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  • Huge C4D file, I can’t even save a project

    Posted by Paschal Rutagwerela on March 21, 2018 at 7:58 am

    I have a very urgent need.

    I created a simple cartoon character in Character Creator then I exported him to iClone 7. I then added some simple animations, just walking, standing and simple lip sync. The whole animation is about 4 minutes long. I then sent the character and the animation to 3DXchange and finally exported in FBX. The file comes to about 181 MB which I believe is way too big for something this simple.

    Now in C4D (I am using R19), I imported the character. It seems to take quite some time to load. Animation can’t play in real time. When I try to save the project in C4D, the file comes to over 3 GB!

    In my project I have two quite similar characters and by adding a second one, I can’t even save this project. The error message says ‘Unable to Write file….’

    Need help please in understanding why do I have these huge files and how to fix this. I need to fix this issue as soon as possible.

    Paschal Rutagwerela replied 8 years, 1 month ago 4 Members · 20 Replies
  • 20 Replies
  • Justin Thomson

    March 21, 2018 at 8:09 pm

    Sounds like you should just re-animate in Cinema, not sure what the issue is but I assume your poly count is off the charts.

  • Steve Bentley

    March 21, 2018 at 8:28 pm

    To keep you locked into the CC an IC world, perhaps when you export to a bigger package like Cinema, instead of FBX or similar does the IC exporter put the animation on each vertex?
    If you grin and bear loading in one model can you manipulate that model in C4D with the existing/imported bones or is the animaton baked in?

  • Paschal Rutagwerela

    March 22, 2018 at 11:37 am

    I am really trying to complete the character animation task within iClone. So far it seems to be the best workflow for me. One character has a total of 30,000 polygons and another about 40,000 polygons.

  • Paschal Rutagwerela

    March 22, 2018 at 12:03 pm

    I do not see any information that tells me whether the IC exporter put the animation on each vertex or not. I attached the image of the FBX Export window below.

    Also, with the workflow I explained above, the animation is baked. I can choose to export the character and the animation from iClone separately but that only increase the import process time in C4D without reducing the file size.

  • Paschal Rutagwerela

    March 22, 2018 at 12:42 pm

    I exported the two characters without animation. The C4D file comes to only about 145 MB. With the animation, the file is over 6 GB!

  • Brian Jones

    March 22, 2018 at 3:42 pm

    even 145 MB for two models with only 70,000 polys combined seems far too large. I have a scanned dragon with 871,000 polys that saves as 25 MB and a 7.2 million poly xyzrgb model that saves as 202 MB

  • Paschal Rutagwerela

    March 23, 2018 at 11:34 pm

    That’s true . I am so lost and frustrated, I really don’t know how to fix this.

  • Paschal Rutagwerela

    March 23, 2018 at 11:39 pm

    Thanks to Justin Thomson, Steve Bentley and Brian Jones for your help. Can someone offer me a solution that will enable me to import the IClone models and animation data inside C4D without having this problem? I am desperate!

  • Steve Bentley

    March 23, 2018 at 11:54 pm

    Well its crazy tedious but could bring your mesh in with bones (but no animation) and then copy and paste the animation data on each bone from iClone data lists? As long as the scale remains the same, the data on one bone will jive with all the others.
    MS XL can be your friend and a good pass through to massage the data to get it in a form that Cinema will understand. Before AE became C4D savvy we were throwing text based/spreadhsheet based data back and forth between the two programs all the time.
    You may have to invert some of the data or scale all of the positional (but not rotational) data, but then that’s what the spread sheet massage is for. Sometimes Word can help clean up a comma or tab delimited set of data.

    The problem just has to be a sort of bake on each and every vertex – its the only way I can see the Gb’s getting that high.
    Is there another format transcoder that could be an intermediary between iClone and C4D? The name of the big one escapes me at the moment but if I come across it i’ll post.

  • Steve Bentley

    March 23, 2018 at 11:58 pm

    PolyTrans! I wonder if that can take animation data as well as the bone/mesh structure. If it can the next question is will be can it handle iClone. I know it will handle C4D native – but you might have to start in an older version then open that file in your current version.

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