Wed, Apr 17, 8:43 PM CDT

Welcome to the Cinema 4D Forum

Forum Moderators: CHMedia Forum Coordinators: Kalypso

Cinema 4D F.A.Q (Last Updated: 2023 Sep 06 11:59 am)

C4D Gallery Speed Modeling Sessions C4D Freestuff
 
 
Checkout the Renderosity MarketPlace - Your source for digital art content!



Subject: Maxon Cinema4D and Interposer Pro, an invite to discuss


wolf359 ( ) posted Tue, 23 September 2014 at 9:04 AM · edited Tue, 16 April 2024 at 9:02 PM

Hi All, I noticed many responses in the "your favorite plugins thread"
listed interposer pro as a vital C4D plugin

thus ,as requested by a member here, I would like to perhaps start an Interposer pro specific discussion.
 
How exactly do you deploy/use poser content in C4D using the plugin?:.

Stills or animation where the poser content is the main subject?
Stills or animation where you just need some "background humans"

What poser figures do you normally import via the plugin?,
Daz Mill generation 3
generation 4?
Genesis via the Obj/MDD out from Daz route?

How much of your actual editing Work on the figure is done within C4D via the plugin or do you just do everything in poser Dressing/posing and import via the Load command??

Do you Save poser figures as C4D Scenes and re use them or load a new one via the runtime explorer most occasions.?

Do you use IP /poser content with Vray?

A few fun Facts to start :
Regarding animation, are you aware that you can use the built in lipsynch
feature in DAZ Studio and Export the facial animation via the free "poser format exporter" plugin and apply it to an interposer figure directly within Cinema4D from you runtime? (Caveat!! make sure you select the head and Apply a clamping  filter to the frames or you get a distorted spline over shoot horror show!!)

Are you aware that interposer can create an Ultra low poly "proxy bendy' figure with animation for easier Collision Calculations using the C4D hair and cloth system....
And the low res proxy figure can be exported to Real flow to interact with it fluid dynamics for easier collision calculations there also.

Are you aware the even a Low poly Daz generation 2 Figure can have a HN modifier applied at render time or for close ups even if he has been baked to PLA?

Are you aware that the Jiggle deformer will work on an IPP figure
after you have painted a weight map on the desired bodypart?
(No R-rated examples please!!)

So how what's you guys workflow ..please share



My website

YouTube Channel



animajikgraphics ( ) posted Tue, 23 September 2014 at 5:45 PM · edited Tue, 23 September 2014 at 5:47 PM

Great tips Wolf359!

I used ipp to import the "Bong" poser character (by Nursoda, here on Rendo) into C4d. Used textures in C4D rather than the default ones.  I applied a .bvh file in ipp to this character as well.  Most was rendered in DS, but several shots were done in C4D.

I've also done some keyframed animations in DS exported as .bvh via the aniMate plug-in in DS and imported those into C4D via ipp as well.

http://fatcatalley.com/cgi-bin/fc.pl?m=som&v=r&

I mostly work with "toon" characters rather than the V4/M4 stuff in general.

I really want to start using this more.  Thanks for starting this thread BTW!

-AniMajik



FatCatAlley.net | Now Playing "SpaceCat 5" Parts 1 and 2


wolf359 ( ) posted Wed, 24 September 2014 at 1:21 PM

file_507458.jpg

Hi good to hear from another IPP user here is another workflow tip: if you have an animated heavy scene or a heavy Figure like a fully Morph injected M4/V4 but you need to scrub through the animation to check your camera animation or similar you can Put your IPP Figures in a poser like "bounding box" Mode for better viewport performance.



My website

YouTube Channel



wolf359 ( ) posted Wed, 24 September 2014 at 1:44 PM

"I've also done some keyframed animations in DS exported as .bvh via the aniMate plug-in in DS and imported those into C4D via ipp as well."

I also use Daz studio's nonlinear motion mixer
"Animate +" quite extensively as well
I prefer saving animated pose files with the "poser format exporter" plugin ( PZ2) over BVH
because it exports animated morph Data as well as bone translations.
you can use the puppeteer to create some flapping ears on your cat for example and layer that on top of some cool Dance moves you mixed together with Animate+

Then "Bake to studio keyframes" in AniMate+
and save the Pz2 directly to your runtime pose folder.

back In C4D open the IPP runtime browser and the animated pose is ready apply to your fully textured& lit version of your cat in C4D.

you see a mistake/blunder in the animation?

No problem jump over to DS make the  desired adjustment and resave to new PZ2
refresh the view in the IPP runtime explorer and re import.

this is the exact  type Character animation Data Exchange that users of Autodesk's $$Motionbuilder$$
Enjoy but at considerably less cost to us.



My website

YouTube Channel



animajikgraphics ( ) posted Wed, 24 September 2014 at 2:36 PM

Should have started this thread ages ago, I would be using C4D more back then! :)

I'll try this workflow on my next project.

