I played with the Constraint tag and saw a couple of ways to apply this method but honestly just dropping the object to be child of the joint works fine and is easier... in other words just drag-n-drop the donut unto the back joint and it works just as fine
then your child object wont be effected automatic by the gravity when you animate your main object , its better to use the Constraint for this benefits
I'm making a cartoonish character. I made the whole body an object, but both the eyes are separate objects, so I have three objetcs; Eye1, Eye2 and body. I made the eyes aim to a controller, and now I want the eyes to be attached to the body, but still following or facing to the controller. I tried the method on the video, but it's not working, so what can I do?
I used this method on a figure where the motion was added from another figure using a Retarget tag. The motion retargeted to the figure fine with one object constrained to the skeleton (to the head bone), but when I constrained a second object (to the chest bone) the motion only moved the two constrained objects, and not the skeleton. Any thoughts as to why this would be, and/or how to fix it?
Hi Travis Davids, Thank you for everything you do in your tutorials, can you make a video about importing a character (Daz Genesis) into Cinema 4d and show how you made to convert Textures to Octane please.
Im trying to have a tarp blow in the wind while still being attached to a building. I've tried using the constraint method here and in other videos to do this, and no luck. Any tips on this? I swear I keep searching for tutorials and only get this method :(
On the Constraint tag; Is the priority on generators because this is an animation with movement already? and if it hadn't been animated yet would you put the priority on animation then?
CAN YOU UPLOAD THE FULL TUTORIAL OF THE DONUT MAN INCLUDING THE SETUP OF THE ANIMATION AND RENDER THE SCENE PLEASE IM GETTING STARTED TO LEARN CINEMA AND I THIS WOULD HELP ME A LOT
The donut is actually from reality that's why it looks so real. I used photogrammetry to capture the donut and turn it into a 3D object. I have full documentation on the photogrammetry process on my gumroad page. gumroad.com/mrdavids1
very nice Travis! thanks for all these videos. I have a question, How do we import DAZ character with hair and then use that character for cloth sim in marvelous and then to C4d? is that possible?
Do you know how could I import this into MD so I can get collisions on the donuts too? Everytime I import the FBX the donut equivalent objet gets relocated and does not follow the body. Is there any way to do this?
Great tutorial... Thanks! But how did you keep the clothes mesh separate from the body mesh, while binding to the same joints? Did you have to weight them individually?
Great Tutorial man! This is good for a joint-rigged character. Unfortunatly... I have a very special question. I animate an highres poly comic-char through the mesh-manipulator, using a low poly cage object of the char. No joints and other stuff to clamp or parent but some deformer...Now my question: how can I attach another object to that char. A simple basecap i want to attach to the head of my char / to a point / or vertices. Basecap should turn with deformed highres or lowres mesh... 10 years ago i had found some cool expresso for that now I got stucked in that constraints. Anybody out there with some hint? (No I don´t want to go back to rigging that character...)
The clothes were created in Marvelous Designer and the simulation and deformation was recorded exported out of Marvelous Designer and imported into C4D.
i'm trying to add a sweatpants model to a mocap rigged model and i want the clothes to move with with bones and joints not just be stuck to it...how would i do this?
@@TravisDavids thank you for this speedy reply travis! but i don't need to make the garment tho. i already have something i downloaded from sketchfab. i just want it on a mocap model in a way where it's actually moving with the body like real clothes as opposed to just stuck to one part of it like the donut idea. not sure if this makes sense. i could email you directly if you're ok with this kind of thing...
@@laurynsiegel I understand but i don't know how that's possible from a static mesh. Whenever i create clothing it requires actual simulation and gravity affecting it, cloth simulation. That's why doing something like this where the actual clothing moves with the body would be super easy to do with Marvelous Designer as it deals with cloth simulation and you just simply click a record button that moves the clothing dynamically with the characters movement. I don't know any other way to do this unfortunately.
you have to put the constrain tag on the child object not the main you want to move for example you have a hand and a candy create the constrain on the candy not the hand , so you will be able to move the hand and the candy will fellow the hand
The animation took about 5 mins at 500 samples, it's a really short animation that i just looped so render time was pretty short. I'm using a GTX 970. Thank you for the kind words.
Can't remember exactly how many frames but the resolution was 800 x 600. Really small but fine just for instagram. Its another reason why this rendered so fast.
SOLUTION IS AT 6:10 if you don't want to sit through the entire video. In short, apply a constraint tag onto the object you want to attach to your character. Change priority to Generators and select PSR. Select PSR and by target drag one of the bone joints from your animated character that you want to link/constrain the object to and it will be attached to the character. That's it! I'm using a GEN 2 male from Daz3D in this tutorial that was rigged with Mixamo. Have fun attaching objects onto your characters. If you want to learn how to go from t-pose to animation here is the video ua-cam.com/video/tB6Iki3Sn3I/v-deo.html
Another option is to put the donut directly under the spine joint in the hierarchy. There is less chance for things to go wrong with the constraint tag. Constraint tags are great, but they can be a little unpredictable.
