Cinema 4D Retargeting Workflow I The Ultimate Guide to Retargeting

แชร์
ฝัง
  • เผยแพร่เมื่อ 5 ต.ค. 2024

ความคิดเห็น • 77

  • @RokokoMotion
    @RokokoMotion  ปีที่แล้ว +1

    Join our big CG challenge and compete for a 40.000 USD prize pool🚀Click here to learn more and sign up: rokoko.co/3HPusJD

  • @jameslove1576
    @jameslove1576 ปีที่แล้ว +11

    Great, but need the Face Mocap Retargeting Video asap!!! PLEASE!

  • @stephanbuth8195
    @stephanbuth8195 9 หลายเดือนก่อน +6

    Thank you! I will start with some easier things, like rocket science or astrophysics, before i try to retarget with C4D.

  • @johnhendricks5213
    @johnhendricks5213 5 หลายเดือนก่อน

    Thank you so much. It's a game changer to be able to non-destructively edit mocap data in C4D with this rigging workflow.

  • @phntm_pwr
    @phntm_pwr ปีที่แล้ว +2

    Thank you so much for the clear explanation. I was looking for the best workflow for my current project and this is it! Your tutorial couldnt have come at a better time, thanks!!!

    • @RokokoMotion
      @RokokoMotion  ปีที่แล้ว

      Hi Kirby! Awesome to hear, thanks for the feedback :)

    • @flashgiz1
      @flashgiz1 ปีที่แล้ว

      +1 :)

  • @CHACHILLIE
    @CHACHILLIE 5 หลายเดือนก่อน +1

    Before Adjust And Weight Transfer Make Sure
    -all joint or null axis are alligned and centered properly.
    - all joints are named correctly
    - weight mesh to bind pose (if mesh snaps out of position when setting bind pose, use ‘Current State to Object’, delete old mesh, NOW set bind pose, apply new Skin to Mesh)
    -if knees bend wrong direction and cannot be corrected by offsetting the knee while Adjusting, fix Leg joint axis in attribute Allign and rebind
    -if Re target or weight transfer does not have desired results it is most likely a bind or origin issue, make sure to give the namesake the correct Prefix in the Retarget Master
    - when renaming joints make use of Name Tool

  • @carlosavelar5974
    @carlosavelar5974 ปีที่แล้ว +2

    This tutorial was amazing! I really liked! Congratulations!

    • @RokokoMotion
      @RokokoMotion  ปีที่แล้ว

      Thanks for your comment! We are happy to hear 🙌

  • @3dcloud
    @3dcloud ปีที่แล้ว +1

    Thank you !)

  • @studio.electric
    @studio.electric 7 หลายเดือนก่อน

    Great! Love this breakdown. Super helpful

  • @DonRiata
    @DonRiata ปีที่แล้ว

    I don't know why this video doesn't have more likes, it was just what I needed! you are a crack, thanks from mexico

    • @RokokoMotion
      @RokokoMotion  ปีที่แล้ว

      Thanks for your comment! We are happy it helped🙌

  • @ibstudiosofficial
    @ibstudiosofficial ปีที่แล้ว +1

    Amazing Work!

  • @videos40058
    @videos40058 8 หลายเดือนก่อน +2

    Dude I am ok doing stuff like that multiple times because I call it experience. But is not ok when is just not working. when I set master weights all the bones jumps in the middle of the scene and why I have automatically being populated the rig in to the binding and you have nothing.. I bet you did something that you didn't showed it on screen and this is why a lot of us cannot do it. can you please come with an update?

  • @丁玖玖
    @丁玖玖 ปีที่แล้ว

    太棒了 感谢为了解决疑惑一天的绑定

  • @Joeherman
    @Joeherman ปีที่แล้ว

    Thank you so much for this

  • @adamvlux
    @adamvlux ปีที่แล้ว +1

    Once.a control rig has been set up, is there a simple workflow to apply a new mocap animation to the same character, without having to start from scratch?
    Could you even use a control rig + solver in combination with Definition tags, rather than always baking, so new animations can be swapped in quickly?
    Thanks, this is super helpful.

