I’ve been looking for awhile now and can’t find a solution. In one post, I noticed Mr_T said to use current state to object on the Hypernurb. This is definitely not an ideal solution, but maybe it’s one I will have to deal with. I was wondering if anyone else had any solutions/recommendations.
I’m new to animating models for use in game development. When creating models to be animated in C4D and imported into Unity, is it a bad practice to use hypernurbs? It doesn’t seem like anyone else is having this issue, so I’m thinking that either others working with C4D aren’t using hypernurbs, or I’m doing something terribly wrong. I’ve always used hypernurbs when modeling/animating for movie file outputs, but perhaps this is isn’t an ideal method for game development.
If I take the mesh outside of the hypernurb, I can import a model with animated bones or joints with R11.5 and it looks fine. If I put the mesh back inside a Hypernurb and then import, none of the points generated from the hypernurb are weighted when the animation plays in Unity (so it basically looks like a bunch of spikes coming out of the character.) I’d like to avoid using Current State to Object if possible.
I’m using C4D R11.5 and Unity 3.
Here is an image of the leg moving forward if I am using hypernurbs.
Thanks in advance for anyone’s input.