In game development character rigs are used to create character animation. This is the default solution for humanoid type characters. The character that i want to use (in mobile game development) has odd proportions and using a character rig didn’t seem to be the right.
[/sixcl][sixcl]So i wanted to achieve the following:
- bake (track frame by frame) vertex or point level animation
- export to OBJ sequence and use the sequence in Unity game engine
Baking Point Level Animation (PLA)
The animation needed to become a “vertex animation” also referred to as “Point Level Animation”, a 3D sequence animated on the vertex or point level.
Baking (tracking) the animation frame by frame is a pretty straight forward action if you are using a polygonal object. I’m using Cinema4D and in Cinema4D it is not possible to bake deformers like Sub Division (C4D R18 also supports OpenSubDiv, Pixar
has a lot of in-depth info on OpenSubDiv).
This is where the Xpresso node based editor comes in the picture.
Basically i used the correction deformer to get the index of the vertex information, and then passed this on to a polygonal object with the same amount of points. This is a polygonal object, so from here the point level animation could be tracked and baked.
Another challenge is export to a OBJ sequence, you can export to OBJ in C4D but there is no build in option for exporting a sequence of OBJ files. After some Google searches i found bits and pieces of Python scripts and after a bit of tweaking the following Python script worked for me on OS-X:
from c4d import gui
#Welcome to the world of Python
# get active document
doc = c4d.documents.GetActiveDocument()
# retrieve an instance of render data
renderSettings = doc.GetActiveRenderData()
# retrieve fps
docFps = 30
# Get Animation Length
fromTime = 0
toTime = 82
animLength = toTime - fromTime + 1
# prompt user for directory
filePath = c4d.storage.SaveDialog()
filePath, objName = os.path.split(filePath)
objName = objName + "_"
filePath = filePath + "/"
# Check for confirmation
questionDialogText = "Obj Sequence will be saved as:n"\
"" + filePath + objName + "####.obj"\
"From frame " + str(fromTime) + " to " + str(toTime) + " for " + str(animLength) + " frames.\n"
proceedBool = c4d.gui.QuestionDialog(questionDialogText)
if proceedBool == True:
# Loop through animation and export frames
for x in range(0,animLength):
# change frame, redraw view
moveTime = c4d.BaseTime(fromTime,docFps) + c4d.BaseTime(x,docFps)
# progress bar
c4d.StatusSetText("Exporting " + str(x) + " of " + str(animLength))
# add buffer 0001
bufferedNumber = str(doc.GetTime().GetFrame(docFps))
for x in range(len(bufferedNumber),4):
bufferedNumber = "0" + bufferedNumber
# save file
fileName = filePath+objName+bufferedNumber+".obj"
else: print "User directed cancel"