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FBX export for customized character animation that includes Character Object controller animation on top of motion clips.
Posted: 08 November 2022 11:47 AM   [ Ignore ]  
Total Posts:  5
Joined  2022-01-06

Hi!

I’m trying to get an animated FBX skeleton out of a C4D file. Just the skeleton, that uses no Controllers. Ultimately this will be applied to characters inside of Unreal to create cinematics.

My workflow is as follows:

1) One by one, open animated FBX files that include animated skeletons based on a Mixamo rig.
2) Create and save a library of motion clips based on these FBX files.
3) Open a rigged character that contains a T-Pose and a Mixamo skeleton.
4) Add Character Object (mixamo rig template) to control this rigged character. Adjust placement,  retarget controls, and transfer weights to the existing skeleton and skin.

The hierarchy of the rigged character is as follows:

Root Null
  - Controls null
      - Character Object
  - Joints Null
      - mixamo skeleton
  - Geometry Null
      - Meshes
        - Skin

5) Import the previously saved motion clips.

6) Combine and edit motion clips in the C4D motion system, at the same time customizing the animation by manipulating the controllers in the Character Object.

7) This all works fine so far, and the animations in the C4D file work great.  But when I attempt to export the scene as an FBX, it’s a mess. Multiple skeletons are created, some move, some don’t. And for the ones that do work,  if the control objects are removed they stop.  I have tried exporting a single skeleton at a time, using global coordinates, but that doesn’t work either. I have tried saving as Cineware, but that doesn’t bake the skeletons when I bring them back into C4D to check them.

Could anyone possibly point me toward an accepted workflow to get a single animated character skeleton in FBX format out of a character that has been animated with motion clips and the controllers of the character object?

Thanks for any insight,
- Greg

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Posted: 08 November 2022 08:08 PM   [ Ignore ]   [ # 1 ]  
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Joined  2011-03-04

Hi Greg,

After the Character Rig is made editable, select the bind joints and the mesh/skin and export.

The extra joints are based on Ik/FK needs, but for FBX export, that has no relevance anymore.

Here is a simplified example scene
https://www.dropbox.com/s/v69xf75ubfjb5pw/CV3_2022_drs_22_CAef_11.zip?dl=0

For export and import, I have attached the settings.

All the best

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Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004
Maxon Master Trainer, VES, DCS

Photography For C4D Artists: 200 Free Tutorials.
https://www.youtube.com/user/DrSassiLA/playlists

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Posted: 10 November 2022 04:06 PM   [ Ignore ]   [ # 2 ]  
Total Posts:  5
Joined  2022-01-06

That worked like a charm!  Thanks so much for your help, Doctor!

Cheers,
- Greg

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Posted: 10 November 2022 07:38 PM   [ Ignore ]   [ # 3 ]  
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Total Posts:  12043
Joined  2011-03-04

Hi Greg,

Great that it works for you. Thank you very much for the feedback.

Cheers

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Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004
Maxon Master Trainer, VES, DCS

Photography For C4D Artists: 200 Free Tutorials.
https://www.youtube.com/user/DrSassiLA/playlists

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