Unreal Engine:

Motion Design with UE and C4D

Webinar:
-GPU lightmass (GPULM) (similar to CPU based Lightmass Globalization illumination, but faster):
Turn on Plugin: GPU Lightmass (Only available in 4.26 Version or later): To bring in emissive materials through C4D import, then use it in GPU light baker for illumination → Then set RHIs to DirectX12
How to enable it: Build→ GPU Lightmass→ Change following settings: Mode: Bake What You See; GI Samples: 1024; Stationary Light Shadow Samples: 256; Quality in Irradiance Caching: 256→ Click green bar Start Building Lighting
(Can see clearer if show Lighting Only in Lit)
After 100% calculation, click Save and Stop Building, (will denoise the scene as a finished look)
Other variables: Volumetric Fog, Post Process Volume Glow, Materials (check the webinar 08:25- 26:45)

-Export Mograph element from C4D (Version R23.110) to UE:
Go to Mode (botto R corner) → Project → Cineware → make sure Tick “Save all 3 Caches” in boxes
Then File → Save Cineware (for mograph export)
Open UE → Datasmith → Open the Cineware file exported from C4D → Make sure Animations box ticked → Import (Should have to reassign the Materials to the Meshes)
Other Variables: Camera shake, Control Rig (Check the Webinar 44:30 -59:50)

-Rig Setup:
R click on the skeleton Rig in Content Broswer → Create Control Rig (can’t find in 4.25?) → Open the newly created Control Rig Window (Rig Graph) 47:30 - 57: 40
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-Mograph and Simulation Tags from C4D to UE:
Create a Cube and Plane → Mograph (Top menu) → Cloner (for the Cube)
In the Clone, go to Object (bottom R corner) → Count: 6; Mode: Radial; Radius: 355cm; Set keyframe at Offset 0 to 180 degree
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Put the Plane under Cloner and Cube (top R corner),
To Bake the mograph: R click Cloner → Mograph Tag → Mograph Cache → Click the Cache just created next to Cloner, click Bake in Build (the box changes from red to green), then File → Save Project for Cineware
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To bake a Dynamic Tag: R click the Cube instead of Cloner → Simulation Tags → Soft Body; then R click the Plane → Simulation Tags → Collider Body
See the result by deleting the Cloner Bake
Hit C to make the Cloner editable, so the cloner becomes individual cubes. Go from Startup/Standard to Animate interface (in Layout, top R corner) → Functions (between timeline and monitor) → Bake Objects → tick All Parameters → all keyframes are made on timeline
Back to Startup page, select all Cubes (copy), create a Null and put those Copy cubes in the Null rename as Keyframes (purpose: the copies created only include keyframe, while the original/old cubes still have simulation tags applied. when hide the plane and cloner, the copies can hit on the hidden plane with simulation tag applied)

Save Project for Cineware as follow (Remark: UE only applies the keyframe, not simulation tag)
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Any Cloner layers in C4D, makes sure their Object → Instance Mode: Instance
In UE, enable Datasmith C4d plugin →
Content → Datasmith → Import
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