Editing a Weighted Mesh
It seems I've done this before, but I can find it in the documentation or forums.
Using R21, I have a rigged weighted character with morphs. Sometimes, such as when working on textures in the UV Editor, I want to to see and select polygons in the character's current pose. But every time I go into Polygon, Point, or Edge mode, the character goes into the initial rig pose.
Isn't there a way to make Cinema4D not go into the initial pose and just stay in the same pose it was in Model mode?
Dr. Sassi last edited by
I need a file to say anything with certainty; perhaps my setup here is different.
When you like to work on UV Data, select only the UV tag, not the object itself – is that working for you?
Typically, you go to Attribute Manager>Mode>View Settings> Deformed Editing.
I have set up a file, and at one point, it wouldn't stay deformed. I have no idea if I reproduced your problems here, but the only way to get it back to work was with the Connect Object on top of it. After that worked, the Connect object was no longer needed with the setting mentioned above.
So, for anything else, please share the file, stripped to the bare minimum, to see the problem or share an example setup. I will have a look into it. (For the forum, it needs to be a c4d file and below 1MB; if you use a cloud service, please use Dropbox, Adobe, Apple, Wetransfer, or Google. If there is anything else I don't touch, thanks a lot.
All the best
Hi Dr. Sassi,
I must have a screw lose. I can't find how you get to "Attribute Manager>Mode>View Settings> Deformed Editing" (in R21).
I couldn't figure out how to attach a file, and I can't get a c4d file smaller than 1mb. I try describing a simpler example. I have rigged human head, and I move the mouth jaw joint so the mouth is open so I can make a polygon selection inside the mouth. When I click the polygon mode button, and the head goes back to the mouth closed which is the rigging pose, and would do if I turned off the skin tag.
Dr. Sassi last edited by Dr. Sassi
The Deformed Editing is precisely in that path you have in your post.
Perhaps the Skin or the Pose Morph holds the shape in place, which is a guess. But my report came back as not reproducible.
Workaround: Place the Object under a Connect object and switch the Weld option off. While the Connect object is selected and the Object is in the shape you need, use the Current State to Object option. This copy should be selectable. Create a Selection Tag and copy it to your model.
Perhaps the Object stays in a deformed shape when in Object (vs Point) mode. Current State to Object as above, then select and copy the selection tag.
To send a file, perhaps set up a small cube with a joint and a pose morph, and I will test it.
All the best
Hi Dr. Sassi,
Sorry, but I can’t figure out how you got to that viewport attribute panel in the first place. I searched the online documentation for “Deformed Editing“ and yet to find how to get panel where that check box is.