Design in Motion

Design in Motion

with Rob Garrott

 


Design in Motion is a series of creative techniques featuring short projects using After Effects and CINEMA 4D. Taught by motion graphics expert Rob Garrott, the course covers how color correction, expressions, rendering type, lighting, and animation are used in each program, and the topics are updated weekly. Using these tips and tricks, motion graphics designers will find designing to be a more efficient process.
Topics include:
  • Communicating emotion using color correction
  • Using expressions to control animation
  • Rendering type in a seamless environment
  • Doing more with less in the After Effects render queue
  • Creating bouncing animated type using dynamics
  • Creating realism with Global illumination
  • Working with Xrefs to simplify the workflow

show more

author
Rob Garrott
subject
Video, Motion Graphics
software
After Effects CS5, CINEMA 4D R12, R13
level
Intermediate
duration
8h 15m
released
Oct 26, 2011
updated
Sep 19, 2012

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Design in Motion
000 Welcome
00:04Hi! I am Rob Garrott and I'd like to welcome you to Design in Motion.
00:07the weekly series where we'll be exploring important fundamentals in the
00:10world of motion graphics.
00:12Each week I am going to show you a new project or idea that will focus on key
00:15concepts, tools, and techniques that will expand your understanding of this
00:19rich and dynamic medium.
00:21Using tools like After Effects and CINEMA 4D, we'll take on design and animation
00:25projects that will grow your understanding of communicating with movement.
00:28We will look at how you can use some of the lesser-known tools that will make
00:31the process of creating motion graphics easier and more fun.
00:34I will also share with you some of the design techniques that I've learned and
00:38developed over the years that will help take your animation to the next level.
00:41I can't wait to get started and I hope you'll join me each week for Design in Motion.
Collapse this transcript
001 Communicating emotion using color correction
00:01Hi! Rob Garrott here and welcome to Design in Motion, the weekly where we explore
00:04important fundamentals in the world of motion graphics.
00:07Color and contrast go a long ways towards telling a viewer exactly what kind of
00:11shot they are watching.
00:12In the film language color and motion are directly linked and with a few simple
00:16filters in After Effects you can change the mood of any shot. Let's take a look.
00:22Now what we have here is a clip of a cyclist that's just lost an important race
00:26and he is really despondent over that.
00:29The director has asked me to change the mood of a shot by adding some color.
00:32Right now you can see that the shot as it exists is really great looking.
00:35It was done at close to golden hour, there's a beautiful transition of light and
00:39dark across the actor's face.
00:40It just doesn't have the right feeling for the emotion being conveyed in the edit.
00:44So what I want to do is to change the emotion of this shot by changing the color
00:48and the color that I am going to use is blue, because that blue color tends to
00:52connote an intensity and a darkness to a shot.
00:56If I were wanting to change the mood to a happy feel I would choose warmer
01:00colors and push the saturation out.
01:02So let's RAM preview this and see what the action is.
01:06So as you can see the action of the actor really has an intense feel to it.
01:09He is pretty upset about the race and by changing this color value it's going to
01:13really intensify that feeling for the audience.
01:16So the very first thing I want to do is to desaturate this a little bit.
01:19The colors are very vibrant, too vibrant for the mood that we want to use.
01:22So I am going to pull color out of it.
01:25To do that I am going to use the Hue/Saturation Filters.
01:27So I am going to select my clip here in the timeline, go to Effect menu, and do
01:31Color Correction, and then do Hue/Saturation.
01:34When I do that the Effect Controls come up for that filter and I am going to
01:38pull the Saturation down.
01:39Let's bring it down about 30 to 40 range.
01:42There is no mathematical science to this.
01:44you're really kind of doing it by feel.
01:46I think as I pulled this down in the 40 range that feels pretty good right about there.
01:50If I did it all the way to 100, it would be completely black-and-white.
01:53I don't want to do that.
01:53I just want to pull saturation out of it.
01:56So that's feeling pretty good.
01:57I can twirl close the Hue/Saturation.
01:59That's all we needed to do with that.
02:01Now what I want to do is to change the color cast of the image and to do I am
02:05going to use the Curves Filter.
02:07The cool thing about the Curves Filter in After Effects is that it behaves
02:09nearly identically to the Curves Filter in Photoshop.
02:11So if you're coming from Photoshop land and you have used that filter a lot you
02:14are going to be perfectly at home here in After Effects.
02:16So I am going to go to the Effect menu now and go back to Color Correction and
02:21go to Curves and when I do that you will see the same kind of interface you're
02:24used to seeing in Photoshop.
02:25We've got our curves editor here and we've got controls on the right here for
02:29saving or creating curves that we can use later or reload at another time.
02:34What I want to do is to start off by messing with each of the individual
02:38channels in the image and the channel I want to start with first is the Red
02:42channel because my goal is to get this image to blue.
02:44So in order to do I want to pull Red out of the image.
02:47So let's go back to the Channel pull-down here.
02:49I am going to go to the Red channel and I am going to start off by pulling red
02:53out of the image and when I do that you are going to see the image start to
02:56turn more and more blue.
02:58As I do that let's bring this way down here.
03:00I am going to start to skew this a little bit towards the low end.
03:04You can see it turns blue, but there's still a lot of green in the image.
03:08So what I want to do next is pull green out.
03:10So if we go to the Green channel I want to pull the Green channel down just a bit.
03:15You can see the image go just a tad blue.
03:18Once again there is no science to this.
03:20I just want to start off with a generally blue cast to it so that when I go to
03:24my Blue channel, which is what I am going to do next, I'll be able to really
03:28push that blue color.
03:29So let's take that blue color and push it upwards.
03:32So I want to grab it in the middle here and push that right on up.
03:36Now I don't want to push it too far, because that's going to give it a weird blue tint.
03:40I just want to push the blue values up a bit and as I do that I think that's
03:44felling pretty good.
03:45Let's go back to the Red channel one more time to pull out a little bit more that Red.
03:50Oops!
03:50I accidentally added a control point here.
03:52If you do that you can just move that and drag it off to the right and that will
03:55delete that control point.
03:56I want to bring that down just a bit more and I want to try and do without
04:01totally flattening the bottom in.
04:02I just want to drag it to the right as far as I can go without actually dragging
04:06that down and making it flat.
04:08Now I want to go back and add a lot of contrast to the image and I am going to
04:12do that in the main channels.
04:14We are in all three channels at once with the RGB controls.
04:17This allows me to control all three channels at the same time without disrupting
04:21those individual curves that I set earlier.
04:23So I am going to start off by adding a control point here in the middle, because
04:25I want to keep the mid tones right where they are.
04:28So if I click right there that gives me a control point and if you move it just
04:31a little bit you can slide it back into position.
04:34Then I am going to take the low end and I'm going to crush them down.
04:37So I am going to grab a control point right here and then drag that down.
04:40You can see this cool S shape started to form here.
04:43If I bring this all the way down you can see I get a ton of contrast in here and
04:47the highlights and the darks go completely to black.
04:49I don't want to do that.
04:50What I want to do is once again just bring it down very dark, but not all the
04:55way to black, because I want to still have a little bit of information right
04:57here in the shadow areas of his face.
04:59Then I also don't want to lose the highlight information here in the top end either.
05:04So I am going to take the top end and just push them up just a bit more.
05:08Once again too far and they can blow out to white.
05:10I want to bring that down just a hair.
05:13So I think that's looking really nice.
05:14I've got a great contrast to the image, but I've still been able to retain a lot
05:18of the tonal value and the highlights and darks.
05:21Now I am going to twirl close the curves and the next thing we want to do is add
05:24some grain to the image.
05:26The grain is going to really intensify the mood and give it a gritty feel.
05:30So I am going to go to the Effects pull-down and go to Noise & Grain and do
05:34Add Grain and when I do that I get this square here and this square is a preview range.
05:39Back in the days before really fast computers we needed to have a preview range
05:42on this filter, because it took a long time to render.
05:45But now with modern computers it really is a pretty speedy.
05:49So I can change this preview range to a full preview of the final output by
05:53going to the Viewing Mode pull-down and changing that to Final Output.
05:58When I do that now I can see the grain across the entire image.
06:01You've got some Tweaking options here and the first we want to tweak is the Intensity.
06:06We are going to bring this up to about 1.8 or so.
06:08You can see the grain get a little bit more intense and you can see it really
06:13gritties up the image.
06:14Now that noise animates from frame to frame and that's going to be really
06:18distracting when we do that.
06:19We want to change the animation down.
06:21I want to see what that noise animated looks like.
06:23So I am going to do a quick RAM preview.
06:26You can see it moving from frame to frame.
06:29I don't need to really RAM preview the whole thing, because that gives you the
06:32idea of what it's doing.
06:33So I will just stop that.
06:35That noise is really distracting.
06:37So if we go to the Animation options here and I'm going to change the Animation
06:41Speed from 1 down to 0.
06:43When I do that that's going to lock that noise in place so that it doesn't move
06:48from frame to frame.
06:49The next thing I want to do is to go to the Color pull-down and change it to Monochromatic.
06:55There's RGB values actually all through this noise and it's really kind of
06:58interfering with the color correction that I did earlier.
07:00So by changing this to Monochromatic it's going to change the noise so that its
07:05just one color value of noise which is basically black.
07:08That's going to gritty up the image without altering the color values underneath.
07:12The shot looks really great, but right out here on the edge of the image I've
07:17got a very light color on the right and the left.
07:20That color is distracting for the eyes.
07:22It's drawing our eye away from the actor in the centre of the image.
07:26So what I want to do is to draw the eye in towards the center of the image and I
07:30am going to do that with something called a vignette.
07:32To create that vignette I am going to use a solid layer.
07:34So if I go to the Layer menu and do New > Solid and I want to pull a color from the image.
07:41Now there is a blue color in here already, but I want to make sure that this
07:44blue color is actually being pulled from the image.
07:46So I am going to grab the Eyedropper and pull a color right off of his collar here.
07:51Then what I am going to do is go into the color swatch and then drag this
07:56down towards black.
07:57I don't want it to go all the way to black.
07:58I want it to go just above black.
08:00So that's a very dark blue.
08:01Then I will hit OK and now I've got this very Dark Royal Blue Solid.
08:06Now I want to make sure that the comp size is set to be the same size as my composition.
08:12So I click the Make Comp Size button and I see that those numbers are now the same size.
08:15Then I'll hit OK and I will end up with a solid covering my entire image.
08:19Now I am ready to create a mask that will reveal the center of the image.
08:24To do that I'm going to go to the Pen tool and then I am going to make sure that
08:28RotoBezier is checked. It is now.
08:30The RotoBEzier option allows me to create very smooth flowing curves without
08:34having to mess with B?zier handles.
08:36So let's draw our curve around and I am going to start over here on the right
08:39and just click around.
08:40One of the great things about this technique is it really doesn't have to be a perfect circle.
08:44In fact, the more irregular it is the more natural it's going to feel.
08:48I am going to close that off now and I've got is blue blob here and that's
08:52because the mask by default will show you what's inside the mask.
08:55We want to actually invert this so it shows us what's on the outside over here.
08:59So I am going to go down to the Dark Royal Blue Solid layer and hit M on the
09:02keyboard to reveal the Mask options and then I am going to click the Inverted
09:06button and when I do that I now have an interior reveal on my actor.
09:13I want to soften the edges of this mask.
09:15So I'm going to twirl close my mask and then twirl it back open again to reveal
09:19the Mask Feather options and right now it's set to be 0 pixels for a hard edge
09:24and I am going to put in 150 and then hit Enter and that softens my edge up
09:30really nicely, and you can see I've got a great transition from the full
09:34intensity of the blue to nothing in the center.
09:37Now I am going to make some adjustments here.
09:38I am going to hold down the Command key on the keyboard to grab that handle there.
09:43I drew my original mask just a little bit too close to the edge and I am going
09:46to bring this inward a little bit to soften the edges and I think that's
09:50feeling pretty good.
09:51That's a lot better.
09:52Now what I want to do is to adjust the blending mode.
09:55The blue is not mixing back into the background so I need to adjust the blending
09:58mode for the solid layer to do that.
10:00So let's just scroll up here and grab the blending mode for the Dark Royal Blue Solid layer.
10:04Right now it's set to Normal.
10:05Let's change that to Overlay.
10:08So I grab Overlay and the Overlay option is going to mix into the image without
10:13affecting the highlights too much.
10:15So you can see in midtones and in the shadows I've got some really interesting
10:18interaction between that blue and the underlying image.
10:22Now it's a little bit too intense.
10:23It's adding too much blue to the image.
10:25So I am going to pullback the Opacity on this by hitting T on the keyboard to
10:29reveal the Opacity option and bring that down to about maybe 75%.
10:33You see that just lightens the image up and pulls just a little bit of that blue out.
10:36It's very subtle, but it's an important change.
10:39Now we can RAM preview and see what the result of all that hard work is.
10:42So I am going to hit 0 on the numeric keypad and it's going to RAM preview.
10:49So as you can see the effects that we've added to this have really dramatically
10:53changed the mood of the shot, which is just what the director wanted.
10:57Color is an important part of the visual language and it helps to pull your
11:01audience into the mood of your story.
11:03After Effects has an amazing set of tools for manipulating color.
11:06To learn more about those tools check out the After Effects CS5 Essential
11:10Training by Chad Perkins in the video section of Lynda.com.
11:14That's it for this edition of Design in Motion.
11:16Keep it moving and I will see you next time!
Collapse this transcript
002 Learning the basics of 3D logo animation
00:00Hi! Rob Garrott here and welcome to Design in Motion.
00:03the weekly series where we explore important fundamentals in the world of motion graphics.
00:07Now logo animation is coming long way since pioneers like Harry Marks literally
00:11invented the ideas that most of us have grown up with.
00:14What I want to focus on today are some of the key moves that have been around
00:17for a generation or more.
00:19Once you've mastered these, your animation skills are going to grow by leaps and bounds.
00:22Let's take a look.
00:24So here in CINEMA 4D I have got a Logo Animation already built and I am going to
00:28hit Play and this move is something called an Over-the-Shoulder move, and let me
00:34hit Play and let it go through a couple of times then I'll explain what it is
00:36you are seeing here.
00:39So as you can see the logo is coming in from over the Camera's shoulder and
00:43that's where the name of that move comes from and I am going to middle mouse
00:46click on the Editor window here and that's going to bring up a four-way split.
00:50As I scrub through this video I am just moving the time slider back and forth,
00:53you can see that my logo is indeed coming from over the top of the camera, and
00:58this view here, this is the top view, you can see that the logo will drop down
01:01towards its mark which is at 0, 0, 0 and here in the right-hand view it's going
01:06to drop down into the Camera's field of view and as it passes by the camera it's
01:11traveling over the camera's shoulder.
01:13The shoulder being this left and right of the Camera body and if you think of
01:17it from your point of view if something were entering into your field of vision
01:21it will be coming from over your shoulder and that's where that move name comes from.
01:24Let's take a look at the next move and I am going to go here to the Window menu
01:28and go to 02-Tumble-In, and I've got the same situation, my logos going to be
01:31moving towards a mark at the center of the world.
01:34I am going to bring the Perspective view full screen and then hit Play.
01:37So this is called the Tumble-In and you see it's very similar to the over the
01:41shoulder move that we had earlier, but we've added an additional element.
01:44That element is rotation.
01:46Let's middle mouse click again and get out here to the four-way split, and as I
01:50scrub backwards in time you can see the logo drift over the top of the camera
01:55and then tumble down into its position.
01:58And one of the characteristics of this type of move is that the logo always
02:02rotates with the motion and you'll see that it's coming across the top and
02:08hitting its mark this way and in the right-hand view it's a clockwise move that
02:13the logo hits towards its mark, and as I scrub in you'll see it hits the mark at
02:18zero and now the logo is in frame, and there is a little bit of a drift on this
02:23move at the end and that's caused by the logo coming back towards the camera.
02:28The drift is optional.
02:29Really it's all about that initial move where the logo Tumbles-In across the top
02:33of the camera's field of vision.
02:35The next type of move is something called an up from infinity, and it's really
02:39the opposite of the Tumble-In.
02:41So what I am going to do is middle mouse click in the window here to get this
02:45Perspective view fullscreen and then I'll hit Play.
02:48I'll middle mouse click there and them I'll hit Play.
02:55So you see the logo comes up from infinity and there are several ways to do this.
02:59I am going to middle mouse click again to get to a four-way view and let's zoom in.
03:04I am going to dolly in on the right- hand view here, so I can see the animation
03:09of the logo object as it comes towards the camera.
03:12And you can see it's actually not going all way to infinity when it moves into
03:15position or moves back from position.
03:18It's actually is being scaled as well.
03:20So I could physically move it off to infinity, but it's much easier to simply
03:23animate the scale of the object and if I look at the Logo Parent and go to the
03:27Coordinate properties you can see I have indeed in animated all three the
03:30Position, Scale and Rotation, so that it animates into position.
03:34So we start about 6000 units back on Z and the scale starts at 0, and then the
03:39Rotation is about -67 and it rotates right up into position.
03:45Once again the logo rotates with its motion not against it, and that's very important.
03:49You want to have it rotate with its motion, so that it doesn't fight the move.
03:55The next step we've something call the Jump-Back.
03:56Let me middle mouse click into the Perspective view and I'll hit play and then
04:00we'll explain what that is.
04:02So as you can see the logo is starting very large in frame and then the camera
04:06jumps back to reveal the logo and it's a very dramatic reveal used a lot in
04:11action sequences and sometimes in comedy as well where you need a very
04:15energetic type of move.
04:17Let's take a look at the four-way split so we can understand what is going on
04:21here with this move and I'll zoom in.
04:23I am going to dolly in on the right- hand view here and go right in on that area
04:27and in all of the other previous examples the logo was doing all of the work.
04:33The camera was staying still and the logo is moving.
04:35In this particular example it's the opposite, the camera is doing all of the
04:39work and the logo is simply standing still at 0.
04:41Now you'll see as I scrub through this, the camera starts off very close to
04:45the face of the logo.
04:47I am going to hit E on the keyboard to bring up the Move tool, so we don't have
04:49those rotation bands there anymore and then I'll scrub forward in time.
04:53You can see that the camera is literally jumping back off the surface of the
04:56logo and then hitting a mark and drifting and rotating away from it.
05:00You can really see that rotation in the top view.
05:02Let's back out just a bit here and I'll scrub through that.
05:06You can see we're going just a little bit off axis here which gives a nice
05:09dynamic feel to the logo.
05:11Next up is something called a Jump-Back with a twist.
05:14Now it's the exact same camera move as before except that I've added in rotation
05:20and you'll find that a lot.
05:21A lot of time you'll start off with the logo animation and then by simply
05:23varying up one aspect of that move you'll get a very different feel to the move
05:28that you had before.
05:29Before I do that I am going to middle mouse click into the Perspective view to
05:33get it to come fullscreen and then I'll hit Play.
05:37So you say it's the exact same move as before except now we're rotating, and
05:40we're rotating around the camera's Z-axis.
05:43Let's take a look at how that's being done.
05:45So here in the Right-hand view I am going to dolly in right into that area there
05:50and you can see that once again the logo is standing still and the camera is
05:54doing all the work and what I've done is I've animated the Camera Parent with a
06:00little bit of bank move on it.
06:02So we start off at about 90? and then come all way back to 0 and then just give
06:07a little bit of off axis rotation for a nice dynamic finish to the move.
06:11Now last up for the day is something called a Camera-Gib.
06:14Now the term Gib refers to a real world object that used to control cameras in
06:20a very specific way.
06:21A lot of times if you've ever been to an award show or sometimes at football
06:24games or car races you'll see a camera on a giant crane and that's called a Gib,
06:28I am not exactly sure where the term comes from, from a historical standpoint,
06:32but what it really refers to is how the camera is being controlled and that's
06:36what we care about here inside of CINEMA 4D.
06:39A Gib move allows you to move the camera on several axis at once and it's a very
06:44different than what we've done before and once again though in this situation
06:48the logo is standing still and the camera is doing all of the work.
06:51Let's take a look at that move.
06:52I am going to middle mouse click into the Perspective view and then I'll
06:55rewind back to zero.
06:56I am going to deselect the Camera so we get rid of this axis band here and
07:00then I'll hit play.
07:01So as you can see the logo is dropping down into frame, but really it's the
07:05camera that's moving up.
07:07Let's take a look at that in the four- way split here and let's dolly in, in
07:10the right-hand view.
07:11There we go, bring that up.
07:14You can see as I scrub back in time the camera starts down below the logo and
07:18then rises up with a twist to meet it and that's being done by animating the
07:23rotation and position of the Camera Parent.
07:26If you click on that guy, you'll see that it's rising up into frame and it's
07:29also rotating around that axis and the camera isn't doing anything at all.
07:33It's simply being moved along by the Camera Parent and that gives a very dynamic
07:38move and a very different feel than anything we've done before.
07:42Learning these logo fundamentals will give you the foundation you need to learn
07:46and grow as an animator.
07:47For more on working with CINEMA 4D check out the CINEMA 4D section of lynda.com.
07:51That's it for this edition of Design in Motion, keep it moving and I'll see you next time.
Collapse this transcript
003 Using expressions to control animation
00:01Hi! Rob Garrott here and welcome to Design in Motion, the weekly series where we
00:04explore important fundamentals in the world of motion graphics.
00:08Now artist are notorious for only ever using the right side of their brain, but
00:12today we're going to explore a part of After Effects that is all left brain.
00:15Now don't be scared when I say the word expressions.
00:19The expression language in After Effects allows you to create and control
00:22animation by writing lines of code.
00:24Now you're probably thinking, Rob, I'm an artist, I'm not a programmer, I can't
00:29do that sort of thing. That's okay.
00:32That's because the expression language can be as difficult as writing lines of
00:36code, but it can also be as easy as a pick whip, let's take a look.
00:40So I've got a very simple comp here in After Effects, two shape layers.
00:44One shape layer is this square and the other shape layer is the star here, and
00:48I've got a little bit of animation on the square just so they distinguish
00:50themselves from one another.
00:51I'll RAM preview to here by hitting 0 on the numeric keypad.
00:56Now what I want to do is link the color of the star to the color of the square
01:01and that's where the magic of expressions come in.
01:03Now I don't need to write off the code for this, I can use the pick whip.
01:06So what I want to do is start off by selecting the star shape layer and twirling
01:10open the options for that and I'm going to scroll down and twirl open the Shape
01:15layer for the Square which is this layer right here number two.
01:18I'm going to reveal the Fill Options for that so I can see the orange color.
01:22So what I want to do is to make sure that the color of the star always follows
01:26the color of this square.
01:28So this is going to be the driving force.
01:31I want to link this color to this color down here.
01:34So to activate an expression for a parameter in After Effects you hold down the
01:38Option key and you click on the Stopwatch for that and when I click on that
01:44Color parameter it's going to get a new Expression.
01:47It's waiting for me to tell it what to link to and you can see that it's start
01:52off by identifying the component of the expression that's going to be linked.
01:57I now have some options here.