-AniMajik



FatCatAlley.net | Now Playing "SpaceCat 5" Parts 1 and 2


perilous7 ( ) posted Thu, 25 September 2014 at 8:04 AM

id like to use my m4 / v4 + genesis 2 content in c4d but interposer has stopped developing this. so ive been trying to use the daz transfer utility to cobble everything together to export it to c4d. havent even attempted the animation aspect yet but intend to as the aniblocks system seems too good a chance to miss.

the only bit im struggling with is having to get evrything posed absolutely correct in daz studio as once i send it over to c4d its a pain to set up the materials EVERY time so i have to be darn sure i dont need to change anything :-)

Id love a mat pose system in c4d as its a massive pain if each object has 10 or 12 diff materials and setting this up everytime is a workflow killer

 A cleaved head no longer plots.

http://www.perilous7.moonfruit.com


animajikgraphics ( ) posted Thu, 25 September 2014 at 10:58 AM

@perilous7 - that's one of the reasons I stick to "Toon" or simpler Daz/Poser Models.  Since I do animation mostly, my workflow would be totally gridlocked.

I agree, a means of bringing all the materials over intact would be huge!

-AniMajik

 



FatCatAlley.net | Now Playing "SpaceCat 5" Parts 1 and 2


animajikgraphics ( ) posted Thu, 25 September 2014 at 11:11 AM

@wolf359: "I also use Daz studio's nonlinear motion mixer
"Animate +" quite extensively as well
I prefer saving animated pose files with the "poser format exporter" plugin ( PZ2) over BVH because it exports animated morph Data as well as bone translations.
you can use the puppeteer to create some flapping ears on your cat for example and layer that on top of some cool Dance moves you mixed together with Animate+"

 

I'll have to try the "poser exporter" plugin again. I remember using it in the past and it was very "wonky" and didn't work very well, but that was a while back, so it's probably working well now.

It's funny, I even thought of Daz Studio + AniMate as a "poor mans" MotionBuilder.



FatCatAlley.net | Now Playing "SpaceCat 5" Parts 1 and 2


wolf359 ( ) posted Fri, 26 September 2014 at 9:07 AM

file_507505.jpg

**"id like to use my m4 / v4 + genesis 2 content in c4d but interposer has stopped developing this"**

Hi I am about to buy a new Windows machine and upgrade from my
Ancient Daz studio 2.3 on my Mac to DS 4.x on windows.

I am given to understand that the latest version of Daz studio will bake& export MDD Data (point level animation)
So if you have your Character already set up& textured in C4D and later decide the pose , or even the animation, needs changing you can go back to DAZ Studio make the change and Re apply the point level Data to the figure in C4D. using either
rip tide pro of the free MDD I/O plugin who's author's name escapes me ATM
The obvious caveat is that the figure will have to be baked to static geometry in C4D to accept PLA data
and this wont help if you are in need of changing textures.

Here is an animated Example of genesis PLA to C4D some guy did a while back  
https://vimeo.com/27875972



My website

YouTube Channel



wolf359 ( ) posted Fri, 26 September 2014 at 9:25 AM · edited Fri, 26 September 2014 at 9:27 AM

file_507506.jpg

**"I'll have to try the "poser exporter" plugin again. I remember using it in the past and it was very "wonky" and didn't work very well, but that was a while back, so it's probably working well now."**

For me  this plugin is Vital
Mind you I am still using the free version that was for DS 2.3 and apparently its a paid plugin now.
http://www.daz3d.com/poser-format-exporter-pfe

But worth the $7 bucks

Also this animated Pz2 to C4D also works well with poser ,of course, as poser does have a spline graph editor for fine tweaks to animations that I cant really do in my old version of DS.

"It's funny, I even thought of Daz Studio + AniMate as a "poor mans" MotionBuilder."
 
it is and actually it is better than the C4D motion clip system which is quite limited and cant map&Apply BVH files to native C4D rigs Automaticly.



My website

YouTube Channel



animajikgraphics ( ) posted Fri, 26 September 2014 at 10:48 AM · edited Fri, 26 September 2014 at 10:56 AM

@wolf359:  I went to the Daz link for PPE you provided and it seems I already purchased it some time ago (I don't even remember doing it!)  - I use DS3A so it looks like it works with both DS3 and DS4.  I'll install this right away.  (I do have the latest version of DS4 as well, but I still like DS3 better) and the whole point is to get it into C4D anyway.

Appreciate the head-up and settings you posted.

GoFigure also has GraphMate (a plug-in for DS4 and AniMate, which gives you a graph editor somewhat like Poser too.  It's not too expensive, ($20.00) but haven't tried it yet. It only works with DS4.6 tho.

-AniMajik



FatCatAlley.net | Now Playing "SpaceCat 5" Parts 1 and 2


wolf359 ( ) posted Sat, 27 September 2014 at 8:33 AM

That GraphMate looks like it my be worth a try when I upgrade to DS 4.6 Next month when I get My new Windows PC.
looks like they also have a Dopesheet add on
http://www.daz3d.com/keymate

I am also definately getting Iclone as well
http://www.reallusion.com/iclone/pipeline/flow_character_daz3d_import.aspx

so my pipeline may be changing drasticly in 2015
at least for motion creation
but ultimately I will be rendering finals in C4D 11.5.



My website

YouTube Channel



wolf359 ( ) posted Sat, 27 September 2014 at 10:49 AM

file_507528.jpg

Another tip for  IPP users running 11.5 or higher with the Mograph 2 module.

The Mograph 2 collision tags simply do NOT work directly on poser figures imported via IPP as far as my attempts  made thus Far.

The work around is to manually parent some proxy primitives to your animated figure and assign MG2 collision tags to them.

Interposer can be helpful in this regard as it can automatically  create &parent limb sized primitives
to your figures bodyparts and automatically set them not to render but leave them visible for editing in the viewport.

you will have to manually assign Collision tags to these IPP generated primitives but it is worth the time IMHO.



