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How To Animate Character In Cinema 4d

New Mixamo Graphic symbol Rig in C4D R21 Enables Piece of cake Applying, Adjusting and Mixing of Mocap Data

Mixamo allows you lot to rapidly create, rig and animate unique characters for your design projects — and with the addition of the Mixamo Control Rig to Release 21 of Cinema 4D at that place's at present a powerful, streamlined process for leveraging Mixamo's animated characters in your C4D motion designs.

som_cinema-4d-r21_mixamo_featured-image.png

Previously, we demonstrated how to rig and utilise motion capture data and actress hand-keyframed animation to your 3D character with Mixamo in Movie theatre 4D; in this tutorial from our 3D Creative Director and Cinema 4D Basecamp instructor EJ Hassenfratz, nosotros break downward the new and improved style to use Mixamo characters and animations in the latest version of C4D.

THE MIXAMO Control RIG TUTORIAL VIDEO

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9 Steps to Mastering the Mixamo Control Rig in Picture palace 4D R21

With Adobe Mixamo, you can:

  • Select from a vast collection of pre-rigged 3D characters or use Adobe Fuse or Movie house 4D to custom build your ain grapheme ( read more on creating characters here )
  • Automatically rig your 3D character, allowing Mixamo to calculate skinning weights and adjust basic on your behalf
  • Select from thousands of customizable motion-tracked animations, using Mixamo'southward editing interface to fine tune the blitheness to your specs

Then, you can import your Mixamo character into Cinema 4D for use in your move design project.

Mixamo Splash Screen.png

Below, we walk you through the nine steps you'll take when using Mixamo's characters and animations.

1. Cull YOUR Grapheme

At the top of the Mixamo website are 2 tabs: Characters; and Animations. To select your character, click the Characters tab and so pick from the drove of zombies, robots, goblins, medieval knights and others.

Character Selection in Mixamo.png

2. Choose YOUR Grapheme ANIMATION

To choose a starting blitheness for your selected character, click the Animations tab. So, gyre through the more than than l pages of pre-set graphic symbol animations, and pick the one that best fits the role of your character in your motion design. Practise you want them to fall over? Swing a sword? Drunkard stumble? Mixamo'southward got it.

This is a helpful resources for developing quick mockups to preview for your clients what they tin can await to see in your scene.

3. DOWNLOAD YOUR Character

One time you've decided on your character and animation, you lot'll desire to import them into Picture palace 4D. To exercise this, you'll need the file.

Click the Download push button at the top right of the Mixamo screen, and you should see the following dialog box popup:

Mixamo Download Prompt Example FBX.png

For the purposes of this tutorial, at least, there'south no need to conform the default settings. Click the orange button to download your .fbx file.

iv. IMPORT YOUR .FBX FILE IN Picture palace 4D

To start working with your Mixamo character in Movie theatre 4D, launch the C4D app. And so, click to view the File menu, click Open up, and navigate through your file browser to find and select your recently downloaded .fbx character file.

The following Import Settings prompt will pop up:

FBX Import options cinema 4D.png

Leave the settings equally they are, and click OK.

The Mixamo model should now announced in your Cinema 4D scene and, if you press Play, your graphic symbol should act out your chosen animation.

5. Ready Upward THE MIXAMO CONTROL RIG IN C4D

In earlier versions of Movie theatre 4D, the process of animating imported characters was laborious, to say the to the lowest degree. To curve a unmarried joint, y'all had to navigate through your unabridged layer hierarchy.

Not anymore. In Release 21, there are three steps to prepping your C4D workflow:

A. Set up the Take LayerB. Reset the Graphic symbol Rig PoseC. Disable the Blitheness Track

5A. FIX THE TAKE LAYER

When importing a Mixamo rig, information technology'south uploaded as a Take Layer; to showtime editing, using keyframes, this needs to be changed.

To do so, click the Take tab on the correct side of your user interface. Find and select only the Mixamo.com layer, then open the File tab and click Current Have to New Certificate. This will open up a new project file.

5B. RESET THE CHARACTER RIG POSE

The side by side step in preparing your rig for use is changing the pose.

Select both of your weight tags in the Objects console and and then click the Reset Bind Pose button. This will produce the T pose.

How to reset a character to the t pose - reset bind pose cinema 4d.gif

5C. DISABLE THE Blitheness Rail

The 3rd and final step is disabling (non deleting) the keyframes used to animate your downloaded Mixamo character.

