[转载]4个爆破效果插件(Cinema 4D)

本文引用于这里
在Cinema 4D中制作爆破效果是件很容易的事。一般情况下在变形器菜单下的Explosion FX就能达到不错的效果。

但是如果你需要更加不规则的效果,则要手动的去把多边形进行切分。以下的4个插件能帮助你简化这个过程。

Xplode (需翻墙)is a new, low-cost plugin that breaks geometry into pieces. (price: 12 euro)

Xbreaker is a free plugin that works with primitives, NURBS objects, splines and polygons.

GeoTools is a solution by professional developer Remotion to fracture and break geometry. (price: 39 euro)

Destruction – Two Greyscale Gorilla tutorials about how to shatter objects with the new free plugin from Adam Swaab.

TrueBones – MonsterBones MegaMotions Library DVD下载


Included on DVD-ISO for archival and backup purposes.

Included MOTIONS ARE:

* MojoBone Motions
* MilkBone Motions
* IcyBone Motions
* Chocolate Motions
* Cold Milk Motions
* BoogieBones Motions
* Mike Jackson Moves
* CoolBones Motions
* GameBone Motions (includes 2 extra add on paks)
* CellBones Motions
* JediBones Motions
* CrystalBones Motions
* LuckyBones Motions
* EconoBones Motions
* StoryBones ActionPak
* FreeBones Motions
* ObamaBones Motions
* Smooth Moves Motions
* FunPak Motions

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How to import BVH files to motionbuilder into your character?

I have some bvh and want to import it into to a character in motionbuilder. I can import the bvh but HOW DO I PUT INTO THE CHARACTER SO THE CHARACTER CAN PERFORM WHAT ITS ON THE BVH.

回答1:

you need to make sure that your character is skinned and the naming convention of your bones are the same then file, import, merge, there is a tutorial somewhere in area site, it’s a video tuts for motionbuilder

回答2:

hi
you need to do several steps :
1- you should skin your character in yoour main application (maya or 3dmax) and export the character and the rig as fbx
2- import your character to motion builder
3- characterize it and activate the character in motionbuilder
4- import your bvh file
5- characterize your bvh rig (it should be in T pose)
6- on your main character’s properties choose character input as source and choose your bvh character as input
7- now your character should follow the bvh
8- on main character’s properties plot the animation and choose skeleton
9- now you can delete your bvh rig and character and save the file
10- import it in your main application. if you done everything correct your character should have the bvh animation.
11- now place your character in scene and have fun :D

Importing Into Motion Builder

Importing Model/Rig into Motion Builder

  1. Save finalized MAYA file as .FBX with default settings.
  2. Open Motion Builder.
  3. Drag the .FBX file inside the Viewer inside motion builder. Import without any animation.
  4. In the asset browser -> Templates -> Characters
  5. Select character icon and move and drop it on the root bone on the model.
  6. Characterize -> biped
  7. In the navigator window open character tab, rename the newly created MB Character.
  8. Make sure the newly created character is selected inside the Character Controls window.
  9. You will then see the Navigator window change to Character Settings tab.
  10. Click on the “Active” check box.
  11. Select the Character Definition tab.
  12. On the right side of the Character Definition tab click “Create” button under Control Rig.
  13. Select the FK/IK control rig.
  14. You have now imported and properly characterized a rigged model inside Motion Builder.

Importing BVH into Motion Builder

  1. With the properly characterized a rigged model inside Motion Builder select a BVH file and drag it into the viewer window.
  2. Select FBX Merge -> All Takes.
  3. Make sure the time slider is at frame 1.
  4. Switch to front view. You must now scale your BVH to be approximately the same size as your model.
  5. Bones of the BVH must now be adjusted by translating and rotating to match the skeletal structure of the characterized rig. The less adjustment that is necessary for the BVH to resemble to the characterized rig the more accurate the final animation and deformation.
  6. Ones all the bones are adjusted select all the BVH bones and hit the “Key” button inside the Key Controls window.
  7. You will now characterize the BVH by following steps 4-7 of Importing Model/Rig into Motion Builder tutorial. If the skeletal hierarchy of the BVH file is incorrect from the Base required Motion Builder naming convention you will need to manually rename and map each bone.
  8. In the Character Controls menu select the original imported characterized human character.
  9. Under the Character settings tab change the input type to character input. You should now see your model shift position to the BVH.
  10. Hit play to see if the BVH animation is being applied to your model.

Exporting BVH animation out of Motion Builder and into Maya

  1. Go into the hierarchy view of motion builder.
  2. Select all the originally imported bones on your model.
  3. In the Character Controls window -> edit -> Plot Character -> Skeleton -> Plot
  4. Your BVH animation has now been applied to the originally imported skeleton.
  5. Save your file as a BVH.
  6. Open you file in MAYA.

