Bake Joint Rotations problem with Genesis 9
kevinkemproduction
Posts: 7
Hey folks,
I'm trying to bake a Genesis 9 character into a t-pose to incorporate into an animation in Cinema 4D. I adjust the arm and leg positions with the joint editor tool, but when I select "Bake Joint Rotations", everything in the head drops a bit, rendering the model unusable. I've look around the forums and youtube, but I haven't found much information there or in the online documentation, and it seems to work fine with the Genesis 8 models. I'm just wondering if anyone knows where I'm going wrong; if there is a step I'm skipping, or if I'm just going about it incorrectly. Any help would be greatly appreciated, thanks!
Before:
After:
01 Before Bake Rotations.png
1914 x 1041 - 891K
02 After Bake Rotations.png
1918 x 1038 - 883K
Comments
Bake Joint Rotations is not associated with the Joint Editor - Bake Joint rotations makes the current rotational transforms act as the zeroed pose, the Joint editor makes direct changes to the joints.
You dialed a character morph or sth. before Baking joint rotations ? Try doing it on G9 Base figure before dialing any character morph.
Thank you for your response! If my goal is to just only adjust the shoulder rotation to export a T-posed fbx character to Cinema 4D, is "Bake Joint Rotations" the incorrect method? Once in C4D, it behaves exactly as needed, except for the adjusted facial elements. If there was a way to only bake the shoulder rotations, and not the other joints, it would be perfect. Thanks in advance!
If it translates to the FBX (about which I am uncertain) Bake Rotations should be all you need, nothing from the Joint Editor itself.
That did it! Once I set the generic shape and applied the "Bake rotations" to that, everything else worked great. Thank you!