To disable an animation in Picture palace 4D, open up the Window tab and click Timeline (Dope Canvas).

In the Timeline window, detect your model's layer and click the yellow film strip. This will disable the animation.

vi. APPLY MIXAMO CONTROLS IN Movie house 4D

To start animative your Mixamo character in Picture palace 4D, you'll first demand to apply the Mixamo Control Rig.

Navigate to the Graphic symbol tab at the tiptop of the program window, and select Grapheme. So, to access the controls, select the Character object in the Objects panel at the acme right, and select the Object tag in the Attributes tab at the lesser.

7. ADD MIXAMO LEG AND ARM CONTROLLERS

Adjacent, use the Mixamo Command Rig template to add the necessary components for animating.

In the Attributes tab, select the Object tab. Then, in the Object Properties tab, select the Build tab.

Hold CMD/CTRL + SHIFT to add legs and so, nevertheless in the Build tab, click CMD/CNTRL to create arms and hands.

8. ALIGN YOUR CHARACTER CONTROLS

When a Mixamo Control Rig is imported into Cinema 4D, the bone structure is directly, and so C4D doesn't know which manner the rig should bend.

To set up your joints, start — with your character notwithstanding selected — past clicking the Adjust tab within the Object tab. Your controllers should snap to your joints, automatically retargeting the Mixamo Control Rig component controls to the Mixamo joint rig.

Next, click the Bounden tab adjacent to the Adjust tab, and delete the object in this tab.

Then, to set your joints, independently of the rest of the rig, hold down the 7 central and move your joints in the direction y'all desire them to bend.

9. RETARGET THE MIXAMO CONTROLS TO THE MIXAMO RIG

The last step to setting the Mixamo Control Rig to command your rig in Picture palace 4D is to connect the Character object to the Mixamo joint rig.

To exercise so, click the Character object and and then select the Root object. With that object selected, navigate to the Attributes window, then the Control tab, and click Retarget All. This establishes the human relationship between the Control Rig and the joints — merely not the character geometry, since the weight tags on the joints are not however properly referenced.

To transfer the weights of the joints to the Mixamo Control Rig, select the Root object and then click the Controls tab. And so, drag and drib Character Mesh into the Weight Tags field and click Transfer Weights to apply the changes.

Now we have the Mixamo Command Rig decision-making and deforming the rig!

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Tutorial Full Transcript Below 👇:

EJ Hassenfratz (00:00): With the addition of the new mixing middle command rig, the picture palace 4d are 21. Y'all now have this really powerful style to exist able to control and add on to existing Mixamo mocap blitheness. Let'southward cheque it out.

Music (00:15): [intro music]

EJ Hassenfratz (00:23): And this video, I'm going to break down the mix and those control rig and how it gives y'all a crazy amount of control over your mix and mil animation. At present, if you want to follow along, be sure to check the description and you'll discover a link to download some of the project files. If yous want to learn more about the whole workflow of how to utilize Mixamo animations and rig upwardly your characters using Maximo, be sure to likewise check out the article on schoolhouse emotion, that link will also be in the description. All correct. So here we are on maximo.com and basically what this is is a it's information technology's magic. Basically. That's what it is. It allows you to, uh, RigUp and utilize motion capture animation to either a preset model that y'all tin download from Maximo, or you can upload your own characters and models and rig it using Maximo and apply all dissimilar kinds of fun mocap animations to it.

EJ Hassenfratz (01:xv): So, 1 thing to know is that if you accept an Adobe creative cloud subscription, you accept Mixamo, which is really, really crawly. So permit's get ahead and we're but going to use a character that is on mix style. So I'yard just going to become to this character tab hither. Nosotros've got all these just really beautiful look at all this great stuff. We've got a little parasite man with the needs to run into the dentist, uh, all the, all these, uh, pre-pecker characters. Uh, but basically what I'm going to do is I'm going to apply this 10 spot. And again, y'all can actually upload your own character and rig information technology. And if yous want to know more about that, exist certain to check out the article on school move, all nigh Mixamo rigging. So be sure to check that out. It's pretty intense in depth, uh, covers all you need to know about it, but we're but going to apply this picayune 10-bar character for at present.