01:58I've this little Equal sign that has the Expression Enabled, a Graph Editor
02:02icon, then I also have this pick whip and the pick whip is what we're going to use.
02:06So let's scroll down a little bit and I'm going to grab the pick whip and drag
02:10down and then find my color and I'm going to link it right to the color there
02:15and when I do that watch what happens to the star when I let go. Nothing yet.
02:20That's, because it's waiting for me to confirm this expression.
02:24So if I hit Enter on the Numeric keypad that's going to close off the expression
02:28and you'll see that now the color of the star is in fact linked to the color of
02:32the square, and if I go to the Square shape layer which is this one right here
02:36and I change the Color.
02:38Let's make it a very light blue.
02:41You'll see that no matter what color I change it to here, the two layers are
02:45linked together and that's really the magic of expressions and that wasn't so bad, was it?
02:49I didn't have to write any lines of code and I now have two colors that are
02:53linked together by an expression.
02:55Next let's take a look at how we can actually write out an expression and see
03:00what the language actually looks like.
03:02I'm going to Cancel here.
03:03I'm going to open up the second composition which is the expression loop
03:07composition and in this I've got a little man walking.
03:10I'm going to enlarge my window just a little bit here and I'll RAM Preview that.
03:17I just have two keyframes on here.
03:19I've a start position and I've an end position here and what I want to do is
03:23have a cycle where these legs just keep moving indefinitely so I can make this
03:27man run through a scene or walk through a scene.
03:30But rather than do that with keyframes I want to do it with Expressions.
03:34That way I don't have to manage a whole bunch of keyframes, I only have to
03:37manage the two keyframes for the start and stops.
03:39So let's start off with the Right Arm and hit U on the keyboard to reveal the
03:44Rotation parameter and that's what I've done as I've keyframe the rotation for
03:47each of these layers.
03:48So what I want to do is to create an expression for the rotation.
03:52So I'm going to hold down the Option key and Click on that and that reveals
03:57the Expression window.
03:59So now what I want to do is to type out an expression and there's some
04:03particular Expression commands that are built into the Expression language and I
04:08can type those out by hand.
04:10I'm going to type out the words loop and then capital O, and capitalization
04:15is very important in the expression language, Out and then I'll start that
04:20with parenthesis and then a quotation mark and I'm going to type in the words
04:24pingpong, and what this tells the Expression is how I want the information to loop.
04:30So pingpong means it's going to go backwards and forwards and will keep doing
04:34that over and over again until I tell it to stop.
04:37So I'll add another quotation mark to close that off and then I'll close off the
04:40expression with the parentheses.
04:43And now when I hit Enter on the numeric keypad I now have an expression.
04:47Now if I typed that in incorrectly I get an error message in there.
04:51In order to see this in action I need to RAM Preview, so let's go ahead and do
04:54that and as you can see this arm will continue to loop indefinitely and that's
05:00really the magic of the expression.
05:03So now let's do the same thing for the other arms and legs, and rather than
05:07typing that out I can just copy and paste that information.
05:10So if I go to this expression and I can double-click in here and copy that
05:13information and I can go to each one of the arms and legs and then Option+Click
05:18on the stopwatch and then paste that information in, Command+V or Ctrl+V. And
05:22then I'll hit Enter on the numeric keypad to close it off and I'll do the same
05:26thing down here and I'm going to Option+ Click, paste it in and then Enter on the
05:33numeric keypad to close it off, and one last time for the other leg, paste it
05:38down, close it off and now I can RAM Preview and see what that all looks like.
05:45The Expression pingpong makes it very easy to control that animation and the
05:49beautiful part about it is if I want to speed up his cycle I don't have any
05:53other keyframes to mess with other than these.
05:55What I'm going to do is stop the playback and I'm going to select all the layers
06:00and then hit U on the keyboard and then U one more time to reveal just those
06:04keyframes and let's select the second keyframe for each of those layers and I
06:10just do a rectangle around those and I want him to walk faster, so I'm going to
06:12put these keyframes closer together.
06:14So when I do that it's going to kill my cache for the RAM preview and I'll just
06:18preview again, you'll see that he's going to go fast.
06:20Let's actually make him go really fast.
06:23So now I'm going to hit 0 to RAM preview again.
06:26So you can see the Expression makes it really easy to control that animation, I
06:31can slow it down speed it up at will with just a few easy keyframes to manage.
06:37Expressions really are the ultimate tool in animation, just a few lines of code
06:40can open up a whole new world of possibilities.
06:43To learn more about the world of Expressions check out the course After Effects
06:46Apprentice 9 by Chris and Trish Meyer in the video section of Lynda.com.
06:50That's it for Design in Motion, keep it moving and I'll see you next time.
Collapse this transcript
004 Creating flow energy streams
00:00Hi! Rob Garrott here and welcome to Design in Motion, the weekly series where we'll
00:04explore important fundamentals in the world of motion graphics.
00:07How many times have you ever seen an animation that has these beautiful flowing
00:10energy streams and wondered how it was done?
00:12Well, with CINEMA 4D it's a lot easier than you think. Let's take a look.
00:17The energy streams that we are going to be creating I've pre-rendered and
00:20composited in After Effects.
00:21And let's do a little RAM Preview.
00:22I'll hit 0 on the numeric keypad.
00:29Let's scrub through that and see what's going on.
00:31So these energy streams are sweeping in with the camera, rising up and wrapping
00:34around the logo, and these shapes are created in CINEMA 4D and then composited
00:39here in After Effects.
00:40I'll show you what the actual streams look like.
00:42They're rendered from CINEMA 4D, and I'll double-click on that.
00:46This is the layer window in After Effects and you can see that they look pretty
00:49cool, but the intensity of them, the glow around them, that actually happens
00:52here in After Effects.
00:53So if I go back into the comp window, I have on that a special plug-in called
00:58Starglow which is a third-party plug-in from Red Giant software that is a glow
01:03filter that uses the light and dark values in the rendered image to create this
01:09glow effect and that's what giving it the energy.
01:11If I turn that off, you see that I now lose that glow and I can turn that on again.
01:15So that's how they're composited in After Effects.
01:17Let's go over to CINEMA 4D and see how they're built.
01:21This is the logo file in CINEMA 4D and I've got this splines, the path that
01:27are shapes we're going to be following pre-built and I drew those as B-Splines
01:32and then duplicated them and moved the point subtly to create each of the variations.
01:37Rather than build the energy streams right here in the scene file, I'm going to
01:40create them in an empty file and copy and paste it into this file here.
01:44That way we'll get a better look at the objects.
01:46So let's go to make a new document.
01:49I'll go File and then New at the very top.
01:52In this new document I want to start off by creating a Capsule.
01:57The Capsule object is going to be the foundation of our beam element.
02:00A Capsule by default is a cylinder with rounded ends on it and it's going along the Y axis.
02:05I'm going to go to the Object Properties and change the Orientation from Y to
02:10+X. That way it's lying along the X axis.
02:13The Spline Wrap object which is what we're going to be using to create the
02:16energy effect, that likes to work with the X axis.
02:20That's why I lay this down on X.
02:22The next thing I want to do is change the Radius.
02:24Let's change it from 50 to 10, and then I'll change the Height to 4000.
02:28That's going to make a fairly long tube with rounded ends.
02:34The Height Segments and the Cap Segments, I'm going to leave alone right now.
02:37The Rotation Segments, I don't need to be that high.
02:39I can change those down to 16 and that will save me a little bit of memory.
02:43I'll come back later to the Height Segments, because we're going to need
02:46to tweak that value.
02:47I want to show what that's going to look like with a low value and then we'll
02:50turn it up to the value that it needs to be.
02:52So now let's add a Spline Wrap object and the Spline Wrap is underneath the
02:55Deformer Objects, and it's this guy right here.
02:59The Spline Wrap object, the way it works is it works on its parent or its peer.
03:03Before we work with this Capsule I'm going to prep it just it bit.
03:07I need to add another Null object to the scene.
03:10This Null I'm going to call Stream 01, and Stream 01 is going to become the
03:16parent for the Capsule object.
03:18So let's take the Capsule and make it a child of Stream 01.
03:21Now what I want to do is move that Capsule so the tip of it is right even with
03:26the center of the world.
03:27So I go to the Co-ordinate Properties for the Capsule and change the X value to be -2000.
03:32Now the tip of our Capsule lines up with the center of the world and that's
03:35where our stream object is.
03:36And that's going to become the tip of the snake so to speak.
03:39The Spline Wrap object needs to work with another Null and I'm going to change
03:44this and call this one Stream 01 Wrap.
03:49Then I'm also going to change the name of the Spline Wrap to be 01 Spline Wrap.
03:53That way I'll know that this Spline Wrap goes with this stream and when it comes
03:59down to animate it's going to make a lot more sense.
04:01I could take the Spline Wrap now and move it to make it a child of the Wrap
04:05Null object, take the Stream and put it into the group, and make it a child of
04:09the Wrap Null object.
04:10Now nothing has happened, and that's because the Spline Wrap needs to have a spline.
04:15I'm in the Object Properties of the Spline Wrap object and this field is empty.
04:19Until we add a spline into this field nothing is going to happen.
04:21So let's draw a spline.
04:23The spline I'm going to draw is a B- Spline and the B-Spline is really great for
04:27making flowing energy like this.
04:29You should never draw that B- Spline in the Perspective View.
04:32Let's switch to the Orthographic View and I'll draw one in the front.
04:35So let's click on the spline objects and grab a B-Spline and I'm going to click
04:39once, second time I get a straight line, third time I get a curve based on
04:43those three points.
04:45As I click and draw around I get another curve for every three points.
04:50I'll just make a very quick spline like that.
04:52It's looking pretty cool.
04:54So now let's go back to the Perspective View.
04:56In the Spline Wrap object I'm going to go to the Spline field and drop the
04:59spline into that field.
05:02Once I drop that in, you'll see that now the Stream object is being
05:06deformed along the spline.
05:07It looks really jagged right now, and that's because of the Height Segments
05:11on the Capsule object.
05:12The Capsule object does not have enough segments to make it flexible enough to
05:16conform to all those curves.
05:18So what I need to do is go to the Stream object right here which is that Null
05:22and go to the Capsule, that's a child of that, and change the Height Segments
05:25from 8 and let's crank it very high.
05:28The value that you put in here will be totally dependent on how far the
05:31object is from the camera.
05:33I'm going to start off with 100 units.
05:35I now see that there is a little bit of conformity to the spline, but I've also
05:40got places in the curves where the polygons are very visible.
05:43So let's double that value, 200.
05:46Now I have a much smoother object and I think we'll be good with that value right there.
05:51In the Spline Wrap object, the value that we'll be animating is the Offset.
05:56If I scrub that value, you can see that my Capsule moves along the spline.
06:01There's one more thing I need to change in here and that's this Mode pull-down.
06:05The Fit Spline makes the Capsule object stretch to the entire length of the spline.
06:10If I change this to be Keep Length, it will now maintain its length along the
06:14spline and give me a much smoother deformation in this case.
06:17So I can now scrub that Offset and have it animate right on through.
06:22So now that we've got this rig built, we're going to copy and paste it into the logo file.
06:27So let's take the Stream 01 Wrap.
06:29We don't need the Spline object because we have the splines that we're going to
06:32use in the file already.
06:34So all we need is this Null and the children underneath it.
06:36So I select the parent, Command+C or Ctrl+C on the keyboard and I go to Window
06:41and switch over to my Logo-START file.
06:44In this Logo-START file I've got my splines right here.
06:47I'm going to paste it down, Command+V or Ctrl+V. Now I want to have this Wrap
06:52group below the Spline.
06:54That's a really good rule of thumb.
06:55You want to keep the Wrap objects below the Splines.
06:59It makes the flow of data through CINEMA 4D project much smoother.
07:02I'll let go with that right there and then twirl open the Stream Wrap group.
07:06Now I've got my Spline Wrap here.
07:09In the Spline field I'm going to drag in Spline 01.
07:13When I do that, I get my energy beam on the spline.
07:16Now it doesn't look like an energy beam yet.
07:18So first thing I want to do is to apply a texture to it to make it look more
07:21like an energy beam.
07:23I have some materials pre-built already here.
07:25That's this stream material here.
07:27I'll start with the white one and all this is the Luminance channel and the
07:32Transparency channel.
07:33In the Luminance channel I have white.
07:35in the Transparency channel I have something called a Fresnel shader and
07:37that gives me this gradient from the center of the object to the outer edge of the object.
07:42It's always based on the camera's point of view.
07:44I can take this material and apply it to the Capsule object.
07:47Now when I render, Command+R or Ctrl+R, you'll see that I now have this really
07:51cool translucency that is based on the camera's position.
07:56The next thing I want to do is to animate the Spline Wrap.
08:00So let's take a look at the Spline Wrap Object Properties and we're going to
08:03back up in time to time 0 and then at time 0 I'll scrub the Offset value and
08:09back it up until it's off camera.
08:13Then with the Offset value selected I'll hold down the Ctrl key and click on the
08:17black circle here and that will change it to a red dot at time 0.
08:21That sets a keyframe for that.
08:23Now let's scrub forward in time until we get to our hold point for the camera
08:27which is right around frame 40 or so.
08:30In that Offset field, I'm going to scrub until my beam goes off screen, and
08:36that's about at 100%.
08:37Hold down the Ctrl key to set a keyframe and now when I scrub through, I end up
08:43with an animation that looks pretty good except I've only got one stream.
08:49So the next thing I'd like to do is to make copies of the streams.
08:52The way I'll do that is by going into the Stream Wrap object, twirling it close,
08:57and selecting that with the Ctrl key and dragging down.
09:00That makes a copy of it.
09:02Then I'm going to rename the two objects underneath it.
09:05Names are very, very important.
09:07We call this one 02 Wrap, get rid of that .1 on there and put a space right there.
09:13Then on the Spline Wrap we'll change this to be 02.
09:17In the Spline Wrap Object Properties I'll replace the 01 Spline here with the
09:2202 Spline right here.
09:23When I do that, boom, I now have a second energy beam.
09:28As I scrub through, there is my second energy beam.
09:32I'll repeat that process to get the third energy beam.
09:36In the third energy beam I'll rename the objects, let's change that to be 03 and
09:44change this one to be 03.
09:48In the Spline Wrap object drag the spline in and now I have three energy beams
09:52and I can scrub through there and see that.
09:55Now the energy beams themselves are all exactly the same color right now.
09:59So I have two other materials here that I can use to apply that.
10:02So let's twirl open the objects and apply that material to the other energy beam.
10:07So I'll take this first one and apply it to number two, and then I take the
10:13second one and apply it to number three.
10:15Then you notice I didn't change the names on those streams.
10:17I could change that and make that 03 and change this guy and make it 02.
10:22That way I'm consistent with my names.
10:24That's very important.
10:25Now when I render though, you can see I have three spline wraps all
10:29subtly shaded differently.
10:30I want to change the shape on each one so that they all feel a little bit
10:33different shape wise as well.
10:34The Spline Wrap object has a really cool feature that allows me to change the
10:37shape of the object along the length of it.
10:40So if I go into Spline Wrap 03 for example, I'll raise that up, and underneath
10:45the Size there's this graph under here.
10:47In the first Size graph I can take these objects and drag them down.
10:53I'll drag one down right here, drag this one down right here.
10:55You'll notice that as I do that, this Spline Wrap is going away completely.
11:00Now what I can do is hold down the Ctrl key, add a point right in the middle,
11:06and drag that point up.
11:07Now what happens is the object is thin at one end, it gets thick in the middle,
11:12and then it gets thin again at the other end.
11:14So if I drag that around, I can shift that towards the end and give it a little
11:18bit more weight towards the front so that it has a long taper at the back.
11:23I can repeat that process for each of the others.
11:25Twirl those guys open. Here's number two.
11:29I don't want these to be exactly the same.
11:31That's why I'm doing them by hand like this.
11:33I can raise that up or I might put that one back here a little bit, and then I
11:37can go to the last one which is Spline Wrap 01 and I'll take that one and
11:43bring that down and bring that one down there, and I'll hold the Ctrl key down and drag that up.
11:49So now I end up with splines that have a very pointy end and they snake to a
11:55fatter middle and then trail off to nothing.
11:58That gives me a really cool look on those guys right there.
12:00Hit Command+R on the keyboard.
12:02That's it for the CINEMA 4D process.
12:04All you really need to do next is to render that out as its own layer and bring
12:09it in After Effects to see what that looks like again.
12:12So here we are in After Effects and that is the final render right there.
12:16And just to remind you, if I double- click on the streams itself, you can see
12:20that in that layer if I turn off the Starglow, you can see the final result.
12:25That is the rendered layer.
12:26I've got a very thin taper on either end, a fatter middle, and then when I add
12:31that Starglow, it gives me a great energetic look.
12:33Creating flowing energy streams is a great way to add dynamic movement to your
12:38animations and CINEMA 4D's Spline Wrap object makes it easy and fun.
12:42For more on working with CINEMA 4D check out the CINEMA 4D section on Lynda.com.
12:46That's it for this edition of Design in Motion.
12:48Keep it moving and I'll see you next time.
Collapse this transcript
005 Creating a camera shake rig
00:01Hi! Rob Garrott here and welcome to Design in Motion, the weekly series where we
00:04explore important fundamentals in the world of motion graphics.
00:07In the real world, a camera is a physical object, and it's subject to the same
00:11rules as you or I, but in 3D, that's not the case.
00:14In order to make our animations feel more impactful and realistic, sometimes we
00:18need add in those realistic phenomena like camera shake.
00:21I am going to show you how to build a very simple camera rig that will give your
00:25animations a lot more realism. Let's take a look.
00:30This is the effect we are going to be creating in CINEMA 4D.
00:32Let me hit Play here. Boom!
00:33I love how that ball impacts the type, blows it away.
00:39The thing that really sells this effect though is the camera shake.
00:43We want to build a rig that's going to allow us to control that camera
00:45shake with keyframes.
00:47Let's move over to the start file and I will show you how that's done.
00:51The camera rig that I have set up here is just a simple camera parent, null
00:54object with a camera underneath it and we are looking through that camera right now.
00:58If I hit Play, you can see I have the ball set up.
01:01It doesn't have nearly as much impact without the camera shake.
01:04So let's build the camera shake into it.
01:06Step 1 in the process is something called a Vibrate tag.
01:09The Vibrate tag allows you to oscillate either position, scale or rotation or
01:14all three on an object over time and it does it without keyframes.
01:18That's the great thing about it.
01:19If I right click on the SHAKE CAM and go to CINEMA 4D Tags and then Vibrate and
01:24when I let go, I have a Vibrate tag on the camera.
01:28The Vibrate tag has to be enabled and we have to enable Position and Rotation.
01:34We don't need to worry about Scale.
01:35You should never scale your camera.
01:37The Amplitude controls how big the vibration is and the Frequency controls how
01:41fast the vibration is.
01:43We are going to be controlling these with sliders using Xpresso.
01:47So the next step in the process is to build the sliders that we are going to use in Xpresso.
01:52So let's click on the SHAKE CAM and go to the User Data menu and go to Manage User Data.
01:58This brings up the User Data window and user data is a way for you to add
02:03custom information to objects that can be then used to drive other actions using Xpresso.
02:09We are going to click Add Data and we get these fields over here.
02:13The first thing we want to do is name our Data field and we are going to call
02:16this one Cam Shake Freq as in frequency.
02:21When I tab over, the short name gets filled in automatically.
02:24The Data Type, we are going to leave it Float.
02:26The Interface we are going to change to Float and Slider and this is a little
02:30preview of what we are going to see when we hit OK.
02:33This shows us what our information will look like and you can see we have a Data
02:36field here and a slider that allows us to move that data around.
02:40Nothing is linked up to this slider so when I move it, nothing happens.
02:44The next we want to do is change the Units.
02:46We don't want to use Percentages.
02:48we want to use real values and then we are going to change the Step to 0.1 as in tens.
02:54Then we are going to change the Min and Max range from 0 to 10.
02:58We don't want our frequency to go any higher than 10.
03:01That would make the camera movement too frenetic.
03:0310 is going to be just where we need it.
03:05Well, that's it for the first Data field.
03:07We need to make a new one now.
03:09I am going to click Add Data again.
03:10This one is going to be called Cam Shake Amp X and this is the value that will
03:18control the amplitude on the X-axis.
03:21So I will tab over to fill in the short name.
03:24The Interface will leave change to Float Slider just like before.
03:27The value through we are going to change to Real again and then the Step will be 0.1.
03:32And then we are going to change the Min and Max range.
03:34This is going to be a little bit different.
03:36We don't want our amplitude to travel outside of about 50 units and so we are
03:41going to change the Min range to -50 and we will change the Max range to 50 and
03:49that centers up the slider in the range here and allows us to move the slider
03:55from one end to the other.
03:56If you do move this slider here in the Data field, you want to make sure and
04:00reset that value back to 0 right there.
04:02So I will hit that and tab over.
04:05You don't want to hit Enter at this point because if you do, CINEMA 4D will
04:07think you're hitting the OK button and close the window up.
04:10We still got some more work to do here.
04:12I've got the Amp X set up.
04:14I need to do Y and Z as well.
04:16Rather than rebuild the sliders again, I can just duplicate this one.
04:19So hold down the Ctrl key, drag up and that makes a copy of it.
04:23Now drag it down again and change the name from Amp X to Amp Y and tab over.
04:30Then I will do the same thing to make the Z slider.
04:31Ctrl+drag up, drag it down and change the value to Z. Everything else remains
04:39the same on each of those sliders.
04:41So those are the four sliders that we are going to need to create. I will hit OK now.
04:44And you can see now on our camera, we have a new field in User Data and
04:47there are our sliders.
04:49We can slide these values around, but they are not linked to anything.
04:52That's the next step in our process.
04:54Let's move over to Xpresso.
04:56In order to do that, we have to right- click on our SHAKE CAM and go to CINEMA 4D
05:00Tags and go to Xpresso and when we do that that brings up the Xpresso window.
05:05The Xpresso window is where you actually create the code for Xpresso and Xpresso
05:11is a node-based script writing language.
05:13It can be pretty intimidating, but in this case, it's going to be fairly easy
05:17to use and understand.
05:18So the first thing we need to do is to bring in our camera.
05:22This camera now is represented as a node and nodes have inflows on the blue side
05:27and outflows on the red side.
05:28We are going to add some outflows for that because we are going to use the
05:31camera to drive the behavior of some other stuff.
05:35I'll click on the red and go down to User Data and add in each of these values,
05:41and I will add them in one at a time Amp X, Amp Y, Amp Z, and then I will do the Freq as well.
05:52I am going to bring the Freq up to the top and just change the order of these guys.
05:56You notice that the values have these red dots here.
05:59These dots are what we are going to link up to other information.
06:02Let's get that other information in.
06:05The thing we want to be able to drive is the Vibrate tag and so if I drag the
06:09Vibrate tag into the Xpresso editor, I can now add in the information I need for the Vibrate.
06:13So let's enlarge the Vibrate node.
06:16On the inflows for the Vibrate tag, I will click on the blue and go to Tag
06:20Properties and we are going to do Position Frequency and then we are going to do
06:25also Tag Properties > Rotation Frequency.
