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 Post subject: Export Issues with C4D
PostPosted: Thu Nov 10, 2016 12:30 pm 

Joined: Mon May 20, 2013 8:22 pm
Posts: 7
Hello,

I have a several successfully tracked takes that are applied to an FBX character and everything looks perfect in iPi Studio (V2). However, when exporting general FBX and importing into C4D, the character is extremely small and has a wild motion path attached to the first joint (hips - see attached). If I delete only the position data on that one joint, the rest of the character animation looks good, but it stays in one place. It's almost as if that large motion path is the actual movement in space, but the model is way to small in relation. Any help please?


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Screen Shot 2016-11-10 at 1.21.05 PM.png
Screen Shot 2016-11-10 at 1.21.05 PM.png [ 145.92 KiB | Viewed 18091 times ]
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PostPosted: Thu Nov 10, 2016 9:40 pm 

Joined: Thu Sep 04, 2014 9:47 am
Posts: 897
Location: Florida USA
...

What version of C4D do you have installed? R18?

I just imported FBX files using file open command in R18 with default iPi skeleton rig and with an added target character mesh included and came in fine.

Tried using the merge command also and it merged another file in same project.

Check your project settings, project scale and you can change it if very small to make it larger.

These were exported from iPi Studio 3 though, so not sure about Studio v2, I would think should be similar, I no longer have any files for v2, or I would check and see myself.

...


Attachments:
C4D FBX Skel only.JPG
C4D FBX Skel only.JPG [ 53.86 KiB | Viewed 18085 times ]
C4D FBX character.JPG
C4D FBX character.JPG [ 45.74 KiB | Viewed 18085 times ]
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PostPosted: Fri Nov 11, 2016 10:36 am 

Joined: Mon May 20, 2013 8:22 pm
Posts: 7
I'm on R17 still. I'm attempting to export general/FBX with a mesh imported into iPi. Playback looks perfect in iPi, but upon importing to C4D, it's very small and attached to a wild motion path. I mean, the actual mesh animation looks correct, but it's zipping around on a large path. It looks like the scene is to scale, but the mesh doesn't match. I'd just map the bones to my mesh in C4d, but much easier to have iPi do that with character import/FBX export.


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PostPosted: Fri Nov 11, 2016 1:03 pm 

Joined: Thu Sep 04, 2014 9:47 am
Posts: 897
Location: Florida USA
...

I don't have iPi v2 installed right now, and really don't remember how it exports fbx format.

What version of fbx exporter does iPi v2 use?

What scale is your character made to? where did you get it? how are you judging the scene scale to character in C4D?

I agree it would be a pain to have to bind every character to a skeleton.

To me, it seems like scaling is off on something.

Would it be possible to send me your fbx character file you are trying to use, email me in this forum and send your email address there, I will get the file from you and test it for you?

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PostPosted: Fri Mar 31, 2017 1:28 pm 

Joined: Thu Sep 04, 2014 9:47 am
Posts: 897
Location: Florida USA
...

Follow up on this post, I found that many purchased or free models with skeletons do not import properly into iPi Studio 3, most likely Studio 2 also.

I don't know what the issue is, or what the creator did to make them not work correctly, but many free ones I tested didn't work properly at all, not even in MoBu, or Maya, so be careful before you spend any great deal of money purchasing a rigged model from any site, you may have to do a lot of extra work to it you weren't expecting, or at least contact the creator first to see if they offer refunds if it doesn't work properly in at least the standard editors of Autodesk.

Hope this helps.

...


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