Rigging in Cinema 4d We start by rigging using the character object, the weight tool, then we add c motion and x presso tags to better our workflow. Rigging using the Character Object To begin rigging start by selecting your model and hold alt then click “character” from the menu. There are many character types in the drop down menu such as biped, Advanced Biped, Bird, Fish, Insect, Mocap, Quadruped, Advanced Quadruped, Reptile and wings, choose the one that best fits your model. At the beginning you will want to leave the symmetry box checked however you will want to turn that off later if you are rigging a complex model. You select different viewports to make sure you have your model rigged correctly. We suggest that you have all of the components that make up your model named. If you rig it properly the weighing is already applied in Cinema 4d’s character object. Weighing your model The weight tool allows you to paint the weights onto your model that are assigned to weight tags on the joints tab. The weights manager allows you to auto weight and manipulate the weights. Select any of the actions and apply it to your model. You can edit the parameters to your preference. Animating your character using C motion C motion creates walking cycles and it can be used for any animation task on any model if used properly. To enable c motion start by dragging the model you wish to animate in the object list. Then select the action of your choice to apply to the model. Actions include: Walk cycle enables you to generate how you want your character to walk. Static is a default setting that allows you to keep an object in place so that you can preview the animation of your model. Line has your model animate in a straight line. Path allows you to animate your model to go in a specific path using the spline object. Mode defines the models animation speed. Interpolated calculate the models animation and will always keep it similar for a given frame. Adaptive calculates the motion's changes through an amount of time. Stride this is used to set the stride of each step. Time defines the loop and length of your animation. Direction defines orientation of your animation. Gradient set vertical motion on your given cycle. Path sets splines along where the model will move. Action can apply different motions to the object's parameter or user data.

X presso tags

Xpresso is scripting tool that allows complete control over the automation of your rig, animations,and menu commands. This will improve your workflow drastically. To create a new expression open the Object Manager, select any object then right click and choose Tags - CINEMA 4D Tags - XPresso. You can close the editor at any time and reopen it by double-clicking the XPresso Expression tag. Nodes are the foundation and can perform many different tasks such as reporting the animation’s current frame number and setting an object to a particular position. To build your animation you will create nodes and connect them to one another by drawing lines (called wires) between the node input and output ports. The nodes are then able to pass values to one another through these wires However, an input port can only have a single connection from an output Port and only ports of related data can be wired to one another. X presso Data types: Color- Consists of RGB values and you can use the color control to move an object’ Link-The purpose of this data is to enable the user to select a specific element and add other tags and materials. Filename-Creates a file path Texture- Creates materials with an img file or shader within the material channel Lens Glow- Used to create light from different sources Bool- Boolean values are not numbers they have values of either true or false. Boolean expressions decide whether to execute code or not to and uses relational and logical operators. Integer- This data type is for negative and positive numbers. Never does this data use fractions. Real-This data can be fractional numbers and can also be converted to vectors and integers. Reals get accurate calculations. Vector-This data type is commonly used to rotate and move vertices. Normal-Has length of 1 and is in one direction. Matrix-A group of vectors that has 3 vectors in one object axis. Time-This data type enables you to automate timings within a certain time and takes the frame rate of the animation to account.

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