About C4D and Character Animation Workflow
Unfortunately Maxon has not made those EXELENTS Character Builder (C4D Modular Rig System), and CMotion (Procedural Animation System), both compatible with Game Engines.
First all, the Rig created contains more than one root (is a multi-root skeleton), making the skeleton incompatible with Unreal Engine.
It is impossible to import in Unreal Engine or change this skeleton in C4D. It has hundreds of constraints and complex xpresso tags for driving CMotion animations and IK solvers very different from the commonly used.
Baked animations can be imported perfectly. But without a skeleton are completely useless in Unreal Engine.
[FONT=Arial Black]I had to practically recreate the entire rig and animation in Maya again.
More than a week of work thrown away, just because I did not know that the Unreal does not accept multi-root skeleton, and besides all without a main-root in 0,0,0.
But is this proposal! If anyone here has contact with Maxom. Please ask them to make CMOTION and Character Builder compatible with Game Engines like Unreal or Unity. Or tell me if there is a practical solution to this
Was wonderful when I managed to do this in C4D in less than one minute without touching any joint or controller. But…
PS .: Animation created in C4D does not work in sketchfab also .