Thank you so much for the clear explanation. I was looking for the best workflow for my current project and this is it! Your tutorial couldnt have come at a better time, thanks!!!
Before Adjust And Weight Transfer Make Sure -all joint or null axis are alligned and centered properly. - all joints are named correctly - weight mesh to bind pose (if mesh snaps out of position when setting bind pose, use ‘Current State to Object’, delete old mesh, NOW set bind pose, apply new Skin to Mesh) -if knees bend wrong direction and cannot be corrected by offsetting the knee while Adjusting, fix Leg joint axis in attribute Allign and rebind -if Re target or weight transfer does not have desired results it is most likely a bind or origin issue, make sure to give the namesake the correct Prefix in the Retarget Master - when renaming joints make use of Name Tool
Dude I am ok doing stuff like that multiple times because I call it experience. But is not ok when is just not working. when I set master weights all the bones jumps in the middle of the scene and why I have automatically being populated the rig in to the binding and you have nothing.. I bet you did something that you didn't showed it on screen and this is why a lot of us cannot do it. can you please come with an update?
what if the mocap im using to target on to the character doesnt automatically start in a T pose? I have the generic mixamo bot rigged, ive brought in ''Clapping - standing A' from the c4d content browser and followed your procedures. It doesnt fully work because i dont know how to get the mocap into a T pose. Is there a simple way to do this?
Once.a control rig has been set up, is there a simple workflow to apply a new mocap animation to the same character, without having to start from scratch? Could you even use a control rig + solver in combination with Definition tags, rather than always baking, so new animations can be swapped in quickly? Thanks, this is super helpful.
Thanks for the great tutorial, as always. Followed and successfully setup a character rig. There were no controls for a beak and tail (it's a non-human character), so I successfully added those to the setup as well. Yay! However, because my character proportions are a little weird, the feet are sliding around. I found another tutorial from an end-user that showed how to add constraints that would lock down the feet, but it doesn't really work with the character rig setup very well. If I retarget and setup in Maya, the feet are solid as a rock, but I'd really love to keep the workflow all in C4D and be able to get rid of my Maya license eventually. Any tips for feet sliding when the mocap does not on a character with odd proportions?
Absolutely amazing! That’s exactly what I was searching for… QUESTION: does it work if there’s not the same number of bones? For instance when hands don’t have fingers at all …?
Hey Rokoko - any advice on if I wanted to make keyframed adjustments to my Character object, and then after all is done I want to bake that along with the mocap so I can export an animated FBX for something like After Effects? We have a workflow right now that utilizes this setup in C4D and then we send an animated character to Unity so our animators can apply lip sync.
Hmm I’m not sure - I’m sure it’s possible somehow, but once you start making changes to the character object it seems like it’s only affecting the mesh and not the skeleton. So no easy answer unfortunately - unless something like an alembic would work
@@RokokoMotion Thanks so much for getting back to me on this! Turns out there was no need to bake those keyframes, if you export an FBX with animation with the Character object attached to your character it automatically applies those changes to the FBX. I was able to send it out to Blender and Unity and the character came out looking as expected. Now unfortunately I'm having a totally separate issue that is probably more of a C4D thing than a Rokoko thing, but we have a character that is humanoid-ish, a short little cartoon critter and with four fingers. When retargeting, the fingers look mangled, the skeleton doesn't seem to stay connected in the right place, setting the bind pose looks like it sticks when I do it but when I go back in to C4D the bind pose has reset, and we're just having a heck of a time getting our mocap to attach to this character and look even remotely decent. Any suggestions on where I can find tutorials on some of these specifics, or anyone who is an expert in C4D/mocap that I can reach out to for help/advice?
This workflow has me very confused. It isn't working for me at all. Once I hit "transfer weights" on the control rig, the mixamo rig will not influence my mesh anymore. So once I connect the mocap to it, the mesh will simply stay in T-pose. I see that the joints in the video also stay in place, however once you add the mocap, they move and the mesh moves along with it. Is this what the retargeting is for? This fails every single time for me. Everything just moves to world zero if I do that and I have to reset bind pose. I have trouble understanding what's actually happening here.
