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Daz 3D Forums > 3rd Party Software > Cinema 4D Discussion

C4D Genesis 3 Rigs

kromekatkromekat Posts: 25
August 2020 in Cinema 4D Discussion

Hi folks,

I've been playing around with the C4D bridge, and discovering all its foibles and limitations.

Previously, I have typically brought in an FBX format figure, and utilised the People In Motion plugin to add controls for the rig. However, I could really use the benefits of the IK rig created with the bridge import. Where that particular option is a problem for me, is that I often import additional FBX files with lipsync, which I can then make into motion clips, and layer over existing characters already setup with materials, and other animations. The C4D Bridge appears to create a new joint rig though, which means that any saved motion clips don't have any effect on the new IK version, which is a real shame!

So, I wondered 2 things; 

1. Am I overlooking something about the new Bridge IK Rig?

2. Does anybod have any IK and controller setups already created for imported FBX Genesis M/F they'd be happy to share?

Thanks in advance,

Adam :)

Comments

  • GordigGordig Posts: 10,596
    August 2020

    I don't have an answer, but I do have a few notes: 

    You don't have to do the bridge IK set up when you initially import/bridge the character over. It works after the fact in my experience, even if that character is not the most recent thing you've bridged. It appears to work just by reading the bone structure, and I'm curious whether it would work if you recreated Genesis bone structure from scratch. Second, you can unlock the Daz IK system in the layer manager, which gives you access to the original skeleton again. I'm only starting to try my hand at animating in C4D, so I can't be of much more help than whatever these two notes are worth to you. 

  • kromekatkromekat Posts: 25
    August 2020

    Thanks for your reply!

    To be honest, I've since persevered using the Bridge rigs, and created my own 'Franken-rig' utilising both the imported and IK'd Daz Bridge, and a duplicate .FBX version.

    With this I have severed the head off of the IK rig, and severed the body from the fbx version. I've then linked the severed head into the body rig with constraints, so that it merges with all the IK moves. This enables me to have the full benefit of the IK aninateable rig, as well as the ability to import the lipsync motion clips onto the added fbx head!

    I suspect if I spent more time with the IK rig, I might unlock why exactly I can't utilise their motion clips on the base mesh within. I suspect that it's being prevented by a lock or constraint somewhere, but I couldn't locate it previously.

     

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