Retarget an animation in Cinema 4D

Who is this article relevant to?

This article is for anyone who wants to retarget a Rokoko animation onto custom characters in Cinema 4D

Which plans is this article relevant for?

Starter Plus Pro Enterprise

Introduction

This guide covers the complete process of exporting mocap, setting up a character rig, retargeting animation in Cinema 4D, and creating a control rig for editing.

Requirements

  • Cinema 4D R23 or higher
  • A rigged character (Mixamo rig recommended)
  • Basic understanding of joints, skeletons, and animation in C4D

Export your Rokoko animation

  • in Rokoko Studio, export your animation as an FBX file.
  • Select a humanoid skeleton preset. Preferably Mixamo or Human IK.
  • Ensure the exported animation uses a proper T-pose as the rest pose.

Prepare your Character Rig

  • Import your character into Cinema 4D.
  • If using Mixamo, export the character in a T-pose (strongly recommended).
  • Place the character at the scene origin with correct scale.
  • Verify that the skeleton has clean naming and hierarchy.

Add a Character Definition Tag

Cinema 4D needs to understand the structure of your character’s skeleton.

  • Select the hips/root joint.
  • Add a Character Definition tag.
  • Use Extract Skeleton or manually assign bones if the rig is custom.
  • Confirm the mapping for spine, arms, legs, and head joints.
  • Set the character’s T-pose inside the tag (if prompted).

Import your Rokoko animation in Cinema 4D

  • Import the mocap FBX into the same scene.
  • Align the mocap skeleton scale with the character skeleton if needed.
  • Add a Character Definition tag to the mocap skeleton as well.
  • Verify bone mapping for the mocap skeleton.

Retarget your Rokoko animation

  • Add a Retarget tag to your character.
  • Set the mocap skeleton as the Source.
  • Set your character skeleton as the Target.
  • Review the pose alignment to ensure arms, legs, and hips match.
  • Press play to preview the live retargeting.
  • When satisfied, choose Bake Animation to transfer keyframes to your character.

Create a Control Rig (Recommended)

A control rig makes editing easier than modifying raw skeleton animation.

  • Create a control rig compatible with the Mixamo skeleton (C4D can auto-generate one).
  • Bind the character mesh to the control rig if not already skinned.
  • Transfer the baked animation to the control rig controllers.
  • This allows for:
    • fixing foot sliding
    • adjusting hand poses
    • correcting hip / weight shifts
    • cleaning overall motion

Edit the animation

  • Use the control rig controllers to refine the animation.
  • Adjust timing, fix penetrations, improve arcs, or stylize movement.
  • Keyframes added on the control rig override the mocap where needed.
  • Once finished, bake the final animation back into the character skeleton if you wish.

 

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