06:28Enlarge this just a little bit more and we will add in Tag Properties > Position
06:32Amplitude, and you notice that you can break it out separately.
06:35We are going to leave it as a single value, so Position Amplitude.
06:38And then we will do the same thing for Rotation Amplitude so Tag Properties
06:41> Rotation Amplitude.
06:43Add in just that single value.
06:45So now we have four elements here.
06:47Now, we could drag directly linkages over here, but the Xpresso wouldn't behave correctly.
06:51We need to change the values that we have in our sliders into values that
06:56these attributes can understand and so we are going to need to create some
06:59conversion nodes for that.
07:01The first node we need to create is something called a Range Mapper.
07:04The Range Mapper allows you to convert one type of data into another and it's a great adapter.
07:09Let's right click, go to New Node > Xpresso and then go to Calculate and then
07:15to Range Mapper and in the Range Mapper node, when you have it selected, you
07:20have some options here.
07:22The Input Range we are going to leave it User Defined, the Output Range though
07:25is the type of data we want to come out of the node and that we are going to
07:29change to 0 or 100 and this is where the conversion happens.
07:33Now, we can convert it within a range of values and so we're going to change
07:37these values down here.
07:39The Input Lower, we are going to change to - 50 because that's the value that's coming in.
07:45the Input Upper is 50.
07:47That provides us the range of information that's going to be in that slider and
07:51then the Output, a Lower and Upper, we need to change those values and the
07:55values we are going to change them to are going to be -50 and 50.
07:59So let's go ahead and change that two -50 and 50 and now we've got that node created.
08:07We need to have one of these nodes for each of our Amp X, Y, and Z and I'm going
08:12to hold down the Ctrl key and drag a copy of that and you notice it snaps off
08:16there and I'll do that one more time.
08:19We end up with three of these nodes.
08:21So now I have one of these nodes for each of my X, Y, and Z amplitudes, but I
08:25need to convert these three values into a single amplitude value.
08:29The way I am going to do that is a special node called an Adapter node that
08:33turns real values into vectors.
08:35A vector in CINEMA 4D is any value like Amplitude or Position that
08:40contains three values.
08:42So position in space is expressed in terms of X, Y, and Z position.
08:46Those three numbers together constitute a vector and that vector is the
08:50information that we need to convert.
08:52So let's right-click and go to New Node and then go to Xpresso > Adapter > Reals2Vector.
08:58We are going to take this real information and convert it into a vector value
09:02that we can feed into the Position Amplitude.
09:05So let's connect these up now.
09:06I am clicking from dot to dot and I am clicking and dragging from one dot to another.
09:11So I go X, Y and then Z for each of these Range Mappers.
09:15Then I will connect up X, Y, and Z right here.
09:20And then I'm going to take the Output and go from the Output to
09:25Position Amplitude.
09:28The Amplitude is now connected for Position, now we need to connect the
09:31Amplitude for Rotation.
09:33Let's draw a rectangle around all of these nodes, hold down the Ctrl key and
09:37make copies of them because we need this exact same kind of set up for the
09:41Rotation Amplitude, but we need to change some of the values.
09:43Now this is very important.
09:45I want you to draw a rectangle around all three of these nodes at once not
09:50the Reals2Vector node.
09:51just the Range Mapper nodes.
09:53And now we can see the Properties for all those Range Mapper nodes at the same time.
09:58That way we don't have to change one, two and three.
09:59we can just change them all at the same time.
10:02The thing we need to do is to change the Output Range.
10:05the values that we are going to be sending out of this are going to be expressed
10:07in terms of rotation.
10:09Rotation Amplitude is expressed in degrees and so we need to change these from
10:13the 0 to 100 value that was coming out of it to Degrees.
10:16So we change the Output Range to Degrees and you will notice that the Output
10:20Upper and Lower has changed as well.
10:22Now we don't want to bring that to -50 and 50.
10:23That would make the amplitude much too large and make the camera swing
10:28wildly left to right.
10:29So what we want to do instead is have a much smaller range and that's really the
10:32beauty of the Range Mapper nodes is that it let's you convert one type of data
10:35into another and we are going to convert these ranges into a smaller value, -4
10:42on the low end and tab over and hit 4 on the upper end.
10:46So that's the maximum range of degrees that the camera will be allowed to swing
10:51for the Vibration tag.
10:53Now we need to connect up our nodes and I'm going to connect from the Amp X, Y,
10:57and Z to the Range Mapper.
11:00So we are going to go X to X and then Y to Y and then we will go Z to Z. And
11:09then I am going to connect the Output over to Amplitude.
11:12The last but not least we want to connect up the Freq from this node over here
11:17on the camera, straight across to Position Frequency and Rotation Frequency.
11:21This one slider will now drive both of these values and you could actually set
11:26up separate values for them if you wanted to but the frequency is basically
11:30going to be the same number for both.
11:31It would make the camera shake a little too unstable if we use separate values
11:35in there so I am driving these both with the same value.
11:38So let's drag from this node over to that node and then drag from this node over
11:43to that node again to connect up to Freq.
11:47Close up the window.
11:48I am going to rewind to 0 and select my SHAKE CAM.
11:52These values are all set up at 0 and this one I accidentally moved earlier.
11:56That's why it's set to -0.2.
11:57I will zero that out.
11:58When I hit Play, nothing happens, but now if I increase the frequency that will
12:04control the speed, but you notice nothing moves that's because my amplitude
12:08hasn't been changed.
12:09They are all set to 0.
12:10So my curves are still flat.
12:12So now we can introduce a little bit of shake into that.
12:14You will notice as I increase Amp X, my camera starts to shake left and right.
12:19increase Y, I get up and down shake, Z is shake on the Z-axis and this is
12:24really a great thing.
12:26Now we've got the SHAKEY CAM going.
12:27All we need to do next is keyframe it so it starts at the right moment in time.
12:31So let's stop playback and I will rewind to 0 and let's zero out these values.
12:37I am going to go 0 tab, 0 and you have to tab twice to get to the next value and zero it out.
12:43What I wan to do is hit Play and find where the ball actually strikes the ground.
12:47So let's hit Play and stop it. Boom!
12:50So it's right around Frame 30.
12:52I'm going to set my Shake Freq for the maximum value that's the peak of the camera shake.
12:57So let's take that Cam Shake and move the frequency up to about 7 or so and then
13:03the amplitude, let's bring that over to about maybe 35 or so and these are a
13:08season to taste numbers.
13:09You don't really have to get the numbers exactly.
13:11You can have as much or as little camera shake as you want and I like to put
13:15them in opposite directions.
13:17That way the camera is not likely to go always the same way.
13:21Now we need to set keyframes so I select the first slider field, hold down the
13:25Shift key to select the last letter field and then I will hit Ctrl key and click
13:30on the black circle.
13:31That converts that information into keyframes.
13:34If I back up in time, you can see my camera is shaking.
13:38I don't want it to start shaking until the ball is right about to hit the ground.
13:41So right around Frame 24 or so, I can take all of these values and change them back to 0.
13:46So let's go 0, Tab, Tab, 0, Tab, Tab, 0, Tab, Tab, 0.
13:51And you can see these values have turned yellow that's because I've changed them
13:55since the last keyframe.
13:56I can hit Ctrl and set that keyframe for 0.
13:58So now our camera is 0 back out.
14:02Now one of the things about dynamics is you can't scrub backwards and
14:04forwards like that.
14:05So I need to rewind to 0 and you can see that now my ball hits, but the camera
14:10never stops shaking after the ball hits the ground.
14:13So now what I need to do is to keyframe those values later in time.
14:16So let's move our slider to about maybe frame 80 or so and then I will keyframe
14:20these values back to 0 again.
14:22So 0, Tab, Tab, 0, Tab, Tab, 0, Tab, Tab, 0.
14:28Tab again to get out of that.
14:28Hit the Ctrl key, set the keyframe.
14:31Let's rewind back to 0 and see what our SHAKEY CAM looks like. Nice!
14:36Now you can adjust these values to suit your taste.
14:39That's really the beauty of this rig is it makes it very flexible and you can
14:42have a tremendous degree of control over your shake.
14:46The great thing about this rig is that you don't have to build it again.
14:50You can simply reuse it by copying and pasting it from project to project.
14:54For more on working with CINEMA 4D, check out the CINEMA 4D section of Lynda.com.
14:58That's it for this edition of Design in Motion.
15:00Keep it moving and I will see you next time.
Collapse this transcript
006 Rendering type in a seamless environment
00:01Hi! Rob Garrott here and welcome to Design in Motion, the weekly series where we
00:04explore important fundamentals in the world of motion graphics.
00:07Seamless environments for type and logos are very popular these days.
00:11The technique for doing them is really pretty simple though if you combine
00:14CINEMA 4D and After Effects. Let's take a look.
00:18This is the piece that we are going to be creating in CINEMA 4D and After Effects.
00:21Let me hit Play on this and I'll play it back a couple of times.
00:27The hallmark of this style is a lack of definition in the environment.
00:32There is really no indication of where we are in space except for the type's
00:37contact with this virtual floor.
00:39I've got a shadow being cast.
00:41I've also got a little bit of Ambient Occlusion where the type intersects the
00:45floor, and that's the only indication of the ground plane.
00:48If it weren't for those artifacts then there would be a type floating on a white background.
00:53This contact with the floor is really what gives the scene dimension and gives
00:56the viewer an indication of where they are in space.
00:59This technique really comes together in both CINEMA 4D and After Effects.
01:04It's crucial that we render the right pieces out of CINEMA 4D so that we can
01:07stick them together properly in After Effects.
01:09So let's move over to CINEMA 4D and set up the file.
01:12Now I have this already built with the camera move on and I'll just
01:15scrub through that.
01:16You can see I've got a camera move.
01:17I've got my lighting set up.
01:18I have on the floor a reflective plane and it has a perfectly
01:23reflective material on it.
01:24When I hit Command+R or Ctrl+R on the keyboard I see a reflective environment.
01:29We are not going to be using the reflection in this composition.
01:32I always set my file up this way though just in case the creative director were
01:37to walk in and say, you know what, we don't want a white seamless environment
01:40now, we want a dark seamless environment with a reflective floor.
01:43If I haven't rendered out that reflection then I've got to go all the way back
01:46to CINEMA 4D and render it out again.
01:48So this is really kind of a precaution even though we're not using it in this
01:52composing technique it costs nothing really to render it out anyway.
01:56The first thing I want to talk about is something called Linear Workflow.
01:59I have Linear Workflow turned off.
02:02If you're creating a file like this from scratch, Linear Workflow will be on if
02:06you're working in some CINEMA 4D R12 or later, R12 and 13.
02:10Linear Workflow affects how the lighting and textures of the objects behave in
02:15the render engine and it also affects how you composite in After Effects.
02:19I personally don't like it for this kind of workflow. So I have it off.
02:23So if you want to work with Linear Workflow on, you need to turn this button on
02:26in the project file that I provided for you.
02:28So that's it for Linear Workflow.
02:30I am just going to bring this manager down just a little bit so we can see the
02:33rest of the Object Manager.
02:35The first step in our preparation of this file is to turn on something
02:39called Ambient Occlusion.
02:40Ambient Occlusion is the fact that you see where two objects come together, the
02:45render engine creates a dark seam.
02:47That dark seam is in present in all objects in the real world and Ambient
02:50Occlusion simulates that effect in the 3D space.
02:54So we want to turn it on.
02:55It's not on by default.
02:56So I'm going to bring up the Render Settings and I'll do that by hitting
02:59Command+B or Ctrl+B on the keyboard and that will bring up the Render Settings
03:03and Ambient Occlusion is an effect and I have to turn on that effect by
03:07clicking on the Effect button over here on the left, and going to Ambient
03:10Occlusion at the very top.
03:12I won't be able to see the results of that Ambient Occlusion, because of the
03:15reflective floor that I have in the scene, but I know it's on in the scene now.
03:20The next step in this process is to make sure that I have the Compositing Tag
03:23for my Environment sphere set up correctly, and I do in this case, but I want to
03:26review the settings with you.
03:28The Environment sphere is this gradient that I have surrounding my scene and if
03:34I uncheck the visible in Editor button right here, you can see that I've got
03:39this gradient surrounding my object.
03:40Now I am going to uncheck the camera real quick and then I will just orbit
03:43around so you can see that I've got this gradient sphere surrounding my entire scene.
03:48And this is providing the reflectivity on the type itself.
03:52But I don't want this Environment sphere to show up in the reflections of the floor.
03:54So what I did was in the Compositing Tag on the Environment sphere, I went
03:59to the Exclusion options and I told it to not show up in the reflections of the floor.
04:04And I did that by dragging the plane into this Exclusion field.
04:08This set of icons here says don't show up in the reflections and that's what
04:12this little arrow right here means.
04:15It means reflection: Don't show up.
04:18Next, I want to set up the Compositing Tag for my type.
04:21I am going to look back through the camera and I will click on the Active
04:24Camera button right there.
04:26In my type object, I want the type to have something called an object buffer.
04:30An object buffer is an alpha channel that allows me to lift the type off the
04:34background so I can do things color correction or composite things behind it.
04:37I want to make sure I have that option for me when I render it to After Effects.
04:41I am going to right-click on the type extruder and go to CINEMA 4D Tags and then
04:46Compositing and in the Compositing tag, I'll go to the Object Buffer option and
04:51enable Object Buffer 1.
04:53The number that's here is not important as long as that number matches what's in
04:58the Render Settings and we are going to do that in just a second.
05:00So I am going to leave that at number 1 for now and just know that you could put
05:04anything in there as long as you put that same number in the Render Setting.
05:07That's it for the file preparation.
05:09Now what we can do is go onto the Render Settings and then prepare a file for
05:13actually rendering it for After Effects.
05:15So let's bring up the Render Settings again, Command+B or Ctrl+B on the keyboard.
05:20The first thing I want to do is tell it how many frames to render.
05:23So let's go to the Output option and the Output option is set for 640e360 and I
05:28set this aspect ratio up with this sort of web size in mind ahead of time.
05:33So I've got a 16e9 aspect ratio on my scene already.
05:36A lot of times I like to lock this ratio off.
05:39That way I can't accidentally change it or if I wanted to render a larger size
05:42like 1280e720, it will automatically calculate the correct aspect ratio for me.
05:47I will leave that locked.
05:49Then I am going to go down to the Frame Range and the Frame Rate controls how
05:52many frames you're going to be rendering for After Effects.
05:56So let's change that 0 to 44.
05:57That way I will get exactly 45 frames for my After Effects render.
06:01That's a second-and-a-half if you're counting at 30 frames per second.
06:04This technique requires Multi-Pass Rendering.
06:07Multi-Pass Rendering is the processing of different layers of your image, your
06:12rendered image from CINEMA 4D and saving them out to separate files so that
06:16After Effects can composite them back together.
06:18This gives you a lot of control and flexibility.
06:21I need to first turn on Multi-Pass Rendering.
06:23So I am going to go to the Multi-Pass option on the left here and turn it on.
06:27All that does is tell CINEMA 4D that I want to do a Multi-Pass render.
06:31I haven't told it what parts of the image I'd like to render out and that's the
06:35next thing I need to do.
06:36So on the Multi-Pass button I'll click and this presents me with a list of
06:40options for what kinds of passes I can render out for the Multi-Pass.
06:44The first thing I want to turn on is RGBA Image.
06:47That is the final rendered image without any of the multi-passes.
06:50It's exactly what you see in the render engine.
06:52So I am going to add that in.
06:54The next thing I want to do is turn on the Object Buffer for my type, and this
06:58is where I mentioned that number earlier.
07:00The group ID that shows up here has to match the group ID that's down here in this tag.
07:05If these two numbers don't match, I won't get an Object Buffer for that object.
07:09You could have an infinite number of Object Buffers in your scene as long as the
07:13numbers in your Render Settings match the tags that you put on your objects, and
07:16that's very important.
07:18The next thing I want to add in is the Ambient Occlusion pass.
07:22You remember we turned on Ambient Occlusion earlier and I want to add that
07:26into the Multi-Pass.
07:27The Ambient Occlusion effect would be rendered in the final image, but I
07:30wouldn't have access to it in the Multi-Pass unless I turned it on here.
07:34So I'll go in the Multi-Pass and I will go to Ambient Occlusion and add that in.
07:38Then I want to do Reflection and then I also want to do Shadow.
07:42Now you notice I didn't turn on all of the image layers, and that's because I
07:47want to be efficient in my rendering process.
07:49I know I am not going to need all those pieces in the future.
07:52I only want to render out the ones that I absolutely need.
07:56It doesn't really affect the render time and all, but it does affect how much
07:58drive space you are taking up.
07:59So you want to be efficient with your render passes.
08:02I've told CINEMA 4D what pieces I want to render out.
08:05Now I have to tell them where to put them and what format to put them in.
08:08So we are going to go to the Save options and the Save options are where you
08:12tell CINEMA 4D where do you want to put those files and what format to put them in.
08:16In this field, the most important button to turn off is this Multi-Layer File.
08:22After Effects can read a multilayer Photoshop file but it cannot read a sequence
08:26of multilayered Photoshop files.
08:27So you don't want accidentally render that out.
08:30If you're working on a still frame or still image or style frames for a
08:33storyboarding process, you could render out single multilayer frame and then
08:37composite them in Photoshop, but we want to do this in After Effects.
08:41The next thing I want to do turn the Bit Depth down a bit.
08:44I don't need 16 bits for this type of render.
08:46So I will turn it down to 8 bits per channel.
08:47That's the amount of color information per pixel in the frame.
08:51The next thing I want to do is to tell it where to put those files.
08:55Now I am going to click on the Save Image button here and that's going to ask me
08:57where I want to put my frames.
08:59And I'll go the Desktop and go to the Type-Seamless and our C4D RENDERS folder
09:04and I am going to call this Seamless, and you can see I've already rendered
09:07these ahead of time, but this is where I'd rendered them to.
09:10So I called this Seamless.
09:13I don't need to worry about any of these extra bits on the name here.
09:16CINEMA 4D will put all those tags on for me.
09:18So I'll hit Save and you can see now it's telling exactly where my rendering is going to go.
09:24The last step in our CINEMA 4D preparation is the compositing project file info.
09:28If I twirl open this arrow, you can see that I've got some checkboxes here.
09:32Now I want to turn on Save, Relative, and 3D Data.
09:37The Timeline Markers, I don't need in this case, but I could if I had made
09:41rendering cues inside of the timeline in CINEMA 4D, I could get those rendering
09:46markers out to After Effects as well.
09:48I don't need that in this case so I will leave it turned off.
09:50The Save Project File button is only for a manual save.
09:54When I render this out of CINEMA 4D, the last step in the process will be CINEMA
09:584D saving out an AEC file.
10:00That's a file that we import into After Effects.
10:04That is a crucial step in this Multi-Pass rendering process.
10:07I've already got these rendered out.
10:09I don't need to render them now, but this is how I set up the files for rendering.
10:12Let's move over to After Effects and stick this together.
10:15Here we are in After Effects and I want to go to the File menu and do an Import and File.
10:21I have this file already set up for rendering.
10:25I have an image sequence folder here and I've got this Seamless.aec file at the bottom.
10:30This file is able to be imported into After Effects, because I've installed the
10:34CINEMA 4D import plug-in into my After Effects plug-ins folder.
10:39If you want to learn more about that process, you can check out the CINEMA 4D
10:43Essential Training course and there is a chapter on working with After Effects.
10:46I am going to import this AEC file and hit Open.
10:49That gives me two folders, the logo- seamless-End.c4d, and Special Passes.
10:55My first step is always to take the Special Passes and drag it in here.
10:58That way I know the Special Passes go with this particular shot.
11:01A lot of times on projects, you're working with multiple C4D renders and you
11:05want to make sure that you Special Passes stay organized correctly.
11:09The composition here is what CINEMA 4D saved out.
11:12So let's double-click on that and see what's in this composition.
11:16I'll enlarge the name column here.
11:18So we can see what's going on, and you can see it's put two of the passes
11:21already, but you notice it didn't put in the RGBA pass.
11:24That's because, by default, it thinks we want to do a multi-pass render and it
11:27only gives us the image layers, not the actual RGB layer.
11:30The RGB layer is contained in the Special Passes folder and that's what we are
11:33going to use to composite with.
11:35a bug in the C4D rendering process.
11:40When it saves out that AEC file and you imported into After Effects, the
11:43rendering is perfectly fine, but the AEC file tells After Effects that the RGB
11:48pass has been pre-multiplied.
11:50That affects how the rendering shows up in the composition window.
11:54We don't want it to be pre-multiplied.
11:56we want it to ignore the Alpha channel.
11:57We did not turn on Alpha channel in our renderings in CINEMA 4D, so we want
12:00have this Alpha ignored.
12:02So I'll right-click on the RGB pass, go to Interpret Footage, go to the
12:06Main interpretation.
12:08Underneath the Alpha option here, I'm going to tell it to Ignore.
12:12Then I'm going to hit Return on the keyboard to get rid of that window and now
12:17I've got my RGB pass set for Alpha ignored.
12:20Putting it together is a very simple process.
12:22Step 1 is to bring the RGB pass into the scene.
12:26So I am going to bring RGB pass in and when I bring that out, you can see I've
12:30got my type on this black background with the reflective floor.
12:33I don't want the reflexively.
12:35all I want is the type.
12:37So I'm going to use the Object Buffer.
12:38I'll drag that in and place it above the RGB.
12:41Then I'm going to hit my Switches/Modes column.
12:44In the Track Mattes, I am going to set the Object Buffer to be a Track Matte for my type.
12:49So I'll go to Luma Matte Seamless_object_1.
12:51Now I have my type set on top of the background.
12:54I've got my Reflective floor and my Shadow pass already turned on.
12:59Now I don't need this reflection anymore, because I am not going to be using
13:02it in the composites.
13:03So I can turn that off and then I want to turn off the shadow pass as well and I
13:09want to bring in the Ambient Occlusion pass and put that right below everything.
13:12You can see the Ambient Occlusion pass gives me that contact with the floor that
13:16I was missing before.
13:18Now when I turn on my shadow, I've got a shadow and I've got my Ambient
13:22Occlusion pass and my type is sitting in a seamless white environment.
13:25Now if I want to dial the shadow up or down, I can just go to the shadow, hit
13:29T to bring up the Opacity options and dial that down, so I don't have quite as dark a shadow.
13:34So it gives you a lot of control and flexibility for the compositing process.
13:38That's it for creating a seamless and white environment.
13:40It really is not that difficult.
13:43The success of this technique really depends on what pieces you render from
13:46CINEMA 4D and how you put them together in After Effects.
13:50For more on working with CINEMA 4D and After Effects, check out the video
13:53section of Lynda.com.
13:54That's it for this edition of Design in Motion.
13:56Keep it moving and I'll see you next time!
Collapse this transcript
007 Using the Graph Editor to control animation
00:01Hi! Rob Garrott here, and welcome to Design in Motion.
00:03the weekly series where we explore important fundamentals in the world of motion graphics.
