That's an amazing list of changes! It truly pays to be patient, good things come to those who wait. The C4D Bridge just from these last few posts the team's made is already making it look like it'll be on par with the old InterPoser Pro plugin Cinema used to have - but for free. (IPP was like, what.... $100 something? $120? I can't remember, but it was a paid pluggy)
The only things its really lacking now that IPP had is importing entire Poser - or in this case, D|S - scenes with lights & cameras, and the ability to save out/create Morphs & INJ files that Poser/D|S can load. I'd include Poser Cloth too, but that feature sadly never got fully implemented before the developer retired from the programming scene.
Thank you for your kind words and thank you for being patient. I will look into the plugin maybe get some ideas for the bridge itself.
Sadly their site isn't around anymore, and the last version IPP ran on was.... R14, or R15? But you might still be able to find some info about it floating around.
One potential drawback to the plugin though was it was pretty much emulating the Poser rigs and format. So it didn't use Cinema4D's joints or Pose Morph features. Morphs were supported natively without needing copies of the geometry present in the scene (As an owner of Visualize at the time, that was a good thing!) and you could even make and save your own too. Poses could be loaded just like in DS/Poser... All that's a good thing, but it also meant that you couldn't really make use of Cinema's rigging features with it, and the Bake Poser Object feature never got ironed out - it'd convert it into Joints just fine, but the weighting would be absolutely destroyed in the process.
Ah interesting! Thats cool. So based on your original comment our good next step for the bridge is to emulate the cameras and lighting then? The environments import in fairly well now and while there still more optimizations needed for characters it's much better than before.
That's an amazing list of changes! It truly pays to be patient, good things come to those who wait. The C4D Bridge just from these last few posts the team's made is already making it look like it'll be on par with the old InterPoser Pro plugin Cinema used to have - but for free. (IPP was like, what.... $100 something? $120? I can't remember, but it was a paid pluggy)
The only things its really lacking now that IPP had is importing entire Poser - or in this case, D|S - scenes with lights & cameras, and the ability to save out/create Morphs & INJ files that Poser/D|S can load. I'd include Poser Cloth too, but that feature sadly never got fully implemented before the developer retired from the programming scene.
Thank you for your kind words and thank you for being patient. I will look into the plugin maybe get some ideas for the bridge itself.
Sadly their site isn't around anymore, and the last version IPP ran on was.... R14, or R15? But you might still be able to find some info about it floating around.
One potential drawback to the plugin though was it was pretty much emulating the Poser rigs and format. So it didn't use Cinema4D's joints or Pose Morph features. Morphs were supported natively without needing copies of the geometry present in the scene (As an owner of Visualize at the time, that was a good thing!) and you could even make and save your own too. Poses could be loaded just like in DS/Poser... All that's a good thing, but it also meant that you couldn't really make use of Cinema's rigging features with it, and the Bake Poser Object feature never got ironed out - it'd convert it into Joints just fine, but the weighting would be absolutely destroyed in the process.
Ah interesting! Thats cool. So based on your original comment our good next step for the bridge is to emulate the cameras and lighting then? The environments import in fairly well now and while there still more optimizations needed for characters it's much better than before.
I see some others hoping for such a feature, so it might be a good idea to put on the To Do list that might like doing setup in D|S before porting the scene over.
It's great to see all this progress being made, but don't overwork yourselves here! Make sure to get rest too
Humm, got a new computer and installed Cinema 4D R23 and D|S onto it, and the Bridge isn't showing up. Install Manager and Central both say its installed, but there's no sign of it in D|S. It's not showing up in Cinema4D either, regardless of which Plugin directory I place it in. EDIT I feel like a derp, forgot about the "it's in a new menu now" thing.
I still can't install it through DIM; the install just keeps on failing. I did notice with the last version I installed manually that the plugin is no longer in the Extensions menu in C4D, but rather its own Daz3D menu.
I still can't install it through DIM; the install just keeps on failing. I did notice with the last version I installed manually that the plugin is no longer in the Extensions menu in C4D, but rather its own Daz3D menu.
Yeah I think it was mentioned in the Update Log thread; which makes me feel a bit silly since I read that and then was confused why I couldn't find it anywhere. I think my exhaution is catching up to me ^^;
But, there definitely isn't any Bridge in D|S itself. Has the Manual Installation procedure changed, and the scripts/Support/DAZ/ path no longer where they go?
I don't know if this is possible given that the transfer is done through FBX rather than OBJ, but is there a way to make dForce hair import into C4D as splines?
Also, is there an update for the instructions to connect Moves to a G8.1 figure? The closest I've been able to get is making the eyes move and neck twist, but nothing else happens. This, as you can imagine, leads to some horrific distortions.
edit: I've made it as far as getting the head actually moving, but still no lips. When I said the eyes were moving earlier, what I really meant were the eyeLIDS. Now the eyes themselves do move, but they don't correspond to the movements in the capture.
Also, is there an update for the instructions to connect Moves to a G8.1 figure? The closest I've been able to get is making the eyes move and neck twist, but nothing else happens. This, as you can imagine, leads to some horrific distortions.
edit: I've made it as far as getting the head actually moving, but still no lips. When I said the eyes were moving earlier, what I really meant were the eyeLIDS. Now the eyes themselves do move, but they don't correspond to the movements in the capture.