Thank you for your tutorail, by the way i am wondering after I "reset my pose: in weight, i never get me orginal animation back, could you le t me know how to fix it ? thank you very much
Nice video, can this retargeting feature work on not humanoid objects? Like I have fps arms for a game and I want to another mesh to use the fps as a reference. I’ve been doing this manually but would be great if I can use this tool
Hey! Thanks for your comment. We recommend you join our Discord Server if you haven't already. There are a bunch of members who can support you - discord.com/invite/YEvtvbAuvB. You can also shoot a message to support@rokoko.com.
I've found the best pose is for the thumb to lay flat alongside the other digits - except it should be facing in towards the palm instead of down towards the floor. Hope that helps - for reference you can also look at the Tpose on the Rokoko mocap and that's what you are trying to match :)
I tried it more than 20 times following the tutorial step by step using various characters from Mixamo library and different versions of C4D from 2024 and all the way down to R21 and the control rig doersn't snap when I click adjust, can anyone help with that ?
Hey! Thanks for your comment. We are sorry to hear about your experience. The control rig should normally snap after clicking adjust. We recommend you shoot a message to support@rokoko.com. They can help you solve this issue.
Thanks for a great tutorial, Sam! I have only one step that ruins my character :D. After I hit RETARGET ALL, the character changes the position slightly. For example, fingers that were straight, become bent. Even if I had done SET BIND POSE before that. Do you know what might be the issue? Thank you!
Hi @Miroslav, that is great question. I recommend that you join our Discord Channel (discord.com/invite/YEvtvbAuvB) , members in the community will be able to find a solution for your issue!
Hi Sam, I've got some issues working with rokoko's face capture. No problems following your workflow, but when I add the face capture to my pose morph it fucked up the skinning of my character. I know that this part is not in the video, but I wanted to let you know that there's problems here.
Hey - thanks for the heads up, we'll definitely look into it! We'll be releasing an updated livestreaming / face capture series next, so hopefully that will address it. Are you just copying the pose morph tag or are you copying over each morph's keyframes to the corresponding morph on your character?
Hi @@thejabberwock3854 ! We didn't do neither of your suggestions. We "just" have created an xpresso where we have linked every single morph beetwen the face capture and the character. In this way we can change every time we want the reference face capture without copying any keyframes into the morphs on our character. So...we think this is the fastest way.
Hi Sam, thank you very much, your tutorial is very clear. Although I've followed every single step, I'm doing something wrong. Im using a model from Mixamo an a motion capture from the asset bowser go cinema 4d (2023) At the end some parts of the body moves: the legs, the upper part of the body and the head. but the arms, and the lower spine does not. Parts of the fingers, but not the tip of the fingers... very strange. Do you have an idea of what i’m doing wrong? thanks in advance
Hi Aurelio! Have you tried asking our community on Discord? They are very helpful when it comes to these things - you can check it out here: discord.gg/bd7evnmwEb
Make sure you have “5-Finger Hands” selected on the autorigging page when you bring your model into Mixamo - sometimes it gets stuck on 3 or 0 finger hands - hope that helps!
Join our big CG challenge and compete for a 40.000 USD prize pool🚀Click here to learn more and sign up: rokoko.co/3HPusJD
Thank you! I will start with some easier things, like rocket science or astrophysics, before i try to retarget with C4D.
Great, but need the Face Mocap Retargeting Video asap!!! PLEASE!
Thank you so much. It's a game changer to be able to non-destructively edit mocap data in C4D with this rigging workflow.
Thank you so much for the clear explanation. I was looking for the best workflow for my current project and this is it! Your tutorial couldnt have come at a better time, thanks!!!
Hi Kirby! Awesome to hear, thanks for the feedback :)
+1 :)
Before Adjust And Weight Transfer Make Sure
-all joint or null axis are alligned and centered properly.
- all joints are named correctly
- weight mesh to bind pose (if mesh snaps out of position when setting bind pose, use ‘Current State to Object’, delete old mesh, NOW set bind pose, apply new Skin to Mesh)
-if knees bend wrong direction and cannot be corrected by offsetting the knee while Adjusting, fix Leg joint axis in attribute Allign and rebind
-if Re target or weight transfer does not have desired results it is most likely a bind or origin issue, make sure to give the namesake the correct Prefix in the Retarget Master
- when renaming joints make use of Name Tool
This tutorial was amazing! I really liked! Congratulations!
Thanks for your comment! We are happy to hear 🙌
Great! Love this breakdown. Super helpful
I don't know why this video doesn't have more likes, it was just what I needed! you are a crack, thanks from mexico
Thanks for your comment! We are happy it helped🙌
Thank you !)