00:08Now, getting precise control over your objects is essential to becoming a good animator.
00:12The best way to control your animations in After Effects is with the Graph Editor.
00:16By unlocking its power, your animations will only get better. Let's take a look.
00:21So what I have here is a very simple animation of a ball bouncing down the stairs.
00:26I've made this already ahead of time.
00:28I have the actual Start file if you want to do this from scratch and animate the ball yourself.
00:33This has no keyframes in it at all.
00:35These were just made by moving the position of ball over time and animating it.
00:39let's RAM-Preview this to see what the motion actually looks like.
00:44As it hits, each of the steps has a distinct pause in there, and that's
00:47because of the way After Effects is interpreting the information in between the keyframes.
00:52It knows where it needs to be at a particular keyframe but what happens in
00:55between the keyframes is not being handled correctly.
00:58To control that information in between the keyframes, we need to get access to
01:02the curves, and we're going to do that with the Graph Editor.
01:04So to access the Graph Editor, I am going to select the position track here and
01:08then click on the Graph Editor icon.
01:10When I do that, I now see the Graph Editor.
01:13Let's get this a little bit larger over here.
01:15I am going to raise this up a bit.
01:18With the Graph Editor visible for the position track, you can actually see
01:21the pauses and the pauses are not in the Y information, the pauses are in the
01:26X information, the information comes into the keyframe, and then travels out again.
01:32That is what we want to get rid of.
01:35If I select that individual keyframe, that is going to allow me to change the
01:39data on a keyframe or I can move that information up and down and change where
01:43that keyframe happens in space, notice that it's moving up here as well.
01:47That's not what I want to do.
01:48What I want to do is to be able to actually change how this information is
01:51flowing into that keyframe.
01:53To do that, I need to unlock the X and Y positions.
01:58The way you do that is by turning on this little button right here called
02:02Separate Dimensions.
02:03It allows us to get very precise control over those keyframes.
02:06I am going to click that and watch what happens to my curves here.
02:10The shape of the image changed but more importantly, when I click on a
02:13keyframe, I now have access to Bezier handles that will allow me to control the
02:18tension of the information coming in and out of the keyframes, and that's what I want to tweak.
02:23So let's zoom in on that.
02:24I am going to hit Plus on the keyboard to zoom in, hold down the Spacebar to get us back here.
02:30Now, what I want to do is I want to just change the incoming and outgoing
02:34information and I want to have a nice smooth line there.
02:38What I will do is take the handle on each side and I'm going to point it at the next keyframe.
02:44By doing that, I am going to end up with a very nice smooth line and I'll work
02:47my way through each of the curves, take that guy and move it over here and I'll
02:54take this one and move it here.
02:56You notice that as I select each curve, the handles become visible and the
03:00previous handles go away.
03:02That helps to declutter the interface.
03:05Smooth that last one out, and now I've got a very smooth X position.
03:09Now, let's grab that last one, bring that right in as well.
03:14Let's check that out, and see what it looks like.
03:16I am going to enlarge the window here and then do another RAM preview, and hit 0
03:22on the numeric keypad.
03:23You notice the animation feels a lot more natural.
03:28We've gotten rid of that pause and the bouncing down the stairs feels like a ball.
03:32Now, if we wanted to, we could enhance this motion even more.
03:36If I wanted the ball to bounce higher in between, I can use these same curves again.
03:39Let's check that out.
03:40I am going to enlarge this window one more time and this time instead of
03:44focusing on the X keyframes, I am going to focus on the Y keyframes.
03:48So when I do that, I can select these guys, and I can now make it the ball
03:52bounce higher by making this little dip here go lower.
03:56In After Effects, the graph is defined by these values on left-hand side here
04:01and by adjusting these values lower, I am going to have a higher animation here.
04:05It's a little bit counterintuitive, but that's the way the After Effects
04:08adjusts its numbers.
04:10So I am going to take these guys and just grab the handles down and when I do
04:13that, the values change and so let's take these guys and raise it up here. There we go!
04:19You notice that curve got bigger here.
04:23So I can do that for each one of these curves.
04:26I can click on the keyframe to reveal the handles for that.
04:32I want to try and make them about the same size on each curve, so that the ball
04:37doesn't feel like it's losing energy as it bounces down the stairs.
04:41Let's re-enlarge the frame, hit 0 on the numeric keypad.
04:44You can see now I have a much bigger bounce as it goes down the stairs, but I
04:49still have that same sharp clean motion for my ball.
04:54Unlocking the power of the Graph Editor will unlock your potential as an artist.
04:58To learn more about the Graph Editor, check out Chris and Trish Meyer's After
05:02Effects Apprentice 03 in the Videos section of lynda.com.
05:05That's it for this edition of Design in Motion.
05:07Keep it moving and I will see you next time.
Collapse this transcript
008 Creating dynamic liquid
00:00Hi! Rob Garrott here and welcome to Design in Motion, the weekly series where we
00:04explore important fundamentals in the world of motion graphics.
00:08Next to creating a photorealistic human, flowing water is probably the hardest
00:12thing to create in 3D animation.
00:14CINEMA 4D doesn't have a fluid simulator built into it, but with some dynamic
00:20objects and a little bit of creativity we can make something that doesn't look
00:23exactly like flowing water, but it still looks pretty cool. Let's take a look.
00:28This is the finished animation that results from the CINEMA 4D file that
00:32we'll be setting up.
00:33I'm not going to focus on the render and compositing in this episode.
00:37I really want to talk just about the dynamic setup.
00:39I'll be giving you the final render as an After Effects file so you can work out
00:42the post effects for yourself.
00:44Let's hit Play on this and see what the animation looks like.
00:50So we've got this water like substance that is going to flowing down the
00:54slide and hitting our type and knocking it out of the way for a little transition effect.
00:58CINEMA 4D does not have a fluid simulator, but this behaves kind of like water
01:04and it interacts with our objects kind of like water and I think that's going to
01:08be just fine for this kind of application.
01:11Let's move over to CINEMA 4D and see how this comes together.
01:15So I'm in a blank file, first step I want to create is the balls that I'm going to need.
01:20The object that we're going to create the water with is something called a
01:23Metaball object and the Metaball needs to work with spheres.
01:27So let's add a sphere.
01:30This sphere is a little bit too large for our purpose.
01:32So we're going to change the Radius and also the Segment count.
01:36So the Radius we're going to bring down to about 10 units and then the Segment
01:40count we're going to make 6.
01:42The Segment count controls how many polygons are in this sphere.
01:45If I hit O on the keyboard now, you can see that it doesn't really look like a sphere anymore.
01:50But the Metaball doesn't care.
01:52It looks at the sphere object, not how many segments it has.
01:55This little button right here Render Perfect always ensures that my sphere will
01:59render perfectly no matter how many segments it has.
02:02If I hit Command+R or Ctrl+R, it still shows up as a perfect sphere.
02:07I want to get a grid of these spheres that I can use as a starting point for
02:10my dynamic simulation.
02:12Let's back out just a bit and start off by adding a Cloner object in.
02:17So we'll go to MoGraph and add a Cloner and this Cloner I want to be a grid.
02:21If I make the sphere a child of the Cloner, you'll see that it's creating copies
02:25of these spheres, but it's doing them along the Y axis and I want to create a
02:28grid of these, a very dense grid.
02:30Let's go to the Cloner object and make a couple of tweaks here.
02:34The first thing we want to change is the type of clone it's creating.
02:37It's creating a Linear clone arrangement right now.
02:39Let's change that to be a Gird Array.
02:41Now we end up with a 3e3 e3 grid of the spheres.
02:46The Grid Array needs to be a little bit tighter and a little bit more dense.
02:51The first thing I want to do is change the count for the spheres.
02:54If I change the count from 3e3e3 to 10e10 and I don't need quite that many on the Z axis.
03:01So let's make it 7 on the Z. Now I've got a dense grid of spheres.
03:07CINEMA 4D's simulation engine works on the idea of dynamic objects and colliders.
03:14I need to create something for this group of spheres to collide with and that's
03:18going to be a simple plane object.
03:19So let's add a plane to the scene.
03:22I don't want my spheres to be intersecting the plane with the
03:24starting animation.
03:25Let's raise this up and let's back out just a bit and pan down.
03:32Now the Cloner object, I want to drop down and hit the floor and break apart
03:36into a bunch of little spheres.
03:37So the way I need to do that is by changing this Cloner object into a dynamic object.
03:43The way I'm going to do that is by right- clicking on the Cloner object and going
03:47to Simulation Tags submenu and then selecting the Rigid Body.
03:53When I do that, I now have a Rigid Body object.
03:57If I hit Play, watch what happens.
04:01Not too exciting, is it?
04:03The Cloner object is passing through the plane.
04:06Remember I mentioned earlier that it works on the idea of rigid bodies and
04:09colliders and the plane needs to be a collider.
04:12Otherwise, this thing won't know it's there and it will not collide with it.
04:16So let's right-click on the plane and go to Simulation Tags and then we're going
04:20to create a Collider Body.
04:23Now when we hit Play, the object drops down and bounces off the ground.
04:31Let's stop that for a second and hit H on the keyboard to zoom in on everything.
04:35That didn't do exactly what I wanted it to do.
04:38It hits the plane all right, but it reacts as an entire group and I want it to
04:42react as a bunch of individual balls.
04:45Now the way you do that is by going to the tag that's on the Cloner object and
04:49telling the collision to include all objects.
04:54Now when I do that and rewind and hit Play, I now get a whole bunch of balls
05:01reacting dynamically to that plane.
05:05Now I need to create the Metaball setup that will make it look like a blob and
05:10that blob will put a texture on to make it feel like water.
05:14Let's go to the Modeling Objects and underneath this icon right here is the
05:18Metaball in the bottom left.
05:20The Metaball object works with spheres and my Cloner object is creating a
05:24whole bunch of spheres.
05:25So the way this works is I take the Cloner and I make it a child of the Metaball
05:29and I'm going to get a very large blob.
05:31Let's rewind back to 0.
05:33The Metaball creates a skin based on the spheres that are underneath it.
05:38And right now that skin is too large for the body of spheres.
05:42So I have to make it smaller and make it more tightly conform to the actual
05:46spheres that are in there.
05:47The way I do that is by changing the Hull Value underneath the Object Properties.
05:51The way the Hull Value works is that the higher the Hull Value, the more tightly
05:55it conforms to the spheres.
05:56So let's bring this up to about 500%.
05:59You notice as I scrub that value, it's going to get smaller and smaller, and as
06:03I approach 500%, it's going to get very tight to those spheres.
06:08I've gone beyond that and you can see you can actually go inside the body of the spheres.
06:11But what I want to do is change that just to 500.
06:15The Subdivision controls how much information you're seeing here in the Editor window.
06:20What I want to do is bring this down to about 10 units.
06:23That'll give me an idea of what my object is looking like.
06:27This Metaball is conforming tightly to those spheres.
06:32I'll rewind back to 0 and then hit Play, you'll see that the Metaball now looks
06:37as if it's colliding with the plane object.
06:39Now you may have noticed that the playback here was very slow, and that's
06:45because the Metaball object has a lot to think about.
06:48So it's a good idea when you get to this phase of the animation to start making
06:51preview movies instead of just hitting Play.
06:53That will guarantee you're seeing the exact playback speed.
06:57For more on making preview movies, check out the chapter on animation in the
07:01Essential Training course for CINEMA 4D R12.
07:03Now that we've got a Metaball that's properly reacting to the collider object,
07:08we can move this rig into the existing project file.
07:12So let's take the Metaball, select it Command+C or Ctrl+C and I'll go to the
07:17Window menu and go to Dynamic-Liquid-START.
07:20This file here has a camera move already in it with the slide and the type.
07:26You can see the camera just drops down the slide and focuses on the type.
07:29I don't want to look through the camera right now.
07:31I want to see my whole scene file.
07:32So I'll uncheck the active camera icon and now I can see my scene.
07:37As I orbit around that, I've got the type and the slide all together in frame.
07:42Let's paste down our Metaball object, Command+V or Ctrl+V. Now I have this
07:47object right here at the center of the world, I need to move it up in space.
07:53So I'm going to take the Metaball and move it up to the top of the slide, up on
07:59Y axis and then over on X until it's firmly embedded in the slide.
08:05Orbit around just a bit, take the red handle and move it right up about here. There we go!
08:11If I select the Metaball object and look at the Position values for it, I'm
08:15seeing I'm at about 700 on X and about 2000 on Y and 427 on the Z axis.
08:22That's close enough I think for this, but for those of you that want to follow
08:26along at home exactly numerically, let's round these up a bit.
08:29I'll go 722 and then about 2100 on Y and then about 370 or so on Z. What that's
08:40going to give me is a good starting point for my water.
08:43It'll fall down and intersect with the slide.
08:46If I hit Play right now, you'll see that it does in fact fall down, but it
08:50doesn't intersect with the slide.
08:52That's because we have to tell the dynamic simulation that the slide is important.
08:56So let's rewind that back to 0 and then in the object manager I'm going to
09:01select the Sweep NURB.
09:02The Sweep NURB is the slide object.
09:04So if I right-click on that and go to Simulation Tags > Collider Body, now the
09:10Sweep NURB is in fact a collider and these spheres will no longer intersect the
09:15slide, they will hit it and then slide down.
09:18When they get to the bottom of the slide, they have to hit the floor and spread out.
09:21So I need to tell the plane to be a collider object as well.
09:24So I'll right-click on the plane and go to Simulation Tags and then Collider Body.
09:29So now I have a collider for the slide and a collider for the plane object.
09:33The last thing I need to do is to make the type a dynamic object.
09:35We're using something called a fracture object that I've built it ahead of time
09:40that allows you to treat individual spline objects as if they were clones.
09:44Then we can also treat them with dynamics as well, because they are clones.
09:48You'll notice that I have a separate spline for each letter in the word SPLASH
09:52and they're all underneath the fracture object and the fracture object is what I
09:56want to tell to be dynamic.
09:58I'm going to right-click on the Extrude NURB and then I'm going to go to
10:03Simulation Tags and then go to Rigid Body.
10:07Just to see what's going to happen I'm going to hit Play.
10:13This is going to take a little bit of time to actually play back, because
10:16there's so much geometry and information in here.
10:18You may have noticed a couple of things about this animation.
10:22It didn't work exactly the way we thought it would.
10:24The reason it didn't work that way is because of two factors.
10:27The first one is the type.
10:28The word SPLASH simply fell over the moment we hit Play.
10:32The other thing you'll notice is that the slide itself, the balls, didn't go
10:35down the slide, they kind of rolled off the surface of the object as if there
10:39were no indentation there.
10:41So we have to tell the dynamic engine to treat the letters of the word as
10:45individual objects and then not to have those letters move until they have a collision.
10:49So let's go to the type first.
10:51On the Extrude NURB, I'm going to go to the Collision property and tell it to
10:55be Individual Elements > All and then I'm going to go to the Dynamics and tell
11:00it when to trigger.
11:02I don't want it to trigger until it actually has a collision with something else.
11:06That means the type will sit there until my water droplets hit it.
11:10The next thing I want to do is go to the tag that's on the Sweep NURB which is
11:14the slide itself and under the Collision options there is a Shape property.
11:18The Shape property is set to Automatic, and that works for a lot of things.
11:23In the case of an object that has an indentation like the slide, then I have to
11:27change that from Automatic to Static Mesh.
11:32What that's going to do is tell the dynamic engine to look inside the geometry
11:36and then use the actual shape of the slide as the collision.
11:40Let's rewind back to 0 and hit Play now.
11:46The actual simulation time took quite a while to do.
11:49It's not a real-time process at all.
11:52You normally would want to make a preview movie with this so you could actually
11:55judge the speed of the animation.
11:58You can keep making subtle tweaks to the actual properties of the simulation
12:02tags to get different bounce rates and different weights for the objects in the
12:06scene, but that's the basics of the setup.
12:09The only thing that I haven't done this file was texture map the Metaball and I
12:13have a glass material here that all I really need to do is just apply that right
12:17to the Metaball object and it's done.
12:19I've got the reflections already set up for it, bunch of other lights and things
12:23in the scene that will make it look the way it does in the final render.
12:26Let's take a look at that again in QuickTime.
12:38Even though this doesn't move exactly like water, it still looks pretty cool.
12:42And a lot of times in motion graphics looking cool is really what it's all about.
12:46For more on working with CINEMA 4D, check out the CINEMA 4D section of Lynda.com.
12:50That's it for this edition of Design in Motion.
12:51Keep it moving and I'll see you next time!
Collapse this transcript
009 Doing more with less in the After Effect render queue
00:00Hi, Rob Garrott here and welcome to Design in Motion, the weekly series where we
00:03explore important fundamentals in the world of motion graphics.
00:06Now the Render Queue in After Effects is really one of its most amazing features.
00:11It allows you to stack up renders in a dizzying number of ways.
00:14Now on a typical job you may have dozens of renders that all have to get done on time.
00:19So you really need to be efficient.
00:21So what's the best way to setup your renders for output? Let's find out.
00:26So here we are in After Effects and I've got this animation.
00:28It could be representative of a show open or a bumper graphic that you have to
00:33get out to editorial, and that's really the important thing here is, when you
00:36need to get something out After Effects, usually you're sending it to someone
00:39who's going to use it in another situation, but have to prepare this graphic in
00:42a very specific way and that's where the render queue comes in.
00:45Now this animation is very short five seconds I'll just RAM preview it, so you
00:48guys can see what it is we're rendering out.
00:54In order to get this to the render queue, I have to go up to the Composition
00:57menu and I'm going to go to Add to Render Queue. Now you can also use Make
01:00Movie, but most of the time I use the Add to Render Queue, and there is a
01:03keyboard shortcut for that even though it's not listed here, and that is
01:06Shift+Command+/ and I'm going to do that right now, so I'll hit Add to Render Queue.
01:12The Render Queue has some columns here and the columns and rows show you what it
01:18is that you're rendering and what's happening in the render.
01:20There are two different components to a render in After Effects. There is the
01:23Render Settings and then there's the Output Module.
01:26The Render Settings control things like the number of frames that you're
01:29rendering, the quality of the frames, and some other more technical aspects of the render.
01:34The Output Module controls what format the frames are rendering to and also what
01:38size the frames are rendering to.
01:40I need to tell this where to go so I'm going to click on the Not yet
01:43specified, and that's going to take me out to the Finder window, and asks me
01:47where do I want to save this. I'm going to save it on the Desktop in my
01:51Project folder here and I'll just make a new subfolder and call it renders.
01:56Create and now I'll save.
01:59You notice I didn't pay attention to the format that was listed there and that's
02:02because you want to control that format here in the Output Module, and if I
02:06click on this, it says the word lossless is there right now. Well lossless in After
02:11Effects terms means the animation codec and the animation codec has no
02:15compression associated with it so it's a very high image quality.
02:18So here in the Render Queue we've got Video Output, we've got a Resize, we've
02:22got Crop, we've got Audio Output. The only thing we care about right now is
02:26the way it is with the default options, so I'm just going to hit Cancel there and leave it alone.
02:31Before I render this I'm going to stack up another render after this one and
02:36that's really the important thing about communicate here is the idea of
02:38efficiency. You don't want to render one thing, wait around for that render
02:41to get done and then set up another render. You are much better of setting up
02:44a batch render, so that you have a bunch of things going off all the same time.
02:48That way you can be doing something else entirely while this machine is rendering.
02:52So I'm going to go back to my compositions here. I've something called 02_Matte
02:56and Fill Render and if I open that up, that's the exact same animation, but with
03:00the Blue Solids turned off.
03:02We have transparency behind the type.
03:04Typically you would want to give this to an editor if they were going to be
03:07keying it up over some other background and they want the ability to choose.
03:11Maybe they don't want to have that blue; they just want to have a live-action
03:14shot that they want to key this over.
03:16Then you can give it to them with an alpha channel.
03:18Some editorial systems can handle a Matte and Fill embedded in the single movie
03:22file and other systems have to have that Matte and Fill separately, so we are
03:26going to render this in next movie out in three for ways.
03:29So I'm going to go to the Composition menu and go to Add to Render Queue. Now
03:35what I want to do is to specify how I'm going to be rendering this out.
03:39By default it say lossless here, but this does not have an alpha channel embedded in it.
03:43That's just a movie, and if I rendered it as is, it would render over black.
03:46So I'm going to click on the word losses and I'm going to go to the Output Area
03:50and I want to render RGB+ Alpha. And then I want to render instead of
03:55Premultiplied, I want to render as a Straight alpha.
03:58Straight alpha will bleed the edges of the subject out into the black areas and
04:03then give you a very clean edge when it's composite, and so that's always the
04:07preferred way to render out something with an alpha channel.
04:10So now I'm going to hit OK and there you see it says custom QuickTime here.
04:15Now normally if you're rendering on your own system, this is the kind of
04:17render that you do on a regular basis and so you want to have a custom Output
04:20Module already set up for this.
04:22And so you can click on this pulled on here and go to Make Template. That will
04:26bring up the Output Module settings and you can call this one lossless with
04:30alpha str8, and I would abbreviate straight by doing that Str with the number 8. And I hit OK
04:38and you can see now I've got that going here.
04:40I have set up this lossless witho alpha straight and it's ready to go, but I
04:45still have two more versions of this movie to create.
04:47One with an alpha not embedded, so that I have just a matte fill render and that's
04:52going to actually be two movies.
04:53So I need to go to the Composition menu and add Output Module. You notice
04:57that it adds a second Output Module and this one I'm going to render as just a straight fill.
05:04So I'm going to click on this and I'll go to the Channels, leave it on RGB, but
05:09I want to tell this to be Straight. You will notice that you are going to get a
05:13warning down here that says settings mismatch, and it says you should also
05:16output an alpha channel and we're going to do that in just a second.
05:18So I'm going to hit OK here.
05:21And then I'm going to go to the Composition menu and add another Output Module
05:25more time, and this time I'm going to change this one to be alpha, and I can
05:30change this to Straight (Unmatted) as well. I will hit OK and you'll notice now
05:36I've three renders here and I can change this one to be 02_Matte-FILL and then
05:44I'll change this one after it to be 02_Matte - and then Matte.
05:52So now I can have a very clear definition.
05:57In the Render Queue, I've got just a couple of items that are set up to render,
06:01but they are going to generate several different versions of the movie and
06:04that's a very efficient way to work.
06:06Instead of just two items, you may have a dozen, two dozen, three dozen
06:09different render items in the Render Queue all generating different types and
06:13versions of your movie.
06:14Regardless of how many you're working with, it's important to be efficient.
06:20These techniques will make your rendering process a well oiled machine, instead
06:23of a shot in the dark.
06:25To learn more about rendering, check out the After Effects CS5 Essential
06:28Training in the Video section of lynda.com.
06:30That's it for this edition of Design in Motion. Keep on moving and I'll see you next time.
Collapse this transcript
010 Logo modeling basics
00:01Hi! Rob Garrotte here and welcome to Design in Motion, the weekly series where we
00:04explore important fundamentals in the world of motion graphics.
00:07Now designing a logo was a long and intensive process that quite frankly a lot
00:11of clients skip over.
