3D & media workflows

Post-processing

Move captured datasets into RealityCapture, Gaussian Splatting, animation, and garment workflows.

Cinema 4D avatar workflow

This example shows how a full-body scan captured with a synchronized Xangle camera rig can become an animated character with simulated clothing. Camera Server produces the synchronized image dataset; Cinema 4D, Rokoko, AccuRig, iClone, Marvelous Designer, and the final renderer handle the rest of the workflow.

The exact camera count, scan rig, software versions, and menu names in the original example are historical. Use the rig and software available for the current production.

Workflow overview

  1. Capture a full-body scan with Camera Server.
  2. Convert the source images and reconstruct an OBJ in RealityCapture or RealityScan.
  3. Clean and scale the mesh in Cinema 4D or another 3D package.
  4. Record motion with Rokoko or another motion-capture system.
  5. Rig the mesh with AccuRig or an equivalent tool.
  6. Retarget and clean the animation in iClone, Cinema 4D, or Blender.
  7. Extract a garment from a second scan if needed.
  8. Simulate the garment in Marvelous Designer or CLO3D.
  9. Apply materials and lighting.
  10. Composite and render the final animation.

1. Capture and reconstruct the body

Capture the subject with consistent lighting, exposure, focus, and pose. Keep the Camera Server dataset unchanged and create a working copy for RAW conversion and reconstruction.

Convert the source images to consistently processed JPEGs with Lightroom, Capture One, or an equivalent tool. Align the images in RealityCapture or RealityScan, generate a mesh, clean the background geometry, and export an OBJ with the required textures. See Build an OBJ from RAW files in RealityCapture for the detailed reconstruction path.

2. Clean the mesh in Cinema 4D

  1. Import the OBJ and confirm its orientation, scale, materials, and texture paths.
  2. Remove floor, background, and reconstruction artifacts.
  3. Close holes and repair open edges that would interfere with rigging or cloth collision.
  4. Retopologize when the scan topology is unsuitable for deformation.
  5. Reduce the polygon count only as much as the animation and render require.
  6. Set a meaningful real-world scale and place the model in a predictable scene orientation.

Keep a high-detail scan separate from the animation-ready version so later changes do not destroy the source geometry.

3. Record motion

  1. Put on and calibrate the motion-capture suit or use another tracked motion source.
  2. Record a short test performance first.
  3. Review the skeleton and timing before recording the full movement.
  4. Export the motion as FBX or BVH, depending on the target application.

The motion file and the character mesh must use compatible coordinate systems and frame rates. Write those settings down with the project.

4. Rig the avatar

  1. Import the cleaned mesh into AccuRig or the rigging tool used by the production.
  2. Place the joint markers on the anatomical landmarks.
  3. Review the generated skeleton and skin weights.
  4. Correct problem areas around shoulders, elbows, knees, hands, and hips.
  5. Export a rigged FBX with a standard humanoid skeleton.

Test the rig with a simple pose before importing a long motion recording.

5. Retarget and clean the animation

Import the rigged character and motion file into iClone, Cinema 4D, Blender, or the chosen animation package. Retarget the motion and inspect:

  • Foot sliding and contact
  • Jitter in the hands or head
  • Arm and body intersections
  • Unnatural joint rotations
  • Loops and transitions

Smooth or correct the animation, then export a cleaned version for clothing simulation.

6. Extract and simulate clothing

For a garment based on a second scan:

  1. Import the scan of the subject wearing the garment.
  2. Isolate the garment geometry.
  3. Split it into a separate object.
  4. Clean, repair, and simplify the garment mesh as needed.
  5. Export it in the format required by Marvelous Designer or CLO3D.
  6. Import the animated character and garment.
  7. Match scale, orientation, and starting pose.
  8. Set cloth weight, stiffness, collision, and simulation settings.
  9. Run a short simulation and fix collisions before simulating the complete animation.

A clean, correctly scaled avatar and garment reduce simulation failures. Keep the original scan available for reference rather than using it directly as the simulation mesh.

7. Materials, lighting, and render

Bring the character and garment into Cinema 4D or the chosen render package. Apply scan textures and materials appropriate to the final look. Configure lighting, camera motion, and render settings for the intended output.

Export a short preview first. Review animation, cloth behavior, texture seams, and flicker before rendering the complete sequence. Use After Effects, DaVinci Resolve, or another compositor for grading and final assembly when needed.