The New FBX is Massive in Size
I'm really glad that they finally got this bridge up and running. There are a few things that I find problematic.
1: The fbx includes way too many morphs. Is there a way to control what comes through?
2: The Auto-IK doesn't include hand controls. I tried to set up finger controls but it requires pulling the current setup apart in order to make them work. That defeats the purpose of the automation.
3: Hair conversion seems to be a big issue. It's easier to just import the hair separately and bind them once they are imported.
4: There is a lack of help on the configuration menu. The rig display and extras section really could use some clarification especially if people don't already own the IK MAX plugin.
5: It would be great to have the Visual Selector in C4D connect with the AUTO-IK system to create a simple power posing system. I've gone ahead and set up a rig sample and it works fine.
This is a good start.
Comments
Yes, I have just tried this and found that the intermediate FBX and the cinema4D file are very large. I have tried doing this myself with the old FBX export facility and found that you can only reduce file size considerably if you limit any exported morphs. Which is a shame because it is difficult to produce new morphs for facial expressions in cinema4D. I didn't know there were any auto-ik controls exported so I will have to look at that.
The hair conversions makes sense to me because it has always been better to export indiividual figures save as a cinem4D file and then copy and paste into a new cinema4D file which takes less time and less space. Also as Richard has said elsewhere you can't export animations very well. To use cinema4D just for rendering it is better to just export as an alembic the final animation from DAZ and then add in any special dynamic effects in cinema4D.
You are clearly more au fait with cinema4D than me because I am not very good at setting up rigging yet but I concur with everything you say about making it more user friendly. Thanks for looking out for us less knowleaageable people with your incisive analysis.
Must check out the IK-MAX plug-in as sounds interesting.
The exporter exports a lot of morphs, these are then duplicated for all meshes, if you look at the imported pose morphs, each morph is usually in the character, the hair and each cloth so item even if it is not used there, they eat a lot of memory, first thing is to delete all you do not need (notice that you must delete both the morph itself and the target mesh) and then you can convert them to relative instead of absolut and you get a more realistic size of the project.
The IK-MAX plugin really does not give you much extra compared to the built in auto rigger, you select points instead of moving markers, but otherwise there is not much difference.
https://www.daz3d.com/forums/discussion/425791/tutorial-eliminating-file-bloat-and-morph-slider-performance-issues#latest