00:12There is going to be a lot of situations where a client is going to present you
00:16with a logo that was designed for another medium like print or the web, and they
00:20are going to ask you to create a 3D version of it.
00:23Now how you prep that file in Illustrator is going to have a huge impact on the
00:26modeling process in CINEMA 4D. Let's take a look.
00:29We are in Illustrator and this is a very typical logo that's indicative of the
00:34kind of situation you might find yourself in with a client, and I've got several
00:38different things going on here.
00:39I've got an outer border with an inner shape here, and then I have got type that
00:43has a very thick heavy black outline.
00:46Now that type outline was created using a stroke and I know that CINEMA 4D
00:50cannot reach stroke information.
00:52So I have to do some prep work here inside of Illustrator in order to get this
00:55type prepared, so that I can have a good result in CINEMA 4D.
00:59Now one of the other things I've done ahead of time is I've broken each of the
01:03elements out in the layers and let me rebuild this from the bottom up.
01:07So now and I've got the shape fill and I will click twice with the Option key or
01:12Alt key on the PC to bring up the shape, and that's the outer border, and then
01:16I've got the type border and then I've got the type center.
01:20Now the type border and the type centre are still font data and those are the
01:24layers that I need to tweak a little bit here in Illustrator.
01:27So the first thing I want to do with the type center is convert this to outlines.
01:31So I will go to the Type menu and I will go to the Create Outlines command.
01:35I could also go to Shift+ Command+O on the keyboard.
01:38The next thing I want to do is to convert these all into their own elements.
01:42Now before I do this I would always want to double check with the client and
01:45make very certain that the type was not going to be ever animating by
01:50itself, and in this case I know that the type is always going to stay
01:53together as a solid chunk.
01:55So I am going to prepare that solid chunk here inside of Illustrator.
01:58So what I need to do is bring up the Pathfinder menu.
02:00So I will go to the Window and then go to Pathfinder, and in the Pathfinder I'm
02:06going to do a Unite operation.
02:08When I click Unite.
02:10that merges all of these objects into one single object.
02:14You can see it got rid of all of those overlaps, and that's just what I want.
02:18Let's go back to the type border now.
02:19Now type border is a slightly different case.
02:21It's still font data, but the font data has a very heavy black outline on it and
02:27that black outline cannot be read by CINEMA 4D.
02:30So I am going to grab the Type menu and go Create Outlines and now before I do
02:36an overlap, I want to get the outer border.
02:39that's very important here.
02:40I don't really care about the center of the letters, because I have that in the other layer.
02:45I only want the outer edge.
02:47So I'm going to go to the Object menu, to the Path submenu, and do an Outline
02:51Stroke, and when I do that, I now have this mess of outlines here, but it's
02:56very important and I've got that mess of outlines that give me the outer shape
03:01of the type itself.
03:03So if I click on there, you can see that it highlights all that information.
03:07Now I don't need the center information anymore.
03:09So I'm going to click another Unite, and when I do that that unites all of
03:14that stuff into a single object, without me having to go back in and delete them individually.
03:19You notice that I've got a little bit of extra stuff right here in the center
03:23for the A and right here where there is a little bit of an opening in the letter
03:27S, and I don't need that information either.
03:29So I can hit the letter A on the keyboard to get the direct selection tool, and
03:32I can click on that and I will hold down the Option key to click that and grab
03:35the whole thing and I will hit Delete twice to get rid of that.
03:39I'll do the same thing right here.
03:41delete that center of the A. Now all I have is just the outer black border for
03:46that type and when I turn on the type center, you can see that everything is
03:50nice and filled in, and it's all good to go.
03:52So that's the prep work that I have to do here in Illustrator.
03:55Now what I need to do is save out each one of these layers as its own
03:59Illustrator document.
04:00Now I am going to save these layers out as their own separate files, let's start
04:03off with the type center.
04:04So the first thing I want to do is to get rid of all these other layers.
04:07So I will grab those layers, drag them to the trashcan.
04:10Don't worry, we are going to get those back by undoing in just a minute.
04:13But now I will go to the File > Save As command, and in my Adobe Illustrator
04:18folder I've got a AI 4 C4D folder and I am going to call this one Type Center
04:26and I will hit Save and I want to save this as an Illustrator 8 file, because
04:29that's all that CINEMA 4D can open is Illustrator 8 or earlier files.
04:33Hit OK, and I can ignore this warning, warning me about older file formats,
04:38and I'll hit OK there.
04:39Now I've got the Type Center.
04:41Now I can undo until I get all my other layers back and now I can hold down the
04:45Command or Ctrl key on the PC and I can delete these layers and now I am left
04:50with just the type border.
04:52Now I can go Shift+Command+S or Shift+ Ctrl+S on the PC and bring up the Save As
04:57window, and I'll call this one Type Border, and then save it as an Illustrator 8 file.
05:08Now I will undo again, until I get my layers back.
05:10Now I can turn on all these layers and I need the outer shape.
05:14So I'll select these other layers, delete them and then I'm left with the
05:19outer shape and I'll do a Shift+Command+ S again and I'll go to Type Border and
05:24change the name to Shape Outer and Save, save it as an Illustrator 8 file, hit OK and OK again.
05:34And then undo one last time and delete everything, except for the shape fill,
05:40and then Shift+Command or Shift+Ctrl+S again, and then I will save it as Shape Inner.
05:48Save it as an Illustrator 8 file and OK.
05:51So now I have got all of these layers broken out.
05:54One last thing I want to do just to illustrate a point, is I am going to undo to
05:58get all the layers back on again, and I want to save out a version of the file
06:02that's all the layers turned on, just to Illustrate what would happen if you
06:05didn't do this prep work inside of Illustrator ahead of time.
06:08So you see how that'll behave inside of CINEMA 4D.
06:10So I will just go Shift+Command+S and I will call this one All Layers ON.
06:17And I will save this in Illustrator 8 file, hit OK and OK again.
06:24Now let's move over to CINEMA 4D and take a look at importing these elements in.
06:29Now in CINEMA 4D I'm going to go to the object manager File menu and do a Merge
06:35Objects that's going to allow me to load in these Illustrator files into the
06:38existing CINEMA 4D document.
06:40So let's start off by grabbing the All Layers ON.
06:43I just wants you to see what would happen if you left all the layers on from
06:47Illustrator and tried to import them in the CINEMA 4D.
06:49So I will hit Open, and then I will leave these values at the defaults and hit OK.
06:55This blue arrow right here is telling me that the object that I have selected in
06:59the object manager, this All Layers ON spline object is down off camera.
07:03Let's go down here and that's normal.
07:05Things in CINEMA 4D when you import them from Illustrator will come in down in
07:08the bottom right like this.
07:10So all of these elements are mushed together inside of CINEMA 4D.
07:13Now I could break them apart here in CINEMA 4D, but it's actually better to do
07:16that in Illustrator ahead of time and that's what we have done.
07:19I just wanted you to see what would happen if we tried to import all
07:22those layers at once.
07:23So I will delete this and then I'll go back to the File > Merge Objects and go
07:28start with the Shape Inner, and hit OK.
07:33Leave all these values at the default and then go File > Merge Objects and I
07:37will go Shape Outer.
07:40And then File > Merge Objects > Type Border and then File > Merge Objects >
07:46 Type Center.
07:50There we go.
07:53So now I've got all of these objects imported into CINEMA 4D.
07:58They are not at the center of the world yet.
07:59Now I always want to model at the centre of the world.
08:01So I am going to use my Shape Outer as the parent for this entire group just temporarily.
08:07So I will grab all these objects and hold down the Shift key and grab them in,
08:10parent them up to the Shape Outer.
08:12And then on the Shape Outer, I will go to the coordinate properties and 0 them out.
08:160, Tab, 0, Tab, 0.
08:19that gets the object to the center of the world.
08:21Now I can't see it, so I will hit H on the keyboard to bring this to the
08:24center of the world.
08:25Now I've got everything lined up right where I need it.
08:28So now I am ready to do my extrusions and let's start off by extruding the Shape
08:33and the shape Inner objects.
08:35So let's bring this down here and unparent them, and I'll go to the NURB objects
08:40and grab an Extrude NURB and we will call this one Shape Outer and take the
08:47Shape Outer spline and parent it to the Shape Outer object.
08:50Then I want to do the same thing for the Shape Inner.
08:53So let's add an Extrude NURB and call that one Shape Inner and then parent the
09:01Shape Inner object to that and now you can see it's filled in.
09:06Right now these two objects are exactly of the same dimension on the Z-axis, and
09:11so they're perfectly lined up.
09:12I actually want a little bit of a gap and to create a sense of depth to the logo
09:17on the Shape Inner object.
09:19I'm going to go to the Object Properties and change the Movement value to 1.
09:24that's going to make a very thin plate here.
09:26Then I am going to move that back on Z . I will just eyeball it for now, and
09:30that gives me a nice indentation in the surface of the logo and a location for my type to sit.
09:37Now what we need to do is to extrude the Type Center and let's grab another
09:42Extrude NURB, call it Type Center.
09:46Parent up the Type Center spline at the Type Center Extrude NURB and then repeat
09:52the process for the Type Border.
09:54The Type Border actually has to sit outside the Type Inner, and I want to have
09:59the same sort of indented situation in here, but I need to do something a little
10:02bit different for this.
10:03I need to create an outline for this type, because I want to have a black border
10:07out here and then a very thin type in the center.
10:11So in order to do that I need to create a shape that is just the Type Border
10:17without the Type Center.
10:19There is a very cool object inside of CINEMA 4D that allows you to do that and
10:22it's under the modeling objects and it's called the Spline Mask.
10:26And the Spline Mask, when I twirl open the Type Center, I am going to take a
10:31copy of the Type Center and bring it up here.
10:34Now hold down the Ctrl key to make a copy when you drag, and then I will take
10:37the Type Border and bring that up here.
10:40What the Spline Mask is, is a Boolean object for splines, and it allows you to
10:43-- a lot like Pathfinder inside of Illustrator create cutouts of splines and
10:48create much more complicated shapes using copies of splines.
10:51So I am going to takes the Spline Mask and change it to A subtract B and I will
10:57take the Type Border and that's the A position in the Type Center and that's the
11:00B position and what I end up with is a spline that is just the border by itself.
11:07Now you will be able to see this one, I do my extrusion.
11:09Now in order to hide all these other objects I will hold down the Option or Alt
11:12key on the PC and click twice to paint them red and then drag down to make them
11:18all go to red at once, and now I am just left with this.
11:20Now I can add an Extrude NURB to the scene and I'll call this one Type Border
11:26and then grab the Spline Mask and drag it in and now I've got this Type Border.
11:30You can see it's perfectly outlined and if I reveal the Type Center it fills it
11:35in perfectly and then I can just take the Z Movement on the Type Center and
11:39make it 1, just like it did for the Shape Inner and I can move that back on its
11:43local Z-axis and create a nice indentation there, and then I can reveal all the
11:48other parts of the logo.
11:49So now I've got a perfectly shaped logo.
11:52The last thing I want to do is to add a little bit of a Beveled Edge to my
11:56objects inside of CINEMA 4D and that adds a little hint of realism.
12:00Objects in the real world do not have perfectly square edges like these 3D
12:04extrusions do, and so by adding a little bit of a bevel, it smooth things out
12:08and makes them feel less computer-generated.
12:10So on the Type Border and the Shape Outer, hold down the Ctrl key to select both
12:17of those, and then under the Caps property, I will go to Cap and change it to
12:21Fillet and Cap and then change the End Cap to Fillet and Cap and that does it on
12:26both the front and the back.
12:27You can see that, I now have this large bevel on there.
12:30Now I don't want it to be that large.
12:31I will just go to the Steps and I will change the steps which control how many
12:34transition levels you get from the front to the side.
12:37I will change that to 2 and then change the Radius by hitting the Tab key to 1
12:42and that's going to give me a very fine edge to my object.
12:45And I will do the same thing down here.
12:48Change the back side to 2 Steps by 1 Radius and that's going to give me a very
12:53nice logo that's ready for texturing.
12:56Let's bring that into the center of the screen.
12:58Hit Command+R or Ctrl+R on the keyboard and you see that there are all
13:02our shapes ready to go.
13:04By correctly rebuilding the file in Illustrator before you import in the CINEMA
13:074D, even the most complicated logo can be easily translated into 3D.
13:12For more on working with CINEMA 4D check out the CINEMA 4D section of lynda.com.
13:16That's it for this edition of Design in Motion.
13:17Keep it moving and I will see you next time.
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011 Building simple objects with polygons in C4D
00:00Hi! Rob Garrott here and welcome to Design in Motion, the weekly series where we'll
00:03explore important fundamentals in the world of motion graphics.
00:07Now, there is going to be a lot of times when you're creating motion graphics
00:09that you need a special type of object to complete a design or logo animation.
00:13Now, sites like Triple Squid are amazing resources, full of all kinds of models
00:18that are available for download or purchase.
00:20But what do you do when you can't find the right one? You build it yourself
00:23using CINEMA 4D's amazing modeling tools.
00:26I am going to show you how to build a simple paper airplane using the polygon
00:29modeling tools in CINEMA 4D. Let's take a look.
00:32This is the logo animation that I want to complete.
00:35I am going to start by playing the one without the paper airplane first.
00:40And Flying Paper Productions logo is pretty cool, but we really need to have
00:43that little paper airplane object to help bring the logo home, so to speak.
00:47Now, let's play the logo animation with the paper airplane and you will see what I mean.
00:54That really makes it feel a lot more like the vibe that you'd want to have for a
00:57company called Flying Paper.
00:58We've got a paper airplane flying in. It matches perfectly.
01:01A paper airplane like this is really kind of hard to find.
01:04If you do a search on Triple Squid, you're going to come across paper airplanes,
01:07but it may not be exactly the one you're looking for.
01:10Sometimes it will be too complicated.
01:11sometimes it will be made so poorly that they're not just usable.
01:14So the situation is perfect for modeling your own.
01:18And that's really the idea that I want to get across today is that you don't
01:21have to settle for what you see on Triple Squid.
01:23Don't be afraid to try to make things yourself.
01:25A lot of times when you approach the modeling process in a logical way, you can
01:28make things quickly and easily for very little money or time.
01:32So let's go over to CINEMA 4D.
01:34So here we are in CINEMA 4D. This is the project file that we're going to working out
01:38of, and the camera is locked off using this Protection tag.
01:42The Protection tag keeps me from accidentally moving my camera around.
01:45So for now I don't really need to see through the camera so I'll uncheck the
01:48Active Camera button right there, and now I'm able to navigate around in the
01:52scene and I can move with ease inside that space.
01:55Now, I don't need to see any of the logo pieces or anything like that right now,
01:58they're kind of getting in the way, so I am going to hide everything.
02:01The way I am going to do that is by twirling close the Type object and
02:04holding down the Option key and clicking twice on the Status box, and then
02:08I'll do the same thing for the Lights and the Light Target and the Plane path and the Camera.
02:14So basically I am down to an empty scene.
02:16So everything is hidden from view. It's not deleted.
02:19It's just no longer visible.
02:21Now I am ready to start the modeling process.
02:23Now, a paper airplane is going to start in CINEMA 4D the same way it would start
02:26in the real world, and that's with a flat piece of paper, and that piece of
02:30paper is going to be from a Plane object.
02:32So let's add a Plane to the scene.
02:33And the plane has options, and those options control, under the Object
02:39Properties, how large the plane is and then how many Segments or polygons it has on X and Y.
02:45I am going to change the Segments to 2 by 1, and that's going to give me
02:50basically two large polygons side-by-side.
02:54Now I am going to make that plane editable by clicking on the Make
02:56Editable button over here.
02:58I could also hit C on the keyboard.
03:00When I do that now, I end up with a plane that is editable, meaning I can now
03:06edit the points that make up that object.
03:08And I am going to make sure that I am in Point Mode over here on the left-hand
03:10side of the interface.
03:12And inside of Point Mode now I can move these points around freely.
03:16So let's switch to the Top View and I'll hit O on the keyboard to bring this
03:19up full-screen and then back out just a bit to give myself of little bit of breathing room.
03:24Now, I want to move these points over, so I will hit Command+A to grab all the
03:29points and then drag them over to the right, and that's on the positive X axis.
03:36Now, I want these two points to line up exactly with the Z axis here in
03:40this view, so I will select that point and then I'll hold down the Shift
03:43key and select that point.
03:44And then using the Coordinate Manager, which is down here below the Time Bar, I
03:50can change the position of those guys to be exactly 0.
03:53And now I know they're exactly lined up with the Z axis, and that's crucial.
03:57Next thing I would like to do is to start to shape this half of the paper airplane.
04:02Basically what we're doing is we're building half the plane and then we're going
04:04to use a special object in CINEMA 4D to flip that half over.
04:08That way we don't have to model the whole thing; we only have to model one side of it.
04:12So let's shape this into half of the paper airplane.
04:14I am going to take these points and move them over just a bit and then I'll
04:20take these points and move them over just a bit.
04:23And I'm eyeballing this. The numerical values aren't necessarily important.
04:27Then I'll take these two points right here and bring them down.
04:32Now, this is not the right shape, I want to take this second point here and
04:35bring it up so that it's in line, and basically now what I have is the folded
04:40wing of the paper airplane.
04:42The size of this section here controls how fat the body of your paper airplane will be.
04:46And this is a little bit too fat right now, so I'll take these two points, hold
04:49down the Shift key to grab both of those, and I am going to move that over there
04:53to make my wing larger than the body of the airplane, and I'll bring that up
04:57here just like that.
04:59And now let's bring this over just a bit more. There we go.
05:04And then you can straighten that out here. There we go. Nice!
05:08So now I've got this folded half of a paper airplane and I need to start to
05:13shape it into the actual folded paper airplane.
05:16And if I go here to the Perspective View, I just middle-mouse click to get in there,
05:20what I want to be able to do next is to rotate these points up so that
05:24they're now shaped like a paper airplane.
05:27Before I do that though, I want to add something called a Symmetry Object.
05:31The Symmetry Object allows me to flip this geometry over so I am only modeling
05:36one half of the plane without having to worry about this side at all.
05:40So I go to the Modeling Objects and add in a Symmetry, and then I take my plane
05:44and drop it under the Symmetry Object.
05:46And instantly I have both halves of the plane.
05:49And the beautiful thing is, anything I do to this side, if I select both of
05:52those points and move them up, it happens on the other side to. Really cool!
05:56Command+Z to get that back to Flat again.
05:59The next step in the process is going to be to rotate these points up a bit.
06:03And I think what I am going to do is by simply grabbing these points and
06:08grabbing these points, I could use a Rotate tool and hit R on the keyboard and
06:12grab the bands and start rotating them around, but there is an easier way to do it.
06:16So if I switch to the Front View, I am going to middle-mouse click in there,
06:19and I don't want the Rotate tool. I am going to hit E on the keyboard to get
06:22the Move tool back, and I'm going to hit O on the keyboard to Zoom in on the whole object.
06:27And then I'll back out just a bit.
06:28What I want to do is to take these points and simply move them up.
06:32And now I am folding my paper airplane without having to use the Rotate tool.
06:37I get myself a nice V here, and let's take a look at that in the Perspective View.
06:40You can see that I've folded that plane by simply moving those up.
06:44I'll undo that and do it one more time, just you can see what I mean.
06:47And this time I am going to use the Axis Band right here, and that keeps me from
06:50accidentally moving them.
06:51It will only allow me to move them on the Y and X axis.
06:55So I grab that up and I bring it up here like that and I have folded my paper airplane.
06:59How cool is that!
07:00Really simple to do.
07:02That's pretty much it for the modeling of the paper airplane.
07:04Now we want to make it white. The default gray color is not what we need.
07:07In the Material Manager, I already have a Plane material in there. I'll just
07:11drag this onto the Plane Object.
07:14The default gray color is not what we need for this.
07:17It needs to be white paper airplane.
07:19The last step in this process is to make the plane thick.
07:22Right now the Plane Object by default is a single polygon wide, which is
07:26basically an infinitesimal number.
07:29It's not really measurable.
07:30It's a single width of a polygon.
07:32What we want to give it is a little bit of thickness so that it has some
07:35substance to it and some body.
07:37And that's a very easy process as well.
07:39What I am going to do is switch my mode over here on the left-hand side from
07:42Point Mode to Polygon Mode.
07:44And in Polygon Mode I can use the Selection tool and click on a single polygon
07:49and then I hit Command+A or Ctrl+A to grab all the polygons.
07:53Now I am going to right- click inside the interface.
07:56You notice I am not right-clicking on any of the polygons, just out here in the gray area.
08:00And I am going to use the Extrude tool.
08:03Now, the Extrude tool has some options, one of which is very important, and
08:07that's the Create Caps option.
08:09You want to make sure that is turned on, if it's not turned on in your file.
08:12And what that's going to do is make a thickness for us.
08:15When I drag to the right, and this is very important, do not drag on the arrows.
08:20You want to drag out here in the Editor window. When I drag to the right, you're
08:24going to notice my plane gets thicker.
08:26Now, I don't want to drag too far, because it gets too thick.
08:28I am going to just drag just a little bit, and that gives me a little bit of
08:33thickness and weight to my paper airplane.
08:35Now, it doesn't seem like much, but it's a very subtle thing.
08:38When I render that, you can see that I have a width here now where I didn't have that before.
08:43So that's pretty much it for the modeling of the paper airplane. Now we are
08:45ready to drop it into the animation.
08:47So I am going to add a Null Object to the scene, and this Null Object is going
08:52to be the parent that allows me to move and fly the paper airplane.
08:56What I need to do is call it first Paper Airplane.
08:58And I want this paper airplane to fly from the center of its axis and that
09:06center of its axis is going to be somewhere here in the body.
09:09So I will take the Null Object and raise it up, right into the center of the
09:13gravity for the paper airplane.
09:15And then I'll take the Symmetry Object and parent it up there.
09:17Now, to get this to animate, first thing I need to do is to reveal my Plane
09:23path and there is my Plane path right there, and this is the path that I want
09:26my plane to fly on. I drew that ahead of time using the Spline tools.
09:30CINEMA 4D has a great little tag called the Align to Spline tag. I will
09:34right-click on my Paper Airplane, go to CINEMA 4D Tags and do Align to Spline.
09:38Do not do Align to Path.
09:39That's something different.
09:40We want Align to Spline.
09:42When I add that, nothing happens initially.
09:45That's because it's waiting for me to add the Spline to this Spline path field.
09:48I am looking at the Tag Properties right now.
09:51I drag this Plane path into that field and watch what happens.
09:55My plane jumps to one side of the Spline.
09:59This button here is very important, the Tangential button.
10:02That's going to force the plane to move on an axis that is tangent to the
10:06Spline, and that will make the plane appear as if it's moving along the Spline
10:10and rotating as it travels down the Spline.
10:13Let's click that and see what happens.
10:14When I click it, boom, my plane lines up with the Spline. It looks fantastic!
10:18Now, the value that I want to keyframe is this Position value right here.
10:22So let's move back in time to about Time 0 and I will hold down the Ctrl key
10:28and click on this black circle.
