View Full Version : Finally! A great forum for C4D!!!!
That Adrian Guy 05-12-2002, 01:49 AM I've been looking around and this forum is great! I'm one of the few people I know that use C4D over Maya and 3dsm. The interface is great, I'm just having a really hard time boning correctly! IK restrictions never work and I always get lots of smearing!
Anyway, enough jibba jabba... Here's the first complete mesh/model I've made. This guys gonna be breakdancing once I get rid of all of the bugs in the bones
http://www.geocities.com/adranmor/body3.txt
and here's a taste of the wireframe on this badboy
http://www.geocities.com/adranmor/Untitled.txt
http://www.geocities.com/adranmor/nurender.txt
My hatred for bones hasn't been remedied either by vertex weights, The bones behave pretty well overall, but it doesn't make sense that I'd get any smearing!!
If anyone wants to take a look, feel more that free to ask for the c4d file.
Anyway, I've said more than enough for my first post! I'm just glad to see that post forum isn't my only link to the C4D community!
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Romantic_Whisky
05-12-2002, 12:13 PM
Welcome to CG Talk Cinema 4D That Adrian Guy:beer: The community here is very supportive, talented, and great :applause: Not just the C4D forum, but every other forum in here as well. I love the idea that you are going to have your guy breakdance. As a matter of fact, I just went clubbing last night and saw this great performance by a superduper breakdancer and said to myself, "Wouldn't it be great if there was a recent breakdancing animation out there somewhere?" Well, I didn't say it like this word for word, but, I did have a craving to see a breakdancing animation. Could it be your project? Go for it:thumbsup: I can't wait to see this guy pop!
-Romantic
Hi That Adrian guy :)
I think everyone in here is in agreement that the CA in C4D needs work :)
If your model is smearing try using one of the zygotes that come with C4D for reference,it might give you the answer you are looking for :)
Stu.
That Adrian Guy
05-13-2002, 12:05 AM
Thanks for the feedback!
I agree about CA in C4D, it is a bit "tricky" to say the least... I decided to actually texture my model before adding in bone stucture.
The silly thing is, that my unwrapped UV is no where near accurate in body paint. It's telling me that the coordinates are in one place, while they end up being painted somewhere completely seperate on the canvas!! Very annoying! but hey, I'll get over it :thumbsup:
On a side note... will golem help rid smearing in bones? or is it specifically for "posing" the model?
Here's an example of some of the bone "disobedience"
:annoyed: keep in mind that the actual bones of the hand are in a different positions, but the actual mesh only moves about half of what the bones do! :annoyed:
http://www.geocities.com/adranmor/boning4.txt
Someday I'll figure out why!
Anyway, thanks again!
Hmmm thats bizarre :surprised
Here is a BP3d tute that helped me out heaps earlier on :)
http://interneteye3d.com/Tutorials/2001/Jan/BodyPaint/default.asp
You said you have also tried vertex tags right?
Stu.
That Adrian Guy
05-13-2002, 03:40 AM
it was just the UV wigging out, I was able to fix it by remapping it. I think the problem was caused when I enlarged the canvas size, and enlarged the UV to compensate. That's the first time I have encountered that problem, hopefully it was just a bad fluke!
This is bad! Once I finish texturing I'm not going to have any excuses to NOT skin him! :D I don't know why I make such a big deal out of it, but I've had terrible luck skinning!
Janine
05-13-2002, 12:35 PM
Hmm... If the mesh doesn't fully follow the bones... What is the function of the top most bone set to? You need to set it to 1/r^10.
Janine
That Adrian Guy
05-13-2002, 02:19 PM
Every single bone's influence is downstream from the bicep to the fingers... and every point has a one hundred percent vertex weight from atleast one bone. So it doesn't make any sense that this should happen, but I'm going to up the bone strength in the fingers and hopefully that helps.