Usually I don't watch older tutorials but this was perfect for what I needed to get done! Thank you!!
holy shit 30 seconds of information stretched to 13 minutes. thanks for getting to it though!
years later video is still useful! thank you!
Thank you!
I played with the Constraint tag and saw a couple of ways to apply this method but honestly just dropping the object to be child of the joint works fine and is easier... in other words just drag-n-drop the donut unto the back joint and it works just as fine
Thank you a lot, this method is very easy to do.
then your child object wont be effected automatic by the gravity when you animate your main object ,
its better to use the Constraint for this benefits
That was quick, thanks :)
Thanks for posting this. I have the latest version of C4d and cannot find the constraint tag options. However, your instructions worked perfectly.
after all this donut talk i keep reading croissant tag
R24/R25 UPDATE : the PSR Constraint is now renamed Transform, apart from that this is exaclty the same method !
thank youuuuu!!!!!
This is what I needed! Thanks!
You're the best
this video still slaps. thank you
YOU SAVED MY LIFE FOR A CLIENT PROJECT thankkkkkkkkkkkkkkkkk u so much
AWESOME! I'm so glad i could help. It's only my pleasure
I'm making a cartoonish character. I made the whole body an object, but both the eyes are separate objects, so I have three objetcs; Eye1, Eye2 and body. I made the eyes aim to a controller, and now I want the eyes to be attached to the body, but still following or facing to the controller. I tried the method on the video, but it's not working, so what can I do?
This is silly and cool at the same time haha. Thanks for the tutorial!
Nice one bru! For me using parent instead of PSR was better though. It kept the initial position of my object.
Thank you! I spent hours in looking for the solution and so happy to find you!!!!
I used this method on a figure where the motion was added from another figure using a Retarget tag. The motion retargeted to the figure fine with one object constrained to the skeleton (to the head bone), but when I constrained a second object (to the chest bone) the motion only moved the two constrained objects, and not the skeleton. Any thoughts as to why this would be, and/or how to fix it?
I think I love you, yesterday you got me the tutorial I needed. Today you again
you can click the lock button on the right top of property window ,then when you click other object , the property window still stay the same.
Hi Travis Davids, Thank you for everything you do in your tutorials,
can you make a video about importing a character (Daz Genesis) into Cinema 4d and show how you made to convert Textures to Octane please.
Thank you very much for this very useful tutorial!
Im trying to have a tarp blow in the wind while still being attached to a building.
I've tried using the constraint method here and in other videos to do this, and no luck.
Any tips on this? I swear I keep searching for tutorials and only get this method :(
Nice one!! Keep it up. Your videos are very useful. Thanks. What is that big "BONE" btwn his legs? Is that the third leg? hh
Hello i was wondering , what version were you using at that time ?
how do you contain two points of an object? for example gun fire and a rifle with two hands?
On the Constraint tag; Is the priority on generators because this is an animation with movement already? and if it hadn't been animated yet would you put the priority on animation then?
CAN YOU UPLOAD THE FULL TUTORIAL OF THE DONUT MAN INCLUDING THE SETUP OF THE ANIMATION AND RENDER THE SCENE PLEASE IM GETTING STARTED TO LEARN CINEMA AND I THIS WOULD HELP ME A LOT
when I do this the PSR menu in the bottom right is completely greyed out and doesn't
allow me to select anything. Please help!!
same here...
I would actually like to know just how to model, texture and light the donut itself. thats the most realistic one i've seen.
The donut is actually from reality that's why it looks so real. I used photogrammetry to capture the donut and turn it into a 3D object. I have full documentation on the photogrammetry process on my gumroad page. gumroad.com/mrdavids1
Thank you
Hi. Please help me. How can i connect cloth object in cinema to a character from mixamo?
WOooow mega super thanks!!! This saved me sooo much time. !
How do you attach a two handed object like a sword, to multiple hand joints?
very nice Travis! thanks for all these videos. I have a question, How do we import DAZ character with hair and then use that character for cloth sim in marvelous and then to C4d? is that possible?
that was soo helpful many thanks
but I have question about the cloth
how you combine it ?
thx men its very useful!!
Thank you so much! I appreciate your work!!!
hey, what if I want to bake my character animation using Point Cache Tag, what do i do?
I love your tutorials!
Thanks a lot.
great tutorial, very helpful - thanks! :)
why i cant move my object when it attached to model? i attach plane to model head and cant move it
nice tutorial! What if I would like to attach a rigged tail? is there a way to make the tail move naturally with the body?
can you do a tutorial on how to attach clothes to a character
I have a couple on my channel but it's not as simple as just attaching clothing. I make the clothes from scratch in Marvelous Designer
Man thanks a lot fron the deep of my heart!!!