Dude I am ok doing stuff like that multiple times because I call it experience. But is not ok when is just not working. when I set master weights all the bones jumps in the middle of the scene and why I have automatically being populated the rig in to the binding and you have nothing.. I bet you did something that you didn't showed it on screen and this is why a lot of us cannot do it. can you please come with an update?
what if the mocap im using to target on to the character doesnt automatically start in a T pose? I have the generic mixamo bot rigged, ive brought in ''Clapping - standing A' from the c4d content browser and followed your procedures. It doesnt fully work because i dont know how to get the mocap into a T pose. Is there a simple way to do this?
Amazing Work!
🙌🙌
Once.a control rig has been set up, is there a simple workflow to apply a new mocap animation to the same character, without having to start from scratch?
Could you even use a control rig + solver in combination with Definition tags, rather than always baking, so new animations can be swapped in quickly?
Thanks, this is super helpful.
Thanks for the great tutorial, as always. Followed and successfully setup a character rig. There were no controls for a beak and tail (it's a non-human character), so I successfully added those to the setup as well. Yay! However, because my character proportions are a little weird, the feet are sliding around. I found another tutorial from an end-user that showed how to add constraints that would lock down the feet, but it doesn't really work with the character rig setup very well. If I retarget and setup in Maya, the feet are solid as a rock, but I'd really love to keep the workflow all in C4D and be able to get rid of my Maya license eventually. Any tips for feet sliding when the mocap does not on a character with odd proportions?
Thanks for this tutorial! a lot of great tips there. Is it possible to add eyes to this character rig?
Absolutely amazing! That’s exactly what I was searching for… QUESTION: does it work if there’s not the same number of bones? For instance when hands don’t have fingers at all …?
It should - but it might depend on how the skeleton is set up :)
Thank you so much for this
Hey Rokoko - any advice on if I wanted to make keyframed adjustments to my Character object, and then after all is done I want to bake that along with the mocap so I can export an animated FBX for something like After Effects? We have a workflow right now that utilizes this setup in C4D and then we send an animated character to Unity so our animators can apply lip sync.
Hmm I’m not sure - I’m sure it’s possible somehow, but once you start making changes to the character object it seems like it’s only affecting the mesh and not the skeleton. So no easy answer unfortunately - unless something like an alembic would work
@@RokokoMotion Thanks so much for getting back to me on this! Turns out there was no need to bake those keyframes, if you export an FBX with animation with the Character object attached to your character it automatically applies those changes to the FBX. I was able to send it out to Blender and Unity and the character came out looking as expected.
Now unfortunately I'm having a totally separate issue that is probably more of a C4D thing than a Rokoko thing, but we have a character that is humanoid-ish, a short little cartoon critter and with four fingers. When retargeting, the fingers look mangled, the skeleton doesn't seem to stay connected in the right place, setting the bind pose looks like it sticks when I do it but when I go back in to C4D the bind pose has reset, and we're just having a heck of a time getting our mocap to attach to this character and look even remotely decent. Any suggestions on where I can find tutorials on some of these specifics, or anyone who is an expert in C4D/mocap that I can reach out to for help/advice?
7:53 you don't have to go one by one, just click and shift select all the relevant joints in the object manager and drag and drop them onto the field.
This workflow has me very confused. It isn't working for me at all.
Once I hit "transfer weights" on the control rig, the mixamo rig will not influence my mesh anymore.
So once I connect the mocap to it, the mesh will simply stay in T-pose.
I see that the joints in the video also stay in place, however once you add the mocap, they move and the mesh moves along with it.
Is this what the retargeting is for? This fails every single time for me. Everything just moves to world zero if I do that and I have to reset bind pose.
I have trouble understanding what's actually happening here.
太棒了 感谢为了解决疑惑一天的绑定
Thumb from mixamo rig is issue here , in every rig from mixamo thumb bone is always wrongly alighned . anyonw knows how to fix it in C4d ?
Thank you for your tutorail, by the way i am wondering after I "reset my pose: in weight, i never get me orginal animation back, could you le t me know how to fix it ? thank you very much
Nice video, can this retargeting feature work on not humanoid objects? Like I have fps arms for a game and I want to another mesh to use the fps as a reference. I’ve been doing this manually but would be great if I can use this tool
Hey! Thanks for your comment. We recommend you join our Discord Server if you haven't already. There are a bunch of members who can support you - discord.com/invite/YEvtvbAuvB. You can also shoot a message to support@rokoko.com.
