Do restriction tags carry over to Unity? I’m just starting to mess with some rigging again for a skinned mesh. In 8.5 I would plop down the bones, then create a bunch of vertex selection tags. On the bones I would put restriction tags. (Some the right leg can’t effect the left etc)
Is this still the right way to do it (in R11)? Will the restriction tags carry over to Unity? (Note I only have core/BP - not the extra animation module)
In R11, bones for Unity are obsolete. Use joints instead (assuming the core has them which it should).
The only things that carry over from c4d to Unity are the following:
-Scene file
Simply import the c4d file into the Unity project and Unity will figure out the rest. If your scene uses textures, put the c4d file in a folder with the textures it uses and drag and drop the folder into the project so Unity can connect the textures to the materials.
-Objects
Any object that isn’t a mesh object will be imported as an empty game object. Pivot axis’s are preserved.
-Meshes
Triangulated upon import and it’s scale is determined by the size in c4d (100 units in c4d = 1 unit in Unity).
-Materials
Unity only recognizes the color channel and will import the material with a diffuse shader and link any textures associated with it.
-Textures
Unity will import any texture you assign to a color channel (as long as the texture is with the scene file when you import both). Unity does not recognize any c4d shaders (2D/3D) and c4d shader materials (Banji/Banzi etc.).
-Skinned Mesh and Bones/Joints
Unity will import Bones or Joints that have weighting on the mesh and give the root bone/joint a skinned mesh renderer. Unity only supports the bones/joints and the weighting. Using things like muscle deformers/weight effectors/squash and stretch/etc will not import into Unity. You would handle deformers by baking the vertex data into the object (assuming Unity ever gets support for vertex level animation).
-Animation
Unity only accepts keyframed Position/Scale/Rotation animation. IK and other expression animation isn’t imported. To have IK animation baked, you use the bake objects command in c4d (not Unity!) in the timeline menu. This will also bake things like expressions (such as xpresso). Animations are keyframe reduced upon import for better performance of baked objects.
-Tags
Tags aren’t imported, but selective tag’s properties are. The only tags with properties that Unity will recognize are the Phong, UVW, Weight and Texture tags.
Yeah I need to learn those I did manage to get old style bones, with restriction tags in place to work (pointing to vertex tags).