http://youtu.be/v2oxetD9HN4 In this tutorial I'm very excited to show you the capabilities of my new plugin, the Lumiere Rig Tools. These tools allow you to add a rig to any existing bone hierarchy. Including is also the ability to retarget your weights from one bone hierarchy to another with ease.
http://www.youtube.com/watch?v=nqbT-3tjxtg In this tutorial we'll be discussing Alembic file import into Cinema 4D. While this tutorial primarily covers the Daz Alembic exporter, this technique should be able to be used with success with most flavors of Alembic, especially if your using Exocortex Crate. We'll cover how to texture the Alembic once it's in so you don't have to bake it back down to a normal Cinema 4D object.
In this final chapter to the XGen, Arnold, and Cinema 4D pipeline, we'll actually go into Maya and begin to use XGen to take our Cinema 4D guide hairs and create instanced geometry. We'll then talk about some basics in Arnold to get the hair rendering, and discuss how to make XGen splines animate. Finally we'll go over the steps associated with batch rendering animated XGen primitives, and how to bring everything into After Effects.
http://www.youtube.com/watch?v=Ve4fPJ4b4GY In this tutorial we'll continue where we left off using the character object and some vibrate tags to drive some base level secondary animation. We'll also cover using alembic to cache our animations, and how to prep Cinema 4D hair for successful use in Maya.
http://www.youtube.com/watch?v=0NzaAXqPyaM In this tutorial we'll be discussing a little bit of Cinema 4D's character object and animating with it using Logiciel Lumiere's new Genesis Template, and Genesis Weight Transfer plugin. We'll also go over Cinema 4D's hair tools and create a reusable asset.
http://www.youtube.com/watch?v=VChv5vt1jnY In this tutorial we'll take a look at Xref in Cinema 4D specifically, and using it in a broader modular, and pipeline centric workflow that allows for collaboration, and ease of organization as well as versioning. We'll detail out what Xrefs are and how we can use Cinema 4D techniques to apply animations and override things while still allowing us to have master completed assets.
http://www.youtube.com/watch?v=0PoSFr2mre8 In this tutorial we'll cover why a pipeline is so important, and reiterate my whole Multi App Workflows strategy. We'll learn how some new formats like alembic and OpenVDB have changed the game, and how some plugins support various pipeline flows.
http://www.youtube.com/watch?v=hvbGnIOQ4jg In this final tutorial we'll cover run up animations, some baking tips for constraints, and some quick import work into Cinema 4D.
http://www.youtube.com/watch?v=IXNHSqFd_B4 In this tutorial we'll finish up the Motionbuilder animation by using Story to again add more motion capture to our shot. We'll cover flattening our layers to clean things up, as well as solidifying plotting data.
http://www.youtube.com/watch?v=CNKS92fDd6Y In this chapter we'll discuss the export from Cinema 4D and also go over some storyboarding tips and a few pitfalls/limitations with the Genesis rig.