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View Full Version : bind modifier for C4d working on child meshes?


hawken
04-24-2009, 03:02 AM
I have the following hierarchy in C4d, seems fairly logical and I can get single meshes deforming just fine;

http://i40.tinypic.com/pu9n6.png http://i44.tinypic.com/10f2hs9.png http://i39.tinypic.com/5aq4vc.png

however - I have no idea how to deform multiple child meshes using bind.

I tried binding the bones and the shoes together and my shoe just flew off at some arbitary angle when using the controllers, like so:

http://i39.tinypic.com/dec1x.png http://i42.tinypic.com/9j2cuw.png

I was just wondering what the correct procedure is for this? The axis of my shoes is relative to the floor, as is the axis of the legs. The reason I want separate meshes is to swap them out (shoes, hats, gloves etc) modularly in game.

Joints have proved very simple in C4d, I just can't get my head around binding hierarchies of meshes.

radianceforge
04-24-2009, 05:04 AM
hmm, well, this is similar to a question i've seen before, the character you are working on is not made of one mesh, and this causes a problem in c4d, a multi object character similiar to this one is usually rigged using inverse kinematics and a bit of ik, to be honest you best option is probably to combine the mesh together, use the same joint set up, and re-bind.

check out these two threads, here (http://www.c4dcafe.com/ipb/index.php?showtopic=41898&hl=zygote) and here (http://www.c4dcafe.com/ipb/index.php?showtopic=36638&hl=zygote) on c4dcafe not to point you somewhere else, but the problem you are talking about is discussed :)

that being said i might be talking out my arse, and someone else might have a better answer for you :)

hawken
04-25-2009, 08:14 AM
Ah, need to keep it modular so no single mesh unfortunately.

Figured it out though, I needed to make the hierarchy a little different and place the feet, hands etc inside the null all at the same level in the tree. Working quite well now:

http://farm4.static.flickr.com/3524/3470000539_886ca52ffb.jpg