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Given that you already have the models for it, what's the recommended way of animating 3D scenes such as some characters having a conversation and walking around in the room?

I can use C4D to model stuff but are there more efficient ways C4D's animation patterns?
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>>547993
*ways than C4D's animation patterns
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>>547993

What is an "animation pattern", is that something specific to Cine4D?

If you're asking a more general "How do I naturally compose a scene?" that's more a cinematography question.

As with any attempt to simulate real things, the starting point should be references of real things.
Pick a scene from a movie you like and recreate it 1:1 as best you can, that way you don't have to focus on any sort of improvisation and can just practice the mechanical aspect.

If you feel like you're already good enough at animation, or that's not your interest and you'd rather be a creative director / animation director telling other plebs what to do, then I'd still go about copying scenes from other things (but with animatics and storyboards) and then analyze what's going on frame by frame.

Alternatively watch some shit on youtube about cinematography in general, maybe read some books, that kind of shit.
But every artist pretty much starts by imitating people better than them until they develop their own style.

Hope my vague, common sense answer of "read a book on film 101 nigga" helped you.
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>>548007
it's not about HOW to do it but WHICH TOOLS to use. I do know exactly what I want characters to do, I have all the characters and props modeled but I can't believe that someone would animate them from within C4D as this was good for modeling but isn't necessarily comfy to use when animating more than a few parameters.

I said "animation pattern" to refer to the standard procedure of using keyframes to modify objects over a certain time span. Now look at the Source Film Maker where you can used WASD and your mouse to record a character running + looking around. The Source Film Maker is very limited which might drive the simplicity but you get the idea that this are simpler ways of making a character walk than making his feet and knee bend, opening the "animation" view in C4D to make those frames repeat for every single step, ...

Thanks for your reply tho
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>>548013
Just take a week or so to learn Maya. The animation tools and rigging possibilities are night-and-day compared to C4D or SFM.

You can't even make spline controls in SFM, right? I can't imagine animating without spline controls anymore.
As for C4D vs Maya, you CAN animate characters within C4D, but like every other aspect of 3D, if you're using an inefficient tool it's going to take longer and you're going to have to put more effort into it.

Getting into specifics, C4D does a lot of shit ass-backwards compared to any other 3D software, which is primarily due to the reliance on the object manager and how it's designed to pander to the After Effects crowd.

Curves are picky with where you place things, randomly switching between linear and spline.
One problem I ran into recently in C4D is the dynamic IK joint shit is horribly broken when applied to rigged characters, whereas it's literally just one button press in Maya, and it works.
The "Parent" constraint in C4D is actually hilariously broken when it comes to animation. It will reset on you and do other genuinely infuriating things, for absolutely no reason.
Same with the "Aim" constraint, but to a lesser degree.
Any feature regarding skinning is hit-or-miss in C4D. Most of them work fine, but if you've ever tried to transfer weights from one character to another, maybe because you edited your base mesh by moving around verts, it can take up to an hour or two to do this in C4D.
In maya, again, it's one button, and it works perfectly.
Posemorphs in C4D have some very strange interactions sometimes as well. Sometimes they just randomly decide to explode your mesh, which is fantastic.

There are more issues, but this post is nearing the character limit.

Overall, I've animated characters a lot in C4D before switching to Maya, probably about 2-3 years now, and while it's possible to pull it off, it's just not worth it because of how wonky and backwards the program works.
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>>548018
>>548018

Seconded, Maya is pretty much standard for animation and rigging.
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>>548018
Not OP, but you obviously have more character animation experience than me so I figured I could hijack the thread a bit:
I've been using Maya for the past three years, but to fit my (motion graphics targeted) colleagues workflow better, I'm considering switching to C4D. I've never done proper character animation before, but now I'm considering practicing basic character animation, sort of like this:
https://vimeo.com/178050439
Do you think C4D would limit me here? As you can see, I'm not aiming for realism.




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