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  • Need C4D to Unity rig advice

    Posted by Leo Krasko on June 11, 2025 at 1:17 pm

    Hello guys!

    I need advice, I have been asked to help with a project.

    I am supposed to make a character with 3 clothing sets, full body and facial rig.This should be made for VR, specifically Unity and animated with Rokoko. I work in Cinema4D (most modelling and rigging) + Zbrush (high poly) + Blender(remeshing) + Substance painter(textures).

    I have done a similar workflow for realtime environments before, so all of this is generally a walk in the park, except a few details.

    1. I have never transferred face rigs between programs. How would I go about this? Can I somehow transfer pose morph from C4D to Unity? I’m generally unsure how this project will be animated, if it will actually be a realtime stream on top of my character or if they will animate it manually somehow, but I know for sure whatever .fbx I deliver has to be compatible with Rokoko naming conventions for the standard IK skeleton and should be compatible with Unity. So what happens with the face rig here? Should I use pose morph? How should I name my expressions?
    2. In addition, how would I go about optimizing my character? I know a texture atlas would be best, but, should I just have one rigged character with the 3 clothing sets on and then later they can be hidden and unhidden? Because having 3 separate rigs sounds incorrect somehow.
    3. Should I rig completely myself or let Mixamo rig it and then fix the weights manually? In general, I have rigged things manually and automatically before, but I found autorigging and fixing the weights works the quickest. That being said, I have made only one character this way that had a super wide range of motions and it looked good, but there were shoulder problems.

    Thanks in advance! 🙂

    Kouraib Abdmalek
    replied 1 year ago
    2 Members · 2 Replies
  • 2 Replies
  • Kouraib Abdmalek

    June 12, 2025 at 8:26 am

    <div>Hi Leo,</div>

    I don’t have any previous experience with something similar because most people as I think rely on Blender when it comes to exporting to Unity and Rokoko, but regarding the third point, choosing one of the two methods depends on the amount of work expected. If it is relatively small, then doing it manually will be more guaranteed, but if it is a lot, then using the automatic method with later review and fixing what needs will be better. I hope this is useful to you.

  • Kouraib Abdmalek

    June 12, 2025 at 9:36 am

    Hi Leo,

    I don’t have any previous experience with something similar because most people as I think rely on Blender when it comes to exporting to Unity and Rokoko, but regarding the third point, choosing one of the two methods depends on the amount of work expected. If it is relatively small, then doing it manually will be more guaranteed, but if it is a lot, then using the automatic method with later review and fixing what needs will be better. I hope this is useful to you.

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