My website

YouTube Channel



wolf359 ( ) posted Sat, 27 September 2014 at 10:50 AM

file_507529.jpg

.......pre-animated poser figure in front of prefractured Wall



My website

YouTube Channel



wolf359 ( ) posted Sat, 27 September 2014 at 10:51 AM

file_507530.jpg

......screen cap of figure in motion with proxies



My website

YouTube Channel



wolf359 ( ) posted Sat, 27 September 2014 at 10:52 AM

file_507531.jpg

...render of figure proxies not seen by render



My website

YouTube Channel



perilous7 ( ) posted Sat, 27 September 2014 at 11:54 AM

thanks Wolf will have a bash at your tip for import mdd tip,i dont mind the setting up of textures so much,its just if i have to change a pose etc id have to do it all again,so your tip if im understanding it correctly should just allow me to import the mdd data and my figure pose should alter to fit :-)

 A cleaved head no longer plots.

http://www.perilous7.moonfruit.com


perilous7 ( ) posted Sat, 27 September 2014 at 12:48 PM

Just tried it and can confirm that thaat method works ok :-) i popped a few materials on the object after id imported it and after id imported the mdd it still kept on fine, so you have now massively impacted on my work flow :-) Many thanks

i did notice that importing the mdd file scaled my object and i couldnt really control that apart from dropping the import factor to 1 and that it throws my object axis off and i cant seem to correct it - as soon as i try to correct it it snaps back. BUT in comparison to my earlier problem these are but mere trifles

 A cleaved head no longer plots.

http://www.perilous7.moonfruit.com


wolf359 ( ) posted Mon, 29 September 2014 at 9:56 AM

file_507580.jpg

**"i did notice that importing the mdd file scaled my object and i couldnt really control that apart from dropping the import factor to 1 and that it throws my object axis off and i cant seem to correct it - as soon as I try to correct it it snaps back."**

Hi the problem you are experiencing
is the result of the object in Daz Studio.
Being in a different "world space" location
than it is in Cinema4D and the MDD file is based on the Daz world space location.

There is a work around that I use
when moving content from one program environment
to another.

Use any prop of your choice as "locator object" at 0,0,0, XYZ axis in Daz studio or wherever program  as a point of reference.

Export that  "locator object".obj to C4D and put a restriction tag so it never moves.

Now in Daz Studio pose/animate your figures as desired
keeping in mind their relation to the "locator object"

when you export your genesis Figures from daz  to C4D they will have the same world space relationship  to the  copy of  the "locator object"  already imported from DAZ to C4D

so try not to move them around after import to build your C4D scene cameras &other props in cinema around the imported  "locator object".........

 



My website

YouTube Channel



wolf359 ( ) posted Mon, 29 September 2014 at 9:58 AM

file_507581.jpg

 

......Now when you later apply an MDD file to the genesis object in C4D there should not be any surprises as he occupies the same World space location as he did in Daz Studio.

( see pic)

On the matter of import Scale I use Riptide pro which has an "import from poser" Pre-set.
I can Not reliably advise you on the default export scale  from your version of DS as mine is quite ancient( DS 2.3)

hope this helps.



My website

YouTube Channel



wolf359 ( ) posted Mon, 29 September 2014 at 10:13 AM

I use this "world space" synchronization method when creating multiple props in C4D that are to be used in poser for a "poser ragdoll physics" simulation that will ultimately be sent back to C4D for final render VIA IPP.
(much like your MDD),it is imperative that my poser props world space match my  loaded IPP figure in C4D who is to receive the animated pose file generated by the poser animation.

as in the attached example

READ THE SIGN!!!!



My website

YouTube Channel



primeuser ( ) posted Tue, 21 October 2014 at 11:18 AM

You mentioned in an earlier post that you can use the jiggle deformer with an IPP character import.  I cannot get this to work.  The jiggle is dropped below the mesh and is not being evaluated I think.  If i disconnect the mesh from the bones and move it below the bones (below bodymorphs) and smart reparent, the jiggle then is evaluated and works. But this of course messes up the figure.

 

How do you use the deformer correctly with IPP?


bitplanebrother ( ) posted Tue, 21 October 2014 at 7:09 PM

I can only think about one way.  Bake the figure with animation and then add the jiggle and restrict it throu a vertexmap.

 

Cd4 r 16 has some kind of "EDIT DEFORMED MASH" but i dont know if that works.

 


wolf359 ( ) posted Fri, 24 October 2014 at 8:46 AM

"You mentioned in an earlier post that you can use the jiggle deformer with an IPP character import.  I cannot get this to work.  The jiggle is dropped below the mesh and is not being evaluated I think.  If i disconnect the mesh from the bones and move it below the bones (below bodymorphs) and smart reparent, the jiggle then is evaluated and works. But this of course messes up the figure.
How do you use the deformer correctly with IPP?"

Hi did you paint vertex maps on the body part the you wanted to jiggle??
I tried it on a jumping pot bellied poser figure using the method described in this tutorial:
https://www.youtube.com/watch?v=T54h1FMqcyE

I got it to work but did not keep the scene file so I am afraid I cant have a look at the settings I used nor do I even remember if I had to Bake the animated figure to PLA  or not.

But it Does work
because it is merely a mesh Deformation
the mesh of as IPP figure can be deformed with nearly any native C4D tool as long as it does not alter the vertex count.



