Jump to content

c4d pose morph


Pryme8
 Share

Recommended Posts

How would one go about translating C4D Animation's in the form of pose morph (like you would do to animate facial features) into something babylon can interpolate?question.jpg

http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh
 

Ive seen this but it seems to not cover what I need...

I want a variable that I can control that would act like a slider would in my 3d program.

Link to comment
Share on other sites

Hiya @Pryme8, good to see you again!  Sorry for the slow replies.  Umm... possibly this is a job for Blender "Shape Keys".

Yes, you might have to figure your own way to import C4D into Blender, first.  But I think Blender Shape Keys have AT LEAST been mentioned in the @gryff / @JCPalmer areas of BJS-land.  Dunno its current status.  I really just wanted to bump the thread.  Hope you're well.  Hope smarter people than I... comment soon.  :)  

Link to comment
Share on other sites

@Pryme8 and @Wingnut: Is this the kind of thing you are looking for test scene

This is @JCPalmer 's work. I am following what he is doing - you can find it on this thread. It involves using Jeff's TOB exporter from Blender.

As for Wingy's suggestion of going from C4D to Blender while keeping the "Pose Morphs" my guess is that is not going to be easy:unsure:. One person/group writes an exporter and another person/group writes an importer - they don't always see things in the same way. You might try the .fbx or .dae (collada) format - but no guarantees. If you can export from C4D to Unity successfully, can you then export from Unity to .babylon ?

I requested "shapekeys", as part of the mainstream BJS, over two years ago as I had been using them in Unity. The response was "wait for BJS 1.4" ...

cheers, gryff :)

 

 

Link to comment
Share on other sites

I was thinking take the base model, and then export it in its basic form.

Then export all the extremes of all the sliders, then do simple animation blending in between all of them?

I would basically be blend morphing to different objects with weight values.  Does that sound like it would work?

The idea behind this is to make a simple character generator, for player model editing in game.

@gryff that example may be just what I need.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
 Share

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...