Hi throwawaygiraffe989,
The simple idea of character animation is moving points. These points are the base of edges/polygons. All comes down to moving points. The points keep the X, Y, and Z information. A change of that information, over time, results in animation.
Now we want to move these points. In Character animation, this is done with joints, like bones. (Two joints create a bone, bones can share joints). As in reality, not every spot of skin is only moved by one bone. So we need to create information that distributes the joint/bone movement-information to the points.
This is called Weighting. Each point gets 100% influence from one or many joints/bones. Not more, not less, precisely 100%, or parts of the object move slower or faster. So, 100%.
This information is then used within the Skin Object, which is a sophisticated Deformer, who mixes the weight, the joints, to information that moves the points with the joints, always based on weighting. Like point #432 in a mesh has 60% influence from joint A and 40% influence of joint B.
The Skin Object/Deformer sits under the Polygon object, to do its work.
The Character Object itself is a joint/bone set up and “moving-machine”. It creates options to set up a Rig and creates controllers. This Character object also provides the option to bind the joints and the mesh. That is called binding.
Joints, Mesh, Weighting, Skin, and Binding are the terms that need to be clear. Yes, that sounds simple, but all of that is a job in its own right, often even split to provide the best results. It is not something a few tutorials can provide to master this to the fullest. So your frustration with the material is understandable. Let’s have a closer look into it.
Most tutorials dealing with Character Animation assume a good understanding of most parts of the application, like modeling, or mechanical animation, the timeline, as well as all kinds of deformers, besides a little bit of Xpresso. It is not just a beginner session, and you’re done with it. So, take your time, endure the frustration as a growing pain. Yes, the target is always to make this as pleasurable as possible. So, we have some courses that deal with deformer animation and modeling and so on. Even the Character object is quite simple to use until you want to break apart from the suggested use, like building your own template.
I often go so far to say, there is nothing in Cinema 4D that is not basic, but lots of those essential parts are in need to play together, then the complexity and the magic starts. That requires some time. Any fundamental element that is not understood works like a black hole. It sucks all the fun out of the exploration.
In a hands-on class, I never would start with the Character object nor with Mixamo. For many reasons, but mostly, I believe in progressive education, and not doing it with a hammer. Example:
Set up a simple object, make it editable. Set some Joints, and bind them, change the weight of one joint. Do that for an hour to get really some muscle memory with it. This hour will pay off big times. This is the basic that anyone expects from a Character Rigging Tutorial, at least.
I certainly understand the wish to do the complicated things first, and I really think it is a bad idea to take on too complex things too early.
So here is my suggestion:
https://www.cineversity.com/vidplaylist/an_artists_guide_to_all_deformers_full_series/
https://www.cineversity.com/vidplaylist/injecting_character_into_objects_in_cinema_4d/
https://www.cineversity.com/vidplaylist/creating_a_cartoon_character_in_cineversity_brand_id/creating_a_cartoon_character_in_cineversity_brand_id_series_introduction
https://www.cineversity.com/vidplaylist/mixamo_to_cinema_4d_character_workflow/mixamo_to_cinema_4d_character_workflow_series_introduction
This should give you good progress in this fascinating field.
Enjoy
P.S.: I have sent an upload link to your Cineversity Private message.