My website

YouTube Channel



wolf359 ( ) posted Sat, 25 October 2014 at 8:31 AM · edited Sat, 25 October 2014 at 8:33 AM

Content Advisory! This message contains nudity

file_508049.jpg

Hi guys I was posting from a mobile location yesterday  but have since had the opportunity get to my production machine set up another scene with an IPP poser figure and the jiggle deformer.

As it turns out I did have to bake the animated poser figure to PLA after painting&preparing the vertex map.

I have attached My jiggle deformer settings although your settings may vary depending on the mesh density of your particular poser figure

I have also uploaded a video of yesterdays test
(warning!!..NON SEXUAL comedic male nudity at link)
https://www.youtube.com/watch?v=jK67VQ7vPU0&feature=youtu.be

I hope this helps with your question.



My website

YouTube Channel



will2power ( ) posted Tue, 06 January 2015 at 1:34 PM

I have Interposer Pro, but I let go of it for a couple of reasons. Firstly, it's still a Poser model and that means rigging for animation is still going to be tedious. There were a couple of things that I came upon that made me set aside the option for anything other than importing props into C4D. 

  1. Poser Pro Game Dev Edition allows you to export Poser models in FBX format. That means that you can get your favorite model out of Poser in an animatable format. I have yet to try it, but it's the most promising thing about it.
  2. Cactus Dan's FBX Import/Export combined with his CD Joints and skin. This means I can Export Genesis 2 from Daz in FBX or a Poser Model in FBX and import/convert the bones to Animation rig friendly CD Joints and Skin. I would rather go through the one time hassle of converting a model to use than to keep going back and forth from Poser/Daz to C4D.

Converting a model is tedious, but I think that it's more than worth it when you're talking about doing animation and posing. I have done a test conversion of Terai Yuki's head and getting the head and all her facial morphs took less than a few hours. I will actually be doing the same thing after this with BlackHearted GND Anastasia, Shae and Tyler. My method of thinking is that if you take the geometry and morphs you want one at a time, once you get everything in, it's done and you can utilize the figures however you like without having to go back and forth. Cinema 4d's Pose morph tag made short work of all her facial morphs and even the 3rd party morphs that I liked and now I can get her complete range of looks and emotions using C4D's native animation tools.


wolf359 ( ) posted Wed, 07 January 2015 at 8:57 AM · edited Wed, 07 January 2015 at 8:59 AM

"I have Interposer Pro, but I let go of it for a couple of reasons. Firstly, it's still a Poser model and that means rigging for animation is still going to be tedious. There were a couple of things that I came upon that made me set aside the option for anything other than importing props into C4D."

Well obviously to each their own as far as workflow preferences

IMHO maxon has chosen to focus on features other than the ones I really need

for Character work.

For example: Automated lipsynch generated from audio files

and the ability to  INSTANTLY apply mocap from outside source Directly

to C4D native rigs.

I have just restarted the production on a personal Animated film project

based in the Marvel comics universe titled "Galactus Rising"

this will be a very dialog heavy short film (about an hour)

the process of creating blend shape phonemes morphs and manually animating them in C4D is just not Viable for my one man effort as I dont plan to spend several years on this project.

Cactus Dan's tools are great but do they allow me in just click load and play

the awesome mocap files I am generating from my seat of Natural Motion Endorphin or the nonlinear system of DAZ aniMate 2??

or are we still renaming bones with the ridiculous "retarget tag" for each rig.

My project will have  multiple charcters ,both human and alien

and the humans will be wearing a variety of clothing and various space suits etc.

I need to be able to switch clothing,apply & remove mocap and animated morphs at the click of a mouse

as I now do with IPP.

"Poser Pro Game Dev Edition allows you to export Poser models in FBX format. That means that you can get your favorite model out of Poser in an animatable format. I have yet to try it, but it's the most promising thing about it."

Yes and the FREE DAZ studio 4.7 has the Exact same FBX export options but will not get a "ready to animate" rig in C4D you will have to set up the controllers etc or use $$CD tools.$$

"Cactus Dan's FBX Import/Export combined with his CD Joints and skin. This means I can Export Genesis 2 from Daz in FBX or a Poser Model in FBX and import/convert the bones to Animation rig friendly CD Joints and Skin. I would rather go through the one time hassle of converting a model to use than to keep going back and forth from Poser/Daz to C4D."

I would rather Never have to re -rig/Convert a single poser model

and have DAZ studio& Endorphin running and creating body dynamic motion& lipsynch and exporting them directly to poser formats ( BVH & animated PZ2)

and apply them live to a IPP imported poser figure in C4D and see my results.

Honestly,not to knock Maxon's native tools, but IMHO there is a reason why the overwhelming majority of C4D native character animations you see online

have "cute" little cartoonish rigs who never change clothing  and Speak very little, if at all.

some of us want something other than that and for Me IPP and poser/DAZ is the solution. 



My website

YouTube Channel



will2power ( ) posted Thu, 08 January 2015 at 12:40 PM

Wolf359, I see what you're getting at -I just don't agree with it.  Since NaturalMotion doesn't support Endorphin anymore, the software is a moot point for me. 

