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How to Properly Use Character Definition Tag To Extract Joints From Toon Rig
Posted: 02 October 2020 01:55 AM   [ Ignore ]  
Total Posts:  21
Joined  2020-09-18

Hi again. I have this problem that whenever I “extract joints” using Character Definition Tag’s Window, the joints do not seem to automatically be assigned to their right match (I attached an image of this)

I want to use Toon Rig and Mo Cap rig animations (i.e. from the content library), but I am having problem with the joint extraction part. When I do the “extract joints” to automatically extract the joints, some of the joints move with the Mo cap rig I specified with the Character Solver Tag that was created by the Character Definition Tag

I tried to manually assign the joints to their respective sections, but it still does not do what I expect it to do

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Posted: 02 October 2020 04:42 AM   [ Ignore ]   [ # 1 ]  
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Hi georgewhite331,

These Character Object rigs are driven by controllers and lots of parts interacting with each other. The joints can’t be moved by itself, i.e., nor via transfer options)

My understanding so far is that the Character Object cannot receive this information provided by the Character Definition tag. It is based on the initial setting of the Mixamo Rig, as Jonas Pilz showcases this here:
https://www.cineversity.com/vidplaytut/how_to_create_variations_of_mixamo_animations

There is even an ready to use Character Object available in R23:
https://www.amazon.com/clouddrive/share/cYKCEmap0ttgg4dIu4lczRaEi875G1yijMO7d5ikOI3

As you can see, there is a rig on top of that Character Object. The rig itself is based on the Mixamo Rig. I went through all rigs, just in case, and this is the only one providing the Retarget option discussed bu Jonas Pilz.

Except for the Mixamo Rig, I see no option to use the Character Definition/Motion Solver combination here, especially not with the Toon Rig.

The other way is to make the Character Object editable, and use the Bind Joint hierarchy and use the Motion Transfer. The downside is that all the options from the Character Objects are gone. The way Jonas showed it would be my suggestion.

If there is an option, I’m not aware of it, nor can I find any information about it. Again, these Character Object rigs are built to work with controllers and have no direct option to rotate, scale, or move the joints.

All the best

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Dr. Sassi V. Sassmannshausen Ph.D.
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Posted: 02 October 2020 06:00 AM   [ Ignore ]   [ # 2 ]  
Total Posts:  21
Joined  2020-09-18

I see. Thank you for taking the time to explain all of this to me. Hopefully, they can find a way to make Toon Rig work with Character Definition/Solver

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Posted: 02 October 2020 06:11 AM   [ Ignore ]   [ # 3 ]  
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You’re very welcome, georgewhite331, Thanks for the reply.

Yes, if Maxon gets enough feedback:
https://www.maxon.net/en/support-center
… then there might be something available at one point. Even if I think the Toon-Rig is so advanced and complex, it might be quite difficult to dial it down to be driven by a standard rig. But perhaps I can’t see the forest for the trees right now.

Secondly, if someone has an idea about it and people would just request a tutorial about it:
https://www.cineversity.com/forums/viewforum/96/

Last but not least, it is not a closed system, as you can see here:
https://www.cineversity.com/vidplaytut/creating_a_custom_template_part_01
However, this is certainly for the more seasoned artists/technical director, and to evaluate this, I will leave this to everyone; it is not my place.

My best wishes

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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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