  • @jakeStephensArt
    @jakeStephensArt 11 หลายเดือนก่อน +1

    Thanks for the great tutorial, as always. Followed and successfully setup a character rig. There were no controls for a beak and tail (it's a non-human character), so I successfully added those to the setup as well. Yay! However, because my character proportions are a little weird, the feet are sliding around. I found another tutorial from an end-user that showed how to add constraints that would lock down the feet, but it doesn't really work with the character rig setup very well. If I retarget and setup in Maya, the feet are solid as a rock, but I'd really love to keep the workflow all in C4D and be able to get rid of my Maya license eventually. Any tips for feet sliding when the mocap does not on a character with odd proportions?

  • @flashgiz1
    @flashgiz1 8 หลายเดือนก่อน

    Thanks for this tutorial! a lot of great tips there. Is it possible to add eyes to this character rig?

  • @brianlevin8541
    @brianlevin8541 6 หลายเดือนก่อน +1

    Hey Rokoko - any advice on if I wanted to make keyframed adjustments to my Character object, and then after all is done I want to bake that along with the mocap so I can export an animated FBX for something like After Effects? We have a workflow right now that utilizes this setup in C4D and then we send an animated character to Unity so our animators can apply lip sync.

    • @RokokoMotion
      @RokokoMotion  6 หลายเดือนก่อน

      Hmm I’m not sure - I’m sure it’s possible somehow, but once you start making changes to the character object it seems like it’s only affecting the mesh and not the skeleton. So no easy answer unfortunately - unless something like an alembic would work

    • @brianlevin8541
      @brianlevin8541 6 หลายเดือนก่อน

      @@RokokoMotion Thanks so much for getting back to me on this! Turns out there was no need to bake those keyframes, if you export an FBX with animation with the Character object attached to your character it automatically applies those changes to the FBX. I was able to send it out to Blender and Unity and the character came out looking as expected.
      Now unfortunately I'm having a totally separate issue that is probably more of a C4D thing than a Rokoko thing, but we have a character that is humanoid-ish, a short little cartoon critter and with four fingers. When retargeting, the fingers look mangled, the skeleton doesn't seem to stay connected in the right place, setting the bind pose looks like it sticks when I do it but when I go back in to C4D the bind pose has reset, and we're just having a heck of a time getting our mocap to attach to this character and look even remotely decent. Any suggestions on where I can find tutorials on some of these specifics, or anyone who is an expert in C4D/mocap that I can reach out to for help/advice?

  • @Perry-wy2fc
    @Perry-wy2fc 7 หลายเดือนก่อน

    Absolutely amazing! That’s exactly what I was searching for… QUESTION: does it work if there’s not the same number of bones? For instance when hands don’t have fingers at all …?

    • @RokokoMotion
      @RokokoMotion  6 หลายเดือนก่อน

      It should - but it might depend on how the skeleton is set up :)

  • @magicdog5623
    @magicdog5623 หลายเดือนก่อน +1

    what if the mocap im using to target on to the character doesnt automatically start in a T pose? I have the generic mixamo bot rigged, ive brought in ''Clapping - standing A' from the c4d content browser and followed your procedures. It doesnt fully work because i dont know how to get the mocap into a T pose. Is there a simple way to do this?

  • @neoqueto
    @neoqueto ปีที่แล้ว

    7:53 you don't have to go one by one, just click and shift select all the relevant joints in the object manager and drag and drop them onto the field.

  • @chris_warstat
    @chris_warstat 7 หลายเดือนก่อน +1

    This workflow has me very confused. It isn't working for me at all.
    Once I hit "transfer weights" on the control rig, the mixamo rig will not influence my mesh anymore.
    So once I connect the mocap to it, the mesh will simply stay in T-pose.
    I see that the joints in the video also stay in place, however once you add the mocap, they move and the mesh moves along with it.
    Is this what the retargeting is for? This fails every single time for me. Everything just moves to world zero if I do that and I have to reset bind pose.
    I have trouble understanding what's actually happening here.

    • @paulplane1181
      @paulplane1181 15 วันที่ผ่านมา

      Hey I'm having the same problem, did you ever figure it out? thanks!

  • @donny7772
    @donny7772 11 หลายเดือนก่อน

    cool

  • @muxingyechen9425
    @muxingyechen9425 ปีที่แล้ว

    Thank you for your tutorail, by the way i am wondering after I "reset my pose: in weight, i never get me orginal animation back, could you le t me know how to fix it ? thank you very much

  • @marcus_ohreallyus
    @marcus_ohreallyus 9 หลายเดือนก่อน

    Should the thumb lay flat like the other digits, or have the natural banking that a real hand does?