10:30That adds a keyframe for Position at Time 0.
10:33Now I can move forward to about Frame 60 is where I want my plane to hit its mark,
10:38and I am going to move that value from 0% to 100%.
10:42You will see the Paper Airplane go right to the end of the Spline.
10:47Hold down the Ctrl key to set a keyframe for Position at 100%, and I am almost ready.
10:52Let's look through the Camera to see what things are looking like and I am
10:55going to make all my other objects in the scene visible.
10:57So I will hold down the Option key or Alt on the PC and click once on the Status
11:01buttons on the Type to make it visible.
11:04I will do the same thing for the Lights and then the Camera as well.
11:07Now, let's look through our camera and see the logo here.
11:11And as I scrub through this animation, you'll see my plane come through there
11:15and right into position for the logo animation.
11:19So that's it for the Paper Airplane animation.
11:21If you want to get cool with it, you can go in and animate the banking of the
11:24plane so that it arcs around and hits its mark underneath the logo in a much
11:29more realistic fashion.
11:30Being able to quickly model simple objects like this is a valuable skill and it
11:34can save you time and money on a project.
11:36For more on working with CINEMA 4D, check out the CINEMA 4D's section on lynda.com.
11:40That's it for this edition of Design in Motion, keep it moving, and I'll see you next time.
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012 Creating gradient type in After Effects
00:00Hi! Rob Garrott here and welcome to Design in Motion, the weekly series where we
00:04will explore important fundamentals in the world of motion graphics.
00:07After Effects has some very sophisticated type tools and when you combine them
00:12with a wide variety of effects, you can create great looking type in just a few simple steps.
00:17Let's take a look.
00:18This is the effect we are going to create in After Effects. Let's hit Play here.
00:21Now, what I've done is I've used a basic type layer and some type animation
00:26techniques to create a look of type that has a gradation across the face of it
00:31and a little of that wet look reflection line that is so popular these days.
00:37There's a few steps of this technique, so let's get started in After Effects.
00:41So here in After Effects I have got a composition and I've got a blue solid with
00:45the gradation on it, using the Ramp effect and another blue solid right below it,
00:50and that's what's creating this infinite plane that you see here in the
00:52Composition window, and then I've just got a basic type layer.
00:55Now this type layer is what we are going to use as the foundation for our animation.
00:59There is a problem with this technique though and that problem is that when we
01:03animate the type, the gradients that we create on the type surface will not
01:07move with the type.
01:08And so we'll have to do little bit of precomping in order to get the look that
01:11we want to create.
01:12So let's start off by selecting type layer, hit Shift+Command+ or Shift+Ctrl+C
01:16to create a composition, and I'm going to call this one Type Master Pre as in
01:23pre-comp, and in this Type Master Pre will be just our type layer, and if I
01:28double-click on this, it takes me into the type pre-comp.
01:30Now this is where I want to do my type animation.
01:33So the animation that I am going to use is actually a preset and there is a lot
01:37of great type presets in After Effects.
01:38The one I am going to use is called Smooth Move.
01:41So I'll go to the Effects & Presets and I will clear out this out.
01:44In that field I am going to type in smooth, and let's bring this down here and
01:51there is my smooth move in.
01:54And all I have to do is drag this from the Effects & Presets window onto my type
01:58layer and now my type will animate.
02:00And as I scrub forward, there is the move and I really like this move because
02:03it's very simple and clean and gives a nice look to the type.
02:07Now it doesn't happen quite when we want it to, so if I select my type and hit
02:11U on the keyboard, that reveals all of the keyframes that are used to make up this effect.
02:16And want to do is to re-time this and all I need to do to do that is to grab
02:21these last keyframes, and I want to have my type settled by about just after one second.
02:26So I am going to drag these down to right about here.
02:29I'll tighten up the Opacity keyframe just a little bit and now when I scrub
02:34through, you can see my type is settled by one second.
02:38Now the next step in the process is going to be to create the gradients that are
02:41going to show up on the surface of this type and I'm going to do that in
02:45another composition.
02:46So let's go back to the Gradient type START, and we are going to precompose
02:50this one more time.
02:51And I'm going to hit Shift+Command+C or Shift+Ctrl+C on the keyboard and we will
02:55call this one Type Gradient PRE.
02:57I will Type Gradient PRE. I n the Type Gradient PRE composition we are going to
03:04creating the gradients, and let's go into there and now we have the pre-comp
03:08from our type animation there already. We are going to be using that to cut off the gradient.
03:12So the first step in creating the gradient though is we need to make a solid
03:15layer, so let's hit Command+Y or Ctrl+ Y on the keyboard to bring up the solid
03:19settings and whatever is in here, you want to hit Make Comp Size and that's
03:23going to make it the same size as our composition.
03:26Now the color doesn't matter, because we are going to be putting a Ramp effect
03:29on it. So let's hit OK here and then with the white solid selected, go to the
03:34Effects, and then to Generate and then we are going to do a Ramp.
03:40And the Ramp effect creates a gradient on your solid layer and what we want to
03:45do is we want have black at the bottom and then orange at the top.
03:48So I will just use the color picker on end color. You can see the end color is
03:52down here, that's white, and I am going to change that to black and then on the
03:56black color I am going to click on the swatch and then I'll change the colors.
04:00Now red will be 255 and the green will be about 105, and that gives me a nice
04:06looking orange color. I'll hit OK there.
04:08So now I am gradient from orange to black.
04:11The gradation needs to happen from to happen from the top of the type roughly to
04:14the bottom of the type.
04:15So let's take a look at the type.
04:16In order to see the type on top of the gradient, I'm going to bring the solid
04:20layer down and then scrub forward in time to where the type is animated on.
04:24And so with the white solid selected, I click on the word Ramp and that
04:28reveals the handles for the gradient, and I can take these gradients and drag them around.
04:32You can see as I move this around, the gradient moves with it.
04:34If I hold the Shift key down, that will keep it from sliding left and right.
04:38I am going to move my gradient to about right there for the orange and I will
04:41grab the black handle and hold down the Shift key again and move it right about there.
04:45So now you can see that the gradation transitions from a bright orange down to
04:50black over the course of the type.
04:52Let's tighten that up so we have nice little black down there and a nice
04:55little bit of orange right down here.
04:58So that's it for the gradient.
04:59Next thing we want to create is that wet look line that creates the illusion of
05:03a reflection across the surface of the type.
05:05We are going to need another solid layer to do that.
05:07So let's hit Command+Y or Ctrl+Y on the keyboard to make another solid layer and
05:11you can leave at the comp size and hit OK.
05:14And now we are going to create a mask on this, but we want to create a circular mask.
05:17So lets grab the Ellipse tool and then I'm going to draw a circular mask and I
05:22am going to click from the top right to the bottom left and I am going to draw
05:25it so that the curvature happens about on my type and I am going to size it
05:31right about there, and I can move is around to adjust it a little bit.
05:34But I think that's got it pretty good.
05:35I want the curvature of that line to travel right through the book or the word.
05:40I think I'm good. If I hit V on the keyboard, I can now move that mask around
05:43and I will just adjust that right about there and I think that's looking pretty good.
05:48If I want to make the oval a little more ovalized, I can hit Command+T on the
05:52keyboard with mask selected, and I can now adjust that mask and make it a little
05:58more oval and bring it down, so that it's passing a little more naturally
06:02through the word, okay.
06:04Now I want this white solid to show up in the GRADIENT.
06:09So I am going to drag it down right below the type and you see I have got white
06:12type on a white oval on this GRADIENT.
06:15What I want to do is change the blending mode on the white solid and I am going
06:19to change the blending mode to Add, I think, will give me a decent result and
06:23then I am going to adjust the Opacity down.
06:25So I hit T on the keyboard and draw that way down.
06:30Let's turn off the type so we can see what this is doing.
06:32You see that now the white solid is blending right into that GRADIENT and giving
06:37a nice-looking result and I will turn that off and you can see we have a really
06:40nice highlight line that travels through there.
06:42One of the nice things about this technique is I can adjust the softness of that
06:45line and if I select the white solid and hit M on the keyboard to bring up the
06:49Mask tools, I can select the mask and go to Layer > Mask > Mask Feather.
06:55And I am going to feather the mask, not too much. Let's call it about 5 pixels,
07:00and when I deselect that, you can see now that line is nice and soft.
07:03It doesn't have that hard edge that it had before.
07:06Now when I turn the Type layer back on, I've got my white type sitting on top
07:10of this, but I want the type to cut this gradient out so that I see the
07:14gradient in the letters of the type, and there is a great blending mode for
07:18that called Stencil Alpha.
07:20So let's click on the Type Master Pre -blending modes, and if they're not
07:24visible, you can click on your Switches and Modes button to reveal them.
07:27So on the blending mode I am going to scroll way down to the bottom and I am
07:31going to select Stencil Alpha and when I do that, now my type is cutting a hole
07:38in the entire composition and revealing just the gradient in the type.
07:41I can check the transparency by clicking on the Transparency preview and you
07:45can see that I indeed have transparency everywhere.
07:47So let's go back to the main composition, which is the Gradient Type Start Comp,
07:52and you could see now I have my gradient type sitting on top of reflective floor
07:56and as it animates in, zoom, like that, the gradient is revealed.
08:02Now what I want to do is to create the reflective look on the floor and I will
08:05select the type gradient layer and I'm going to duplicate it, Command+D or
08:09Ctrl+D and I will select the bottommost one, and I'm going to hit S to reveal
08:15the Scale properties and then I want to change the scale to invert this type
08:20layer, but I would only want to change it on Y. So I will unlock the scale and
08:24on Y change that to -100, and that flips my type over.
08:28Now I can drag it down. I am holding the Shift key to constrain the movement and
08:33then I can change the blending mode on this.
08:35Let's change that to Add again, and then let's adjust the Opacity.
08:40So I hit T on the keyboard for Opacity and dial that way down so it
08:44doesn't overwhelm the type.
08:46There we go. And then I can soften this up a bit by simply adding a blur effect.
08:52So I'll go to the Effects menu and then go to Blur & Sharpen and then let's add
08:56in a Fast Blur will be fine for this, or actually I'll just use Gaussian Blur.
09:00That gives me a smoother blur result.
09:02And back in the days the Gaussian blur was way too slow to run, but modern
09:06computers have fixed all that.
09:08So let's change the blurriness now and I'll dial that up and this is a season
09:12to taste moment, so I'll dial that down to probably-- let's try about 3%, here we go.
09:17And you can see that it softens it up.
09:19That's not quite soft enough. et's try 10%.
09:21That maybe too soft, oh, yeah, it's too soft.
09:24Let's bring it to 5, split the difference, there we go.
09:27So now I have graded a type on top of a reflective floor.
09:30I want to add a little bit of a push on this type element, so I am going to
09:34first parent the reflective layer up to the main type layer, so let's drag a
09:38pick whip up to that.
09:40Select the top type layer and hit S on the keyboard to reveal the Scale
09:43option, and on the Scale I'm going to rewind to 0 and then activate the
09:48stopwatch for Scale.
09:49Let's drag this over so we have a little more room on our timeline here.
09:53Now I'll go to the end and I want to have this type scale up towards the camera.
09:57So I'll just scrub the Scale value and have it scale up maybe about 10% or so.
10:03That's 8%, but I think that will do it.
10:04I don't want it head too close to the edges.
10:06And now when I RAM preview, and now you can see I have got GRADIENT type on top
10:13of a reflective floor with a slight push and it's looking pretty good.
10:19Just like a lot of things in After Effects, this is not the only way to create this look.
10:23The only real correct answer is one that looks good, is flexible, and make sense
10:27for the type of animation that you are creating.
10:30For more great lessons on type, check out Chris and Trish Meyers' After Effects
10:33Apprentice 6, on lynda.com.
10:35That's it for this edition of Design in Motion, keep it moving, and I'll see you next time.
Collapse this transcript
013 Logo lighting basics
00:00Hi! Rob Garrott here and welcome to Design in Motion, the weekly series where we explore
00:04important fundamentals in the world of motion graphics.
00:07Creating a well lit and textured logo doesn't have to be a complicated process.
00:11In fact, it can be really easy if you follow some simple guidelines. Let's take a look.
00:16This is the final rendered logo that we're going to be creating here today and I
00:19want to point out a couple of things.
00:20The first thing is the richness of the color.
00:24It's a very rich warm tone that we've got on the surface of the logo and that's
00:28being created by the color of the reflections.
00:31The next thing I want to talk about is the shininess of the logo.
00:34You notice that there's a gradient transition in the sides especially and
00:38somewhat on the face as well, and that gradient is being created by the
00:42reflectivity of the environment itself.
00:45The environment surrounding the logo has a gradient in it so the sides of the
00:49logo are reflecting that environment, and that's contributing to make the color
00:53and warmth of the logo.
00:55The lights are the third factor.
00:56The lights are illuminating the logo, but it's really the reflection and the
00:59gradient that are creating the shimmer and sheen of the logo surface.
01:04Let's move over to the START file and take a look at this.
01:07Now I've got just a regular logo here, no lights, no nothing.
01:10I do have a camera and the camera is very important.
01:12It's really crucial to light through the camera. We want to be looking
01:16through that camera object.
01:17We don't need to see the camera at this point, so I'll hold down the Alt or
01:20Option key and click twice on the status dots for that camera to make them both red.
01:26It still on the scene.
01:27It's just no longer visible to us.
01:30Now what I can do is go to the Light Objects and grab a Target Light.
01:35The Target Light is simply a spotlight with a special expression on it telling
01:38it to always look at this null.
01:40Now the light object right now is said to be Spot and what I'd rather have is an Area Light.
01:46An Area Light is going to give me a much more even soft lighting for my logo,
01:51much akin to a soft box that you would see in photography studios.
01:55So if I orbit around this, you can see the size of the light relative to the
01:58logo is pretty small.
02:00I need to make that much larger.
02:01Now I could move it by hand or I could go to the Details property for the light
02:05and change the size from 200 to 2000 and then I will Tab over and change that to 2000.
02:12So now I've got a very large light source relative to my logo and as I orbit
02:18around that you can see that it's huge compared to the logo.
02:20That's going to give me a very soft even light.
02:23Now I'll grab the axis band for that and drag it just back in up just to here,
02:29so now it's coming down at a really pleasing angle on my logo.
02:33Now before I do anything else I want to look through my camera to verify
02:36what I've got going on.
02:37So if I click on active camera icon, I'm now looking at my logo.
02:41Now to see what the rendered result will be, let's hit Option+R or Alt+R on the keyboard.
02:46That brings up the Interactive Render Region and I've got the Quality slider on
02:51the right-hand side turned all the way up to the top and you should too.
02:55One very important thing before I go forward.
02:56I want to discuss something called Linear Workflow.
03:00The Linear Workflow affects how light and colors behave inside of the render
03:04engine in CINEMA 4D.
03:05I have that Linear Workflow turned off.
03:08So the way you check the Linear workflow is by going to the main Edit menu and
03:12going to Project Settings, and in the Project Settings screen Linear Workflow
03:16should be unchecked.
03:17It's always on by default in every version of CINEMA 4D from 12 after.
03:22Now I've turned it off ahead of time in this one, but let me turn it back on to
03:25show you what the logo would look like with Linear Workflow on.
03:27And you can see that my logo now is changed color quite a bit and it feels a lot
03:34more washed out, and the difference in the render engine here is not so crucial.
03:39The real crucial difference is when you get into After Effects and that's where
03:42Linear Workflow can be both a benefit and sometimes it can be a problem as well.
03:47So the important thing for now is I'm working with Linear Workflow off and
03:51you can choose to have it on if you want to. Just know that it will affect
03:54how the rendering looks.
03:55So I'm going to turn that back off again.
03:58Back to the light rig.
03:59So this light that I have in my scene right now is my key light source.
04:03I'm going to rename that and call it KEY, and I want to make a copy of that KEY
04:07light to fill in my detail.
04:09So I'll Ctrl+Drag a copy of it down and call this one FILL light.
04:13And you can see that the logo got quite a bit brighter.
04:17If I middle mouse click and look at the things from the Top view, I'm going
04:21to dolly in right here and take my FILL light and drag it to the left using the Move tool.
04:29I have the Move tool selected and I'm clicking and dragging.
04:31Notice I'm not clicking on the light; I'm simply clicking and dragging any place
04:34in the gray area, and then in Side view I'm going to drag down just a bit to
04:39fill in the logo across the face.
04:41Now the ratio of key to fill, a good rule of thumb is about 25% of your
04:47fill light to your key.
04:48So if your key is at 100% your fill light should be at 25%.
04:51So if I select my FILL and go to the General properties and bring that
04:55Intensity down to 25%,
04:59that's a good starting point.
05:01Now I want to start to illuminate the back edges of this logo and that's why
05:05it's so crucial to look through the camera. I could place lights in the
05:08scene that were illuminating the back of the logo, but they may not be
05:11hitting the sides of the logo that I want and I can't tell that unless I
05:14look through the lens at the logo.
05:15And if I bring that full-screen, I'm really concerned about this edge of the L
05:19over here and the inside and outside edges of the O on the right-hand side.
05:25So I'll take the FILL light, hold down the Ctrl key and make a copy of it, and
05:29call this one BACK light, and the BACK light now, in the top view I'll take it
05:34and drag it around so that it's pointing right at the edge of the L, and if I go
05:41back to full-screen you can see the edge of my L has gotten subtly brighter.
05:45Let's bring the Intensity up just a bit so you can see that. There we go.
05:50Now take the BACK and hold down the Ctrl key and drag a copy of it and
05:55we'll call this one BACK 2, and the BACK 2 light I want to have coming from
06:01the opposite direction.
06:02So I'll just take it and drag it around, there we go, and now I'm illuminating the
06:10inside edge of the O over on this side and the inside edge of the L on this
06:14side, and I have a very good definition to my logo.
06:18And that's really the key to the lights.
06:19The lights give you the definition in your shape and now the environment and the
06:22reflections are going to give us the warmth and texture and the shininess and
06:26sheen that we're looking for in this metallic logo.
06:29So the first step in creating that metallic sheen is going to be to create an
06:33environment for our logo.
06:34So if I go to the Material Manager and double-click and I'm going to call this
06:39material ENVIRO, short for environment, and in the ENVIRO material I only want to
06:45have the Luminance channel available to me.
06:48And the Luminance channel makes everything in that channel show up exactly as it
06:53would in Photoshop when you render.
06:54So colors show up at a 100% of their value. They're not affected by light and
06:59that's really crucial for an environment sphere.
07:01So, in the Luminance channel now I want to create a gradient, but before I do
07:05let's apply this material to a sphere so we can see the impact that it has on the scene.
07:10So start off by adding a sphere to the scene and call that sphere ENVIRO SPHERE.
07:18Now this ENVIRO SPHERE needs to be huge.
07:20It needs to encompass the entire scene and in order to do that I'll change the
07:24Radius from 100 to 50,000.
07:29No rule of thumb there.
07:30Basically you just want it large enough to encompass the entire scene with no
07:34chance for your objects to animate through the sphere.
07:3750,000 in this case is plenty.
07:39Now I'm going to apply the ENVIRO material to the ENVIRO SPHERE and by dragging
07:44across and putting it on there in the Object Manager.
07:47Now things just got really white.
07:50I can't see any impact on the logo itself because I haven't added reflections yet.
07:54We're going to do that in just a second.
07:55First though we want to create a gradient on our ENVIRO SPHERE.
07:59So I'll go to the ENVIRO material and in the Luminance channel I'm going to go
08:03the Texture pull-down and add in a gradient, and that gradient now is applied to
08:09our ENVIRO SPHERE, but you can see it's going from left to right.
08:12It is basically around the equator of the sphere.
08:14What I want to have is I want it to go from pole to pole on the sphere.
08:18So if I go to the Texture field and I click on the Gradient swatch ,that takes me
08:22into the Gradient Properties and I need to change the Type from 2D - U, which is
08:26along the x-axis, to 2D - V, which is along the y-axis.
08:31And now I get a gradient that's traveling from pole to pole.
08:35Next thing I need to do is edit the gradient. So I need to create a gradient
08:39that has a very strong bright equator and then two big bands on either side of
08:44that equator in black.
08:45So let's start off for creating the white equator. So I drag that knot over.
08:50I'll hold down the Ctrl key and drag a white knot over here and then a second
08:55white knot right about there and then I'll hold down the Ctrl key and drag a
09:01black knot over here, and then one more white not at the very bottom and that
09:07gives me a very strong gradient.
09:08I can move these guys over to tighten that up and the cool thing is we can
09:12always come back and tweak these settings to make very interesting changes in
09:16the surface of our logo.
09:18So now we've got this environment that's surrounding our object, we don't want it to
09:22show up in the camera when it renders, so we have to apply a very special tag
09:26called a compositing tag to the ENVIRO SPHERE.
09:29So if I go to the ENVIRO SPHERE and right-click and go to CINEMA 4D Tags and do
09:33Compositing, this Compositing tag allows me to tell the ENVIRO SPHERE not to
09:38show up in the render.
09:39The way I do that is under the Tag Properties I'll go to Cast Shadows and
09:43Receive Shadows and turn them off.
09:45Then I'll turn off Seen by Camera and for good measure I'll turn off Seen by AO.
09:49So now the only thing that this environment sphere will do is show up in the
09:52Transparency, the Refraction, or the Reflection and that's very important.
09:57I need to have my logo reflective.
09:59Right now the materials that are on the logo have no reflection channel at all.
10:03If I draw a rectangle around all three of them at once and go to the Basic
10:06Properties, you'll see that the Reflection channel is not even on.
10:10So let's start off by turning on the Reflection channel on all three of
10:13these materials at once.
10:14And you'll see that my logo gets shiny but it changes color to gray.
10:19That's because the Reflection is 100% reflection, so it's a true mirror.
10:24The environment that's surrounding us is gray in value basically.
10:28It's a white and black gradient which has lots of gray values in it, and so
10:31my logo turns gray.
10:33So to get this logo back to that nice warm rich color, I'm going to go into
10:37the Reflection channel on these materials and I'm going to change the color of the reflections.
10:45By changing the color of the Reflections I'll be changing the color of the
10:48surface of the logo.
10:49So I want this to be that same rich orange color that I had before.
10:53So I'll take the Blue and bring it all the way down to zero.
10:56Take the Green value and bring that to about 120 and now I've got a very rich
11:02warm color in my logo.
11:04And the great part is by modifying the gradient that's on the ENVIRO SPHERE.
11:08I can affect the texture that shows up in the sides of this logo.
11:12I can go into the ENVIRO SPHERE and go to the Gradient and I can move these
11:17knots around. As I do that it changes how the logo looks and behaves.
11:21I can take that and push it up here and push that one up there, and now I have a
11:25very tight gradient on the sides. Darken the front up.
11:28It looks really rich and shiny.
11:30I can add in an extra knot down here at the bottom and change that even more.
11:35So you've a lot of flexibility and control over how that logo looks.
11:39So you see by lighting through the camera, creating an environment, and coloring
11:43your reflections you can create a beautiful looking logo in no time at all.
