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Animating Metropoly Characters in Cinema 4D

by Sébastien Florand

July 31, 2013

What follows is a quick tutorial for Animating Metropoly Characters in Cinema 4D, that WALKS you through some basic animation configuration and operation using motion capture files. When you finish it, you should have a general understanding of how to use Metropoly M4 characters in conjunction with eMOTION MOCAP data files.


Scaling Metropoly Characters Mastering an(i)ma 1.7 Tutorial (IV)| Standing and seated characters
Scaling Metropoly Characters
Mastering an(i)ma 1.7 Tutorial (IV)| Standing and seated characters


Comments to “Animating Metropoly Characters in Cinema 4D”


  1. I do not know about what is pivot can you tell me the details.



    • Pivot objects are used as main controllers for the characters controlled by the motion clips.
      You mainly use the Pivot Objects to place and orient your characters during their animation (which allows not only to orient the animation itself, but also to control the blend of several motions in space).

      I strongly recommend reading the documentation about them, they are quite important to use in conjunction with Motion clips.



  2. Hi,

    I’ve animated a person with pivots and put them in a null and everything seems to go all right, i even can move it and everything is okay, but as soon as I rotate the direction of the null (because a want a walk cycle go into another direction) it looks good in the editor but goes crazy when rendering.
    And I also like to know if anima will be available for Mac (OSX) users.

    Regards,

    Wim


    • (Administrator)

      Hi,

      Did you download the last files? We did an update two weeks ago.
      Simply access to your account and download the products again.



  3. Hi Dick, you can either move the parent Null object of each character, or if you are mixing motion clips, just add pivot objects to each of your clips and adjust their position/orientation to affect each clip. To add a pivot object to a motion clip, open the timeline on Motion mode (where you can see the motion clips), then select a motion clip and in the Attributes manager you’ll find the options to add a pivot object.

    Let me know if you have other questions.



  4. Hi, i’m new to MOCAP data and animation. I’ve got a stupid question. How kan I move my 3dobject/character and mocap data in a scene to another place (cinema4d). Now the character starts walking at x0,y0 and z0 coordinates. I want them to start walking from another place/coordinates.

    kind regards,

    Dick de Boer


    • (Administrator)

      Hi Dick, you can either move the parent Null object of each character, or if you are mixing motion clips, just add pivot objects to each of your clips and adjust their position/orientation to affect each clip. To add a pivot object to a motion clip, open the timeline on Motion mode (where you can see the motion clips), then select a motion clip and in the Attributes manager you’ll find the options to add a pivot object.

      Let me know if you have other questions.



  5. A bug has been discovered with the Pivot object when assigned to a character, it seems to make the motions go haywire.
    The fix for this is to use a Null object and parent it to the whole character instead of a pivot object, then use that Null to position and orient your characters in the scene.

    I’ll report the issue to Maxon, sorry for the inconvenience.



    • Hey Sebastien,

      i have this spinning transition issue with my motion clips. when rendering out the motion is freaking out. Is there a solution to blend between moclips with your null object workaraound when u have to adjust the tho clips?

      thanks



      • Hi Bastian, sorry for the late reply.

        The issue I mentioned hasn’t been solved yet, but I might have a workaround for you, via baking.
        Here are the steps to follow:

        1) Once your animation is set with motion clips, select the mesh of the character and apply a Point Cache tag (Right-click on the object in the Object Manager, then select “Character Tags>Point Cache”)

        2) Leave the options on the tag at their default, then click “Store State” (make sure you are at frame 0 in the timeline beforehand)

        3) Next, click “Calculate”. This will bake all frames of the animation onto the mesh

        4) Once done, disable the Skin Object, so it doesn’t affect the mesh anymore

        5) Then, select the parent Null object, at the top of the character hierarchy (the Null that has the Motion Tag applied) and bake that object’s Position. You can do so by switching the timeline to Keyframe mode, then selecting the Null object in the timeline (it has no keyframes, so it won’t show up by default – to display it, disable the command “View>Show>Show Animated” first) and applying the “Function>Bake Objects” command. Do not bake the rotations, otherwise it will bake the crazy spins as well.

        6) Finally, switch back to motion mode, and disable the motion clips animation (by clicking on the film roll icon next to the animation layer you are on)

        Let me know if that solves your issues!


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