Cinema 4D + Away3D + morph animation workflow

Software: Away3D 4.x

Vejko, Newbie
Posted: 29 January 2013 09:50 AM   Total Posts: 2

HI Guys,

For me it looks like, all the 3D frameworks/engines there is a high probability there is an exporter for 3DS Max, but other apps like Cinema 4D it is a nightmare to export to a format that is accepted by Away 3D and can handle the morph animation made in cinema 4D.

Does anyone have a relatively straightforward workflow for this situation:

- 3D modeller makes a scene and animates it in Cinema 4D and wants to export it to an Away3D compatible format and play the animation without any problem.

Thanks for your comments in advance!

Zsolt

   

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80prozent, Sr. Member
Posted: 17 February 2013 04:59 PM   Total Posts: 430   [ # 1 ]

Hi

i developed a c4d-to-awd2 exporter.

C4D-AWD-Bridge

At this point it doesnt support blendshapes/morphtargets.

I believe i saw a md2 exporter script for c4d some years ago, but cant remember the name. i think this would be your best option right now to get vertexanimation from c4d into away3d.

I love to have exactly this workflow (define morphtargets in c4d, get them over to away3d and use them there) and i will be working on that asap.

my exporter-plugin will support vertex-animation and hopefully complete Pose-tag export one day in the future.

 

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sorry…i hope my actionscript is better than my english…

   

Vejko, Newbie
Posted: 17 February 2013 05:39 PM   Total Posts: 2   [ # 2 ]

Thanks a lot for your help.

I definitely will give it a try.

 

   

koffertje, Newbie
Posted: 05 March 2013 12:07 PM   Total Posts: 19   [ # 3 ]

80prozent, on witch C4D has your plugin be tested?
because when i try to export with the awd tag on my vertex object nothing will be exported, also i can’t save any file.

greetz

 

   

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80prozent, Sr. Member
Posted: 05 March 2013 02:08 PM   Total Posts: 430   [ # 4 ]

Hi

I tested this myself on r14 and r13 and it should work.

What version are you using ?

You should not need to apply any awd-tag for a object-export without animation. The Awd-Object-settings-tag can be used to prevent a object from beeing exported, while the other both tags enable skeleton-animation-export.

Sorry for the lack of documentation. I will make some documentation / tutorials asap.

Hope that helps.

if you are using r13 or r14 and its still not working, please let me know.

Robin

 

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sorry…i hope my actionscript is better than my english…

   

koffertje, Newbie
Posted: 06 March 2013 08:46 AM   Total Posts: 19   [ # 5 ]

heey,

thank you for your reaction

well it worked, kind of..
I have a image attached with my workflow.

what i don’t know is does each joint need any keyframe data? even the one that has no moving parts/animation.
as you see i can export the model this time. but i don’t know if the skeleton is in it or not. Maybe Prefab does not supported it, but probably i’m doing something wrong.

i hoop you can help me with this one, because i really like your plugin.
the workflow must be so much faster smile

thnx!

edit: i’m using R13
do i need to bake the joints animation?
I tried allot, but the skeleton will be visible but there is still no animation.
i can post a image from when i import the same .AWD file into c4d.

 

   

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80prozent, Sr. Member
Posted: 06 March 2013 06:17 PM   Total Posts: 430   [ # 6 ]

Hi

Did you read the “Readme” in the zip ?

There is some information about exporting skeleton animation….

You need to have a keyframe on the root-joint of your Joint-hirarchy, for every frame that should be used in your exported animation.

The Plugin will only look at the root-joint to decide if a frame should be exported or not.
if the root-joint has a keyframe, it will read all other joint-matrixes too, and create a new frame…

Next think you definitv need to do is to activate and set a range of frames inside the plugin. only animations within this range will be exported…

Hope that helps….

 

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sorry…i hope my actionscript is better than my english…

   

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80prozent, Sr. Member
Posted: 06 March 2013 06:22 PM   Total Posts: 430   [ # 7 ]

one more thing:

I would advice you to scale your scene inside of c4d and not to scale them on export.
This way, once you c4d scale matches the away3d scale, you got a nice setup, and can easily adjust models in c4d by looking at away3d values…

 

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sorry…i hope my actionscript is better than my english…

   

koffertje, Newbie
Posted: 06 March 2013 06:54 PM   Total Posts: 19   [ # 8 ]

Hi,

ofcourse i did read your readme. but it is still a bit confusing.

i think i’m missing something.
for example.
1. I have a vertex object bind to a skeleton.
2. on the root of that joint skeleton i put the tag AWDskeletonTag and give it a name.

