I am quite happy with the anouncements overall 🙂
I dont use the premade character rigs, so not sure if I will be able to implement the facial rig to my custom rigged characters? I hope so!
For me, one of the big changes is the character solver. For sure, that will make it extremely awesome to transfer animation from one character to another! And the delta mosh! (in fact, I wish I had this delta mosh right now for a project Im working on he he)
And funny enough, some of the small improvements, are the ones that I got extremely excited.. like.. auto previewing the F-curve when selecting a specific parameter
It seems minimal, but doing some fine tuning on characters, and having to manually find "where is this curve?" a lot of times.. I got used to it, but it was frustrating in general.
This and auto-keying changes is also super welcome!
I think, the only thing I was hoping to see was viewport improvements, more specifically, changes to the Interactive Render Region, the one we have right now is unfortunately not good enough, or not responsive enough. Specially when working with toon shaders, etc.. it starts refreshing quite fast, but after some 4-5 materials, everything just lags.. and takes a while to update. I mean, the magic bullet and the space screen reflections are nice aditions, dont get me wrong... but I would believe, most people who uses Magic Bullet Looks, would normally use during the compositing stage of a project, before or after some other effects are added on top of the 3D footage... so there is a lot more control without wasting 3D render time, and with more control.
Also, it would be cool for us to have some sort of roadmap... specially now that C4D is subscription based, It would be nice to see whats in the horizon for us.
Overwall, it was a good presentation, looking forward to the update 🙂