morph uses as a target. I'm wondering if there's any way to bake these down to point deformations on the original character's mesh, so that all the poses no longer need to reference additional meshes? For context the reasons I'm trying to do this are: 1. Exporting files are huge, almost half a gigabyte due to all these extra hidden meshes. Poly count of scene is also ridiculous 2. Mixamo is unable to process and rig these files, it fails during processing. The images below show the pose morph tag on the original character, and the mesh target for 'eye_blink_l' (which I've shifted to the right of the original character). There's about 100 morphs out of Character Creator so you can imagine how many polys we're dealing with! Would really appreciate the help and I've got tons of other questions regarding my character workflow!
  13. After some trial and error I found the 'protection tag' has a limit which is exactly what I was looking for!
  14. Hey everyone, I'm currently trying to setup a facial rig and have linked the position of spline controllers with pose morph strengths. I'm wondering if there's a way to actually limit the amount the spline controller can move in a certain direction? For example limiting the spline controller to only move a maximum range of 30 cm up or down (to the white line in image attached). I've tried using a constraint tag but I don't see any options in there to do so. Cheers, Dave
  15. Hey fellas, Have you got any tips for organising your xpresso graphs? Specifically being able to colour-code different nodes, add annotations, and add conduits for the node wires? Cheers!
  16. Yes for sure, seems like there's so many killer plugins for blender and there's defs a bit of fomo as a c4d user haha. On another note is there anything remotely similar to maya's quad draw for C4D? I had to do retopo in uni class today using maya and quad draw is absolutely phenomenal. I've heard of topogun 3 but it'd be nice to know if there's a plugin that can do this inside of c4d 🙂
  17. So I just had a look at Decal Machine for Blender and man I'm blown away, is there any sort of equivalent plugin/method for Cinema 4d? Don't wanna have to learn blender just to use one plugin 😅
  18. Try turning off automatic sampling under the 'unified sampling' tab. When this is checked redshift automatically decides where it should allocate samples to reach a desired noise threshold. I always uncheck this and dial in my individual samples for each channel eg. lights, reflections etc. For a quick start you can throw in 16 min and 64 max for your unified sampling. Would highly recommend this vid for learning more about samples and render optimisations.
  19. What does the new update do? is it compatible with s26? or does it just fix the link for s24. It's a hassle but export from bridge to s24 and then open those files with s26.
  20. yeah, just doesn't work at all, the plugin isn't compatible with either
  21. Have the exact same issue trying to get quixel materials to s24. Wish they updated quixel bridge to work with s26
  22. Thanks for the help guys, just wanted to share a render of my final shader!
  23. Thanks for the effort, I totally understand there's so many variables that could factor into this. My main concern is that when c4d actually crashes, I'm not able to re-open the program and have to restart my whole system - which as you can imagine is quite an inconvenience. I been able to subdue the crashes by taking precautions, such as waiting for the RS material previews to load before popping out windows etc... I tried the studio driver in the hopes it would be more stable, but will revert back to the game ready drivers (my usual choice) for the reasons you mentioned. Cheers, Dave
×
×
  • Create New...