When you talk about animated facial features and lip syncing, you make it seem like there are no mocap or facial animation tools for C4D, or that Poser and Daz are the only applications that support them. Faceshift has a plugin for Cinema4D, and Faceware can be used with it  and if you're already rolling with a Kinect Sensor, you can do Ipisoft as well as NI Mate for Cinema 4D or even Trubones and Mixamo if you want to use pre-developed content Mocap along with it. Being able to rig or re-rig a model means that if I like a particular Mocap System, then I can rig my figure it like the native rig of that system, which makes retargeting unnecessary. You do that in the planning stages and it's a non-issue come time to execute. My interest in getting things from DAZ/Poser to C4D with Interposer Pro is strictly for the geometry because I can't model everything or I would spend all of my time modeling.

I love DAZ and Poser, but neither sofware is quite to my taste when it comes to animation. I'm getting older and my eyes aren't what they used to be so Poser's Dials aren't a very attractive option anymore. DAZ's interface is easier for me to work with, but the IK of their figures yields a lot of unexpected results when working with them. I wasn't particularly enchanted with the hair options available in either system, that's including Poser's Hair system, Garibaldi Express and Look at My Hair.  It's the same with cloth. I might use their pants if I'm doing a character with jeans or a pair of shorts and shoes but most of their other stuff just doesn't look good to me. I can setup the model with arrangement points one time in Marvelous Designer and instantly have access to any piece of clothing I have there --complete with realistc animations, since they now support FBX.  I think where we differ is that my focus is not the same as yours. I'm trying to learn how to use Cinema 4D's tool set and not necessarily skip straight to the animation part. Just posing models and lighting scenes isn't what I want to learn, so I'm not opposed to putting in the hours to learn to use it. I'm not interested in One Click-and-Go. One click and go has its own issues and limitations.

I might have said the same thing two years ago, but that changed when I started making my own stuff. As soon as I got over the intimidation level of doing something on my own, it became easier and easier for me to do. Now if I want a piece of clothing, I simply fire up Silo, C4D or MD and get cracking. Posing and Rendering was the same way in DAZ and Poser. For the first year or so, I didn't do anything with lights or cameras or image based lighting or softboxes or anything like that. My point is that the more proficient you become at rigging and animating, the less the concerns you've stated matter. If it were so difficult to animate using an animation rig, then Maya and 3DS Max and Modo and Lightwave wouldn't be using the style of rigging that I'm learning. If you become proficient at animating, then you will be faster; if you become proficient at rigging, then you can get a figure rigged in a few hours. If you can do those things, then why would you go back? Poser and DAZ were great starts, but I wouldn't want to stay with them if my aim is to grow as an animator and 3D artist.  I stayed with Poser and DAZ for a long time because I had a comfort level I was used to with working with them, but learning to use C4D's has made me re-think my approach in that I don't have to stay there.


wolf359 ( ) posted Sat, 10 January 2015 at 8:45 AM

"When you talk about animated facial features and lip syncing, you make it seem like there are no mocap or facial animation tools for C4D, or that Poser and Daz are the only applications that support them. Faceshift has a plugin for Cinema4D, and Faceware can be used with it  and if you're already rolling with a Kinect Sensor, you can do Ipisoft as well as NI Mate for Cinema 4D or even Trubones and Mixamo if you want to use pre-developed content Mocap along with it.'

As I said its a Matter of ones project objectives and current software. I dont have money to buy a kinect, plus the face shift plugin and upgrade to R17 or whatever just to be able to do what I am doing with my $75 IPP plugin C4D R11.5 and the Free Daz studio.

for those  who stay updated with the latest Maxo release you obviously need to seek other solutions in fact I think there is no Interposer for version after R13 so I see your reasons  for  seeking other ,albeit $$Expensive$$, solutions.

" Being able to rig or re-rig a model means that if I like a particular Mocap System, then I can rig my figure it like the native rig of that system, which makes retargeting unnecessary."

True but to MY pipeline that represents a LIMITATION

as I have to commit to one rigging scheme of the other or spend alot of time re re rigging models just to access mocap Data from disparate sources

with IPP I have basicly" click,load and Play " access to motion Data from a variety of sources for the same IPP poser figures.

I find this much more efficient but the each their own.



My website

YouTube Channel



SinnerSaint ( ) posted Fri, 16 January 2015 at 6:03 PM

I would rather Never have to re -rig/Convert a single poser model

and have DAZ studio& Endorphin running and creating body dynamic motion& lipsynch and exporting them directly to poser formats ( BVH & animated PZ2)

and apply them live to a IPP imported poser figure in C4D and see my results.

Honestly,not to knock Maxon's native tools, but IMHO there is a reason why the overwhelming majority of C4D native character animations you see online

have "cute" little cartoonish rigs who never change clothing  and Speak very little, if at all.

some of us want something other than that and for Me IPP and poser/DAZ is the solution. 

Well, not to knock Poser, Daz, or stock motion capture, but IMHO there is a reason why the overwhelming majority of Poser/Daz animations you see online have very choppy, herky-jerky movements, the same repetitive and canned motions (usually a dancing girl, or runway model strut), with knees popping, and shoulders folding in on themselves.  Retargeting canned  mocap files to a Poser or Daz rig is usually very obvious in the animations I've seen.  Meanwhile, the same issues aren't usually apparent in custom mocap with custom rigs, and the motions are usually much more intricate and unique. Another thing with Poser/Daz is that although it's possible to customize a unique character in those apps, the same must not be true for the clothing they wear, because there's a lot of different animations I've seen, by different artists, and the characters are wearing the same stuff!  I think I've seen the same sci-fi sexy outfit on some female characters about a dozen times now, just different colors, but same outfit.

