DefJeff
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Everything posted by DefJeff
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Hey there. I really appreciate you taking the time and looking into this for me-- and all the geo comments were very helpful. I will look into this a little further and will post any resolution that may be applied. I agree and hope that a rigging expert can take a peek at this. I am more of a modeler of static scenes and this is a bit out of my wheelhouse, too. But you stepped up to try to help and gave me some valuable input to consider. Thanks Cerbera!
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Thanks so much Cerbera. In order to reduce the file size to allow for upload I had to remove materials and zip it. If you can uncompress this let me know. I am also providing the rein separately if you need it. Again, I appreciate you taking the time. I have been trying all kinds of things to accomplish this -- Hair Spline Dynamics, Colliders, etc... but I may be overthinking this. Reindeer_BasePose_HarnessTEST3.c4d.zip harnessstrap.c4d
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I have thrown the white flag after weeks of trying to find the right solution. I have a reindeer harness that I want to use on my rigged reindeer. I cannot get the reins to move freely and accurately as the head, neck or body turns. I have tried spline dynamics, tracer, etc. but cannot get the realistic rope effect that keeps the reins connected to the head and body harnesses. And to keep the reins from going through the harnesses and into the deer's body ( cannot get collider tags to work). Any help is greatly appreciated. Would be happy to hire someone to get this entire harness operable for my project. Thanks. Using R25. Harness-RiggingHelp.c4d
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Cannot figure out why this mocap (trot will not translate onto my weighted model. The reference rig is in place and the number of joints are the same. Used Character def and Solver, but cannot seem to get this to work. I have other mocaps that I want to use, but need to get this working firs. Any ideas? What did I miss here? Thanks, everyone! retargettest.c4d
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Thank you both, and thank ZEDEN for the scene sample! I will give it a shot later tonight and let you know. Meanwhile, the reindeer was purchased from https://www.turbosquid.com/3d-models/3d-reindeer-rigging-animation-male-model-1641150. Had to correct some weights, rigging, and hair since they did not translate well into the C4D environment. The hair was turned off for my sample video.
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Working on an animation of deer walking in snow. Using the Collision deformer and tweaking its settings, I am getting close. However, I cannot figure out how to keep the “peaks” from forming when the legs come upward. Any ideas on how to prevent that from happening? deerwalkinginsnow.mp4
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I have contact the model artist but have not heard back yet.... so I thought I would try here. I imported FBX animated deer model and it has a couple of weird thing with its joints and muscle mass in the legs. Are you able to identify the root cause with these images/ Are the bone joint issues, weighting, or both? I have tried several adjustments with the joint tool but nothing really works. I have also attached the C4d file if anyone is interesting in tackling this for me. Be glad to hire you to get this corrected. thanks in advance! ReinDeer_Male_Walk_TEST.c4d.zip
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I think I have it resolved. I used a Cloth Surface to build up the lab coat and removed all Selection Tags in the model and it seemed to do the trick.
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these are what the polygons look like... is this an issue? I know the jacket and sleeves have different polygons, but they are not connected.
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Been fighting this the entire day. Been working with Mixamo and never had this issue before. The lab coat on my character will not transfer to Mixamo, but the sleeves and collar/buttons do. Tried everything I know how and various export formats, but I have always had success with fxb. Any ideas on why this is happening? The second screen shot is what Mixamo produces. The material is not transparent and only has a color layer. No diffusion, reflectance, either. Thanks.
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OMG. I know that is cheesy reaction, but dang... such a simple solution and you folks just saved me a ton of work. I really appreciate you taking the time to help out!
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I have explored several topics, but still cannot figure out the solution. Using Spline Wrap to animate an electrode along a path inside an ear anatomy. The orientation of the electrode is correct, but it comes in compressed and then expands to the correct size as the animation concludes. Tried spline rail, adding uniform points, keep length, etc.. What am I missing? Attaching a link to the file here and really appreciate any help. I have also attached two screen shots to show the issue. The actual file is at https://drive.google.com/file/d/1jDICPBM9fqX1wGdDtzb3d5lRq3NIAZEO/view?usp=share_link
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excellent feedback and really appreciate the time you spent it explaining things. I will experiment with the settings you provide and report back. It has taken about 1.5 hour to render the one frame. but working on simplifying things and taking your input as well. I updated my profile recently to include hardware and software info. Using 21.207. Radeon Pro 560X 4 GB 2.6 GHz 6-Core Intel Core i7 Not a very powerful machine, and I expect it to take more time than most 🙂 I am attaching a screen shot of the actual scene which is quite loaded... Again much thanks and I will post back once I experiment more.
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@HappyPolygon I am planning to render this as part of a 10-second animation (300 frames) -- for use in video presentations. I will be sending this to a render farm and am trying to cut down on render times by baking as much of the material I can. The scene is quite complex. Worst case, is that I bake materials what I can -- solids, textures, etc. and just leave the metallics as they are. Am I correct in that connecting complex geometry and baking it helps with render times? Thanks for looking into this!
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@HappyPolygonThanks for replying. Here is a screen shot of the tag... is this what you are referring to?
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@EricNS- thanks for that tip. Are you referring to a HDRI map or luminance map of the captured environment as reflected on that particular material? Interesting idea... I am learning as I go. Is there a video tut that best explains this process? Thanks again.
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Been trying a few days to accurately bake a complex object that has multiple metal materials -- but each time the colors do not show. I can only get it to work with solid colors and basic image textures, but not metals, glass, etc. I know I am doing some wrong, but cannot for the life of me figure this out. Not using Redshift. I have tried using a bake tag and also bake object commands -- ticked off various settings, but to no avail. any ideas or tips out there? Thanks for any assistance you can provide.