The only assistance my friends give me is to use Maya... I'm not too sure about that. I understand this is a C4D forum, but out of curiousity, has anyone used Maya for CA? Is it worthwhile?
Thanks for the help
I'll post the C4D file late on if anyone is interested
Janine
05-13-2002, 02:32 PM
No, you need to set the bone function in the top most bone, the parent bone of all other bones. The function is used for the whole bone hierarchy and defines how soft or hard the joints are bending. The default bone function makes all the joints very soft, like a water hose. For human joints you need to use the hardest bone function. But the bend at the elbow actually looks right to me, hmm...
Janine
That Adrian Guy
05-14-2002, 11:51 PM
I just started the textures (as you can see by the paint blobs....
the previous pictures all had procedural textures. Anyone have any advice on things I should change?
http://www.geocities.com/adranmor/nurender3.txt
see you all around,
Adrian
Hi Adrian :)
Just a stab in the dark here ok.Try re making your vertex tags again from scratch as maybe there are some polys which were hiding and are not selected in the tags you have at the moment.
Stu.
That Adrian Guy
05-15-2002, 01:15 AM
Does this look familiar????
http://www.geocities.com/adranmor/boneprob.txt
I'm SURE it's happened to more than just me!! This is almost unavoidable for "n00bs" I guess :thumbsup:
I'll figure it out! I'm just bothered because someone was able to do something even quicker, using the infamous "Blender" !!! I'm almost too egotistical to even consider another 3d proggie until I figure this out! ...that and I'm basically whooped on C4D's interface
Janine
05-15-2002, 09:51 AM
Can you post the scene file? I'd like to have a look...
Janine
That Adrian Guy
05-15-2002, 03:32 PM
Infact, if you could take a look at the C4D file that would be GREAT!!! Feel free to do whatever you want with it.
http://www.geocities.com/adranmor/ProtoDude5.zip
(You have to drag this link to the address bar)
I'm learning a lot about the bones, but this problem doesn't make any sense at all... the only "quick fix" I've found is giving the bone a strength higher than 100%... but it looks funny.
Anyway, thanks for assisting!
Janine
05-15-2002, 06:13 PM
Ok. I've had a look. And I was right. :p The bone function of the first bone was still set to default (too soft). I set it to the hardest function, that fixed the strange deformation in the fingers. Only the thumb was still strange - but I found out that one of the vertex maps for the thumb had the wrong name (or rather no name at all), so I corrected that. But I think you still need to add one more subdivision (knife cut) to the thumb to make it deform naturally. And I've also assigned anchor tags to the shoulders, so they remain in the right position when animating with ik.
Btw - for the fingers you dont need seperate vertex maps for finger, fingertip etc. One vertex map per finger is enough. Don't make too many vertex maps, this will only confuse you. :)
Here's the updated file... http://www.3dluvr.com/janine/ProtoDudeJanine.zip
Janine
That Adrian Guy
05-15-2002, 07:05 PM
:applause: :bounce: :buttrock: :thumbsup: !!!!!!!!!
Oh my gash... i can't believe it was something so simple!!
Thank you MUCH for assisting we with that. By the way, is there a way that you can safely pose the mesh without having to worry about accidently pressing the undo button? it doesn't recognize bone adjustments as a command in the undo cache.
Would this also be the reason it new posing doesn't render in the picture viewer as well? Is there a button left unpressed or a tool I need to use?
Thanks again for the help!
--Adrian
I took a look at your site, WOW! you have some very very good art! How long have you been modelling for?
Janine
05-15-2002, 10:24 PM
No problem. ;-) I've recorded keyframes for all the bones at frame 1, that's why the bones now revert back to their positions whenever you change something or when rendering. Just delete the keyframes by selecting all the bones in the timeline and pressing delete. But maybe you should record keyframes for all bones at frame 0 (select the top most bone, make sure the hierarchy button at the bottom right is pressed and press record) so you can always go back to their rest position, just in case...
