Hi Alenabell.
Nice to have you here. Also nice to see another C4D user.
If you use C4D,, you'll know that while C4D is great it SUUUCKS at importing and exporting things. (Have you seen what happens when you export obj files from there?) It also pushes the reflection shader on imported files ALL the way up on every material. That's even more silly.
I think the problem you're having is figuring out which bones actualy ARE rotated incorrectly.
I'll take a look as well.
Ok after further inspection, yes it is a LITTLE bit of a hastle, but nothing you can't quickly fix. It looks like the fingers and toe bones are just flipped on the X axis for some reason.
You know, I think it's that rig. I just tried importing another character (from DAZ) and it imports just fine, animation and all. So just flip the bones around on the fingers and the two toe bones and you should be ok.
3DX wasn't a waste, trust me. The way C4D is reading the rig is what the problem is. If you were to take a character from DAZ, import it into iClone, adn pull it out into C4D, you'd be fine. Same goes for rigs made in C4D too I think.
EDIT: 2:
The FBX importer for C4D was actually GREATLY improved from what it used to be. You would've had WAY more issues than that in previous versions of C4D. Just tried a model from MikuMikuDance.
Also, if you use the autodesk FBX converter on Chuck and bring him to an earlier version of FBX, see if those versions import any differently.
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