C4D FBX experience

Hi

I have searched the forum for posts about C4D and Unity workflow, but if there are some one out there using C4D I would appriciate if you C4d guys would share your experience using C4D and Unity.

Thanks

Runs like a charm. Besides Multiple UV Sets and Vertex-Colors you can do anything in C4D and import nativly to Unity. You need at least C4D R10.1 to get a flawless workflow.
Be sure to use Bones and Claude Bonet (no joints) for animated Meshes. (or convert your joints to bones before switching to Unity)
I use Cheetah3D via fbx to cover the missing C4D functions.

If you got any specific question, just fire it up.

Feel free to contact me via PM, Skype (alpha-3D) or eMail if you like.

Hello,

can you explain your workflow to export animation
from C4D to Unity.
Do you rig with joints + skin then
convert to bones + claude bonet, then create the IK
chain in the bone system ?
Is it necessary to delete the last joint (which
seems not to be necessary in a bone hierarchy).

How do you bake your animations ?

What lacks of C4D, does Cheetah fulfill ?

Would be nice if you give us some of your lights.

Thank you

Here we go.

I always use bones and claude bonet, completly ignoring the new joint-system as stated above.

After boning and mesh-weighting you add your IK stuff, then go animating.
When the animating is done, be sure to set keyframes for each bone´s hpb rotation at all important positions.
I do the animation baking by hand… that assures the best result and allows better tweaking later. It may sound like much work, but hitting an F-Key to take snapshot of the 10 or 20 relevant animation frames is really no problem.

I sometimes encounter strange mesh behavior when importing boned animations nativly to Unity, so i do a manual fbx-export. That works with no problem.

Before exporting delete all IK stuff.

When you need multiple animations for a single mesh, i would recommend to create a single file for each animation, using the animation@mesh.fbx file system as stated in the docs.

Is it necessary to delete the last joint (which
seems not to be necessary in a bone hierarchy).

I would delete anything, that isnt needed, to keep the assets as clean as possible. As the last object in the hierarchy is a null-object after converting to bones… kill it.

What lacks of C4D, does Cheetah fulfill ?

The main reason i use Cheetah are the two sets of UV-Coordinates i can apply to a single mesh. Its great for adding pre-rendered ambient occlusion or shadow-maps or insignias or…

Also Cheetah is able to organize animations in sets. This can get in handy sometimes, but usually i use single files.

I hope this helped.

Hi Alpha-Loup

Thanks!

To bad with the multible UVs :frowning:

Cheers

just found out:

FBX from max to c4d, no go! you loose your uvs :frowning:
-or is this old news?

So we go .OBJ way

actually, i had a lot of problems with c4d R10.5 and unity 2.0. i didn’t even try to do something complicated (like rigging and so on).

right now it’s not even possible to import c4d R10.5 files flawlessly.

you can find my thread here:
http://forum.unity3d.com/viewtopic.php?t=9794

hope this will be fixed soon!

cheers.chris