ParaToxic Posted April 29, 2011 Share Posted April 29, 2011 Hey guys,we have here a problem with a animation from Cinema 4D.A Colleague have made a gun and a animation with Joints,but when you export that into FBX and convert it to gmf,the animation plays,but the hands(that are rigged and animatet) don`t move as as they should. It would be fine if you might say me how to do it properly. File was added. Thanks Gun.rar Quote Link to comment Share on other sites More sharing options...
Marleys Ghost Posted April 29, 2011 Share Posted April 29, 2011 Does not move in which? .c4d, .fbx or .gmf? if you mean it will not move with the bones in .gmf format are you using the skin shaders in your .mat file? Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
ParaToxic Posted April 29, 2011 Author Share Posted April 29, 2011 Thnak you for answer.No i mean the heands aren`t at the position as they are in c4d.They don`t make any animation,just the gun move.And yes i use the skin shader in the .mat file. Here is a picture: Quote Link to comment Share on other sites More sharing options...
Brent Taylor Posted April 29, 2011 Share Posted April 29, 2011 Which version of Cinema 4D? If you're using version 10, please make sure you upgrade to version 10.1 as version 10 shipped with a severely broken FBX exporter. 10.1 fixes a number of these issues, but not all of them. Please make sure you're using the older bone system rather than the joint system as the joint system is not saved properly via FBX. If you're using 11, make sure to upate to 11.5 as that supports the newest FBX format (though again, still with the occasional issue. Stick with bones over joints if possible). Supposedly the FBX exporter works properly under version 12. Quote There are three types of people in this world. People who make things happen. People who watch things happen. People who ask, "What happened?" Let's make things happen. Link to comment Share on other sites More sharing options...
Marleys Ghost Posted April 29, 2011 Share Posted April 29, 2011 When I load your .c4d file into UU3D it comes up with zero range UV coords .. and has the same problem .. so this problem is simply being shunted down the line to fbx then to gmf. Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
ParaToxic Posted April 29, 2011 Author Share Posted April 29, 2011 Thank you for answer. I have R11.027 version of Cinema 4D.So i have to convert the joints into bones ,is that right? Quote Link to comment Share on other sites More sharing options...
Brent Taylor Posted April 29, 2011 Share Posted April 29, 2011 Thank you for answer. I have R11.027 version of Cinema 4D.So i have to convert the joints into bones ,is that right? Correct. Quote There are three types of people in this world. People who make things happen. People who watch things happen. People who ask, "What happened?" Let's make things happen. Link to comment Share on other sites More sharing options...
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