EJ Hassenfratz (02:03): Then at present that you accept your grapheme, yous upload one, you can and so go to the animations tab. And this is where the real fun happens is you lot can now apply blitheness to it. And the dancing ones are always the virtually fun. You can really spend a lot of time getting lost in all of the unlike, uh, mocap animations here, but in that location's just a huge library of stuff. Uh, and so what nosotros can do is nosotros can really employ this search bar and peradventure nosotros just want a plain old walk cycle. Uh, and maybe we want this sassy little sassy walking cycle where you can have this but animate in place. Or if we uncheck that we tin have this kind of walk beyond the screen. There'due south also some other settings here, which, uh, overdrive is just, you know, how fast or how slow that walk is.

EJ Hassenfratz (02:48): The stride is how broad the footstep is, are big, the strategies, then the, uh, character I'm space is very important. If this is also depression, your arms, are you merely going to go and intersect with your body? Never a good thing, merely we can go alee and click in this viewport trivial expanse here. We've got the rotates selection activated, and we tin adjust this character arm space. So we don't have whatever intersecting going on, which is always a good, we can use the pan tool and the zoom tool. And there's just and then much cool stuff yous can do inside mixed mode. Merely once you have your animation applied to your character, you can go alee. Let me only pause this and download it. Okay. And then what you're going to exist prompted is these with these downloads settings, and basically all you demand to do is simply leave this as it is.

EJ Hassenfratz (03:34): Okay. You don't demand to change it or anything like that. And basically where y'all're going to do is you're going to download this animation equally an FBX file. And so the animation and the actual, uh, animated characters. So that just saved. So permit'due south go alee and jump into cinema 4d, right? So to bring in our rig into cinema 4d, we're just going to go ahead and simply import that FBX file. So permit's go to file open project and allow's but catch that FBX file at that place. We named walking and you'll get this import dialogue. All these settings, all the default settings are fine. I'm but going to hit, okay. And boom, we take our Mixamo character within of movie theatre 4d. And if I hitting play, you'll run into that it's walking. And basically what this is made upward of are some joints. And you can see, as I clicked on the joint, you can run into all of these key frames.

EJ Hassenfratz (04:24): There's a key on every frame here. And we likewise have our 2 pieces of geometry that make upwardly this character. So you'll see that this better surface is this crimson portion of our object in the amend joints are basically the circular spherical joints in the neck and the shoulders and knees and all that skillful stuff. Okay. So two pieces of geometry that make up our character in it's being animated by all of these joints, uh, basically the bone construction of our character. Okay. So the problem with actually, you know, editing this and adding on summit of this was that you really had no easy way to practise this. Say if you desire it to plough the mode the caput is, is looking, you would demand to really dig into your structure here, your joint structure, and attempt to notice where the neck is. Okay, there'due south the neck.

EJ Hassenfratz (05:18): And if I rotate this, I tin can really rotate the cervix, merely that'due south a very laborious way to be digging through a joint construction, to edit an add together, uh, you and adjust your rig and add actress animation on superlative of this. And that's where the mixed mode control rig comes in handy is gets solves that consequence, okay, past calculation all these actress levels of control on top of your existing Mixamo rigs. So allow'southward get ahead and let's go ahead. And earlier we even begin, at that place's a lot of, uh, very specific steps you need to take to get this mixed mode command, rig working properly. Number one is a little quirky thing that happens when you lot import any Mixamo rig at all. And that is that information technology comes in as a take layer. So if I get to my take tab here, you'll see in that location'southward my Mixamo take.

EJ Hassenfratz (06:08): If I get out of this by clicking on this main, you'll see that it's no longer animated anymore. So our Mixamo blitheness lives within of a record. Now the problem with that is, is you'll see that if I click on anything, everything'due south great out. My coordinates is grayed out. I can't key frame whatsoever of this stuff. And that'southward because the take is basically locked. So to prevent that what I'm going to practise is just one uncomplicated step in that is to select my mixamo.com rig hither. Make sure that this footling viewport icon is highlighted. You don't want this highlighted or this, but you desire this highlighted hither. And and then I'thou going to get to file current, take two new document. What that'southward going to do is you probably missed it. It was so quick, this opened upwards a whole new file, and now there are no other different takes.

EJ Hassenfratz (06:56): We only have i layer. All the animation exists on our chief take. And now nosotros're not going to exist able to run into issues. Say, if nosotros want to animate anything, you'll meet that everything is unlocked. I tin key frame all these coordinates because it's not locked in a tape. Okay? So one trivial wonky thing that you need to take care of. Another one is to be able to rig upwardly your character, using the Mixamo control rig, y'all need to bring your character dorsum to its original T pose. And that's basically the pose that you would rig a grapheme from. If you lot don't know what a T pose is, we're going to see one really quickly. And that is by selecting both of your weight tags here by holding command or control key to select both of these. And you're simply going to click this push button reset by and pose and bam, this makes our character get back to its original T pose.