11:47For more on working with CINEMA 4D check out the CINEMA 4D section of lynda.com.
11:51That's it for this edition of Design in Motion. Keep it moving and I'll see you next time.
Collapse this transcript
014 Creating a smooth camera orbit using parenting
00:00Hi Rob Garrott here and welcome to Design in Motion, the weekly series where we
00:03explore important fundamentals in the world of motion graphics.
00:07After Effects has a really interesting set of tools for designing and animating
00:103D layers, but the camera can be a bit difficult to use.
00:14But thanks to parenting,
00:15we can cerate a camera set up that's both easy to use and flexible too. Let's get started.
00:19Here in After Effects, I've already got an animation setup and I want to show
00:23you what it looks like. I'm going to RAM preview this.
00:35This type of move is very, very difficult to do with an existing After Effects camera.
00:39The type appears to drop in the frame but really what's happening is the
00:43camera is backing up from the type and then the camera is orbiting smoothly
00:48around the type and with the existing camera in After Effects, this move is really hard to do.
00:53So before we build this move let's talk a little bit about how the camera
00:56behaves in After Effects.
00:58I'm going to go over here to a example scene I have and I've got two cameras in
01:02the scene and After Effects camera's behave in two very specific ways and I'm
01:06going to switch my Camera view from Active to Top and I'm going to back out just
01:12a bit, so I can see these two cameras.
01:14So lower this down a little bit in the interface and now I can see both cameras
01:20clearly in the window.
01:21So there's a 1 Node Camera and a 2 Node Camera. Rhose are the two types of
01:25cameras you can create and the difference between them is how they focus on objects.
01:29Now the 1 Node Camera only has a single point of control here at the node of the
01:33camera which in the case of After Effects is the access point for the camera.
01:37If I twirl open the rotation tools for this and then scrub the Y value, I can
01:42orbit this camera smoothly around the node.
01:45The second type of camera is a 2 Node Camera and the 2 Node Camera has an
01:49additional point of control that's out here in front of the camera and so this
01:53point of control is called the point of interest and it allows me to determine
01:56what the camera is looking at by dragging this point around. And so as I move
02:00this point around, I can control where the camera is facing.
02:03So you have a node back here at the axis point and you have a second node out
02:07here at the front that allows you to control where the camera is looking at.
02:10This control does not allow you to do a smooth orbit.
02:14To get a smooth orbit we have to build a very special relationship for the camera.
02:18I've an illustration to show you what that looks like.
02:20I'm going to turn off these two cameras and then bring the window up and fit it
02:28up to 100% so it comes in the full screen and then I'm going to turn on this
02:33layer here, and this is just an Illustrator file I made, but it shows the kind
02:36of relationship that we want to create.
02:38This is representative of the camera body and this is the point around which the
02:42camera needs to rotate and I've moved the axis point for the layer to that
02:45location so that when I bring up the Rotation values for this and I scrub them,
02:50you can see that the layer orbits smoothly around that location and this type of
02:55movement is what we want to create for our camera.
02:57Our camera now moves in a perfect arc around this focal point and that's what's
03:02going to enable us to do that type of move.
03:04So now let's start building the camera move.
03:06I'm going to go in to the Camera Parent START file here and now raise it up a
03:11bit so I can have a little bit more room to work down here.
03:13So step one in this process is to create a 3D camera.
03:16I'm going to go to the Layer menu and go New > Camera and I'll use the default
03:21settings here. They are fine and so now there's a 3D camera scene.
03:25We don't have any 3D layers, but there is a camera and so if I move these layers
03:29around or if I move the camera, they won't react to one another because that's
03:32the way After Effects behaves when there's no 3D objects in the scene.
03:35So the first thing I need to do is to add some 3D objects and I've already got
03:39the layers that I want to add in here.
03:40The Reflection type, the gradient, and the Reflection type PRE comp here, that is
03:45actually the reflection down below.
03:48I'm going to turn all of these in to 3D layers by clicking on the 3D layer switch.
03:52If this is invisible you can click on your Switches and Modes button down here
03:55to make that visible.
03:56I'll turn all three of those on.
03:58Now it looks like nothing's happened. That's because the camera that we're
04:01looking through is already setup to correctly show us how these layers look when they are 3D.
04:05The next thing I need to do is to introduce my control point for the camera and
04:09that's going to be in the form of a Null Object.
04:11I am going to go to After Effects Layer menu > New > Null Object and that Null
04:16Object now is a 2D layer so before I parent my camera to it, I need to turn it
04:21into a 3D layer so I'm going to turn on that same 3D layer switch for it.
04:24It's a 3D layer now and it's exactly in the right place for a camera.
04:28If I switch the views from Active view camera to the Top, you can see that if I
04:34back out a bit there's our Camera and there's our Null.
04:39And so we've got a existing Null Object right on the front of our camera that we
04:42can use to orbit smoothly around.
04:44So what I need to do is to parent my camera to this Null Object.
04:47So I want to take the pick whip and go from here to here and so now when I grab
04:53this Null Object and bring up the Rotation tools,
04:55if I scrub the Y value you'll see that the camera orbits around that point and
05:00that's exactly what we need.
05:01Let's see what that looks like when we're looking through the camera.
05:04I'm going to switch from the Top view back to Active Camera and then bring this
05:09up to a 100% based on this framing here and now when I scrub that Y value you'll
05:16see that my camera is orbiting around the type and giving the type the illusion
05:21that is rotating, but really the camera is what's causing the movement.
05:25So now that we've got the camera rig built, we can now use it to create the animation.
05:30So the step one in this process, when I'm building a camera move, what I'd like
05:33to do is to work backwards. What I mean by that is I'd like to find my landing
05:38point first and then find the camera's starting point. What that allows me to do
05:42is to setup the move for the most important part of the animation.
05:45The most important part of the animation is when the type hits, because you want
05:48that type to be legible.
05:50So I'm going to find my starting point and I want to have my type when it hits
05:57its mark be right about there, about -24 on Y for the Null object rotation, and
06:04now when I want that point to hit is about 20 frames into the animation.
06:09Let's move this column over a bit so that we can see the timing of this and I'm
06:15going to move the time indicator and if I go to about frame 20, you can see the
06:18time over here is at 20 frames in.
06:21I can now set keyframes for the Rotation of this camera and I also want to set
06:28keyframes for the Position of this camera. So I'll hit P on the keyboard as well
06:33and keyframe to position.
06:35So now that we've got that animation I'm going to reveal all of these keyframes by
06:38hitting U twice, not two times in a row quickly, but U, pause, U and that'll bring
06:44up the existing keyframes for that Null layer and now that I can see those I'm
06:49going to backup to time 0 and then find my starting point.
06:53So to find my starting point, I'm going to start by moving my camera on the Z
06:57axis now the direction that I want to move is straightened towards my type, but
07:01if I scrub the Z position for the Null Object you can see that my camera in type
07:06don't move in exactly the right relationship.
07:08What I want to do is change the position of the camera relative to the Null
07:12Object and so to do that I'm going to undo for a second to get my Type
07:16back centered in the frame and then I'm going to setup position keyframe from the camera.
07:20So if I hit P on the keyboard to bring up the camera, now activate the
07:24stopwatch for Position and I'm going to move that Position keyframe right out here to frame 20.
07:31And now what I want to do is to scrub this value here. If I scrub this value
07:35look what happens.My camera moves straight in on my type and so I'm going to
07:42scrub that in until my type is in frame, there we go, and now I don't want to be
07:49looking at the bottom of this O and so I'm going to go to the position, Y
07:53position specifically of the Null Object and I'm going to scrub that value down
07:56just a bit until my camera is right about here in the center.
08:00And so now if I scrub through this, you'll see the type drops right in the frame
08:05and hits its mark and that's just what we want to do, boom.
08:08After it hits its mark I want it to continue to orbit around this layer.
08:12So I'm going to move to the end of the timeline and then I'm going to go to Null
08:16Object's Y Rotation and scrub that to the right into the positive range.
08:22Now I don't want to go all the way over here. I just want to go about right here.
08:26One of the things about After Effects 3D layers is that they're not really 3D.
08:29They're something called 2-1/2D and they don't have any thickness to them.
08:33So you don't want to ever see them side on, because that completely spoils
08:37the illusion of the 3D.
08:38Now that I've got that keyframe set I can do a little RAM preview, hit 0 on
08:42the numeric keypad.
08:49 So you can see our move looks pretty good.
08:52One of the things I noticed when it hits its mark.
08:54I'll play that one more time. Is that it hits its mark kind of hard.
09:01At this moment of time the type hits, but it has a very noticeable hit when
09:05it hits that frame 20.
09:06I want to smooth that out by changing the Keyframe Interpolation.
09:10The Keyframe Interpolation will create something called an ease on the motion
09:14and in order to do that, I want to change the interpolation for the Position
09:19keyframe on the Camera and the Position keyframe on the null.
09:23Now if I right click on the Position keyframe for the Camera and I go to
09:27Keyframe Assistant and I want to do an Easy Ease In.
09:32And that creates an ease in on that keyframe.
09:35I want to do the same thing for the Position for the Null Object. Right-click
09:38Keyframe Assistant > Easy Ease In and now I've got an ease on that movement.
09:43Let's RAM Preview just the first part of that and see if that got rid of our bump.
09:46
09:51So you can see that really smoothed out our animation and now we've got a very
09:55nice ease onto that mark.
09:57This type of move was really easy to set up, but the reason it was easy to
10:00set up was because of the relationship that we established between the Null
10:05Object and the camera.
10:07Parenting can give you a ton of control over all of your camera movements.
10:10For more information on this checkout Chris and Trish Meyer After Effects CS55 New
10:15Creative Techniques in the video section of lynda.con.
10:18That's it for this edition of Design in Motion. Keep it moving and I'll see you next time.
Collapse this transcript
015 Creating bouncing animated type using dynamics
00:00Hi Rob Garrott here,
00:01and welcome to Design in Motion, the weekly series where we explore important
00:04fundamentals in the world of motion graphics.
00:07Dynamic simulations allow animators to get physically correct movement without
00:11using any keyframes.
00:12But just like setting up a string of dominoes it can be very difficult to control.
00:16I am going to show you a really simple dynamic setup that you can use to get
00:20some interesting type animations. Let's take a look.
00:23This is the effect that we are going to create in CINEMA 4D. Let me hit Play
00:26here and let this go through.
00:32So what's happening here is I have an invisible object off camera that is
00:36rolling down a ramp and striking the type, causing it to jump off camera.
00:41And this is a great effect that could be used as part of the graphics package
00:44for example and a transitional element to get you from type to type.
00:48Now the key to setting up this effect is building the dynamics correctly and
00:52that's what we are going to do right now.
00:53So I am going to switch over to the starting file and I just happen to have that already open.
00:58This is what the scene looks like from outside the camera and I have a camera
01:02object in the scene and it's locked off using thisProtection tag.
01:05That way I can't accidentally move it.
01:07Now the ramp and the ball and the floor are what we are going to start with and
01:12set up the dynamics for.
01:13So the bowler object is just a sphere and I wan this bowler to roll down the
01:17ramp and strike the floor.
01:19So step one is to make the bowler a dynamic object.
01:21So I'll right-click on the bowler, go to Simulation Tags, and tell it to be a Rigid Body.
01:27Now when I hit Play, you can see that the ball starts to fall immediately.
01:33The problem is it doesn't have anything to collide with and so we need to tell
01:37it to collide with the ramp and the floor.
01:40The way you do that is by right- clicking on the ramp and going to Simulation
01:45Tags > Collider Body and then I'll do the same thing for the plane, right-click >
01:50Simulation Tags > Collider Body.
01:52Now the Collider Body tag is the same thing as the Dynamics tag.
01:56It just tells the object not to move and it's simply there for other dynamic
02:00objects to push against.
02:01So let's rewind back to zero and hit Play.
02:03So you can see that the ball strikes the ramp, rolls down, and passes right
02:09through our word just the way we need it to.
02:11The next step in the process is to turn the letters into dynamic objects
02:15themselves and the way we are going to do that is with a little bit of MoGraph.
02:19So let's go to the MoGraph menu and go to the Fracture Object and the Fracture
02:23Object is a special generator that allows you to treat other objects under it as
02:28if they were clones.
02:29And this is a great way to get dynamic type.
02:31So I'll take the Fracture Object and twirl open the Logo Parent null, and you
02:36can see that this is just an Extrude NURB with the separate splines under it and
02:40each one of these splines represents a letter in the word dynamics.
02:43The way this hierarchy needs to work is I have to make the Fracture object a
02:47child of the Extrude NURB and then the splines children of the fracture.
02:51So the way I'll do that is by dragging the Fracture object in and then taking
02:55each of these splines and making them children of the Fracture object.
03:00The Fracture object looks at each of these children under there and it looks
03:03as if nothing has changed in here, but now it's thinking of them as if they were clones.
03:07So what I can do next is make the type a dynamic object and now each of the
03:13letters will then react to dynamics in the scene.
03:17So let's start off by right-clicking on the Type and going to Simulation Tags > Rigid Body.
03:23Now I'll rewind it back to zero and then hit Play.
03:26And you'll notice two things.
03:30When I hit Play the type jumped a little bit.
03:33The next thing you notice is that the letters themselves didn't break apart.
03:37So the first thing, the type jumping, is because of the collision detection.
03:41The type is embedded in the floor just a little bit and if we zoom in on that,
03:45let's zoom in right here.
03:47You can see that the type is just barely intersecting the floor.
03:51I need to raise that type up so it's not quite touching the floor.
03:54Then I need to tell it to not react to anything until it gets hit by something.
04:00So let's start by raising it up out of the floor.
04:01I am going to zoom in on this in the side view.
04:04I'll move to the right-hand view and hit O on the keyboard.
04:08That zooms me in and this black line here represents the floor.
04:12And so if I take the Y handle for that and drag it up until it's just outside of
04:18the floor and I don't want my type letters to be floating above the floor.
04:24One of the things that's happening is the baseline of the S and the C are lower
04:28than the baseline of the I and the M and the other letters in the word.
04:31And so there's always going to be something intersecting with the floor.
04:34But that's okay, because this next step is going to fix that.
04:36So if I go to the Dynamics tag and under that dynamic property tell the trigger
04:41to happen instead of immediately to only on collision, now when I hit Play,
04:48the ball rolled down and hit that word and it won't move until it gets struck by the ball.
04:54The last step in this process is to go to the Collision Property and tell the
04:59individual elements to be All.
05:02Now when I rewind back to 0, I hit Play, boom!
05:07The ball strikes the letters and knocks them right out of the way.
05:11Now the problem I have is that the ball is not quite heavy enough to knock the
05:16letters out of the way and so we have to fix that.
05:20Now the way I am going to fix that is with two settings.
05:22Let's rewind back to 0 and in the Bowler object, under its Dynamics tag, I'm going
05:28to change the Density of the object.
05:31So under the Mass options I have a Density pull-down here.
05:35It's defaulted to the World Density and that makes all the objects have relative
05:39densities based on their sizes and what I want to do is set a custom density.
05:43So I am going to go to Custom Density and change that Density value to 10.
05:47And then when I hit Play, rewind back to 0, hit Play.
05:54You can see that now the ball has a lot more weight to it and it knocks the
05:58letters much farther.
05:59Now the next thing I want to do is to make sure that those letters bounce a little bit more.
06:03That's going to make sure that they get out of the way of the ball once it hits them.
06:06The way I am going to do that is by going to the Dynamics tag that's on the type
06:10object and changing the Collision options for that object.
06:14So let's go to the Collision property and change the Balance from 50% to 75%.
06:20Now let's look through the camera. I'll twirl the Type Parent closed and then
06:24look through the camera. Rewind back to zero and hit Play. And that's great.
06:33That's exactly what we needed.
06:35That ball knocks the type beautifully.
06:37The last thing to do is to make the ball invisible and I'll do that by simply
06:40making both dots on the Status column for the Bowler object red.
06:44I'll hold down the Option key, click twice, and now my Bowler is invisible.
06:49Rewind back to 0 and hit Play one last time and there you go, dynamic bouncing type.
06:58If you've ever tried this setup a Rube Goldberg machine then you understand the
07:01process of working with dynamics.
07:03If you set things up right correctly the first time, it should go off without a
07:07hitch, knock on wood.
07:09For more on working with CINEMA 4D, checkout the CINEMA 4D section of lynda.com.
07:13That's it for this edition of Design in Motion. Keep it moving and I'll see you next time.
Collapse this transcript
016 Animating type using parenting
00:00Hi! Rob Garrott here and welcome to Design in Motion, the weekly series where we
00:03explore important fundamentals in the world of motion graphics.
00:07The idea of grouping objects together is not new at all.
00:10It existed in print applications like Adobe Illustrator for a very long time.
00:14After Effects though takes the idea of grouping objects together one step
00:18further, making it an essential animation tool.
00:21Let's check it out.
00:23So our goal is to create this animation.
00:25I am going to do a little RAM preview here and let it play through a couple of
00:28times, and I'm going to hit zero on the numeric keypad.
00:32This type of animation is impossible to do without parenting.
00:36Let me just quickly review what parenting is in After Effects.
00:41I've got a little start file here and I am going to scrub through this and
00:44what I have here is a square that is rotating around its center and I have a star right next to it.
00:49Now I want to start to move around the square as it's rotating and I am going to
00:54use parenting to do that.
00:55So if I take this child layer and use the pick whip in the Parenting column-- and
00:59if this column isn't invisible you can right-click inside the column area and go
01:04to Columns and reveal your column for Parenting and it will show up.
01:08And I can use this pick whip now to go from here to here.
01:13And when I do that and the scrub through, you'll see that the star now moves
01:17with the layer and that's really all there is to parenting. You're using a pick whip
01:21to establish a relationship between two objects.
01:23So now let's get back and build this animation.
01:26I am going to the start composition here and I've got these layers soloed out.
01:31These are the final letters that are going to be visible on screen when we get
01:34to the end of our animation, and if I unsolo that, you can see I've got
01:39everything all stacked up here in the center.
01:41What makes this animation work and what makes the setup of this animation work
01:45is how we build it, the order in which we parent things, and that can be very,
01:48very important for your animation and it is in this case.
01:51So the first do is to move the null object that's going to be the main rotator
01:56for all of our layers out to the side.
01:58Because that's going to become the hinge around which our type rotates.
02:02So let's take this null object here and I am going to move it-- I actually make
02:07careful note of the position that I wanted to move it to here, so that I could
02:10do quickly in this movie.
02:11But it's about -816x270, and so if I hit P on the keyboard to bring up Position
02:17and I go -816 and then Tab over to 270, and it's already there for me.
02:25So when I hit Return, it's in position.
02:28You can see that it moved the null object way over here.
02:31Now I don't want to move that null object yet or rotate it yet. If I hit R
02:35on the keyboard to bring up the rotation, you can see that nothing is parented to it.
02:39Now what I need to do is to start to parent these objects up together.
02:42And if I go back over here, I am going to parent these in a very specific order.
02:47So I want to start off by parenting up parenting, and it is, and then good,
02:52and then the final group.
02:53Before I parent each one, I am going to rotate it a little bit each time, kind
02:57of like the hands of the clock.
02:58Let's start off by parenting up our first object.
03:00So I am going to the go to the parenting layer, select the pick whip, and parent
03:04it right to our main rotator.
03:06And if I scrub the rotation for this main rotator, you'll see that parenting now
03:10moves up out of position, as if it's rotating around a distant center and
03:15that's just what we want.
03:16Now I need to move this to about -23 degrees to parent up the next one.
03:21So I am going to go to Rotation here and type in -23 and you notice
03:25our parenting is gone.
03:26It's actually up in this area out of view.
03:28So now that I've moved my layer out to -23, I can parent up IS, and I am
03:33going to parent up that by dragging the pick whip from the IS layer to the main rotator.
03:38Now I can rotate is one more time to -39 so it can parent up good.
03:42So I go -39 and my IS just rotated up out of view and now I can go to the GOOD
03:50layer and parent that up.
03:51I'll drag the pick whip from GOOD up to the main rotator and now that's parented up.
03:56Now I can rotate this one last time to -60, -60, and now we have our last type
04:03layer here and this group of type is parented to its own null object and that's
04:08what I am going to use to parent to the main rotator.
04:12And so I'll take the pick whip and go from this null to this null, and so when I
04:17scrub the rotation value for this null, you can see that everything orbits
04:20smoothly around that location.
04:22So let's bring this back to 0.
04:23So now I am ready to set my keyframes.
04:27So let's go to the rotation value for the main rotator and I'll click on the
04:30stopwatch and this rotation I'm going to move into position.
04:35And let me hit plus on the keyboard to zoom in a bit and I am going to scrub my view over.
04:41And 0 right here, I've left markers in the composition to tell me where I
04:48needed to put my keyframes for this. That will make the process go a lot
04:51smoother here for the tutorial.
04:52But you can do it by feel basically.
04:54What you're trying to get is the idea of a clock, a mechanical like animation
04:58that moves very quickly into position and right now this is about 15 frames from 0.
05:03So if I back up to time 0 and move my animation to about 25 degrees, my PARENTING
05:09will be out of frame.
05:10Let's put in 25 right there, and it's clearly out of frame and now if I scrub
05:15through, there comes my PARENTING right into position.
05:19Next thing I want to do is to move forward in time and find the 23.
05:23But before I do that I want my PARENTING to bounce a little bit.
05:27So in order for it to bounce, it has to go beyond 0 degrees just a little bit and then
05:31come back down again and then come back up into position.
05:34So I'm going to move forward about maybe three or four frames and then rotate
05:39it up from 0, about right there, and how far it goes up really is a touchy feely sort of thing.
05:46The higher up it goes, the more bouncy it's going to feel.
05:49So you can adjust these to your taste.
05:52Now I am going to go up to about -4 and then I am going to come back down and
05:57it's going to come back down below its mark, maybe about +3, and then it's going
06:02to go back up into position to 0.
06:06And that's going to create this bouncing motion, boing!
06:10And it hits its mark.
06:12Now when it hits its mark, it's going to hold there for a little while before it
06:15rotates out of position.
06:17So I am going to advance forward one more time to just before the next mark and
06:22I am going to set a keyframe for Rotation on this rotator.
06:25Now I'll back that up just a little bit and it's going to rotate down a few
06:30frames before rotating out of view.
06:32So I am going to rotate it down and then I am going to rotate it up to 23.
06:39So we are going to go rotate up to -23 and there is our IS, right there.
06:43Now these keyframes are a little bit too close together, so I can move them off
06:47a bit, there we go, and so now we'll have a little bit of a bounce down and then
06:52down and then up into position.
06:54Now if I were going to complete this animation, I'd keep repeating that process
06:58over and over again for each of these layers.
07:01That's going to take a little bit too long to do for this tutorial.
07:03I'll just review these keyframes and show you what they look like in
07:06the finished product.
07:08So over here in the parenting example END composition I am going to go to the
07:12main rotator and hit R on the keyboard to reveal the rotation.
07:15And you can see what I've done with these keyframes is the spacing on them,
07:18I'll zoom in just a bit, so you can see there is the spacing on the keyframes
07:22and it is about one, two, three frames in between each of these keys.