3. now i copy that joint skeleton. (this one is not binded to the vertex object).
4. give some joints some animation like rotation.
5. i give the same root of that joint skeleton the AWDskeletonAnimationTag

6. i be sure that on the root joint (even if it is not animated) are keyframes aslong as my animation is (like 30 frames). every frame has a key on it.

7. now my hirarchy of c4d is
- Vertex Object
- joint skeleton that is bind to the vertex object
- copy of Joint Skeleton with the animation to it.

8. exportAWD -> set costum range of firstframe 0 to lastframe 30.
9. now i have one file with the .awd extension.

10. i open this in prefab and i see my vertex object, and in the hirarchy i see some joints. i even can import it with your importer to c4d.
then i see the vertex object with the binded joint-skeleton (still works)
but no more the joint skeleton with the animation to it. they where all be nullObjects.

I did give some example of what i do. I hope ill get it to work , because i need it so bad!

I tryed alot of stuf, from c4d to max or to maya, export as md5 but they will not export as the way i wan’t it.

thnx for your response again!

 

   

koffertje, Newbie
Posted: 06 March 2013 06:55 PM   Total Posts: 19   [ # 9 ]
80prozent - 06 March 2013 06:22 PM

one more thing:

I would advice you to scale your scene inside of c4d and not to scale them on export.
This way, once you c4d scale matches the away3d scale, you got a nice setup, and can easily adjust models in c4d by looking at away3d values…

i did put the scale back to 1. my fault it was that way in the screenshot

 

   

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80prozent, Sr. Member
Posted: 06 March 2013 06:57 PM   Total Posts: 430   [ # 10 ]

Hi

i just realised i didnt tested the skeleton-export on my last tests in c4d r13…
i will test this myself befor i say anymore smile

(starting testing right now)

 

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sorry…i hope my actionscript is better than my english…

   

koffertje, Newbie
Posted: 06 March 2013 07:06 PM   Total Posts: 19   [ # 11 ]
80prozent - 06 March 2013 06:57 PM

Hi

i just realised i didnt tested the skeleton-export on my last tests in c4d r13…
i will test this myself befor i say anymore smile

(starting testing right now)

cool!
maybe if you have a simple setup with the rig and the skeleton animation, and it might work wink you can post it?

I appreciate your work!

but you did test it in r14?

 

   

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80prozent, Sr. Member
Posted: 06 March 2013 07:29 PM   Total Posts: 430   [ # 12 ]

Shit

I just tested in r14 and r13 and in both cases it doesnt worked.

I have tested skeleton animation to prefab quite a lot on r14, so this must be a bug that came in when i last cleaned up the code

I hope i will have fixed this in no time, but can make no promises cause this really suprises me :(

thanks for pointing it out

if you try to export a scene with more than two skeletonAnimation tags, you will see in prefab, that the animationblock is there, but no animation-frames are found.

 

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sorry…i hope my actionscript is better than my english…

   

koffertje, Newbie
Posted: 06 March 2013 07:39 PM   Total Posts: 19   [ # 13 ]

well that doesn’t sound good..
but now you know it smile

i hope you can fix it!

 

   

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80prozent, Sr. Member
Posted: 06 March 2013 07:44 PM   Total Posts: 430   [ # 14 ]

Jeah

Git is updated!

if you look into my last commit on the github-repo, you will see that it was indeed just two lines of code, i changed for testing purpose….

sorry if my slopiness has cost you some time.

i will try to be more organized in future smile

Other than that, what you showed in your screenshots looks all right to me.

i will try to make some documentation, but i dont have time to write down some organized stuff + i suck at speaking english….

 

 

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sorry…i hope my actionscript is better than my english…

   

koffertje, Newbie
Posted: 06 March 2013 08:11 PM   Total Posts: 19   [ # 15 ]

Great! i try it out!
thnx for your response and fixing.

80prozent - 06 March 2013 07:44 PM

i suck at speaking english….

me too!

 

   
   

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