Do you know how could I import this into MD so I can get collisions on the donuts too? Everytime I import the FBX the donut equivalent objet gets relocated and does not follow the body. Is there any way to do this?
when i am exporting animation to FBX for Unity, animation of main character working well but object became unattached in Unity:/
Thank you! Very helpful
Great tutorial... Thanks! But how did you keep the clothes mesh separate from the body mesh, while binding to the same joints? Did you have to weight them individually?
Thanks, worked perfectly!!!!
Great Tutorial man! This is good for a joint-rigged character. Unfortunatly... I have a very special question. I animate an highres poly comic-char through the mesh-manipulator, using a low poly cage object of the char. No joints and other stuff to clamp or parent but some deformer...Now my question: how can I attach another object to that char. A simple basecap i want to attach to the head of my char / to a point / or vertices. Basecap should turn with deformed highres or lowres mesh... 10 years ago i had found some cool expresso for that now I got stucked in that constraints. Anybody out there with some hint? (No I don´t want to go back to rigging that character...)
How did you get the pants to bend and fold with the running motion? I'm guessing you did it in Marvelous Designer and exported it with the animation.
Yup, exactly that, it's simulated and exported from Marvelous Designer.
how did you get his clothes to deform with dynamics?
The clothes were created in Marvelous Designer and the simulation and deformation was recorded exported out of Marvelous Designer and imported into C4D.
i'm trying to add a sweatpants model to a mocap rigged model and i want the clothes to move with with bones and joints not just be stuck to it...how would i do this?
Marvelous Designer would be perfect for that.
@@TravisDavids thank you for this speedy reply travis! but i don't need to make the garment tho. i already have something i downloaded from sketchfab. i just want it on a mocap model in a way where it's actually moving with the body like real clothes as opposed to just stuck to one part of it like the donut idea. not sure if this makes sense. i could email you directly if you're ok with this kind of thing...
@@laurynsiegel I understand but i don't know how that's possible from a static mesh. Whenever i create clothing it requires actual simulation and gravity affecting it, cloth simulation. That's why doing something like this where the actual clothing moves with the body would be super easy to do with Marvelous Designer as it deals with cloth simulation and you just simply click a record button that moves the clothing dynamically with the characters movement. I don't know any other way to do this unfortunately.
Travis Davids ah ok. My marvelous designer demo ran out...not sure what to do! 😣
Thank you super helpful
Thank you... So much.
THANK YOU!!
Thanks dude! Great walkthroughs!
How are you getting the wrinkles on the clothes to deform with the animation? Tension Tag?
Nope, that simulation was created and exported from Marvelous Designer
when i put constrain on, I cant do anything in the menu of constrain. what did i do wrong?
you have to put the constrain tag on the child object not the main you want to move
for example you have a hand and a candy create the constrain on the candy not the hand , so you will be able to move the hand and the candy will fellow the hand
Thnak you so much is so helpful!
Help me please...how to i attach clothes to an animated character in cinema 4d?
THANK YOUUUU
thx
you are the best ....brilliant
Thanks bro!
Perfect just what I needed :)
How long did this take to render? Looks Great and thanks again for these amazing tutorials man
The animation took about 5 mins at 500 samples, it's a really short animation that i just looped so render time was pretty short. I'm using a GTX 970. Thank you for the kind words.
Travis Davids wow 5 minutes?? How many frames and what resolution? Ah im looking to improve specs at the moment.
Can't remember exactly how many frames but the resolution was 800 x 600. Really small but fine just for instagram. Its another reason why this rendered so fast.
why the constraint is disable?
thank you for that video
My pleasure :)
Thank you for making this tutorial, could you provide the link to your gumroad page?
No problem, thank you for taking the time to watch it. My gumroad is www.gumroad.com/mrdavids1
Thank you dude!
No problem, thank you for watching.
Thanks :D
No problem!
How to do it with soft body?
Hii please make tutorile on how to attach model in video like iron man suit please do tutorile
thksss dudeee
No problemo :)
6:30
SOLUTION IS AT 6:10 if you don't want to sit through the entire video.
In short, apply a constraint tag onto the object you want to attach to your character. Change priority to Generators and select PSR. Select PSR and by target drag one of the bone joints from your animated character that you want to link/constrain the object to and it will be attached to the character. That's it!
I'm using a GEN 2 male from Daz3D in this tutorial that was rigged with Mixamo. Have fun attaching objects onto your characters.
If you want to learn how to go from t-pose to animation here is the video ua-cam.com/video/tB6Iki3Sn3I/v-deo.html
Another option is to put the donut directly under the spine joint in the hierarchy. There is less chance for things to go wrong with the constraint tag. Constraint tags are great, but they can be a little unpredictable.
Awesome thank you for this workflow as well i'll keep this in mind and btw i love your profile picture, its so relevant to this video hahaha.
How can you attach shoes to a character?