View Full Version : character animation pipeline c4D-10 and poser7?
v-empire 12-18-2006, 11:15 AM Hi,
has anybody tried this:
Model a character in c4d (or modo or whatever), transfer it to poser 7, rigging and weighting in poser 7, animation in poser 7, transfer back to c4d-10 via interposer, finetuning in c4d with interposer.
Would this workflow be possible?
Any special problems that have to be overcome?
Or any better ideas for a pipeline using poser7-interposer-c4d 10?
Thanks a lot
Holger
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acmepixel
12-19-2006, 02:23 AM
Hi,
has anybody tried this:
Model a character in c4d (or modo or whatever), transfer it to poser 7, rigging and weighting in poser 7, animation in poser 7, transfer back to c4d-10 via interposer, finetuning in c4d with interposer.
Would this workflow be possible?
Any special problems that have to be overcome?
Or any better ideas for a pipeline using poser7-interposer-c4d 10?
Thanks a lot
Holger
It would be possible, but a horrible way to go in my opinion.
Interposer Pro keeps it all within C4d. Poser has a very unprofessional interface, that I personally hate. I really love Interposer Pro. It also imports DazStudio files. The only thing Interposer Pro can't handle yet is Python scripting. (which I have never used).
The current demo version is 1.2.2
http://www.kuroyumes-developmentzone.com/
seco7
12-19-2006, 04:27 AM
Hi Holger,
I haven't done a lot of C4D - poser - C4D, but it should be possible. I read that 7 has improved importing options which should help a great deal. I can see why you would want to, particularly if you are used to working in poser. I personally am more comfortable working in C4D so I use Interposer much more often than poser itself. Admittedly, I have only looked at the improvements in 7 for about 5 seconds though.
Sorry I couldn't be of more help.
Steve
v-empire
12-19-2006, 07:05 AM
Thanks for the answers,
one more question:
If I would stay in cinema/interposer which seems to be the better way,
are there any hints for rigging.
In other words, is there a tool for rigging so that interposer can handle it?
I´m asking cause I think all the existing poser figures are prerigged and binded.
Thanks again
Holger
Keith Young
12-26-2006, 07:59 PM
If the goal is using Poser to create the animation and then IPPro for tuning it, then your initial premise is correct/doable. But keep in mind that that "rigging and weighting in poser 7" step is not any sort of 'automatic' process...
You basically model your mesh in C4D (or some other app, but C4D Along with my Riptide (http://skinprops.com/riptide.php) plugin has everything you need). Your mesh will need to be partitioned into body-part 'groups' (polygon selection tags for each group, all tracked by a Riptide 'Group Tag') and should also have material zones set up however you want them (more selection tags, with materials restricted to those tags).
When you're done modelling, you export the mesh as a .obj file and then comes the rigging/weighting step in Poser. There are several methods of creating a basic skeleton/rig, including using an existing figure as a template, from within the Setup Room. Once your figure has a bone for each body part, you have to adjust the bones, the rotation angles, the limits and fine-tune the weighting (usually by adding/adjusting spherical falloff zones with the Joint Editor). All of this will take some (a lot of) practice to be done well - within the confines of Poser's rigging system.
Once you have your figure rigged in Poser (the only rigging that IPPro understands, btw - it's purpose is to load Poser format files/scenes and re-create the Poser rigging in a C4D-friendly manor), you can do your animating in Poser and then save out your scenes for further adjustments and rendering in C4D.
The point is - in order to use IPPro, your figure will need to be 'Poser Rigged'. If you're going to take the time (and live within Poser's rigging system and limitations) then you'll also have a figure that can be posed and animated (and lip-synced, if you create the needed morphs) within Poser, which is designed around posing/animating figures.
If you're more familiar with rigging in C4D (either directly or using some of the available plugins) then you'll probably have more flexability by just using C4D, but perhaps not the ease-of-use of a Poser set up. Either way, you'll need some amount of expertise in either C4D or Poser rigging.
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