EJ Hassenfratz (07:45): And this is the pose that you would traditionally rig from. Information technology's just a wee easier manner and predictable way to rig upward a character in a slice of 3d software. So you'll notice if you click off anywhere in this timeline, information technology'southward going to snap dorsum to the blitheness. And then what we're going to do is we're going to reset this bind pose, then nosotros're going to turn off the animation track and how we can do that is by going to window timeline and clicking this piddling yellow animation, a filmstrip here and but deactivating it, turning it gray. And if I hit play, you're going to meet that the animation is no longer going to play at all. Okay. Then that's exactly what we want in now with our graphic symbol reset to information technology's a T post. We can become ahead and add our Mixamo control rig, and you'll find that in the graphic symbol menu, if we get to character object, y'all'll come across that if I become to my object tab, there is my Mixamo command rig template.

EJ Hassenfratz (08:39): If you click and hold, you'll see all these other different templates. If this didn't show up automatically, you can get ahead and only select it there. And here'southward where yous're going to build out all of your components or AKA all of your trivial trunk parts. Okay? So we have our roots. If we click that, you're going to see this every bit merely basically the base of your graphic symbol, where your anxiety are, and then we can first adding like the pelvis. And then would y'all add together the pelvis? You can and so add all of these other different components on meridian of information technology. And then to add both of the legs at in one case and also stay in this level of hierarchy, I'm but going to concur the command or control central down with shift, also held down and click, and this will add both the left and right leg, and so proceed me in the same component card.

EJ Hassenfratz (09:22): And and then I tin go ahead and hold commander control and click on this arm. And this volition add together both the left and right arm at the same time. And then I can merely click the hand ones and you lot'll see, this will add the left and right hands. You're going to see all of these other controls. Basically all these controls are going to aid us control the underlying, uh, animation of our grapheme. And so nosotros have like the hip, the torso, the waist, uh, all these, all these piddling controls that are made up of NOLs that are gonna aid the states out here. But right now they're non aligned to our rig at all. And so what we're going to do is get to the adjust tab and you'll see that we just snapped everything to our joints in the proportions of our grapheme. And you tin see all of these unlike dots.

EJ Hassenfratz (10:05): These are basically your component dots. These are your components. Okay. And if we go ahead and become to the binding tab and that's going to add all of this stuff in the objects tab, what I'm going to do is only delete that. Okay. I just demand to go to this binding tab and then go to the anime tab. Okay. And now if I click in, motion this hip up and down, you can see that we have a problem and that is our knees are angle in the wrong management. Now they're angle kind of similar a horse or something similar that, or i of those really creepy, uh, robot, horse things. They're going to have over the globe, those piddling robot, domestic dog things. You, you see YouTube videos of all the time. So we need to fix this. And the reason why this happens is that the mixing bowl control charge per unit comes in a little weird and information technology brings in the joints in a straight line.

EJ Hassenfratz (10:56): Then it's hard for cinema 4d to guess which way all these joints should bend. Traditionally, if you congenital up a rig, you would move, say the genu cap, uh, or the articulatio genus joint a little bit forrard to say, Hey, movie theatre 4d, the knee is going to exist angle forward. Okay. So let'due south go ahead and practise that. And so we're in the enemy tablets go to the adjust tab and let's just click on our lilliputian knee component here. And yous're going to run across that we accept another fiddling line with a dot, and this is basically where the rig is currently. And this is why it'south bending backwards is considering it's slightly bent this fashion. Okay? So what I'g going to do is motility this knee slightly forrard and only motility this knee component forwards by holding the 7 key down. So I tin motion this independently of all the other objects in the hierarchy and merely movement this slightly forrard.

EJ Hassenfratz (eleven:47): And you'll see that now the knee is bending a trivial chip forward. You lot can see the dots correct here. It'southward very hard to see what these little dots that are bent slightly forward. Okay. Then now if I get back to my animate tab and click up and down, we're angle in the correct direction, but yous're going to meet that we set up that problem, but we accept no connexion to the underlying rig. Okay. So what I'g gonna practise is undo that don't, don't kind of movement things around and leave information technology that manner. Always undo to go back to your original posts and to build the human relationship and retarget, these joins to this existing rig. Nosotros're going to go to our roots and get to controls. And we're going to twirl down this whole card hither, if it's hidden and you're going to see this retarget all, and basically in each of our little components here, nosotros have these little spline retarget options, and they're currently empties.

