Import the OBJ/FBX/ZIP characters (Maximo only read these 3 formats)
File → Export → Wavefront OBJ → name the file and save
Login Mixamo → Upload Character → select the exported obj file → Next → drag chin, wrists, elbows, knee and groin on the character model → Next (auto rigging process) → Next
Choose the animation (e.g. here use Stop Walking) → (Overdrive increase speed up animation) → Download format FBX, With Skin, None keyframe reduction
Back to C4D, File → Merge Object (R hand side) → Choose the downloaded FBX → Group as a null and rename the imported layers as animation
Drag the texture (include the triangle icon) from original character model to the animated one
If using Arnold, convert the materials to Arnold material:
In Render Setting → Renderer: Arnold (open IPR window in Arnold menu instead of interactive render region to view instant rendering)
Select the materials → Arnold (between Extension and Window on top bar) → Utilities → Material → Convert selected C4D Material to Arnold Material (rename those Arnold material by adding A at front)
Add Arnold Sky → Color → Texture → select the HDRI exr image match the Background → in Main tag → Type: Physical Sky (will hide the exr image, just show the lighting effect)
Create Background, add the compositing BG material
Moe the character to match camera perspectives
Render the sequence with Alpha Channel on → go to AE to finish compositing
Retargeting /Combine Rig into the T-pose Character in C4D:
After downloaded both T-pose and motion clip animation of the characters from Mixamo
→
File (R hand side) → Merge Object → No to reassign included takes
→ Import other motion clips with same method → Group to null for each motion
Choose T-pose layer → Animate (top bar) → Add Motion Clip → tick “Remove included Animation from original object” → Ok (motion system tag created in the layer)
→
Click on the tag to open its menu → Open in TL (timeline)
Choose the target motion clip → Add motion clip again, but this time untick “remove....original object” → the motion clip is added in the timeline
Drag the target motion clip (from name column on Left ) in timeline and replace the T post timeline clip (can do it either in F-cruve or Dope sheet Timeline)
In Timeline → Motion System → Bake Clips
→
Select the baked timeline clip → Motion System → Convert Layer to Keyframe animation
Now the T-post rig animation layer becomes an motion animated clip
Select the animated rig layer, Export → FBX
Now if open a new project, import the FBX file, will import the full animation and the mash (the exported FBX include the Mash, T-pose Rig, and motion clip Rig), can be used in Maya, UE