Animation

Rig animation Mixamo import from/to C4D

Import character in C4D → export format as:
FBX: 7.2 (2012) version, unitck subdivision, baked subdivision, camera, light, etc
Import to Mixamo, choose the animation, export setting for all animations with Skin
(weight expression tag will be created when re-import the character from mixamo to c4d?)
(if color or texture loses after import to Mixamo, bake object in C4D first:
image.png
Drag all animation fbx files in C4D in new project, (need to hold shift, or else 3 animations are created in 3 different projects) → Say no when asked want to reassign included takes → ok → will ask for each animation
Delete another 2 characters bodies, just leave the rig animations → in Edit of Material column, delete unused materials
Choose the main materials, open editor → viewport → texture preview size up to 2k or 4k
Add subdivision surface to different parts of the characters

Improve the rigging that Mixamo auto rig fail to achieve:


Add delta Mush deformer to and child under the layer of Skin to smoothen the object
image.png
In delta Mush menu, change mode to Neoghbour Poits, vary Iterations value and tangent mode
OR
Disable subdivision surface first →
in Weight expression tag (on Penguin), select the character and hold shift to open Weight Manager:
→ In Auto Weight. Mode: Volumetric → Calculate
image.png
Reminder: Always save weight before modify it, so that if wanna undo the change, can load the saved weight
Hold shift to click Commands and Joints (can ope both tabs) → select all joints/part of the joints that need to be smoothed → Mode: Smooth → apply all
In tutorial 26:00 to 38:40 (detailed customized weight smoothing by specific part of body with weight tool)
On the chracter Phong Tag, untick Angle limit (to smoothen the object again), turn on subdivison and delta mush back

Blending animation together:


Select the waving layer, go to Animate → Add motion clip (untick Remove included animation from original object, except the layer is a T-pose layer, then it should tick)
(a tag is created in layer)
→ in its menu. click Open in TL (drag the timline clip to change speed of animation if necessary, lower % means faster)
image.png
Repeat the same step by adding motion clip on other animated layer (spinning, old walk)
Now the spinning and old walk layers can be deleted as they are in motion clip already
Drag the old walk and spinning animation in the timeline → hold Ctrl and drag old walk clip to duplicate (extend the walk duration)
→ select 2nd old walk clip in TL, Go to Advanced in its menu → Create Pivot
image.png
Now move the 2nd old walk with starting point to the end point of the 1st old walk
→ overlap 2 clips with few frames so that they blend together for smoother transition
image.png
To cut the clip, R click on timeline and select Cut/Connect, after cut, click the same button again to deselect cut/connect funtion
Select all clips → R click → Add Compound Clip (to bake the animation)

Adjust character motion after baking:


Character (top bar) → Character → in its menu, Object , Build → Template: Mixiam contorl Rig → Root → Pelvis → hold Shift+Ctrl select Arm → hand, leg (make both left and right)
(to make mixiam contorl rig works:
1.Frame at 0F
2.Animation layer name has to be the same as just imported from mixiam to c4d: format as Mixiamorig: Hips
3. Select all layers of the character → Weight Expression, in its Tag menu, Reset Bind Pose (will back to A/T pose)
Still in Character layer, move to Adjust tab → the scene will show the tips what to adjust? e.g. Knees should bend foward
Go to Binding Tab (all rig layers should be opened? select the control sublayer under Character layer tab. → ) → Controls tab → Retarget Master → Retarget all
image.png
In Weight Transfer tag → select the arrow at right hand side, drag all layers with Weight expression in → Transfer Weight (i can’t see the arrow side)
image.png
Want to print your doc?
This is not the way.
Try clicking the ⋯ next to your doc name or using a keyboard shortcut (
CtrlP
) instead.