Character Rigging



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 21/03/2012 at 06:34, xxxxxxxx wrote:

    User Information:
    Cinema 4D Version:   R12-R13 
    Platform:   Windows  ;   Mac OSX  ; 
    Language(s) :     C++  ;

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    I haven't tested this yet so I want to ask before traveling down that long path:  Can more than one mesh (polygon object) be skinned to a single Skin object/Weight tag/Joint hierarchy?

    The reason I ask is that I'm about to start coding a conversion process in which Poser conformed clothes are converted so that they are still 'conformed' to a standard Cinema 4D rig (InterPoser Pro Convert feature).  I do not want to consolidate the meshes.  They should remain separate polygon objects but, just as in InterPoser Pro, the polygon objects that are controlled by the figure should still be that way in the Cinema 4D paradigm.  As far as I can tell this should work but confirmation would be awesome!

    Thanks



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 22/03/2012 at 07:55, xxxxxxxx wrote:

    Yes. A Skin deformer can deform several objects. The Weight on each object determines how the Skin deformer deforms the mesh.

    cheers,
    Matthias



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 23/03/2012 at 05:17, xxxxxxxx wrote:

    Cool!  Could I use a separate Weight tag for each object or one for all of them?  And, if the latter, do the weights still need to sum to 1.0 (100%) even across objects?  I'm just worried that things will get blinky (hehe) - as in, several of the objects may be being influenced by the same bones (such as a human figure with clothing as separate meshes).

    ETA: A quick think about this and I realize that the points being influenced will be different so they should be able to be 1.0 and still work.  Yay! :)

    Thanks!


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