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Mixamo cinema 4d
Mixamo cinema 4d










What about a hybrid approach like exporting a simplified character, auto-rigging in mixamo, then outputting just the T-pose, then retargeting/fitting my character in c4d to the Mixamo rig exactly, saving the rigged character as the new base character, then from then on just upolading the skeleton to mixamo whenever I want a new animation, reimporting it, and… not quite sure from there… would I replace the static skeleton with the animated one, and the fleshy bits would just follow since all the names are the same, or am I missing something there like the ability to just import the animation without actually reimporting the skeleton.So this is me shooting in the dark, as I havent looked at the file as it would be a while until I can. Or, would it be better to create some bones, rig it myself first, then just upload the bones to mixamo, reimport them, and retarget the bones? I’ve worked with half a dozen or so rigs, but haven’t created skeleton from scratch, so wary that might take more time than I’ve got. I know how to retarget bones, but not exactly sure how that would work in this case since there are no bones, and I have single objects that are being retargeted to entire chains of bones. What’s the shortest path here? Can I just ignore all the textures for now, drop a massive poly reduction on the whole thing, export as obj, reimport the animated version, and retarget? Since I can’t upload the character as is, but want it to render as is, I’m trying to work out the best way to upload the exact geometry to mixamo in a format it can handle, then retarget and retexture as quickly and easily as possible. The arms and legs are single meshes, so no separae objects for hand, fingers, etc. I was planning on using the auto-rigger in Mixamo.

mixamo cinema 4d mixamo cinema 4d

The character at the moment is unrigged and has no bones. Ultimately, I’m trying to apply the animations to a character that has a higher poly count (900k as opposed to their limit somewhere around 200k), and a number of tattoos, uv’s for the face, etc which increase the file size… and are problematic in their own right with Mixamo.

mixamo cinema 4d

I’ve read up as much as I can on Mixamo issues, and it seems there are now file size and poly count limits on the uploads among other limitations.












Mixamo cinema 4d