Should the thumb lay flat like the other digits, or have the natural banking that a real hand does?
I've found the best pose is for the thumb to lay flat alongside the other digits - except it should be facing in towards the palm instead of down towards the floor. Hope that helps - for reference you can also look at the Tpose on the Rokoko mocap and that's what you are trying to match :)
Does not work in R21, how was it done before R21 and the character definition tag. can you please point me to a video if there is one. Thanks
very nice ❤
I tried it more than 20 times following the tutorial step by step using various characters from Mixamo library and different versions of C4D from 2024 and all the way down to R21 and the control rig doersn't snap when I click adjust, can anyone help with that ?
Hey! Thanks for your comment. We are sorry to hear about your experience. The control rig should normally snap after clicking adjust. We recommend you shoot a message to support@rokoko.com. They can help you solve this issue.
I have the same situation. Have you solved it
@@user-my5ql4bs1mhave you? It’s strange because the simple retargeting works well but I can’t get the Controller to snap when I ADJUST.
Thanks for a great tutorial, Sam! I have only one step that ruins my character :D. After I hit RETARGET ALL, the character changes the position slightly. For example, fingers that were straight, become bent. Even if I had done SET BIND POSE before that. Do you know what might be the issue? Thank you!
Hi @Miroslav, that is great question. I recommend that you join our Discord Channel (discord.com/invite/YEvtvbAuvB) , members in the community will be able to find a solution for your issue!
those this work for facial expression
cool
Hi Sam, I've got some issues working with rokoko's face capture. No problems following your workflow, but when I add the face capture to my pose morph it fucked up the skinning of my character. I know that this part is not in the video, but I wanted to let you know that there's problems here.
Hey - thanks for the heads up, we'll definitely look into it! We'll be releasing an updated livestreaming / face capture series next, so hopefully that will address it. Are you just copying the pose morph tag or are you copying over each morph's keyframes to the corresponding morph on your character?
Hi @@thejabberwock3854 ! We didn't do neither of your suggestions. We "just" have created an xpresso where we have linked every single morph beetwen the face capture and the character. In this way we can change every time we want the reference face capture without copying any keyframes into the morphs on our character. So...we think this is the fastest way.
Is it possible to have a similar workflow for fine-tuning face mocap?
Hey Nick. Check this video out - ruclips.net/video/hc5mal951I8/видео.html. Hope this helps!
thanks for tutorial, quick question what if the first key frame of my mocap is not tpose, is there any faster way to do that?
Hi there! There's an export option for that under Skeleton preset, an option to set which reference pose to use
Hi Sam, thank you very much, your tutorial is very clear. Although I've followed every single step, I'm doing something wrong. Im using a model from Mixamo an a motion capture from the asset bowser go cinema 4d (2023) At the end some parts of the body moves: the legs, the upper part of the body and the head. but the arms, and the lower spine does not. Parts of the fingers, but not the tip of the fingers... very strange. Do you have an idea of what i’m doing wrong? thanks in advance
Hi Aurelio! Have you tried asking our community on Discord? They are very helpful when it comes to these things - you can check it out here: discord.gg/bd7evnmwEb
@@RokokoMotion I'll try, thanks
I have the same situation. Have you solved it
This tutorial worked for me: ruclips.net/video/xL0yZaXwFzE/видео.html. Just delete the numbers in the rig names, somehow it bugs the software out
17:33
Can this work in cinema4D lite?
we're gonna go Soup to nuts??? what?
15:14 I'm not able to delete two keyframes. everything is disabled
The take is most likely locked - check the Take system tab and uncheck the Lock icon - hope that helps!
15:26
is this method still compatible with facial mocap/ pose morphs? I tried several times and my geomtry gets twisted,
Did you manage to figure out a workflow for this yet?
What about eyes? How to retarget Eyes, idk
Did you manage to figure out a workflow for this yet?
I would also like to know. Does anyone have a good tutorial for this?
Man, how is it possible to have hands rigged out of mixamo as your skeleton ?
I Just can't get it.
Make sure you have “5-Finger Hands” selected on the autorigging page when you bring your model into Mixamo - sometimes it gets stuck on 3 or 0 finger hands - hope that helps!
i hope :) i will try that now. cheers !@@RokokoMotion
What about blender?
Coming up very soon!
@@RokokoMotion BIG THANKS