Cinema 4D New Beta! Morphs, Joint Orientation, Materials + More!
Pre-release
Pre-release
Morph Updates
- Morphs Drivers are automatically being set up, this includes JCMs and 8.1 Facs System.
- Set up in an Xpresso Tag under the body of the Genesis Character.
- Uses Python Node to contain the conversion of Daz ERC Properties to Cinema 4D
- Morphs will Be renamed to Match the Name in Daz.
- Some Morph Optimization has been created. Will Delete any morphs that “shouldn’t” be on the children objects. For example JCMs for the
legs appearing on the hair.
Material Updates
- Automated the Standard Materials to Create Materials that follow a PBR Standard.
- This is done automatically from Values in Daz and Can see the difference from updating in Daz as well.
- Given New Controls to Control the Multiplier for the Bump, Normal, and Subsurface Scattering Strength.
- Redshift Fixes:
- Fixed Normal Map input being incorrect changed to Tangent Space Normal
- Changed Normal Map level to 0.5
- New dropdown menu to choose bump type (this is a temporary fix to the code)
Rigging Updates
- Orientation on Joints are now Fixed at Import to match what you see in Daz Studio
- This will allow you to rotate the joints as if it was still in Daz.
- Does not get applied when Animation or a Pose is exported from Daz.
- Fixed Eye Controls not being Visible for single eyes.
- Fixed the orientation on the Control Rig’s Joints to Match the Daz Joints
Other Fixes
- Changes made to Iterator Classes to fix Python 2 compatibility
- Add an Environment/Prop Export option this will allow for faster transfer when you do not want to transfer a character.
To Be Fixed.
- The New update will leave some issues on original Material Conversions this will be relooked at in Future Updates
- A new control rig or IK/FK Switches will be added for a more friendly Rig.
- Joint Orientations to be fixed on Daz Character with a Pose or Animation.