My workflow! (After Effects + Cinema 4D + Octane)

First, I track the footage. Sometimes, on tricky shots, it’s helpful to give the footage more contrast so that the tracker can see the details better. I add the contrast on the shot and precomp it, then track that comp. Next, I export the Cinema 4D file by going to file>Export>MAXON Cinema 4D Exporter Then I render out my footage to an image sequence I open up the .c4d scene AE made Add my image sequence I rendered from AE (don’t worry too much about textures in this phase. It’s just for a visual point. We’ll deal with those later) Grab some LEGO models I got off of turbosquid and start aligning the axis points to the different parts of the body so that animating them will be easy. Copy/paste that object over into my original scene Place my object into a new null (Again, texturing just for visual representation) Animating the leg to do a walking motion Adjusting curves to make it a smooth motion Same thing to the other leg. Animating and smoothing Taking the master null and using it to re-position him. I use the master null to animate the actual position of the Lego (spider)man. Also animating the y postion to make him look like he’s jumping up and down when walking The rest of the animation phase is about the same as what I already explained. Just animating parts of the body and making the master null actually move the whole model. Using LeoCad to import another LEGO piece used for his webbing Basic model optimization. Select all points and right click>optimize. This should weld all the points together and make your object cleaner. Also set the phong angle to 30-40ish Copy/paste the object, then make a particle emitter. Make the web piece a child of the emitter and set the emitter to “Show objects” and “Render Instances” Play with the emitter settings a bit Give the emitter a rigid body tag. Then, under “Collision” set the “Inherent tag” to “Apply tag for children” This is me playing with the global gravity settings to see what looked natural I placed my emitter as a child of the Lego man’s hand so it would follow the position Add a new cube, add a collider tag to it, set it on the floor level, and make it invisible. Just play with the dynamics settings on your rigid body until you get the result you want nothing important here, really. Open up the Octane live viewer Add a new Octane material, set the diffuse to imageTexture, and choose your textures I added an HDRI environment to simulate natural light Now I’m playing with the texture’s glossiness. I won’t go much into this because I don’t know much about texturing in Octane yet lol In Octane’s render settings, turn on Alpha Channel and turn on Keep Environment Next I added an Octane daylight and made sure Mix Sky Texture was checked Make a new Octane material and load up your image sequence. Under the animation tab, set your in and out points and frame rate. In the Editor tab, check Animate Preview Add it to your ground plane In the settings of your image sequence tab, click the Projection button. Set the projection to Perspective, set Position to World Space. Drag your camera into the External Transform box. Click UV Transform. Rotate the Z 180 degrees. Adjust the scale X and Y and match up your footage so it lines up This is me just doing nitpicky stuff with textures and physics. Make sure to set your renderer from Standard to Octane Renderer. In Octane render settings, I set my max samples to 1024. Diffuse depth 5. Specular depth 6. Caustic blur .2. GI Clamp 2-3ish. Coherent ratio .2. Add an Octane object tag to your object and floor plane. Set the layer ID of your object to 1 and your floor to 2. Enable Render Passes and Render Layer. Check Shadows and Layer reflections. Choose your output format. Check Save Beauty. In AE, import all your layers and composite! I typically use a curves effect and lower the brightness of my shadows to make them stand out For objects, I usually desaturate, add a toner and choose the most dominate color in the scene and lower the mix value; Add a standard Box Blur, then use an Unsharp Mask to bring some fake sharpness back; I add a noise, then fake motion blur Next I just adjust brightness values of shadows and the like. Just making sure to make everything blend well together I add a quick color grade using Lumetri. I typically use 1 pass to flatten everything out (highlights/shadows) then another pass to add the flashy colors and whatnot. Next is just a dust element! Next, this is the fun part! We add a wait what’s going on? why am I fading out?!?! HELP HELP HELP

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