Hello,
I have a rigged character (biped) in Cinema 4D R20 rendered in sketch&toon;. I have “Resolution Independent” set in render settings and also “World Space” pixel units on the materials render.
So far so good. It works perfect when I move the camera close or far away from the character as the line thickness is locked consistent and proportionally to the visual size of the character.
BUT, when I animate the character, walking towards the camera, there is a problem with the line thickness. All meshes that are bind to the rig will not scale the line thickness correctly. They just stay as thin as when the character was before moving towards the camera.
Objects that are not bind directly to the rig/skeleton but using a PSR constrain tag, like his hat on his head, does scale correctly just the same way as when moving the camera.
So I presume there is an issue with the bind meshes as if the position “World Space” for the lines pixel units is still somehow locked to the initial position before the walk animation, kind of what you would expect from a “Local Space” setting.
Please see the attachment “carl-rig-1” and “carl-rig-2” with just camera movement and everything is correct (as I want it) and then the “carl-rig-3” with incorrect line thickness on bind meshes when character is moving, but correct on the hat that is only using a constrain tag (not binded)
Is there a secret setting to keep the sketch line thickness consistent with it’s “World Space” pixel unit when applied to an animated character? Because it works as expected on everything else…
Thank you for any help! Much appreciated!
Tore B.v.O