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C4D .obj!?
#1
Sad 
I have had some trouble with the .obj files in cinema 4d and i read that .obj files are just plain models whilst .dae files contain bones for easy editing! So how do i add bones to the .obj files or do i have to find some .dae files of the model i want to use?

~Coddas
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#2
either find a rigged model or rigged it yourself on C4D - look some tutorials on Youtube on how to rig characters..
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#3
As you've read, OBJ files do not contain any bones. However, once you import the model, a model is just a model. You can whatever you want to it, regardless of the format you imported it from. If you don't know how to rig models, there are lots of great tutorials out there. The process really isn't hard at all, and is pretty easy to grasp.
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#4
(07-04-2013, 01:44 PM)Peardian Wrote: As you've read, OBJ files do not contain any bones. However, once you import the model, a model is just a model. You can whatever you want to it, regardless of the format you imported it from. If you don't know how to rig models, there are lots of great tutorials out there. The process really isn't hard at all, and is pretty easy to grasp.
BTW it was some models that i was going to use in like a layout for games that look better in 4:3 that im going upload to youtube because i dont like stretched videos!

Edit: Im failing horribly trying to rig the chain of a keyblade!
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#5
Ah, chains. They are both fun and a pain. To make it look good, you pretty much have to have a bone for every single link of the chain, placed at the "top" (if it were hanging down) part of each rung. For an example of bone placement, you can look at my Blade model. It doesn't have a fully rigged chain, but you can see where the ideal bone placement is for the hanging chains on the side.
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#6
(07-04-2013, 09:53 PM)Peardian Wrote: Ah, chains. They are both fun and a pain. To make it look good, you pretty much have to have a bone for every single link of the chain, placed at the "top" (if it were hanging down) part of each rung. For an example of bone placement, you can look at my Blade model. It doesn't have a fully rigged chain, but you can see where the ideal bone placement is for the hanging chains on the side.

I can place bones/joints but my problem is making the bones/joints interacting with the model and the tutorials i've looked at aren't making any sense to me!
if you could just link me to a good tutorial that'd be nice!

Edit: I found the bind command but now my problem is that the very end of the chain of the keyblade is part of the polygon object that i do not want to mess with!
[Image: card.png]

[Image: card.png]
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#7
There are a bunch of tutorials out there. Just search YouTube for "C4D rigging tutorial". Some are better at certain things than others, so just try watching a number of them.

The main thing to know is that joints/bones work with vertex weight. Vertex weight is "painted" onto the model, and every bone has its own set of weight on each model. The more weight the bone has on a vertex, the more it moves with it. (Ideally, you want the total weight from all bones to equal 100% at each point.) For metal objects like what you're working with, you want weights to either be 100% or 0%.
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#8
Rig it, Brah,
My Networks
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Twatter
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#9
Now i've sort of finished rigging the metal chocobo keyblade! only problem now is that when i rotate the joints some parts of the chain stretches!
[Image: card.png]

[Image: card.png]
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#10
Basicly, each bone is fully weighted (100%) to each link. You'll have to set up proper bone parenting (google it) to make it work.
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