    • @RokokoMotion
      @RokokoMotion  9 หลายเดือนก่อน

      I've found the best pose is for the thumb to lay flat alongside the other digits - except it should be facing in towards the palm instead of down towards the floor. Hope that helps - for reference you can also look at the Tpose on the Rokoko mocap and that's what you are trying to match :)

  • @CelestialMindsMedia
    @CelestialMindsMedia 6 หลายเดือนก่อน

    Thumb from mixamo rig is issue here , in every rig from mixamo thumb bone is always wrongly alighned . anyonw knows how to fix it in C4d ?

  • @RexSmithII
    @RexSmithII ปีที่แล้ว

    Nice video, can this retargeting feature work on not humanoid objects? Like I have fps arms for a game and I want to another mesh to use the fps as a reference. I’ve been doing this manually but would be great if I can use this tool

    • @RokokoMotion
      @RokokoMotion  ปีที่แล้ว

      Hey! Thanks for your comment. We recommend you join our Discord Server if you haven't already. There are a bunch of members who can support you - discord.com/invite/YEvtvbAuvB. You can also shoot a message to support@rokoko.com.

  • @karbala315
    @karbala315 9 หลายเดือนก่อน +1

    very nice ❤

  • @logicanimation
    @logicanimation ปีที่แล้ว

    Does not work in R21, how was it done before R21 and the character definition tag. can you please point me to a video if there is one. Thanks

  • @simple3d326
    @simple3d326 ปีที่แล้ว +1

    we're gonna go Soup to nuts??? what?

  • @nickmason8715
    @nickmason8715 ปีที่แล้ว

    Is it possible to have a similar workflow for fine-tuning face mocap?

    • @RokokoMotion
      @RokokoMotion  ปีที่แล้ว

      Hey Nick. Check this video out - th-cam.com/video/hc5mal951I8/w-d-xo.html. Hope this helps!

  • @MiroslavGeorgijevic
    @MiroslavGeorgijevic ปีที่แล้ว

    Thanks for a great tutorial, Sam! I have only one step that ruins my character :D. After I hit RETARGET ALL, the character changes the position slightly. For example, fingers that were straight, become bent. Even if I had done SET BIND POSE before that. Do you know what might be the issue? Thank you!

    • @RokokoMotion
      @RokokoMotion  ปีที่แล้ว

      Hi @Miroslav, that is great question. I recommend that you join our Discord Channel (discord.com/invite/YEvtvbAuvB) , members in the community will be able to find a solution for your issue!

  • @Kondi_Animation
    @Kondi_Animation ปีที่แล้ว

    Can this work in cinema4D lite?

  • @daniele_fabularislab6528
    @daniele_fabularislab6528 ปีที่แล้ว +1

    Hi Sam, I've got some issues working with rokoko's face capture. No problems following your workflow, but when I add the face capture to my pose morph it fucked up the skinning of my character. I know that this part is not in the video, but I wanted to let you know that there's problems here.

    • @thejabberwock3854
      @thejabberwock3854 ปีที่แล้ว +2

      Hey - thanks for the heads up, we'll definitely look into it! We'll be releasing an updated livestreaming / face capture series next, so hopefully that will address it. Are you just copying the pose morph tag or are you copying over each morph's keyframes to the corresponding morph on your character?

    • @daniele_fabularislab6528
      @daniele_fabularislab6528 ปีที่แล้ว

      Hi @@thejabberwock3854 ! We didn't do neither of your suggestions. We "just" have created an xpresso where we have linked every single morph beetwen the face capture and the character. In this way we can change every time we want the reference face capture without copying any keyframes into the morphs on our character. So...we think this is the fastest way.

  • @soltzcrea834
    @soltzcrea834 10 หลายเดือนก่อน

    those this work for facial expression

  • @ximahmoud
    @ximahmoud ปีที่แล้ว +1

    I tried it more than 20 times following the tutorial step by step using various characters from Mixamo library and different versions of C4D from 2024 and all the way down to R21 and the control rig doersn't snap when I click adjust, can anyone help with that ?