And to answer your other question - I've been using Cinema for a few years now, started with V1.5... But haven't really done much animating myself yet unfortunately. Hopefully one day... Anyway, good luck with your project. :-)
Janine
Briareos
05-16-2002, 01:42 AM
c4d suxx0rz! *snicker*
That Adrian Guy
05-16-2002, 02:41 AM
LoL, that was a strange post.
Alright Maya phreak! We'll have to battle it up sometime!
I think C4D can hold up pretty well in a couple areas! ...not like I'm making "walking with dinosaurs" or anything! But even then, I think C4D's animation tools will get even better on the next release,
ha ha ha, I'm setting myself up, arent I
c4d suxxOrz! *snicker*????
Well from that I deduce the poster is age 12 with an IQ of 6 still has mummy wipe his bottom and has the nickname of Dork!
Stu.
LucentDreams
05-17-2002, 08:41 PM
Originally posted by That Adrian Guy
LoL, that was a strange post.
Alright Maya phreak! We'll have to battle it up sometime!
I think C4D can hold up pretty well in a couple areas! ...not like I'm making "walking with dinosaurs" or anything! But even then, I think C4D's animation tools will get even better on the next release,
ha ha ha, I'm setting myself up, arent I
All we need do is mention the word render and all Maya users have to be quiet, any app with a worse renderer for over $500 raise your hand....... I didn't think so:thumbsup:
Briareos
05-20-2002, 03:04 AM
heh, just causing trouble...
just cuz you can make pretty little balls and statues with global illumination and white texture doesnt mean the renderer is better.
LucentDreams
05-20-2002, 06:45 AM
I assume your a big maya fan, but let be honest, maya has the most illy respected renderer out there for over five hundred bucks. C4D's may not be the best, but it is one of the better, not just for Montecarlo rendering, but fast, highquality, awesome AA engine, simple and quick to learn, did I mention fast. But lets face it, right now it seams that Mental Ray and Entropy are th biggies out there, right now entropy is giving Renderman a good run for its money, and Final Gather is stil iffy but look, even Alias is pushing their own users to get it.
That Adrian Guy
05-20-2002, 04:49 PM
Kaiskai's got a point! Besides! I think I successfully made something other than a ball or statue! That is ofcourse, assuming that you don't think about balls all day!:surprised:
Briareos
05-20-2002, 05:35 PM
oh you so you've used Maya's renderer extensivly and are disapointed with the results eh? I'm sure C4D renders is great.
LucentDreams
05-20-2002, 06:31 PM
Definitely not to the extent of you i'm sure, but I have used Maya's, Lightwave 7's, XSI (in the experience paclkage don't know if the full is any different other than watermarks), a few max ones, including mental ray for max, though not brazil but I understand brazil though awesome quality is a little slow, I have used entropy, BMRT, True space and yes even strata's. Also mirai's but theirs is hardly a renderer. I think my experience with various renderers, that I can safely say that maya's was one of the worst I have used mirai's would be tho only one worst. Not saying the program sucks, not saying you can't do awesome things with the renderer, but just saying compared to many others out there, you need to do a lot more work to get the same sorts look and quality.
That Adrian Guy
05-20-2002, 07:28 PM
he he he, mairai is the devil!
I am trying pretty hard to get BMRT to work, it's even trickier than renderman!
All this work for a little friend called HDRI!! Anyhow...just to be fair... I will admit there is a bug with C4D's render, when it comes to area lights... but that's all I've found so far!
let me show you an example, and keep in mind that the textures on the dog's "skin" don't have any specular or reflective values!
http://www.geocities.com/adranmor/area.txt
Either way, If you know how I can get BMRT working, I'll be very greatful!
LucentDreams
05-20-2002, 07:41 PM
just so you know, HDR shop has a plgin now for exporting a light rig based off of HDR images, to go with the texture in a rig. I fake HDR when I want the look. Whats the bug in Area lights???
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