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.