Yes, there are certainly a lot of tiny little tricks that need to be shared. Having done the timestamps for the past 11 episodes for the Hands On Character show, I believe we can quickly fill a third season with tips and tricks while going deeper into the tech. But I fear those solutions are more interesting when needed during a project, not presented in a more extended series.
With that being said, I hope to fill those gaps that are naturally left and learn from everyone's questions I got over the past nearly two decades.
Thanks for clearing it up, Larson Monkey; I searched for an Axis option inside the import options (hence my screen-shot) and even went back a few releases, just in case something would have changed.
The Axis Center's settings will be used for the Command "Center Axis To…".
To my understanding, it will not change the Instance object, but if you select "Use All Objects" in the Axis Center, it will affect the content of the Instance Object. I am not sure if that is the outcome you like to have. As the axis of the Instance Object is used then as an origin. I hope I got your question right. The Instance Object Axis manipulated by instanced points will change, but at that moment, move their content with them. So, if you use that Command again, the new position of the points, edges, or polygons will be used to position it. That can get messy.
From what I got, the All Object option in Axis Center will do that for you, but I'm unclear if the result will be to your liking.
IF the target is a SDS free result:
If you get the first fbx low poly export, merge it in a new project file, select all and use the Mesh> Subdivide. Done.
Yes, the core part is to avoid the SDS during the first part.
Why? Place a cube into an SDS; it gets smaller.
So, the points of the PoseMorph memory keep the position in place, but not so much the PoseMorph "shapes"; the difference is in the pose.
With the first export, all Blend-shapes, including the Base-shape, are untouched by the SDS.
At least, that is my current idea about it.
Yes, that is the point. Hence why I gave you a procedure that eliminates all influences that prevent it otherwise.
I have made a feature Request to have this as an option. It should be possible to get from 24fps to 25fps to 30fps, etc., without any concerns about changes.
If the app would work on a simplified idea of Pyro, I could see that easily done.
But my personal impression is that the complexity is working against it.
For example, Gravity results in an acceleration expressed in m/s^2, which means it doesn't have a linear relationship to fps. So what is wanted is an artist call, slow it down, and violate the physics of time or following gravity laws? We can't have both. Not to discuss it here, but to leave this as an example that things are often not as simple as push of a button decision.
Cinema 4D should be easy to operate and art direct, at least to my understanding. So I will also prepare some suggestions toward this. After all Pyro is the first release.
So, since this is a Q&A forum, I have to ask you to either go to the support and communicate this as a problem or go to the "Share Your Idea" option and suggest what you need to have it working for your needs. I certainly will you support with that.
Both options are here: https://www.maxon.net/en/support-center
My comments were only meant to suggest where to focus next. I'm not critiquing. Since I write in a forum, I know we have various experience levels here. Hence, I point out certain things, perhaps obvious to most artists. In the editor view, all might look fine because the refresh happens more than once. During rendering or export, there is only one time to "walk through" all the items in the scene. What is not available will be replaced by the material that might have been from a single or a few frames before; if nothing is there, then there is no reply. This is my current conclusion with this setup I got. To be clear, the results visible in the editor view are very nice.
It sounds like a more significant production, whereby I'm not clear about anything besides this scene you shared. So, my suggestion might be off, but how about Taiao from Insydium? https://insydium.ltd/products/taiao/