Cinema 4D’s mograph tools are really powerful, and I was looking at its rigid body simulation capabilities (using the mograph tools) which seems like a very good alternative to Maya’s native rigid body dynamics, which can be slow to calculate or produce some crazy results when you are trying to simulate a large group of objects at one go.
Thus I was researching on ways to bring C4D’s mograph animation into Maya, and I was pleasantly surprised to find that it can be done really easily with the new alembic format support in C4D R14. All you need to do is to export your mograph cloner in the Alembic format in C4D, and then from Maya’s Animation menu, go to Pipeline Cache > Alembic Cache > Import Alemic, select your file and you are done!
If you wish to have further control in Maya, such as the ability to modify the keyframes of each cloned object (for effects such as bullet time or simply to move or hide a particular clone), one method will be to bake the mograph animation in C4D first before exporting it in the Alembic format.
Here’s a useful tutorial I’ve found on how to bake your mograph animation in C4D: http://www.youtube.com/watch?gl=SG&hl=en-GB&v=b-CnSGjkp68. It also shows the process of setting up a rigid body fracture animation using mograph, then baking the animation so that you will have editable keyframes for each individual cloner.
After you import the Alembic file into Maya, bake animation for all the objects and you will have editable keyframes in Maya too!
This method of baking animation in C4D is more of a work-around and thus it does seem a little inefficient. I would be happy if anyone can share a better method to do so :)