XangleCs documentation
Cinema 4d sample - by @aeforia
Full Workflow: Creating & Animating a 3D Avatar from Photogrammetry
(Cinema 4D + Rokoko + AccuRig + iClone + Marvelous Designer)
This guide outlines the complete pipeline to generate an animated 3D version of yourself, starting from a full-body scan captured in our -camera photogrammetry rig at Xangle Studio. You’ll go from raw mesh to mocap-driven character, simulate clothing, and end with a fully shaded, animated 3D version of yourself.
Overview of the Workflow
- Capture a full-body scan using 60 cameras (Xangle Studio)
- Clean up the 3D mesh in Cinema 4D
- Record motion capture using a Rokoko suit
- Rig the mesh using AccuRig
- Import the rigged character and animation into iClone
- Clean and tweak animation
- Extract clothing (e.g. jacket) from a second scan in Cinema 4D
- Simulate the jacket in Marvelous Designer
- Apply shaders & lighting
- Final composite & rendering
Step 1: Full-Body 3D Scan with Xangle Studio
- We capture high-resolution images using DSLR cameras, perfectly synchronized to scan your body in one click.
- The output is a folder of RAW images, which you convert to JPGs using Lightroom or Capture One.
- These JPGs are then processed in RealityCapture to generate a high-resolution OBJ file.
Result: You now have a raw 3D mesh of your body.
Step 2: Clean the Mesh in Cinema 4D
- Import the OBJ into Cinema 4D.
- Use Polygon Pen, Knife, and Sculpt Tools to:
- Remove background/floor geometry.
- Retopologize if needed (or use external tools like ZRemesher for clean topology).
- Fill any mesh holes or close open edges (important for rigging and simulation).
- Optionally reduce polygon count using the Polygon Reduction tool for performance.
- Position and scale the model accurately (height ≈ – cm).
Result: A clean, watertight 3D model of yourself ready for rigging.
Step 3: Record Motion Capture with Rokoko Suit
- Put on your Rokoko Smartsuit Pro and open Rokoko Studio.
- Record your animation or performance in real-time.
- Export the motion capture data as FBX (with skeleton) or BVH format.
Result: Mocap data of your movement, ready to apply to your character.
Step 4: Rig the Avatar with AccuRig (Free)
- Import your cleaned mesh into AccuRig (by Reallusion – free software).
- Follow the guided rigging steps:
- Place markers on joints (wrists, knees, spine, etc.)
- Adjust skin weights automatically or manually.
- Export the rigged character as FBX with a standard humanoid skeleton.
Result: Your static scan is now rigged and ready for animation.
Step 5: Import Character & Animation into iClone
- Open iClone and import the rigged FBX from AccuRig.
- Also import the FBX or BVH motion file from Rokoko Studio.
- Use the Motion Retargeting tool to apply your mocap animation to your rigged mesh.
Step 6: Clean the Animation in iClone (or Cinema 4D / Blender)
- Use iClone’s timeline tools to:
- Smooth out jitter.
- Add loops or transitions.
- Adjust foot contact or arm intersections.
- Alternatively, export the animated FBX to Cinema 4D or Blender for finer cleanup.
Result: A fluid, realistic animation applied to your custom character.
Step 7: Extract the Jacket from a Second 3D Scan in Cinema 4D
- Import a second full-body scan (wearing a jacket).
- Use Polygon Selection tools to isolate the jacket geometry.
- Detach the jacket into a separate object (
Mesh > Split). - Clean up and retopologize if needed.
- Export the jacket as OBJ for Marvelous Designer.
Step 8: Simulate the Jacket in Marvelous Designer
- Import the animated character as an OBJ Sequence or FBX.
- Import the jacket OBJ and align it to the character.
- Use Simulation Mode to let the jacket follow the motion.
- Adjust cloth properties: weight, stiffness, collision.
- Export the simulated garment animation.
Result: Your real jacket, realistically moving with your D character.
Step 9: Set Up Shaders & Lighting
- Import everything into Cinema 4D for final lookdev.
- Apply textures (from scan or baked) and tweak materials:
- Skin: subsurface scattering
- Jacket: fabric shaders
- Set up lighting and camera movement for final render (Redshift / Octane recommended).
Step 10: Final Composite
- Combine animated character and jacket.
- Export final animation as video or image sequence.
- Optionally bring into After Effects or DaVinci Resolve for grading.