You are correct. The link between AE and cinema is so that you can put 2d renders of 3D objects into a 2d or AE’s version of a 3D scene and have those objects follow along with a camera that has come from AE or C4d. So in the end everything reacts as if the footage from C4D “feels” like its a 3d Object. But if you change something like a camera angle in AE, you have rerender the C4d file with the new camera position and replace the rendered footage in AE.
It also lets you bring objects from AE into C4D. But those objects being exported in this direction are cameras, lights, nulls and 3D planes.
Remember AE isn’t a 3D program in any way. Its 3D renderer is cheating. Element manages this trick because its a 3D program on its own even though it lives inside of AE. It renders the object in 3D within its own interface and then passes each frame to AE’s stage.
Yes element 3D is great way to go to keep all elements live and in the same work environment. There are a few other plug ins out there that will also accept a 3D mesh from an OBJ and have it be a live 3D object in AE – however these other plug ins (excluding E3D of course) don’t have very good texturing routines (or none at all) and you get simple spherical or cubic mapping at best and simple gray shading at worst.
Once you have a pipline set up for rendering files in C4d and then using that footage inside AE it’s pretty slick. While we have both full C4D and Element 3D here, I still feel, compared to E3D, I have more control inside of C4D – better navigation, a more standardized work environment (as 3D apps go), a more robust texturing system and animation control/timeline, all the attributes for each object are attached to it and you don’t have to pretend that each object is a particle and edit their attributes “outside” of the program where you texture and place the objects (as you do in E3D).
If you have both C4D and AE running together, you end up just exporting cameras back and forth, then importing/replacing the rendered footage. Jumping from AE to C4D is not that different or any more handcuffing than jumping from the comp in AE to the inner interface of E3D.