I think if you're gonna use canned stuff, you need to take the time and make it your own in all aspects.  Also be careful about the motions.  While you're saving time and money, if the quality suffers, then it's just wasting that time and effort.


wolf359 ( ) posted Sat, 17 January 2015 at 9:16 AM

"the overwhelming majority of Poser/Daz animations you see online have very 

choppy, herky-jerky movements, the same repetitive and canned motions 

(usually a dancing girl, or runway model strut), with knees popping, and 

shoulders folding in on themselves.  Retargeting canned  mocap files to a Poser 

or Daz rig is usually very obvious in the animations I've seen"

Quite true but that is a function of the mindset of the average Poser/Daz user

most buy the latest figures, outfits,lights and poses an never do any 

customization they just click load and render.

And for the few that "discover" animation it usually means click load and render

some BVH or Daz anbiblocks resulting the exact online/youtube drek you have 

described above.

"Meanwhile, the same issues aren't usually apparent in custom mocap with 

custom rigs, and the motions are usually much more intricate and unique."

And in those instances where to you find such animations using relatively 

realistic styled moving,talking human rigs??....MAX, MAYA, Houdini.

All of which have built USABLE retargeting & nonlinear character motion 

systems.

 

Additionally, what about dynamic action scenes??

with IPP I have access to very realistic ragdoll from poser physics as well as my 

seat of Natural motion endorphin.

I admit to be WAAAAYy behind the times( running R11.5) OSX

 So can anyone here give me an update on Maxons current Native solution

for sending my Actual character RIG realisticly flying across the parking lot

and colliding with a pallet of boxes after an explosion???

And while we are all sick of Sexy walk animations of poser females on youtube

lets not  completely overlook that some of them are wearing long evening 

gowns that are dynamic and move and flow like clothing should.

I run cloth sims in poser with wind effects and export the OBJ file sequence and IPP imports it as a SINGLE PLA animated clothing item that will accept C4D textures and HN modifiers and still Match the IPP figures movement perfectly.

May I assume that "Clothilde" has been update for R16 to simulate

CLOTHING on a moving character rig.....or are will still languishing

with bedsheets ,table cloths, and curtains????

"Another thing with Poser/Daz is that although it's possible to customize a 

unique character in those apps, the same must not be true for the clothing they 

wear, because there's a lot of different animations I've seen, by different artists, 

and the characters are wearing the same stuff! "

Indeed that may be what you have personally witnessed online but I invite you to go the the DAZ content store and search for clothing.

There is alot of it.... the fact that you find various people choosing to outfit

their figures with the same clothing sets says nothing about what CAN be done with C4D+ IPP regarding the one click changing of clothing,space suits, Skin mats, hair pieces for my pipeline. 

At any rate this thread was an invite for users of C4D+IPP while we appreciate 

the "input" of those who find no use for the plugin, or any discussion thereof,

 I dont see any chance of any of us dropping it from our tool set considering the 

cost* involved in getting similar Character motion tools

*( ie buying MAX,MAYA or Houdini).



My website

YouTube Channel



wolf359 ( ) posted Sat, 17 January 2015 at 9:56 AM · edited Sat, 17 January 2015 at 10:00 AM

Just wanted to add I Love C4D and have used it since version 6XL.

but I am not a software partisan or "loyalist"

Early retired at age 51 with limited cash for future software purchases,

I have ZERO aspiration to work in the "CG industry"

and therefore have no need to conform to "industry Standards"

All of this mocap, nonlinear aniblock blah blah features of poser/DAZ are useless to me if there was no viable way to get the animated figure into a REAL program with a proper CAMERA LIGHTING & RENDERING SYSTEM(C4D

Here is an Old animation I did 5 years ago  

OLD STUFF

yet even today I see no option within C4 DR15 x

to create this kind of figure motion

( and yes  I have the Prerigged Dosch humans for C4D)

So and for me  building custom rigs to use Kinect,  etc or other motion sources would be spending time+Money I dont have & effort, just to get close to the character motions I have already been doing for the last half decade.

would not be logical in my case



My website

YouTube Channel



SinnerSaint ( ) posted Sat, 17 January 2015 at 12:23 PM

Wolf359, I can respect that.  I get it.  Your answers were valid, and I can see the usefulness, mate.  My problem is with all the people who dont seem to put in any original efforts into their works, and believe me, it shows.

Good on ya, mate.  I use Cinema4D every day at work, and I also use it at home for fun.  I dont' think there's a better application for general 3D use.  Yeah, Maya is the king of VFX character animation, and 3dsmax has some real cool ways of rigging characters, but I didn't know Houdini had advanced character rigging tools?


SinnerSaint ( ) posted Sat, 17 January 2015 at 6:10 PM

I looked into the Houdini rigging tools.  They look impressive, but unnecessarily complicated.  The way Houdini works in general is powerful, but complicated.  You need a TD on hand to get the most out of the software.  Maya still rules that world.

