View Full Version : muscle/skin deformation in C4d R8?
MCGrund 03-31-2003, 09:32 PM Hi all,
I've just made my way through some tutorials describing the use of Smartskin in Animation Master and Endomorphs in Lightwave for muscle/skin deformation. Morphs are used to evade harsh creases in the joint area and to simulate muscle contraction.
As I'm trying to rig my first character in a realistic way I'm very eager to know, whether the same can be achieved in Cinema 4d R8. I hope some people around here have a suggestion cause...I got no clue.:shrug:
If you follow the link you'll find a videotutorial describing this method in Lightwave. Videotutorial (http://www.digitalberet.com/feature.html)
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wuensch
03-31-2003, 10:07 PM
you can pull Morph targets via expresso (attach them to pose slider and pull the pose slider via expresso, attach value corresponding to a certain bone to steer deformation via rotation of bone).
Its not very hard to achieve.
But i would advice to try to setup your chracter so that not so many creases appeaer-- use hypernurbs to keep pointcount as low as possible and try to add detail via maps wherever you can.
olli
AdamT
04-01-2003, 12:14 AM
You can also use Posemixer to do the same thing. The vReel Morph plugin makes this sort of thing particularly easy.
wuensch
04-01-2003, 07:21 AM
btw--checked out your fatty character (very clean work) --very well done, love it.
Olli
MCGrund
04-01-2003, 07:28 AM
@Olli Wuensch & AdamT:
Thanks for your fast replies (You made my day :love: ). I just made a quick test with posemixer and it really seems to work. So I guess I'm going to give this method a try.
Originally posted by Olli Wuensch
But i would advice to try to setup your chracter so that not so many creases appeaer-- use hypernurbs to keep pointcount as low as possible and try to add detail via maps wherever you can.
olli
I think a problem with my character is that he has relatively thick arms and therefore the lower arm overlaps the upper arm when the joint is bent. It might well be that he also has to many polys but as he's my first character that's OK for me. Adding detail using maps? Just to get you right do you mean color-, bump-, specular-, and so on-maps
By the way if you wanna see a wire (a bit older) of my model click here (http://www.cgtalk.com/showthread.php?s=&threadid=38445&perpage=15&pagenumber=2).
MCGrund
04-01-2003, 07:29 AM
Originally posted by Olli Wuensch
btw--checked out your fatty character (very clean work) --very well done, love it.
Olli
Oh, you were faster than I. Thanks a lot.
In Cinema4D you take your model and put it into a so called "Symmetry" object which then mirrors it. The two halves seem to be treated as two objects that's why you get the seam even when the vertices are excactly centered. As far as I know there's no way to change this.
Change the order of your hierarchy.
HN_object
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-Symmerty object
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--Character
Cheers,
bunk
MCGrund
04-02-2003, 12:56 PM
@bunk: So that was my mistake. Actually I've already converted the symmetry object but your advice will definetely help me with my next model. Thanks a lot.
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