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Mixamo to Cinema 4D Character Workflow: Refine MoCap with Hand-Keyed Animation
Posted: 20 March 2019 06:36 PM   [ Ignore ]  
Total Posts:  1
Joined  2016-06-20

I wonder is there any other workflow where i could just edit joints in their hierarchies and it would automatically update the motion system corresponding to that hierarchy?

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Posted: 20 March 2019 11:57 PM   [ Ignore ]   [ # 1 ]  
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Total Posts:  12043
Joined  2011-03-04

Hi sehsucht,

There are several ways to do that. Each Motion Clip is just a container for Keyframes. So you can right mouse click on the Clip and see the content in the Dope Sheet or the F-Curve mode. The Reduced Modification Curve function will undoubtedly help to change more extended parts of the animation. But it will change the Motion Clip for all instances it is in the timeline, so a Copy of the Motion clip should be used here.

Another option is given with the Absolute Animation Layer or with another Motion Clip on top of the current one.
https://www.cineversity.com/vidplaylist/new_in_release_11/nla_intermediate_motion
I do not prefer either of these options, similar to the suggestion in the tutorial, to shut parts off or overwrite them with anything that is not included in the clip itself. Why? Because any adjustment on the main clip for this part of the animation will not change the Absolute or layered clip as well. Perhaps that is occasionally wanted, but the more complex an animation becomes, the more streamlined the set up should be. My understanding of character animation is based on the idea that the main attention should be on the expression and not on the underlying setup, etc. Hence I like to have a new copy of the clip instead and modify it than to have information “particles” all over the place.

Here is a little screen capture
https://www.amazon.com/clouddrive/share/m4dLiSUP1Kt9KCw33t5CSXyL3nyxpG4SJOJiCgAJwhq

If there are any other questions, please let me know, I’m happy to look into it.

Cheers

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Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004
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