Hi Rough1,
From my perspective, character animation is a combination of keen observation and artistic intention. Many character animators keep a mirror handy—or, these days, just use an iPhone for quick references (Acting things out, then copy one's own performance).
With a well-prepared (rigged) character, you can select controllers and start moving the character around. Animation, simply put, is about creating change over time.
Another exciting way to animate is by using motion capture. Even an iPhone can do it, albeit with some limitations, or you can explore more advanced options like a Rokoko MoCap suit (I mention this one because I’m most familiar with it). If setting up MoCap feels like too much effort, sources like Adobe’s Mixamo offer ready-to-use Motion Capture data that can be downloaded and applied directly, or use the one sitting in the Asset browser. In Cinema 4D, these can even be turned into MoCap "snippets" (Animation Clips), allowing for quick creation of complex motions and expressions.
Ultimately, the key is observation—understanding a bit about acting—and knowing what movements bring an expression to life. This can feel overwhelming at first, but remember, animation is a skill that takes time and patience to master.
To start, I’d suggest experimenting with something simple: use a few joints to bend a cylinder, and try out techniques like IK (Inverse Kinematics) and FK (Forward Kinematics) Look these terms up in the documentation. Jumping into very complex rigs right away can be tempting, but it’s often better to build a solid foundation first. Animation is a major discipline that no one masters after just a few tutorials, so it’s important to set realistic expectations and give yourself the time and space to learn at your own pace.
Above all, have fun and explore what suits you best! If you’re looking for inspiration or guidance, here’s a series I’d recommend going through (all parts) to see just how much is possible.
https://youtu.be/9pMxfygydlw?si=6Kgp9VAWsM44x43S
Enjoy