In short, I’ve been watching tutorials on integrating Mixamo and C4D on Cineversity. I’m just having terrible luck importing textures and especially C4D hair into Mixamo (doesn’t seem Mixamo will import hair). So then if I export the character without hair from Mixamo back into C4D, I don’t see a way to apply hair to the imported character.
If I were to be told that’s impossible to do (have hair on Mixamo characters), I’ll just leave it alone. But if it is possible and there is a tut where someone is doing it, I would be so grateful.
As usual, I do not answer from memory, I just do it with the currently available material. Since I did not have your project file, I had to take a “crash test dummy” from Mixamo.
Please have a look at the screen captures below., one for the Hair, one explores the texture:
The texture exploration shows that the UV information is just one unit up. Which is typically OK if Tile is active. If not, the material can’t give any information to the object. Which means, you have Tile on or fix the UV space, as shown.
Let me know if there is anything else, I’m happy to look into it.
I am SUPER impressed with you fast response and willingness to make a custom video sample response. THANK YOU.
So if I have the hair already on the model before uploading to Mixamo, I’m guessing it’s not possible to import the hair element into Mixamo. I’m really pretty new to hair, so i’ve made it a little complicated, ha. I’m using a number of different hair textures to create my models head of hair, so as I would be using Mixamo to create a number of scenes with the model, it would be awesome if I didn’t have to go reapply the hair in all the different files I export from Mixamo. But maybe I’m not fully understanding the workflow from Mixamo to C4D. Anyhoo, I you were willing to look at my C4D file (with just a temp body) and see if that could be imported into Mixamo OR the best way to reapply it to the model when it comes back to C4D, I’d be sooo grateful. Based on your example, I’m guessing I’d need to re-apply each little section by hand. And if I’m asking for too much, I understand. I’m very grateful for what you’ve already done for me :)
Thanks, yes, I understood that, but without your file, I would only be able to guess or assume what to do. I consider such answers then as unprofessional as they have no real base. As a result, it would perhaps waste your time, or even worse, you would get maybe not the best advice, and stick with it way too long.
I have sent you an upload link to your Private Message inbox (middle/top of this interface).
I use only Dropbox, Google, Amazon, Adobe, or Apple as a cloud service. Nothing else for security reasons. Burned fingers.
I will have a look at the file when it arrives, I will get an email if something is uploaded, no further steps needed. (Saw it)
Don’t worry, kev, I’m used to it, but I’m also not used to it, if that makes sense.
I try to use here in the forum from everyone the name they give, priority is the signed name, then the avatar-name. I never use names given privately to me.
I need the Mixamo file as well, so I have exactly what you got.
Before I export to Mixamo, I wonder if I might get you advice on the settings I should use from C4D. I’ve seen various tutorials from folks and they used different settings (none of their characters were using hair, so I wasn’t sure which to follow). Some used FBX (like the 2013 version) and some used OBJ. I tried both and got errors (on the hair) but it’s likely there was some setting that was incorrect. So for importing hair, can you help me know the file type and any settings I need to make sure and follow?
FBX 2013 is the suggested version. OBJ has more limitations.
None of these can give you a full round trip.
What I did below was to reduce the character to the essential parts. Uploaded them to Mixamo.
The result from Mixamo lost the selections, for example, something your model relies on.
With the merged results to the original scene, I moved the needed selections back, some were named in the same way (i.e., not at all, which is confusing). Name each and every selection, always.
I had not included the eyes. So I had to bind all parts of the eyes to the Head.Joint. All points selected, as well as the Head Joint in the Weight Manager, and applied 100% weight to those.
File …_01.c4d is with a single Mixamo motion.
File …_11.c4d is using the Animation System. Note that I use a Null to parent the Rig, and the Null carries the Animation system. IT is not mandatory, but I think it is a better practice to have the Null there.
Please note that this is a forum for questions directly about the Tutorial content. Do exceed the discussed parts, will make this forum less useful. For that, we have the Q&A Forum. I leave this here, as it overlaps to a certain degree, and I think your question should be a mini-series on its own. If you like, please use the Tutorials-Suggestion-Forum, to express what you need.
I hope that helps, let me know if there is anything else either here (along with the tutorial content of in the Q&A. Thanks for understanding.
You have FAR exceeded the feedback I thought I might ever receive and for that I am so grateful! I will definitely parse through all your instructions and observations and see what I can create as a result. Thank you again sooo much for all your time today.
P.S.: Since you had asked today, I prepared a clip for these questions.
I remodeled roughly the given figure, so I can share it, here it is just based on Capsules and a Sphere (altered to represent a head-shape). The key was to have non-connected parts working as one character with Mixamo. Which works flawlessly.