View Full Version : Walking People
Gotrek 03-13-2007, 08:46 AM Hi guys...
I attached a file with a free ASYZ person, and a VBH, and its impossible for me to fix the bones to the model, Can someone help me?...
http://www.megaupload.com/?d=BGN1ID3W
Thank You in advance.......
Link Fixed....
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Gotrek
03-13-2007, 01:33 PM
Nobody Knows? :sad:
transformav
03-13-2007, 01:48 PM
I cannot download your file, but I have the same issues, I can only get dosch walking people for cinema to work and they are high polygon counts. I see animations by studios who use c4d but I guess they rig the figures themselves.
To date there is no easy solution to animated people that I know of, where we can add bvh type of data and take advantage of lowpolygon count models to add life into our scenes.
Transformav
acid2002
03-13-2007, 02:24 PM
Use Poser figures and interposer.
Gotrek
03-14-2007, 08:43 AM
The link is Fixed, Its impossible that in v10?, and why in v9 we can make it?...
I donīt understand... I canīt believe it...
http://www.megaupload.com/?d=BGN1ID3W
I probe with Poser but i need much models walking, i buy AXYZ T-Pose, for animate it, and buahahahaaa... I canīt make it?... desolation...
Transformav, I think with this model i share, it would be very easy to add a walking movement, only in the first frame in T-Pose easy to add the model, and then repeat the next frames, in V9 i can make it easy, but in v10 i canīt fix the bones to the model...
PLEASE HELPPPPPP... iīm sure there is a way to make it...
(http://www.uploading.com/files/TZL6W868/andar.rar.html)
transformav
03-14-2007, 09:08 AM
I am downloading your model today and I will have a go, maybe together we can crack this problem!!
noseman
03-14-2007, 02:29 PM
have you tryied the xretarget plugin?
http://www.heyne-multimedia.de/c4dplugin/xretarget/xretarget_en.html
gonzo-3D
03-14-2007, 03:07 PM
Hi,
there is no problem in fixing the bones to the mesh in R10 ... but in your file there are no weightings at all - so the bones won't deform the mesh as you like. I guess the orginal AXYZ file you downloaded was in the FBX format and during the FBX import the weigthing information got lost presumably - so either R10 doesn't import FBX correctly or you have to modify your FBX5 or FBX6 import settings in your R10 preferences.
Gotrek
03-16-2007, 09:18 AM
There isn.t a FBX, is a BVH... i don.t know what to do...
etype
03-17-2007, 02:48 AM
Gotrek: Animating a boned mesh with a .bvh can be done, and dene extremely well, as i used to do it all the time using Lifeforms, before purchasing Motionbuilder.
Motionbuilder is much the same, it just has more powerful tools and it's own import/export format - .fbx (which can import/export more than just the skeleton)
I'm not sure of what you have there, as i can't download your file....but generally when you import a .bvh it shows up in your scene as a skeleton.
You need to set your import settings so that C4D will import your .bvh file at a size similiar to your model. When you get close, scale your model rather than the .bvh skel. and then just drop your .bvh skel into your model mesh and fix the bones.
Or setup a new skeleton suitable for your model with the same number and type of bones as the .bvh skeleton, paint your vertex maps and weight it, and then drag and drop the .bvh keys onto your new skeleton. (This is how i eventually did it)
DO NOT HIT YOUR PLAY BUTTON untill you have weighted all the bones properly by doing test rotations of the joints and tweaking your constraint maps. Or hit play and watch the mayhem....but be aware Mesh tearing by bones cannot be undone, and you cannot hit undo to repair. YOu have to reload the scene if you tear or knot the mesh.You have to read your manual and experiment with weight constraints. I found claude bonnet to be useless for .bvh files (may be different in newer C4D versions....when i was using .bvh i was using v.8.5). Instead you have to set constraint zone areas with constraint tags and vertex maps in the traditional way, SoftIK and any softik tools not work and will destroy any work you have done by unfixing the bones.
I donot think .bvh is suitable for crowd scenes unless you are patient and willing to go through the labyrinth of problems to learn to work with these files. This is the traditional way of animation and therefore it is hard but very powerful. There are few if any good tutorials....however Cactus Dans tools are reportedly an excellent aid....(i never used them, but have on good report satisfaction with his tools) However, i did get .bvh to work without extra tools and work excellently ( i was using Lifeforms as a skeleton animator and exporting the .bvh files to C4D)...after a long apprenticeship of trial and error, I found I could get better animations than in any other type of animation...so well that eventually that became my job.
I think .bvh or mocap files are more suitable for Hero type animations....however they will work for crowd scenes but be prepared to put in as much work as professional animators invest learning the work flow.
Using .bvh or mocap files in C4D is not like anything else. It's like trying to jam a bunch of weasels into a pillow sack...they keep shooting out here and there, gnawing holes in the sack, and going straight for your eyes with their teeth and claws, while you must keep trying to jam them all in. I describe it that way because it is unpredictable, and unlike working with digital software. It is more like doing something with real live objects that are disagreeable, mad, nasty and hard to predict without experience. It is hard to describe...like trying to compress a bunch of springs simultaneously into a small unstable space.
The first model you set up will extremely hard until you learn to guesstimate properly. After that it will become easier and easier until you can do it quickly. Once you can do it...it is extremely powerful if not the most powerful way to animate (once you have the skill, you will see it is the only way to animate organic life forms and then you must learn to edit,extend and keyframe mocap in a app like Lifeforms or Motionbuilder because mocca, softik and other types of keyframe human animation cannot touch it).
If you will post your email i can send you a practise file that is basically setup and animated so you can study to get a general idea how to set up the constraint tags and degree of constraint for each bone. But beaware that each mesh requires different degree's.
It is more like you setup for example a leg at r.75 and then the foot at r.5 and then the thigh and hip, and etc. and then you have to go back and change the foot and thigh to work with the arm and chest, and then go back and change the lower spine when you've set the shoulder and etc. etc. etc.etc.etc.etc. It is a art more than a science. Like stuffing weasels in a pillow sack more than setting dials and numbers. You have to be patient and get the 'feel' of it.
But be prepared to work hard at it because competent animation is one of the more demanding subjects in 3D. If you are looking for an easy solution, or a one off solution...don't bother, because it is not easy. Instead learn how to use Mocca.
Gotrek
03-19-2007, 12:16 PM
Woooww... thanks for that great reply, i tried to do all you explained, and i post my resudlts...
Then i have to work HARDDDD... thanks
My mail is: dragonncillo@yahoo.es
if want to send me that file...
Thank you very much...
Gotrek
03-19-2007, 07:51 PM
Transformav... You could obtain something?...
I couldīt fix bones to the model...
You try it?...
Thanks...
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