I stumbled on this little script for 3dsmax in my search.  Now this is something I'd like to see in C4D some day.  Cinema has a long way to go in the riggins world before it can compete with the completeness of Maya or 3dsmax.

http://www.scriptspot.com/3ds-max/scripts/bodyfast-rigging-character


will2power ( ) posted Mon, 19 January 2015 at 3:34 PM

I did some testing with C4D's Character Object advanced biped over the last week or so. I can say this about it --you can rig a complete skeleton in just under 45 minutes if you don't have any distractions. That's not to say -animation ready, but you can get results that are more than fruitful in a short amount of time. I'm having to work out a few things on it, but it's not difficult. The only thing is that you do have to do some tweaking because each model is different.  It isn't click and go, but it's more than acceptable to spend an hour on if you can get a good starting point. I did not opt to study that solution alone, though. I spent time this weekend working on a Cactus Dan CD Joints and skin version. It took longer, but only because I have an eight year old and a 15 year old in the house and they do require me to play Left 4 Dead as well as Halo 4 at regular intervals. Right now I will have to say that I prefer CD Joints and skin because I am learning how to rig from scratch. Following the example and his videos (I can't say enough how helpful his videos are --they're made in by the actual creator of the plugin and they go at a good slow pace and explain what's going on rather than just taking you with no explanation.) Altogether, putting together the bones took about 30 minutes. The hands added about another 45 minutes because the bone placement there is so critical. 

file_013d407166ec4fa56eb1e1f8cbe183b9.pnThat doesn't mean that I'm done with IPP. I still use it for importing props. I'll be spending some time over the next few months converting each Poser Prop that I have into C4D's native format. I'm doing this because I want to be able to click and go in C4D and a lot of them are older and I want to re-texture them in C4D using more up-to-date tools. Most of My Poser/DAZ models are pretty good when it comes to polycount but C4D is the reason why there's IPP so if I go through the hassle of doing it, then I will be able to have them organized in the way that I want. I'm so tired of the Poser/DAZ runtimes and how messy and convoluted they can get if you have a lot of content. Over the years I've aquired so many assets and the thing I hate the most is that I've ended up with all these different runtimes and none of them are laid out in any way that makes sense, and no one seems interested in improving or fixing it. Taking each prop means I can have a library for furniture, or household items and it doesn't matter who the original vendor was. IPP means that I can create my library one way and have my items available to me in a list that's easy to navigate. 

I know we got a little off topic with animation and everything, but I wanted to say that IPP has a much more useful skillset than just posing figures. I'm using it to create a library of C4D assets for my own use that I can organize to speed up my workflow. I can have a library for guns, or one for furniture, or one for cars/trucks etc. It's going taking several months to finish in my spare time, but in the end I can have a library that's laid out in the way that I think and not the convoluted mess Poser and DAZ libraries have become. Like Wolf, my aim is to eventually do animations, but stay in C4D as much as possible if that's the system that I'm going to be using. Doing this now means that I get a really boost to working with animations in that I don't have to go all over and import/export every time I want to indclude a gun or a car. IPP is helping me streamline the way that I work in 3D and I don't mind putting in the hours now if it's going to make a difference later when I'm creating scenes and animation. 

For Wolf359 I can offer a suggestion that may help. Take a college class. Even if it's just one class at a local community college, the student id means that you get incredible discounts on all types of software. I got Maya free for three years and a lot of other 3D tools offer deep discounts for students at an accredited university. The cool thing is that as long as you're taking a course you get the discounts. I'm part time staff for a state institution and believe me I've gotten more out of my college id than I could shake a stick at, including being able to get R16 for a round 200 dollars with substantial discounts if you upgrade your license to the full version. When you're an indie, you gotta take advantage when you can!


SinnerSaint ( ) posted Mon, 19 January 2015 at 4:57 PM

For Wolf359 I can offer a suggestion that may help. Take a college class. Even if it's just one class at a local community college, the student id means that you get incredible discounts on all types of software. I got Maya free for three years and a lot of other 3D tools offer deep discounts for students at an accredited university. The cool thing is that as long as you're taking a course you get the discounts. I'm part time staff for a state institution and believe me I've gotten more out of my college id than I could shake a stick at, including being able to get R16 for a round 200 dollars with substantial discounts if you upgrade your license to the full version. When you're an indie, you gotta take advantage when you can!

This is true.  In fact, all the Autodick... I'm sorry, typo... AutodESK products are available at steep discounts, or FREE to students with proper student ID.  Actually, I know of one prolific Max modeller on this website who got his start with a free student copy of the software, and has moved on to a promising career.  I'll concede that AD products are industry standards, and highly respectable products, but I simply resent the business practice of the parent company, and refuse to use the software, or work for studios who require you to use the software. Maxxon will offer discounts to students too, even if the classes you are taking aren't C4D-oriented.

http://www.maxon.net/products/general-information/general-information/student-versions.html


will2power ( ) posted Mon, 19 January 2015 at 7:42 PM

I know how you feel. I don't like the idea of spending six thousand dollars, but I like the idea of paying outrageous perpetual subscriptions even less. But Autodesk is not the only one who offers deep discounts. There are so many software companies that do as well. When I discovered it, I took full advantage of it. Since the Foundry started selling Modo, they packaged it with Mari in a creative package that was right around $350. When I upgraded it to a full license, it ended up being about half the cost of full price Modo. The same was true with Cinema 4d. I got the 18 month academic for $280 bucks. It's a little more to upgrade to the full studio, but it's still a lot less than buying it off the shelf. In this game you've got to take every advantage you can. I mean even a five minute film is going to be a month or two worth of work at least --you gotta look at the long game. I look at a lot of Indie tools for that reason alone. If I'm going to be spending months on a project, then I want to be able to make the most effective use of my time and now that I've gotten this far, I realize that it's best to spend the time grinding out the grunt work now before starting anything serious. I use DAZ Genesis 2 almost exclusively because of the low polycount and the ease of conversion to CD Joints and skin with the FBX Import plugin and I had to settle on Cinema 4D because it was the only one that offered a real chance to do something like network rendering out of the box. Right now I'm tucking away my pennies for a Helmer Render Box project for team render capabilities. When I first looked at everything I thought it was going to be out of my league when it came to price, but after putting away the first look jitters, I figured out there's always a way to get to where you want to go. It has taught me one thing though, I know how to budget and save more than I ever did when I was younger! When I looked at the models, the Poser/DAZ models were actually the least expensive to get started with especially if you join the platinum clubs. IPP was more than worth the expense for that alone.