    • @RokokoMotion
      @RokokoMotion  ปีที่แล้ว

      Hey! Thanks for your comment. We are sorry to hear about your experience. The control rig should normally snap after clicking adjust. We recommend you shoot a message to support@rokoko.com. They can help you solve this issue.

    • @杨杰文-e8x
      @杨杰文-e8x 6 หลายเดือนก่อน +1

      I have the same situation. Have you solved it

    • @CHACHILLIE
      @CHACHILLIE 5 หลายเดือนก่อน

      @@杨杰文-e8xhave you? It’s strange because the simple retargeting works well but I can’t get the Controller to snap when I ADJUST.

  • @yanxir1674
    @yanxir1674 ปีที่แล้ว

    thanks for tutorial, quick question what if the first key frame of my mocap is not tpose, is there any faster way to do that?

    • @RokokoMotion
      @RokokoMotion  ปีที่แล้ว

      Hi there! There's an export option for that under Skeleton preset, an option to set which reference pose to use

  • @AurelioPerez-nt9eh
    @AurelioPerez-nt9eh ปีที่แล้ว

    Hi Sam, thank you very much, your tutorial is very clear. Although I've followed every single step, I'm doing something wrong. Im using a model from Mixamo an a motion capture from the asset bowser go cinema 4d (2023) At the end some parts of the body moves: the legs, the upper part of the body and the head. but the arms, and the lower spine does not. Parts of the fingers, but not the tip of the fingers... very strange. Do you have an idea of what i’m doing wrong? thanks in advance

    • @RokokoMotion
      @RokokoMotion  ปีที่แล้ว +1

      Hi Aurelio! Have you tried asking our community on Discord? They are very helpful when it comes to these things - you can check it out here: discord.gg/bd7evnmwEb

    • @AurelioPerez-nt9eh
      @AurelioPerez-nt9eh ปีที่แล้ว

      @@RokokoMotion I'll try, thanks

    • @杨杰文-e8x
      @杨杰文-e8x 6 หลายเดือนก่อน

      I have the same situation. Have you solved it

    • @inndigas
      @inndigas 5 หลายเดือนก่อน

      This tutorial worked for me: th-cam.com/video/xL0yZaXwFzE/w-d-xo.html. Just delete the numbers in the rig names, somehow it bugs the software out

  • @timtim5327
    @timtim5327 ปีที่แล้ว +1

    What about eyes? How to retarget Eyes, idk

    • @nickmason8715
      @nickmason8715 ปีที่แล้ว

      Did you manage to figure out a workflow for this yet?

    • @flashgiz1
      @flashgiz1 8 หลายเดือนก่อน

      I would also like to know. Does anyone have a good tutorial for this?

  • @davidkill9778
    @davidkill9778 ปีที่แล้ว

    is this method still compatible with facial mocap/ pose morphs? I tried several times and my geomtry gets twisted,

    • @nickmason8715
      @nickmason8715 ปีที่แล้ว

      Did you manage to figure out a workflow for this yet?

  • @sonupandey420
    @sonupandey420 ปีที่แล้ว

    15:14 I'm not able to delete two keyframes. everything is disabled

    • @RokokoMotion
      @RokokoMotion  ปีที่แล้ว

      The take is most likely locked - check the Take system tab and uncheck the Lock icon - hope that helps!

  • @Prahinsfilms
    @Prahinsfilms ปีที่แล้ว +1

    What about blender?

  • @xiaominghe9224
    @xiaominghe9224 3 หลายเดือนก่อน

    17:33

  • @fredericcolin8469
    @fredericcolin8469 ปีที่แล้ว

    Man, how is it possible to have hands rigged out of mixamo as your skeleton ?
    I Just can't get it.

    • @RokokoMotion
      @RokokoMotion  ปีที่แล้ว

      Make sure you have “5-Finger Hands” selected on the autorigging page when you bring your model into Mixamo - sometimes it gets stuck on 3 or 0 finger hands - hope that helps!

    • @fredericcolin8469
      @fredericcolin8469 ปีที่แล้ว

      i hope :) i will try that now. cheers !@@RokokoMotion

  • @xiaominghe9224
    @xiaominghe9224 3 หลายเดือนก่อน

    15:26