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realsurreal
09-05-2007, 05:02 AM
I'd like to know if anyone has some good tips where to start on rigging and animating a Robot character in R10. I Need it to be biped that only walks. I don't need anything to deform like weight painting. Is there a way to have the ik feature without using bones, or will this be something exspresso will excels with. Thanks in advance!

LucentDreams
09-05-2007, 05:58 AM
IK works on any objects, although one other cool thing I'll point out is that joint objects can be set to be polygonal, and support all features a polygon object would support except deformation. so you can apply materials, morphs, selection sets etc.

Sneaker
09-05-2007, 09:33 AM
IK works on any objects, ...

That's one of the coolest things in R10, you can place 3 nulls in a hierachy
for example and make them an IK chain.

-Michael

benytone
09-05-2007, 01:48 PM
That's one of the coolest things in R10, you can place 3 nulls in a hierachy
for example and make them an IK chain.

-Michael

You can do the same thing with the old Ik-Chain-Setup



.

Sneaker
09-05-2007, 02:43 PM
You can do the same thing with the old Ik-Chain-Setup

.

I know, but it was not that comfortable.
Now you can select the first an last Null hit IK chain from character and all is set up.
Compared to the manual setup of anchor and ik it is way easier.

-Michael

realsurreal
09-05-2007, 05:13 PM
Thanks for the replies, I'm new to doing IK setups since i've only been using motionbuilder. I'll see if I can find some tutorials on setting this up.

danb
09-05-2007, 06:21 PM
I'll point out is that joint objects can be set to be polygonal, and support all features a polygon object would support except deformation. so you can apply materials, morphs, selection sets etc.

That's a nifty feature. Do the points of a polygon bone deform the object, or is it still just object based deformation, based on axis position?

I'll try it out.

sismik
09-05-2007, 06:23 PM
Maybe this tutorial from Cactus Dan about seting up and animating mechanics can help you:

http://www.c4dportal.com/forum/showthread.php?t=2501

Good luck

Martin

realsurreal
09-05-2007, 06:33 PM
Hey thanks this looks very useful, I did manage to get the Ik to work using 3 objects so I think once I get the finer points it won't be that difficult. This tutorial however is for catcus dans plugins I've never used them, is there much difference in the way it operates vs R10?

LucentDreams
09-05-2007, 08:11 PM
the actual setting up of a constraint is different and in cinema's you don't have to rotate objects axis, just change the axis settings in the constraint itself. otherwise yes that setup can easily be 100% duplicated in R10, if you have older version of cinema than dan's is the only way to go.



Danb, the axis is still used, as it still a joint object, but this means your skeleton can also serve as your lowres proxy keeping hierarchies simpler and faster. It also means you can have robot type setups using geometry with the extra benefits that joints offer like the kinematic settings.

Shirokage
09-06-2007, 11:00 AM
In my opinion the best thing is the normal C4D R10-manual because I had this problem a few days ago, too and it's very good explained there - a perfekt example for ik without bones is the Objekt "Figure" (I think it's called so in English, perhaps it's called Charakter, I'm not shure^^) because when you konvert it it's automatically a perfect ik-objekt - hopes that helps you. If you try around a little you can also make very complex objekts move how you want it, it's realy easy to learn.^^

Shiro

LucentDreams
09-06-2007, 07:54 PM
I'd disagree, the figure object is an absolutely terrible IK example, I mean its pretty good considering its the old IK system but the old IK from version 5 is absolutely terrible.

Shirokage
09-06-2007, 10:03 PM
realy? O.o - I think it works very good with this system but I don't know the new one - how does it work? I didn't notice that there are different ones^^

Shiro

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