I’m at the point in the strange behaviour competition where i am testing my Hair setups.
Here’s my rigging process:
Model, import mb bones and paint bone weights in c4d. Export to mb, animate, plot animation to bones in mb and import back into c4d.
Hair process:
Use proxy skullcap mesh to generate hair. Doing it this way so i don’t have to re-style hair on an imported deformed mesh.
Putting it all together:
merge animation of character from mb to original c4d scene. Place proxy skullcap hair underneath “head bone” (i tried using a constraint but viewport update were lagging).
Problems:
Hair does not react well from using this method. All shaders are lost when exporting to mb.
I’m posting this to see if anyone else may have a better workflow.
I’m not exporting the hair mesh. I am exporting the character mesh rigged with a MB hiearchy, with no hair.
At first we weren’t sure if we were going to use c4d for rendering, so i made the hair grow from a skullcap seperate from the character mesh. This way if we decided, and we did, to render in c4d with hair dynamics i would already have it made. This way its kind of like having a preset hair style that i can take the skullcap and put it inside any head mesh.
There is an example of the same method in the content browser in mocca 3. It is a scene of a blue cartoon character in a haiwaiin shirt with red polygon hair.
ahh, well your post suggests that the hair shaders are lost on export to MB, I see the period to separate comments but its still the same paragraph and the post is all about hair so I took it to mean your exporting the hair.
So what exaclty is the issue or problem. Whats wrong with the hair?
A few things that you may find useful for future projects when using C4d and MB…
All of the new R10 tools can be used… joints, new weight tool, skin tag, multi-part mesh, joints in sperate hierarchy etc. etc. and export perfectly well to MB (constraints won’t but can still used on the character in C4d as long as they aren’t part of the skeleton setup)
When you merge the animation data back into your C4d scene you’ll get the messed up bone hiearchy. You’ll also get a null hierarchy that’s named ‘Skeleton+your character name’, this hierarchy is the same as the original joint hierarchy and also has all of the animation data on it.
Simply retarget the null data to your joints and it works perfectly.
Awesome thanks for the tips. As of right now i am using bones and claude bonet. I had some problems with loosing my sla shaders when exporting to .fbx. What i did to correct this was to paint claude bonet maps by hand, instead of exporting the character using limit envelopes and reimporting, to get auto painted cb maps.
Its slow going to paint the claude bonet maps by hand with no autoweighter. But this method allows me to merge the .fbx file back into the scene and the original c4d mesh keeps its sla shaders. I’ll look into somehow using the joint auto weight to help out. I already tried dan’s tools but they didn’t work because i have a multipart mesh. In fact each character probably has 30 seperate polygon meshes. This is the reason i went with bones.
Sammer, are you interested in helping out with the competition? We lost one modeler so right now its me and mike batchelor doing the modelling. 3 illustrators doing concepts and one sound track artist doing voice over and ambient music. I’m doing the rigging and shading also. Mike’s modelling the enviro’s.
So maybe if you wanted to join then you could help out with rigging and animating, and i could go back to modelling. The modeller we lost was supposed to supply us with 2 of the 7 characters. Now it looks like i will have to model them. Which leaves 3 characters still needed to be modelled, rigged and shaded. We are using shaders to save time on creating uv’s.
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