Export Animated MAYA file into OGRE Game engine

  1. Under the OGRE pull down menu select Export.
  2. Shift select the root bone of the rig and the model.
  3. Inside the OGRE Exporter window specify Output Directory.
  4. Click check box mesh and name mesh.
  5. Click check box Export materials to Ogre .material file and name it.
  6. Click check box to Copy texture files to output directory.
  7. Click check box to export Skeleton and name it.
  8. Click check box to export animations.
  9. Click check box Clip name, name it and specify start and end time of animation.
  10. Export!

Digital.Tutors Creating Cartoon Characters in Cinema 4D DVD

Digital Tutors Creating Cartoon Characters in Cinema 4D DVD-iNKiSO
Digital.Tutors.Creating.Cartoon.Characters.in.Cinema.4D.DVD-iNKiSO
1.1GB |  HF links | Release Date:May 07, 2010
http://www.digitaltutors.com/09/training.php?cid=221&pid=320
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HOW TO DRIVE THE MODEL WITH BVH MOCAP DATA FILE

HOW TO DRIVE THE MODEL WITH BVH MOCAP DATA FILE

(这几句英文应该还能看得懂吧?不行的话等过两天我有时间打字了再写出中文给大家~)

HOW TO DRIVE THE MODEL WITH BVH MOCAP DATA FILE

1. Import the BVH motion file into the MotionBuilder

2. On the first frame of the motion set the BVH skeleton reference into the T-Stance binding pose. Make sure the front of the BVH skeleton is facing the “Z” direction (see theMotionBuilder Tutorial: BVH – T-Stance in a minute )

3. Characterise the BVH skeleton with a MotionBuilder character template (see theMotionBuilder Tutorial: Custom characterize bone name template )

4. Import the model you want to drive through the BVH mocap data file.

5. Characterise the imported model with a MotionBuilder character template (you can use the same system as in step 3 if your naming bone conventions are different to MotionBuilder standards.)

6. In the control rig of the imported model choose input BVH Character

7. Play the animation

! NOTE: Always try to match the size and position of the BVH skeleton and your model as much as you can!

HOW TO CONNECT THE CHARACTERISED BVH WITH THE DRIVEN MODEL

STEP 1:

Import the BVH into the scene. Just drag and drop the BVH file into the work view. Click the Import option. (For instructions on how to add a path to your BVH file into the Asset Browser see the MotionBuilder Tutorial: BVH – T-Stance in a minute )

STEP 2:

Characterise the BVH skeleton with your prepared template. Put the skeleton in the T-Stance and click and drag the template in the scene. Now click on the small icon of the Character in the Navigator window and drag it over the skeleton. Then hit the Characterise option and you are done! Perfect!

STEP 3:

Select Biped option.

STEP 4:

Now as you can see, the Characterise option box in the Character Definition tab is checked. Good! That means that you have successfully characterized your BVH skeleton. Now you can bring your model into the scene . For this tutorial I used a model from the ClipArt disk from the original Autodesk MotionBuilder installation. You can use any model you have created and exported from Maya or 3Ds MAX. Drag and drop your FBX model in the work view. Choose the merge and no animation option.

STEP 5:

Characterize your imported model. I checked the characterize option only because I am using a model from the MotionBuilder ClipArt library and all the characters are already characterized. If you are using your own imported model you can use the same method as used in the MotionBuilder Tutorial: Custom characterize bone name template.

STEP 6:

Scale the size of your model to match the size of the BVH skeleton as much as you can.

STEP 7:

Go to the Character Controls window and in the drop down character menu choose the name of the model you want to drive. In my case it is the Goblin.

STEP 8:

Stay in the Character Controls window and hit the EDIT button. In the options choose Input>Character (BVH skeleton). Your model should snap onto the BVH skeleton position.

STEP 9:

Hit the play button and enjoy the animation.

In most cases of animation driven by mocap files, you will have to edit the motion and correct the movements. For this you can use separate layers and fix all the problems you are experiencing. To clean up the data, plot the animation on the rig and once you have editted it and made all the changes, plot the animation on the skeleton and save it as FBX. This file is then ready to import in Maya or 3Ds MAX.

using C4D MoGraph and MoDynamics settings

解压密码:www.cgfriend.org

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Lynda.com出品的C4D R11.5 Essential Training

Lynda.com: Cinema 4D R11.5 Essential Training
English
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C4D Biped Rigging:C4D角色骨骼绑定

简介
Obviously these tutorials cover joint setup and rigging for bipedal characters in Cinema 4D using MOCCA 3 . Unfortunately there wasn’t much of a description for this set or the instructor teaching it.

总共分为9部分:
building the leg
setting up the ik
controls and uesr data
setting up the spine with spline ik
creating the head and neck
creating the arm rig
building the  hand
creating posemixer poses
creating user data to control the fingers

教程截图:

出品机构:Cineversity
出品人:Bret bays
解压密码(password):www.cgfriend.org
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周陟讲解C4D初级教程,版本:Cinema 4D 9.0

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