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Having trouble placing a character with Motion System in my scene document
Posted: 30 August 2016 04:54 PM   [ Ignore ]  
Total Posts:  4
Joined  2015-11-09

Hi,
I have a rigged character animated using the Motion System with a pivot object in one document and when I merge the character into my scene file, I have a problem placing the character where I want without having my pivot object moving away from the character.

Thanks,

François

PS: I tried to include an image in my post but when I click preview, my message disappear.

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Posted: 30 August 2016 05:21 PM   [ Ignore ]   [ # 1 ]  
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Hi François,

I will send you via PM [private message] an upload link. Please upload the scene file that you like to merge. (… reduced to the bare minimum, no lights nothing else than the character running.) Save as: “Save Project with Assets…”

I will have a look into it.

An image might not tell me anything, but if you think it will, load this image up as well. Please only one.)

If I find the problem I let you know.

I assume we talk about this: [starting at 05:26]
https://www.cineversity.com/vidplaylist/new_in_release_11/nla_intermediate_motion

The only way I can get a similar behavior than the one that you describe above, is given while using the Group Command. IF the animated objects become grouped under a null or any other object—AFTER—they have been animated, they lose their “origin” and with that the relation. I suggest to forget the “Group Command” once and forever, even useful at times, the distraction it can cause doesn’t balance the positive effects, from my point of view. Manually group it with a fresh null at 0;0;0.
To move/rotate an animation go into Animation mode.

All the best

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Posted: 30 August 2016 07:01 PM   [ Ignore ]   [ # 2 ]  
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Thanks for the file, François!

What I have found, the Skeleton had keyframes. The Figure is moving by itself and so the Pivot needs to be stationary.
Only one of the three Motion Clips were connected to the Pivot.
I wouldn’t double the animation with keeping the keyframes, but you might have some reasons for it, so it moves even while there is no Motion Clip.
The Pivot Object is there to add motion, but if the motion is already in the joints, anything else would double it. The Pivot object doesn’t need to be where the character is.

Since the motion in the joints is very detailed already, I would even replace it with a Pivot Object. Only the motion that needs to be added.

Adjustments can be done , as in the third paragraph of the this help-document:

https://help.maxon.net/#OPIVOT

If you don’t like to have for each Motion Clip an extra Pivot Object, there is an option to convert all Motion Clips into one Motion Source. I would not recommend it, though, but I like to mention the idea.

To use always the same Pivot Object for all Motion Clips might fail, especially in the areas where these animation are blend together. That might be tricky.

Again, the animation in the “joints/rig” is very detailed, I would add only needed movement with a Pivot Object, but not relate the complete animation of it, in other words, here in this example it should be the adjustment, to align the three different poses, and support instead of taking over.

I hope that helps a little bit.

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.
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Posted: 30 August 2016 09:31 PM   [ Ignore ]   [ # 3 ]  
Total Posts:  4
Joined  2015-11-09

Thanks for the fast response. It has taken me a long time to catch the motion system with character rig but I am slowly getting there.
Finally, the third paragraph of the Help document for the Pivot Object was the information that was missing for my comprehension.

Thanks again,

François

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Posted: 30 August 2016 09:33 PM   [ Ignore ]   [ # 4 ]  
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You’re very welcome, François!
My best wishes! :o)

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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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