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.
https://www.youtube.com/watch?v=npj7Pf06KbI In a project that spanned over the end of Q4 2014 I had the opportunity to work with a native D.C. artist, T.O.U.C.H.E.D, on a trailer for his up and coming documentary. We also worked together on his his album art and iTunes release of his singles Not Alone, and Walk By Faith. It was an interesting project fraught with its own challenges. I would have liked to have had Arnold at the time. The project was rendered with Cinema4D utilizing the Advanced Renderer, but research these day indicates that things may have went faster with the Physical. The project was composited in After Effects with editing done in Premiere Pro. Once the Lumiere Rig Tools are done I love to get a tutorial out on those workflows. Anyway, happy holidays to you all, and happy rendering! Eldiren out!
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=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.
http://www.youtube.com/watch?v=8-u7bopBcYw In this Multi App Workflows tutorial we will revisit the C4D and Faceshift workflow. We'll introduce a new plugin that will allow us to quick get reusable facial animation into C4D with very little work. As I said in the tutorial here is the blend shape correspondence list I currently use to convert Daz3D morphs to Faceshift ones. I'll update it as I find more usable morphs: MouthSmile_L - head.CTRLSmileSimpleL MouthSmile_R - head.CTRLSmileSimpleR EyeBlink_L - head.CTRLEyesClosedL EyeBlink_R - head.CTRLEyesClosedR JawOpen - head.CTRLMouthOpenWide JawFwd - head.CTRLJawOut JawL - head.CTRLJawSideL JawR - head.CTRLJawSideR Mouth_L - head.CTRLMouthSide-SideL Mouth_R - head.CTRLMouthSide-SideR LipsPucker - head.CTRLLipsPucker LipsFunnel - head.CTRLLipsPuckerWide BrowsDown_L - head.CTRLBrowDownL BrowsDown_R - head.CTRLBrowDownR BrowsUp_L - head.CTRLBrowUpL BrowsUp_R - head.CTRLBrowUpR Puff - head.CTRLCheeksBalloon LipsLowerClose - head.CTRLLipBottomUp LipsUpperClose - head.CTRLLipTopDown EyeSquint_L - head.CTRLEyesSquintL EyeSquint_R - head.CTRLEyesSquintR A great thanks to 80prozent for creating this plugin. You can visit his GitHub at: https://github.com/80prozent/FaceShiftC4D There you show be able to download it and play along. Cheers!