Basic Animation Problem...
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Hello,
I'm working on an animation the uses the Male Puppet character with the xpresso. I need him to be standing on a slightly side to side tilting plane. I dont want to keyframe the whole thing, and was thinking there must be a way to parent / constrain the feet to the ground, so as the plane tilts, the feet stick and the knees bend appropriately without the hips moving. In the character structure, there is a null called MocapRig_Target... I have tried attaching the foot joint with the plane with a target tag, but the results are not good.
Can someone please explain this process to me?
Thanks in advance,
Simon -
Hi Simon,
Here is an example:
https://projectfiles.maxon.net/Cineversity_Forum_Support/2025_PROJECTS_DRS/20250127CV_2025_drs_25_CAff_01.c4d.zipIf IK is not in use, the two Nulls in the example (child objects of the Plane), can be used in XPresso. I would add a few more Nulls to Plane to feed those into a Target Tag to work the rotation. (Object Manager> Tags> Animation> Target.
These extra Nulls work then as Target as well as Up Vector, both are needed to orient each foot on a plane.All the best
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Thats exactly it. " Add parent Constraint"... Thanks for your help. Is there any tutorials on how to animate / control the Puppet? That would be useful.
Regards
Simon -
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