CINEMA 4D BVH PLUGIN

Posted August 17, To set up the driver skeleton you’d first import a T-pose skeleton that matches your mocap import. Retargeting can be very complex when things start to go wrong and is hard to figure out even if you do know the basics of rigging. Would the normally rigged model have to have it’s joints switched to IK mode? Archived This topic is now archived and is closed to further replies. One set says IK and there seems to be another set in the exact same spot.

Gene Magtoto knows his stuff. I learned that bvh-files do need a different euler-rotation-order than used in Cinema and found a source, where this order is calculated from XYZ-order. He can tell you how to rig anything. It seems not to work properly if I always set the rotaions-order in the hierarchy-section of all parts to XYZ or any other. Posted August 17, I was also looking at your figureRig on your web site and that is incredible. I have be studying rigging in c4d pretty hard for the past few weeks and feel like I might be to the point of doing something. This character rigging is melting my brain a little and driving me half crazy.

I dont understand real technical stuff with Cinema4D yet I watched a video on rigging to make a character but have no real clue on the “harder” things of C4D,or just animation in general.

Your answer was really very helpfull, I understand much better now, what causes the errors. There are six combinations: If someone could either explain the problem with why I can’t 4dd if I can,then how to go about it,then thatd be much appreciated. I was wondering if someone could help me out with this problem Im having.

BVH-Export-Plugin

I will release this as open-source if it works, so there is no possibility to get money from it. Not sure if there’s an easier way, and it’s too complicated to explain in a forum post. Made by one of the most talented c4d character animators. I’m also wonder why is there two sets of joints for a single joint in the advanced biped rig? I was also looking at your figureRig on your web site and that is incredible.

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The easiest ways to handle it is to create 2 joint skeletons for the character. Hi Adam, thanks for the pointer, i will look into cineversity. Sign In Sign Up. I found that same thread Cactus Dan posted and didn’t really understand much of it.

Mocap – Bvh Retargeting? – New Users & Beginners – C4D Cafe

Retargeting can be very complex when things start to go wrong and is hard to figure out even if you do know the basics of rigging. I have be studying rigging in c4d pretty hard for the past few weeks and feel like I might be to the point of doing something. Thanks Cactus Dan I installed the new R14 runtime yesterday but still got the message. If there is not, do you think there will be a possibilty to calculate the real angels, perhaps by using the axis-vector from the local matrix and calculate the angles between each local axis and the world axis to get the corresponding euler-angle?

I can’t get Poser,or Motionbuilder on my computer for some odd reason,so Im stuck with doing the heirarchy and targeting solely in C4D,until I can get one of those programs to work. Not sure if you can see it without a membership. I cant really MoCap anymore like I used to because ived moved somewhere with alot less space to plugni my Kinects Hello Robert, thanks, first of all, for your help.

This topic is now closed to further replies. Posted August 27, Im a complete noob,at rigging and such: Cactus Dan is incredible. One rigged normally with IK and constraints, etc. You cannot post new topics in this forum You cannot reply to topics in this gvh You cannot delete your posts in this forum You cannot edit your posts in this forum You cannot create polls in this forum You cannot vote in polls in pkugin forum.

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plugging a bvh mocap into a non-mocap (rig with controllers) rig? : Maxon Cinema 4D

If so, how would a smooth transition between the two be handled? Just point me in the right direction and help me out here,I really wanna try and learn the rigging aspect of things,as it is definitely not something I know a lot about aside from how I made my character.

You would then retarget the motion of the imported mocap skeleton to the driver skeleton, which will in turn drive the IK skeleton.

Second, if I got you right, is to recalculate the HPB-rotations to “real” axis-rotations, regarding the rotation-order from the channels-section. Perhaps anybody has seen a bvh-export-plugin for Cinema I did not find? Tag if you are a complete noob you should watch some videos and try rigging before you step into an advanced cinena such as retargeting. Is this necessary and if yes, why does bvh need the channelinformation then?

Then they’d just drop it in the binding windows and it works.

Mocap – Bvh Retargeting? Anyone that can help answer these questions would be my hero and help my brain from melting.

plugging a bvh mocap into a non-mocap (rig with controllers) rig?

So,I wanna cinea to redo my rig’s bone setup,so its more compatible with Motion Capture,and also easy lip sync. Driver skeleton to receive the retargeted motion from the mocap import and then drive the rigged skeleton.

When you get a rotation vector, vector. This is how C4D avoids singularities gimbal lock. Posted August 16, If you have more bvy for me I’ll be grateful!