I had a similar topic a while ago but it was never really answered :(
Although I have not been working day and night trying to get this working, I seem to always be going back every once in a while. How do I bring a skeletal rigged model (with bones) in C4D and problematically animate in XNA using those bones instead of meshes. Not necessarily the code to move it just how to get into XNA's content pipline.
Zip includes the simple tank model I rigged up with 3 bones which works great in C4D. Also a model already a fbx from a code sample on XBLIG App Hub site that works as expected in the model viewer although multiple meshes which goes against what I read in Cygon tutorials: C4D-XNA Models.zip 1.1MB 22 downloads
Cygon has written some tutorials but I don't seem to be doing anything wrong and I think it might just be the FBX exporter. In the 3DS Max tutorial he rigs it and then makes into a single mesh so that each render in XNA is less intensive.
I know people have reported errors with the fbx exporter but I am using Studio R14 although the FBX exporter still only has 2012 (7.2), 2011 (7.1), 2010 (6.1)
I know Cactus Dan has a FBX exporter but in his promo video he said it only works on CD Plugin skin and rigging/bones. Is there any other FBX export plugins I can use?
I am using this XNA Model Viewer for my tests and it seems that each mesh in objects panel gets converted to what XNA considers a bone and moves the meshes. And each bone in C4D is considered a bone but does not manipulate any mesh... see picture:
Am I just doing this wrong? It seems that I can move the model though the "bones" that are really just objects/primitives and if I nest those it semi works likes rigging.
I hope there is some hope for C4D because I feel it far superior and easier to use than 3ds Max (although haven't confirmed myself that it works either).