We do have this video about it does this help at all? You need to make sure you are exporting out the correct morphs for it to work correctly.
That did it, thanks! For whatever reason, it never occurred to me to link the entire morph controller group. I'd been trying the XPresso tags and the pose morph on the figure. Some of the eye/eyebrow movements looked pretty unnatural, but I'm not sure how much can be done about that.
Just tried to bridge Lanuola, and the import came in with the skeleton disconnected physically from the mesh. I recreated the character on the 8.1 base, and it came in just fine.
Found a workaround to the Bridge not showing up in D|S. I don't know what happened or what changed, but it just refuses to be found.
I have D|S and associated software on my D: drive. Other than the "Smart Content" tab being incapable of finding the products that the Install Manager says is installed (They are, they're just shoved into several different content libraries for some reason) everything's functioning fine. Except for the C4D Bridge.
I try installing it with DAZ Central. No luck. It'll show up in Cinema 4D, but it won't show up in DAZ Studio. No drop down menu, no Script, nothing.
I try installing it with Install Manager, same deal. I try installing it by hand manually, nothing.
However, by going around to Window -> Panes -> Script IDE and then manually selecting and executing the Daz to Cinema 4D script it'll finally function. Morphs still don't export though and joints are still aligned improperly, not sure why the improvements I saw before suddenly aren't happening anymore :/
(Edit to add that this behavior is with the latest manual install from GitHub as well)
Comments
Ah interesting! Thats cool. So based on your original comment our good next step for the bridge is to emulate the cameras and lighting then? The environments import in fairly well now and while there still more optimizations needed for characters it's much better than before.
I see some others hoping for such a feature, so it might be a good idea to put on the To Do list that might like doing setup in D|S before porting the scene over.
It's great to see all this progress being made, but don't overwork yourselves here! Make sure to get rest too
Humm, got a new computer and installed Cinema 4D R23 and D|S onto it, and the Bridge isn't showing up. Install Manager and Central both say its installed, but there's no sign of it in D|S. It's not showing up in Cinema4D either, regardless of which Plugin directory I place it in. EDIT I feel like a derp, forgot about the "it's in a new menu now" thing.
I still can't install it through DIM; the install just keeps on failing. I did notice with the last version I installed manually that the plugin is no longer in the Extensions menu in C4D, but rather its own Daz3D menu.
Yeah I think it was mentioned in the Update Log thread; which makes me feel a bit silly since I read that and then was confused why I couldn't find it anywhere. I think my exhaution is catching up to me ^^;
But, there definitely isn't any Bridge in D|S itself. Has the Manual Installation procedure changed, and the scripts/Support/DAZ/ path no longer where they go?
I don't know if this is possible given that the transfer is done through FBX rather than OBJ, but is there a way to make dForce hair import into C4D as splines?
Also, is there an update for the instructions to connect Moves to a G8.1 figure? The closest I've been able to get is making the eyes move and neck twist, but nothing else happens. This, as you can imagine, leads to some horrific distortions.
edit: I've made it as far as getting the head actually moving, but still no lips. When I said the eyes were moving earlier, what I really meant were the eyeLIDS. Now the eyes themselves do move, but they don't correspond to the movements in the capture.
We do have this video about it does this help at all? You need to make sure you are exporting out the correct morphs for it to work correctly.
That did it, thanks! For whatever reason, it never occurred to me to link the entire morph controller group. I'd been trying the XPresso tags and the pose morph on the figure. Some of the eye/eyebrow movements looked pretty unnatural, but I'm not sure how much can be done about that.
Just tried to bridge Lanuola, and the import came in with the skeleton disconnected physically from the mesh. I recreated the character on the 8.1 base, and it came in just fine.
Lanuola character:
Lanuola dialed into 8.1:
Found a workaround to the Bridge not showing up in D|S. I don't know what happened or what changed, but it just refuses to be found.
I have D|S and associated software on my D: drive. Other than the "Smart Content" tab being incapable of finding the products that the Install Manager says is installed (They are, they're just shoved into several different content libraries for some reason) everything's functioning fine. Except for the C4D Bridge.
I try installing it with DAZ Central. No luck. It'll show up in Cinema 4D, but it won't show up in DAZ Studio. No drop down menu, no Script, nothing.
I try installing it with Install Manager, same deal. I try installing it by hand manually, nothing.
However, by going around to Window -> Panes -> Script IDE and then manually selecting and executing the Daz to Cinema 4D script it'll finally function. Morphs still don't export though and joints are still aligned improperly, not sure why the improvements I saw before suddenly aren't happening anymore :/
(Edit to add that this behavior is with the latest manual install from GitHub as well)
I just installed the new version of the plugin in C4D R21 and it is a big mess. Lots of problems. I opened an issue on Github.
Where can I download the old (first) version of the plugin?That also had myriads of bugs but generally worked far better.
Edit: This completely broke my workflow and I urgently need the first version of the plugin.
How does something like this even get through QA?