wolf359 ( ) posted Tue, 20 January 2015 at 8:47 AM

"For Wolf359 I can offer a suggestion that may help. Take a college class. Even if it's just one class at a local community college, the student id means that you get incredible discounts on all types of software. I got Maya free for three years and a lot of other 3D tools offer deep discounts for students at an accredited university"

Yes I am aware of the student discounts from Autodesk& Other companies.
But as much as I might Admire the incredible Human IK System of MAYA.

I have no desire,at this point, to start all over with learning the pro pipelines

of Maya or Max,..Costs aside,

as I feel IPP+Daz/Poser has filled the character motion gap
for me with in C4D.

To be Honest, IMHO, the only reason to learn MAYA,Max or Houdini etc would be to get a job( Arrrghh!!) as a VFX artist and spend your life chasing gigs all over the planet

Thats a young mans game.

I have "retired" to the New York/New Jersey tri-state area that is replete with Law firms in need of animations of accidents involving injury.

With poser physics+ Daz and IPP

I can quickly recreate nearly any accident scenario and have a sample video on my Vimeo page for a client to see in less time than it takes to to rig one skeleton with any of the other tools ,so I have found my solution.



My website

YouTube Channel



Torulf ( ) posted Fri, 23 January 2015 at 1:47 PM

I use c4D, Ipp and Poser. I use to import Poser characters and fix the texture and save it ass a c4d file ready for use in different scenes. Animation mostly made in C4d but I use to export BVH made from walk designer and some stuff made with posers IK.

I use most TY2, V4 and more, set up al thing, environment, lighting and render it in C4d.

The thing I want most from a new Ipp is a working IK system. Or is there any tricks recommended for making IK animations from Ipp imported figures? The export from DS or Poser Pro Game Dev, dos it export the morphs to?

Can  I export poser figures to C4d without rigging and lot of works in some other way?

You mentioned Cactus Danes Tolls. I do not know it. Watt it does?

Can I use the premade animations for DS, DAZ aniMateand and export them to poser?

TG


DUDU.car ( ) posted Wed, 11 February 2015 at 12:23 PM

I read this thread as observer which would like to know C4D a little.
Indeed, I'm an unconditional user of DAZ, not the "click and Go software" DAZ Studio, but the extremely sophisticated DAZ Carrara.
It's the best friend of Poser but with an interface much more convivial.
Concerning the use and the animation of DAZ/Poser characters to import in c4d, I believe that Carrara is the best choice.
Indeed, it can import animations and Poser scenes(pz2-pz3), .bvh, fbx, dae… and with some plugins it import/export in .mdd and objects sequences .
Carrara has a set of very powerful functions of animations which has of limit only your creativity.
C4D has great possibilities which interest me and I would like to have a pipeline between Carrara and C4d, I believe that this IPP is an excellent solution for me.
Thank you !


perilous7 ( ) posted Thu, 12 February 2015 at 2:52 AM

so what is it that you want DUDU?

 A cleaved head no longer plots.

http://www.perilous7.moonfruit.com


DUDU.car ( ) posted Thu, 12 February 2015 at 5:07 AM

" A cleaved head no longer plots."

I'm sorry to not understand well this expression, I' m French-speaking and my translator doesn't help me so much in this case.
What I wanted to say, it is that I discovered with tutos some great possibilities in c4d and I would like to find how to work between c4d and Carrara.
My only goal is to make animations with “semi-realistic” characters and according to what I can read here, c4d doesn't seem to handle this kind of characters very easily.


perilous7 ( ) posted Mon, 16 February 2015 at 7:39 AM

haha DUDU its just an old saying that fits in my sword swinging activities :-) it just means dont tolerate people who want to see you fail

 A cleaved head no longer plots.

http://www.perilous7.moonfruit.com


DUDU.car ( ) posted Mon, 16 February 2015 at 4:34 PM

An old saying but so much in accordance with the current news !


troyan0326 ( ) posted Mon, 10 August 2015 at 12:32 AM

We have used IPP extensively since it was being beta tested in our medical work. We also developed a fun animation with it show what 1 Trillion Dollars looks like. 

Animation using IPP


wolf359 ( ) posted Mon, 10 August 2015 at 1:37 PM

Very cool animation and funny as well!!!.

I have recently worked a very seamless method
of getting the Daz genesis figures into C4D with animation using the obj out+ MDD exported from Daz studio along with the MDD deformer of the Riptide pro plugin.

I am still on R 11.5 so its not relevant to me that 
riptide pro no longer supports C4D as I am told.

So with IPP plus Riptide I have access to everything
the world of poser/Daz has to offer for use within C4D.



My website

YouTube Channel



Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.