EJ Hassenfratz (12:43): We need to populate these and get the hips joint from this mixed mow rig in here. And instead of dragging and dropping it manually, in that location's really a actually handy a push here. That's going to practise that automatically. So if I click retarget all, you lot're going to see if I become to the pelvis. It merely totally populated all of these little spline controls with all their corresponding joints on everything. And this is perfect. So you're going to come across that still nothing'south really inverse. And that is because our weights are currently referencing this original joint structure. And what we need to do is make it, so these weight tags are referencing our new Maximo control rig. And so we can use this rig with all these controllers to distort and to form and adjust these pieces of geometry through these skin. Deformers. So to practise that, you're going to see this little weight transfer surface area.

EJ Hassenfratz (xiii:36): All I need to exercise is drag and drop the geometry of your object. And again, nosotros have ii pieces of geometry that make up our character here, and I'grand but going to click transfer weights and null's going to happen. But if you go ahead and click and move your whole object around, you can see now we have our whole thing gear up here. Okay. We tin can at present adjust and select these different controllers to edit our rig. Now, this is what I was talking about. This is that added layer of control on pinnacle of our existing control rig that we don't have to become digging through this hierarchy to select that piece of our object to then adjust. Okay. So with this all set upwardly, you no longer need to encounter this whole one-time joint structure in here. So I'grand just going to go ahead and hide it by double clicking these dots and turning them red.

EJ Hassenfratz (14:24): And now I tin just activate and turn on our animation rails again. Then remember nosotros deactivated. I'g just going to become into my timeline, click back onto my filmstrip to change them yellow. So we're going to actuate them and you can meet nail, that'south, that's 1 of the little poses there. If I hit play, nail, we have our blitheness playing and all of our Mixamo control NOLs are following with information technology. And at present tin can control on top of this rig. And then if I select this caput controller, I can maybe plough the head to face a unlike direction and yous tin meet that head is now turned that manner. Then we're merely calculation some other layer of command onto our existing rig underneath. And so I can animate this head here and to enemy any of these controllers. You're not going to select these objects here. These are the components.

EJ Hassenfratz (xv:13): If you want to see all of these NOLs to then animate, what you're going to practice is go to your character. You're going to go to the display. And right at present, the simply thing we're seeing in our managers hither, if this is tolled up, merely click that to untwirl it, you lot're only seeing the components in your object managing director. Okay. And what you're actually going to need to select and cardinal frame are the controllers. Okay? And then nosotros're non seeing controllers hither, and then it's going to be hard to select them and add key frames. And so what I'm going to do is go to my object manager instead of showing the components, I'm going to say, show the controllers and you're going to see all of these Knowles. Basically, these are the NOLs that are all of our controllers in our viewport here. If I get ahead and select that controller, and if I want to see this show upwards in our viewport, instead of scrolling effectually here, one little handy shortcut key is the hit the S central while you lot, your cursor is hovered over your object managing director, and that's going to gyre to offset active.

EJ Hassenfratz (16:xv): You can see that it's also hither besides in the view menu scroll to starting time active. And that's going to scroll to the object that you have selected here. Then that's your head control. And if I go to and click on my piddling head control spline, basically, that's, that's the controller we take hither and get to the coordinates. You lot tin can run into now I can rotate this and yous tin see there is all of my rotations. So if I wanted to key frame this, I would go back, set some key frames in the rotation, and peradventure information technology'south rotating this way. You tin come across that updated here, set some new key frames. And perhaps we have this rotated dorsum this style and set some new central frames. And at present yous'll see that we have this blithe head turn on elevation of our Mixamo blitheness. This is just really, actually cool adds all this other layer of control on pinnacle of your existing rig, hence them control rig.

EJ Hassenfratz (17:09): Simply this is, is a thing that with new people to, to character animation, a lot of people brand the mistake of your central framing, the actual components, the spline, and all that stuff that nosotros saw before. If nosotros go to our components, that's not going to key frame anything. Okay. And then brand sure if you want to cardinal frame annihilation you're in your controllers view and you twirl down. And if you lot select anything, like say your hips here, I'1000 just going to striking South and in that location's the hip controller. You can then go ahead and add some key frames to this, if yous want it to rotate this too. And you meet, as I rotate this, that'south rotating the rotation values in the coordinate manager for this hip controller. Uh, no here, Kip controller objects. Then I tin can, you know, maybe hit some key frames here and then maybe we have them kind of just pivot like this.

