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    Advanced Biped Character Definition

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    • Fettness
      Fettness last edited by

      I cannot for the life of me map an advanced Biped to be driven by a character solver.
      I have manually added all bones (yes including IK+FK+BLND) and nothing works, I got a bit of movement by adding some and not others but I could not figure out what made those bones work.
      All I can figure is I need SOME of the bones like IK and FK but not all the bones?

      Anyone have some experience here? Not being able to use Mocap for a starting point on advanced riggs is nuts to me.

      I feel like C4D should just have an advance biped preset.
      If I can get this to work by some miracle I will upload it the preset to gumroad.

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      • Dr. Sassi
        Dr. Sassi last edited by

        Hi Fettness,

        For this, the Character> Mixamo Rig was created. To my knowledge, the main difference is based on missing Eye and Jaw options.
        https://www.youtube.com/watch?v=HS2S5SleiHE

        The Face Rig might help here. The setup is explained here:
        https://cineversity.maxon.net/en/series/face-rig-tutorial?tutorial=face-rig-tutorial-introduction

        If you miss more, please create a feature request to Maxon:
        "Share Your Ideas"

        All the best

        Dr. Sassi Sassmannshausen Ph.D.
        Senior Trainer, Maxon Master Trainer, L&D - Strategist
        Cinema 4D mentor since 2004, Member of VES, DCS.

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        • Fettness
          Fettness last edited by

          Right, yeah I understand there are other rigs that auto import, but if you have a rig that needs the fine controls of the advanced biped rig but you want to drive it with mocap that should work right? I feel like I am just missing the correct bones to ad the the character definition.

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          • Dr. Sassi
            Dr. Sassi last edited by

            Hi Fettness,

            I'm not aware of any default solution for this. Nor has anyone ever asked in the past ten years to connect this rig with MoCap data.

            When you check all the FK Joints, the number of Constraint Tags that rule over those would prevent using them quickly.
            IK and FK are the feed for the Bind Joints, meaning that if you need to overwrite anything, that would require a lot of change.

            Using only the Controller to transfer would also not work. So, creating that definition would be a lot of sorting through. Yet, again, the typical Motion capture would not provide all the needed information to run it. Which leaves a lot of manual work along the way. I haven't seen a MoCap from anyone here that would contain all the details, which is even more valid for the Toon rig/character.

            I can only suggest opening a ticket with the needs that you have. "Share Your Ideas"
            https://www.maxon.net/en/support-center

            Sorry, that is all I can do.

            My best wishes

            Dr. Sassi Sassmannshausen Ph.D.
            Senior Trainer, Maxon Master Trainer, L&D - Strategist
            Cinema 4D mentor since 2004, Member of VES, DCS.

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