EJ Hassenfratz (18:01): I don't know. We're simply adding and we're just do it. We're but testing things out. At present we have this piffling hip rotation in at that place a little bit every bit well. And then all types of stuff. And so nosotros accept that rotation. If I just want to move this downward and accept this kind of crouching, I tin simply move that controller down and, yous know, do, practise something similar that, where we have this crouching going on. So you don't accept to animate anything. You tin just adjust the controller's position and accept totally something different. Possibly it'southward on the tippy toes. And we got a footling stretching going on, just y'all can see that, you lot know, there's just then much added Le level of command that we take here with this Mixamo command rig. Now, with all of these extra controls, we tin can add together things to our, uh, our rig here.

EJ Hassenfratz (xviii:45): So let'due south say we wanted to put a fancy hat on our robot. So it'due south a footling less, uh, intimidating to look at. Maybe what we tin exercise is go ahead. Permit me merely throw upwardly all these controllers, merely let's go and add a cone. This is going to be a very fancy political party hat. And I'one thousand just going to position this on top of the head of our robot here very, very is a political party robot. We but, we're just going to do that. And allow's rotate this into place and close enough, nosotros got a party lid on our robot looking actually stylish, ready to party. But if I hitting play, you're going to meet that that lid is staying in identify. So what we need to practice is this is the head controller. I need to parent this cone to this controller and in rigging, there'due south a very easy way to do this, to build a relationship between an object and a controller is to select the object.

EJ Hassenfratz (19:44): You lot want to have parented to this other object and concord the shift cardinal downward to select that controller. Now, if I go to my character menu, get to constraints and add a parent constraint. Yous're going to encounter that's going to add a tag to my cone. And if I hit play, you're going to see that nosotros have a lilliputian scrap of lagging, and this is due to priorities. Now, just like in real life, information technology's important to get your priorities straight. And the one matter that's happening here is only like an after effects, only like with deformers and cinema 4d, uh, merely basically effects and after effects, execute from top to bottom, that's the same matter in movie house 4d with objects. So your top objects going to execute start in the blitheness then everything underneath. So what'south causing that glitching is that actually the cone is following the parent, simply the parent isn't actually blithe until nosotros get downward to this graphic symbol object.

EJ Hassenfratz (twenty:37): And that's where we're getting this glitchy playback. And then to fix this, all we need to do is simply move this cone all the way to the lesser of our hierarchy in our object manager. Okay? And at present what'southward going to happen is the animation'south going to happen and play out. So this cone can more accurately exist parented to those blithe controllers. So now if nosotros hit play no more lag and nosotros have a political party hat on top of our piddling robot here. So a lot of really cool things, a lot of added control, you tin create an add on to your object and the list of possibilities is endless. Now, i other matter I want to mention is nosotros go to our brandish, go to our components. You can see in each of our different little controllers here or unlike components, sorry, y'all see all these different sliders in their control tab.

EJ Hassenfratz (21:34): So if we go to the right leg and say, Ben, this, you can see that nosotros're actually bending or, uh, our ankle there. And then nosotros have the right genu and the right toe. We have the toe roll baked in at that place and all this great stuff here. And you tin also become from Ika to FK as well. If you lot demand to practice that, you lot besides have knee twist, only like that fundamental frame in that, uh, and same matter with everything else, your left arm, your hands, we have all these different sliders for, uh, y'all know, your spread on that. So dig into all of these different controllers in the control tab of your components, and you lot can even have, uh, you know, animated stuff this mode. Okay? So just countless amount of controls here, have fun playing around with this, simply this is just huge.

EJ Hassenfratz (22:22): This was non, uh, possible inside of cinema 4d earlier to add this a whole other layer of control. And there'due south just, merely so much fun that yous can have with your, uh, animations now and, and take every animated grapheme be walking to a birthday party. The Mixamo control rig offers this whole new level of control that allows you to brand your own unique character animation, no thing what your skill level is now, exist sure to stay tuned considering we're going to have more in-depth tutorials about more cool new features from movie theatre 4d, our 21 like fueled forces. Now, if you want to stay upwards to date on all things, cinema four D and the manufacture in full general, please like, and subscribe to our channel and I'll see y'all in the adjacent one.

Source: https://www.schoolofmotion.com/blog/enhanced-character-animation-mixamo-cinema-4d-r21

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