07:27And then on the last bounce key I've set an easy ease in to smooth that settle out.
07:33The next thing I did was I've changed the in and out points of the layers so
07:37that they come off and on and won't accidentally show up in the animation when
07:42I don't want them to.
07:43All of that work ends up in this animation.
07:47The important thing to remember about this process was the order in which I
07:50parented the layers up.
07:52That well-ordered parenting is what made this animation possible.
07:56Parenting is a powerful and essential tool for all kinds of
07:59animation techniques.
08:00If you need a great refresher on parenting, be sure to check out Chris and Trish
08:03Myers After Effects Apprentice 7 in the Video section of lynda.com.
08:07That's it for this edition of Design in Motion. Keep it moving and I'll see you next time.
Collapse this transcript
017 Shading type using gradients in Cinema 4D
00:00Hi! Rob Garrott here and welcome to Design in Motion, the weekly series where we
00:04explore important fundamentals in the world of motion graphics.
00:07Creating beautiful type and logo animations is all about style and the gradient
00:12is a stylish design tool.
00:14I am going to show you how to use gradients to make your type look great in CINEMA 4D.
00:18Let's take a look.
00:19So here we are CINEMA 4D and we are looking at the finished product of what we
00:23are going to be creating today, and what I want to point out is the change in
00:26value on the face of the type.
00:28You'll notice that the type goes a lighter orange color to a darker orange color
00:33from the top of the letter to the bottom of the letter.
00:35Anytime you hear the word gradient it simply means a change in value.
00:39In this case we're changing in value from one color to another.
00:43Now this change in value is going to be easy to create using a gradient, but we
00:46have to do some key steps first.
00:48So let's move over to the starting file.
00:49I've got a clean version of this type with nothing on it.
00:53The first thing I want to point out about the scene file is the camera.
00:56I have the camera completely locked off with something called a Protection tag.
01:00This tag keeps you from accidentally moving the camera.
01:02So I am going to uncheck the active camera icon.
01:05That's going to jump me into the editor camera and allow me to navigate
01:09freely through the scene.
01:11Now I can hide my camera because I don't really need to at it at all.
01:14I'll just make both of the dots red.
01:16It's still in the scene and I can still look through it if I want to.
01:18It's just not longer visible.
01:19We are ready to begin colorizing our type.
01:21So let's start off by creating the color that's going to be the base orange
01:25color that all of the type will start out as.
01:27I am going to go down to the Material Manager and I'll double-click to create a new material.
01:32I could also have gone to the Create menu and done a New Material command from
01:36right there, but double- clicking is a lot faster and easier.
01:39So now in this material I am going to start off by naming it and calling it
01:42Type Font, and the Type Front material I want to start off as a orange color and
01:48I'm going to go into the color swatch here and change these values.
01:52The Blue value I want to be 0, the Red value I want to push to 255, and the
01:57Green value I want to bring to about the 119 range.
02:01Anywhere between 101 and 130 range will give you a nice looking orange and the
02:05values aren't exact in this case.
02:07As long as it looks cool then you're good to go.
02:10Now what I want to do is apply the material to the type.
02:13So I take my material from the Material Manager and drag it across to the
02:16extruder and I now have orange type.
02:19Let's dolly in on this a little bit and I'll navigate and bring that full-screen.
02:24Command+R or Ctrl+R on the keyboard will render the active view.
02:27Now you can see I've got some orange type.
02:30This orange type looks pretty good, but the legibility isn't what it can be.
02:34That's really what this technique is all about is the legibility.
02:37We want the face of the letters to leap off the sides.
02:41That way our viewer will have a much easier time reading the words.
02:45I have an orange color on here.
02:46I want to make the sides darker than the actual face of the type.
02:51So I am going to make a version of this Type Front material and call it Type Sides.
02:55So let's start off by holding down on the Ctrl key and dragging to the right and
02:59I'll double-click on that and call this one Type Sides.
03:04The Type Sides material I simply want to be a darker shade of that same orange color.
03:08So I will drag the brightness to the left and that's going to darken things up.
03:12I am going to exaggerate it a lot so that we have a very dark brownish color here.
03:17Now what I want is I want this color to show up only on the sides.
03:20That's a two-step process.
03:22Step one is to apply that material to the extruder.
03:26CINEMA 4D evaluates these two tags from right to left.
03:30So this dark material is overriding the Front material.
03:34If I do a Command+R or Ctrl+R you can see that my type has indeed gotten darker.
03:39So what I want to have happen is I want the lighter color on top so I have to reverse these.
03:44That's step one of the process.
03:46Step two of the process is to change how that material is showing up on the face
03:51and there's a special code for that. I only want the material to show up on
03:54the fronts of the type.
03:55So the code that I am going to put in is in the Tag properties under the
03:59Selection field and I am going to put in the letters C and the number 1.
04:03The case of the letter is very important.
04:06It's case-sensitive.
04:07If you put in c1, it will not work. So I've put in C1.
04:11I'm going to hit Return.
04:13Now when I render you can see that the typeface is much brighter than the type sides.
04:18Next what I want to do is a same kind of treatment except for the edges of the type.
04:22In this case I want to type edges to be much brighter than the face.
04:26That's going to help give definition to the shapes of the letters.
04:29So I am going to start off with my Type Front material.
04:32I am going to Ctrl+Drag a copy of the Type Front material to the right here and
04:36I'll double-click on that and name it Type Edges.
04:42Now the Type Edges material I want to be very, very bright and there is a really
04:45cool thing I can do with the basic properties of this material.
04:48I am going to turn on the Luminance channel.
04:50The Luminance channel changes how materials behave relative to light.
04:55It kills the shading of the object.
04:57And what that has the effect of doing is any color that you put in the Luminance
05:00channel overwhelms all of the other channels and makes that channel dominant.
05:04In this case, the Luminance channel shows up is white, because the default color is white.
05:08What we want was change that color to the same orange that we had before.
05:11So I am going to drag this up and I am going to click on the Luminance channel
05:15so we just see that value.
05:16Now if I hold the Shift key down and click on the word Color, I now see both
05:20swatches for the Color channel up here and Luminance down there.
05:24If I want this orange color to come up down here,
05:26I can put in the values numerically or I could simply drag from the top down to
05:30the bottom and now I have the same orange value.
05:34And you can see that my material has gotten much, much brighter.
05:37It's a little too bright.
05:38So I am just going to dial it down a little bit.
05:39I am dialing down the Luminance channel and bringing that about half way down.
05:45Now you can see in the material editor I have three very distinct shades of the
05:49same color and I have a much brighter one, a medium one, and a very dark one.
05:54So now I want this much brighter one so show up only on the edges.
05:58If I drag that on to the extruder to apply it, it's now overriding the other materials.
06:02Now I can use another selection code to make it show up only on the edges.
06:06The code I am going to use is R and the number 1.
06:10I'll put in R1 and hit Return and that stands for Rounding1.
06:16Why they didn't call it Bevel or Edge1 I have no idea, but Rounding means the bevel.
06:22So now when I Command+R or Ctrl+R on the keyboard to render that view, you see
06:26that my edges are showing up much brighter.
06:28Let's orbit around just a bit so we can see the edges little bit better and we
06:33will zoom in on here and hit Command+R or Ctrl+R. There we go!
06:37Now we could see that we've got a lot more definition in those edges.
06:41If I want more definition I can simply go to the Edge material and crank up that
06:45Luminance value and then re-render, Command+R or Ctrl+R, and you can see that
06:49those edges now really jump off.
06:51This technique really gives a shape and a definition to the typeface that
06:56was missing before.
06:57So the last step in this gradient process is to actually add the gradient to the type.
07:02Now to do that, we are going to be putting that gradient into the Type Front material.
07:07So in the Type Front material, in the Color channel I going to go to the Texture
07:12pull-down and add in a Gradient.
07:14The default gradient is one that's running horizontal through our type object
07:19and it's also black-and-white.
07:20So the first thing we need to do is change the color.
07:22The second thing we will need to do change how it's being applied to the object,
07:26and we will do that next.
07:27So let's go into the Gradient and start off by changing those color values.
07:31Next to the word Gradient there is a little black triangle and if I twirl that
07:33open that allows me to see the color values or the knots.
07:36I am going to start off by selecting the light knot.
07:39You could see that I have my color values set to the HSV, Hue, Saturation, and Value.
07:43By default they're set to be RGB and you can put in exact color values in here.
07:47So let's switch that back to RGB mode at the top here.
07:51Now I can leave my Red value at 255 and bring my Green value to about the 120
07:57range, and then bring my Blue value back down 0.
08:01You can see now I've got that the same orange color here.
08:04I am going to leave my gradient to Black down here.
08:07Now I might want to eventually change that to be a slightly darker shade of
08:10that same orange, but for now in order to exaggerate the effect I am going to
08:14leave that on black.
08:15So let's back up a little bit from our type and take a rendering, Command+R or
08:19Ctrl+R. Now our type doesn't look very gradiented, does it?
08:23That's because the default application of the material doesn't show up exactly
08:28aligned with the face of the type and we are going to change that right now.
08:32Let's start off by selecting the tag that represents the face of the type over
08:36here in the Object Manager and that's this middle texture right here. You see that.
08:40that there is my material Type Front.
08:43It's being limited to the Selection C1.
08:45The Projection method though is something called UVW Mapping and that's what's
08:48causing our problem right now.
08:50We need to change that to something called Flat Mapping.
08:52In order to see what that's going to do, I am going to click into the Use
08:56Texture Axis mode right here on the left-hand side.
08:59Now you don't have to do this.
09:00This just helps me visualize what's happening on the type.
09:03What I get now is this yellow grid.
09:05This yellow grid represents UV Mapping mode.
09:08If I change the Projection method to Flat Mapping, now I see my
09:13gradients showing up.
09:14You can see its being repeated across the letters from left to right.
09:18If I go to the Object Manager Tag menu and do Fit To Object, that's going to
09:23reposition that tag and it's going to ask me a question, do you want
09:28sub-objects included.
09:29Yes, I want all of the letters to be included in the calculation. I'll tell it yes.
09:33And now the gradient is being stretched across the entire word.
09:38Now when I render, Command+R or Ctrl+ R, you can see that my gradient starts
09:41off with black on this side and then goes all the way to that orange color over here.
09:46That's not quite what we want as well.
09:47we wanted to start off light at the top and dark at the bottom.
09:51So the way we do that is by changing the gradient.
09:53So I go the Front material over here in the Material Editor and in the Color
09:57channel I am going to click on the Gradient swatch.
10:00That takes me into the gradient properties and now I can change the Gradient
10:03type from 2-DU which relates to the X axis and change it to 2D-V which
10:09relates to the Y axis.
10:10When I do that now I have a gradient going from a light orange to black across
10:16the face of the letter and when I render, Command+R or Ctrl+R, so now you can see
10:20that the gradient is going from the top to the bottom and at the very bottom of
10:25the letter it's a little bit washed out.
10:27That's because of that black color.
10:28I am going to change that to have a little more rich feel by adding in some
10:32color to that and I am going to start off by clicking on the black knot here in
10:35the gradient and bringing my Red value up to 255 and my Green value up to 120 or so.
10:44I'll do 119 just like we had it in the first color.
10:47What I want to do is just darken that down, but I could fumble around with
10:51these sliders or I could switch my mode here for the colors to be Hue,
10:54Saturation, and Value.
10:56If I switch from RGB to HSV, now I have a slider that makes it really easy to
11:01darken that up, the Value slider.
11:03I simply shift that Value slider to the left and my color will get darker
11:07without changing around on the color wheel.
11:09So I can bring that down into the 25% range and now when I Command+R or Ctrl+R,
11:14I have a really nice rich gradient across the face of my type.
11:19Gradients are a fantastic way to improve the look and legibility of your type and logos.
11:24To learn more about working with CINEMA 4D check out the CINEMA 4D section of lynda.com.
11:28That's it for this edition of Design in Motion.
11:30Keep it moving and I'll see you next time.
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018 Using custom workspace layouts in Cinema 4D
00:00Hi! Rob Garrott here and welcome to Design in Motion, the weekly series where we
00:03explore important fundamental in the world of motion graphics.
00:07Now even though it's really to use, CINEMA 4D is an incredibly complex
00:10application, and all that complexity comes with a lot of menus and palettes.
00:15Fortunately for us though the programmers are given us the tools to create
00:18custom Layouts and those will personalize and streamline your workflow. Let's take a look.
00:24This is a scene of a little car chase that I've created and I am going to hit
00:28play here just for a second. Now what's going on here is that the camera is
00:32moving from the helicopter down to the lead car in the chase in order to capture
00:37the action when the cars come around the turn.
00:39Now this scene has a lot of objects, but what I want to be able to do is to look
00:42at the scene through the camera and still manipulate objects in 3D space.
00:46Now that's where the custom layouts come in.
00:48In CINEMA 4D you're not limited to a single Perspective View. You can have
00:52many Perspective Views and that's what I am going to create right now, is the
00:56second Perspective View that I'll then link to the camera and then park in the interface.
01:00So step one is to create the second view, and I'm going to go to the Window
01:04menu and then down in the fourth section here, I'll add a New View Panel, and
01:10the New View panel pops up, and as I move it around here, I am going to center it in the screen.
01:15It's a little bit too small and I can't see all the menu options and I'll
01:18just arrange it just a little bit larger by dragging it out like that, so I
01:22can see the menu items.
01:23Now the way CINEMA 4D works as a render engine is that you've one view that's
01:28dedicated to the render engine, and whatever view that is, is what will render
01:33when you hit the render button.
01:34So what I want to do well is make this the render view, so I'll go to the View
01:38option and say Use as Render View, and when I do that, you'll see that that is
01:43now checked and this becomes the View that we'll render.
01:46Now I want to do is tell CINEMA 4D to look through the camera in this View, so
01:51in the Camera View I'll go to Cameras and then Use Camera and then the actual
01:56camera from where I am rendering, which is this guy right here.
01:59And when I do that I am now looking through the camera, but you'll notice that
02:02I'm looking through the same camera in both of these layouts.
02:05So in this View I am going go to the Camera menu and switch this to be the
02:09Default Camera. Now I'm looking through a standard Perspective View that's not
02:13tied to a physical camera object, and the beautiful thing about that is that I
02:17can screw up through the animation and watch the Camera View in this port, and
02:21then see physically what the camera is doing out here in this View.
02:24So as I scroll forward in time I now can watch both the Camera View and the
02:29Camera object and that's very, very useful when it comes to animation and is a
02:33great way to streamline your workflow. That away we don't have to keep switching back
02:36and forth between the active view and the Camera View.
02:39I don't like this palette just floating here, and I want to be able to stick
02:43it someplace in the interface, and the place I like to put it is right above
02:47the Object Manager.
02:49So let's take this and park it right above the Object Manager. The way you do
02:52that is by clicking on this little dot of grids.
02:54You'll notice as my mouse passes over that, it changes into a little hand and
02:59if I click and drag on that, I now have the freedom to move this around.
03:03You'll notice as I pass over different areas of the interface, I get this thick
03:06white line and that's going to tell me where that window will go when I let go.
03:10I want to have it let go right on top of the Object Manager, so you can see
03:14I've moved it over so that the line is right above the Object Manager. When I let go, boom!
03:19This View is now part above the object manager and I have this action going on.
03:26I can watch the scene and I can look through the Camera for the scene.
03:30I really like this layout. I want to be able to save it, so I can go to the
03:33Window menu and then go into the Customization screen and then go to Layouts,
03:39and this Layout button shows me all of the current layouts I've saved with this.
03:45These are the default ones that ship, but if I want to save a layout I can go to
03:48Save Layout As, and when I save this, it'll show up in this Custom Layout menu.
03:53So I'll go to Save Layout as and you can see that the location where it's saving
03:56is in the Preferences folder for the CINEMA 4D application, and if I go into
04:02this layout and change the name, I'll call this one Standard w-Extra View.
04:11And now when I Save that, and I go back to my Layout button, you can see now my
04:15Layout button shows Standard w-Extra View right here, and it's also under the
04:19Window Customization menu, and if I go to that layout, it shows up right here.
04:23And that's the beautiful thing about this custom layout.
04:25It's always going to be there for me.
04:26So even if I switch to Visualize and the Visualize layout is organized for
04:31things that an architect might need to do.
04:34But I want to get back to my old layout, I can switch back from Visualize and go
04:37to a Standard w-Extra View, and now when I refresh the screens here, let's move
04:42the interface little bit to redraw those frames.
04:45And once I do that I now see my layout again. So these layouts are saved and you
04:50can move them from machine to machine by simply moving the files from the
04:52Preferences folder and take them with you on a keychain drive or something like that.
04:56So they're are totally yours. You can customize there workflow and really
05:00get a lot of productivity out of that.
05:02Working on a single monitor like this is not ideal.
05:05normally I work with a dual monitor set up and custom layout keep my information
05:09organized and my workflow smooth.
05:11For more on working with CINEMA 4D, check out the CINEMA 4D section of lynda.com.
05:15That's it for this edition of Design in Motion. Keep it moving and I'll see you next time.
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019 Using blend modes to stencil text and create color effects
00:00Hi! Rob Garrott here and welcome to Design in Motion, the weekly series where we
00:04will explore important fundamentals in the world of motion graphics.
00:07Now blend modes in After Effects are a crossover from the world of Photoshop.
00:11And they are really important tool in your design arsenal.
00:14If you do a search on lynda.com, you'll find tons and tons of references on them.
00:18So rather than cover each blend mode one at a time, I just want to show you few
00:21cool ways you can use them in After Effects. Let's get started.
00:26So here we are in After Effects and I've got this clip of a cyclist close up to the camera.
00:31And not a lot of motion in there which is just what we need here. We are going
00:34to talk about how the blending modes interact with this footage.
00:38And a common thing that comes up is how do I take piece of video and contain it within a layer.
00:44Well, there is a very special blending mode for that called, Stencil Alpha.
00:47And I've got a Type layer here I am going to turn that on.
00:50And it's just some orange type on top of the video now.
00:54I want to be able to contain the video inside of these letters.
00:57And so what I am going to do is go to the Blending Mode pull-down. If your
01:00Blending Mode pull-down is not visible, you can go to the Switches/Modes button
01:03down here and Toggle that on and off to reveal your Blending Mode pull-down.
01:07And I am going to pull this down and scroll all the way to the bottom and
01:11grab Stencil Alpha.
01:13And when I do that, you are going to see now the video contained with in the
01:17letters, and if I turn on the Transparency Preview I can see now that my stencil
01:22type is over a transparent background and I can use this in another composition.
01:27That's one of the awesome things about this is that I can now put something
01:30behind it, but I don't ever do that in this composition.
01:33If I make any other layer and put it below this type, it's going to get cut out
01:37and contained in there.
01:38So what I want to do instead is to pre-compose this.
01:40So I am going to take this composition in the Project window and drag it onto
01:44the new Comp button and that's going to pre-compose it automatically for me.
01:47Now I can add a new solid layer and I will just do a Command or Ctrl+Y on
01:51the keyboard to make a new solid and I am going to leave it blue. That's fine for now.
01:56And it shows up on top.
01:57If I move this down below in the layer order, I now have this type on top of
02:02that blue background and I can put anything beneath here that I want, and this
02:06stencil type will exist independently.
02:08That's really an awesome tool.
02:09Now let's go back to the original composition and talk about the opposite of
02:14Stencil which is Silhouette.
02:16I will turn off this Stencil.
02:17And you see it's totally nondestructive.
02:18As soon as I turned that Stencil layer off, it disappears and our layer
02:21becomes visible again.
02:23And the Silhouette, it is the opposite of Stencil.
02:26If I go to the pull-downs here and go all the way down to the bottom and
02:29do Silhouette Alpha, Silhouette Alpha will reveal the transparency inside the letters.
02:34So Stencil reveals transparency outside the letters; Silhouette reveals
02:38transparency inside the letters.
02:40And if I go back to my precomposed file over here you can see that blue now that
02:44I had in the background shows up inside the letters.
02:46So that can be really awesome as well. We can out stylize type on top of this footage.
02:51So let's go back again to our Start composition.
02:54And I am going to turn off the Silhouette layer and talk about my
02:58favorite blending modes.
02:59And the blending modes are divided into categories and let's take a look
03:02at those categories.
03:03First thing I want to do though is turn on these two layers.
03:05I have got a grey-ramp and a gradient.
03:07And the grey-ramp and the gradient layers are just illustrator files that I have made.
03:11I have got a grey-ramp that goes from black all the way to white on one side and
03:14a range of colors across the image.
03:17And I am going to select both of these layers at the same time by holding
03:20down the Shift key.
03:22That way I will be able to change the blending modes at the same time as well.
03:25When I change one, both will change.
03:26So I will click on the first grey-ramp pull-down and I want to talk about
03:30the categories real quick. So the categories are basically Darken,
03:34Lighten, and then Overlay.
03:37So I go to the Darken category, my favorite one in this is Multiply.
03:40And Multiply gives me a really interesting change in the values of the image
03:45overall and it darkens and does a very smooth blend of the colors to darken the image as well.
03:50So as you can see, I have got a very rich darkening of the color values in this
03:53color ramp and also in the grey-ramp as well.
03:56It does a very smooth darkening on the left side of the ramp that transitions do
04:00nothing on the right side.
04:01And one of the characteristics of the Multiply mode is that black values will
04:06darken, light values will disappear. So you can really use that to create an
04:09effect in your composition.
04:11Now, the next one up is the Add and all of these modes do some sort of lightning
04:17of the image. My favorite is Add.
04:18And you see it does pretty much the opposite of Multiply.
04:21And it brightens up all the values and tends to blow out the contrast and once
04:25again you can use that to a dramatic effect as well.
04:28My favorite blending mode though is by far Overlay.
04:31And if I go back to my pull-down here and let's go to the Overlay blend mode.
04:34It tends to change the value of an image based on the mid tones that are in
04:37that and that can be really used to create effect for a color correction.
04:41You can see I have a great range of color now that the image has been tinted
04:45here and that tinting is what I want to talk about next.
04:48I am going to turn these two layers off.
04:50Now I have a full screen grey ramp here.
04:52I am going to turn that one on and I am going to go to the pull-down and change
04:55that back to Overlay as well.
04:57And this is a technique I would like to use quite a bit.
04:59You can see what's happening now is that the grey-ramp is now darken the image but
05:03only on the side and just left these other values a little bit brighter over
05:06here but the mid range is been left untouched, over on his face.
05:11And that's a really great technique when it comes to color correction.
05:13Let's say I wanted to do a color cast on this image.
05:15Let's turn this grey ramp off.
05:17I am going to make a new solid, Command or Ctrl+Y on the keyboard, and leave it
05:22the comp size and this Blue is fine.
05:24If I go to OK, now I have this blue solid on top of it.
05:28If I change the blending mode from Normal to Overlay, you are going to see now
05:33that we get this beautiful blue cast on the image.
05:36Now let's say I didn't want to have this blue cast show up on the actor's face.
05:41I only wanted in the outsides of the image.
05:43All I need to put up mask on this layer and so I can go up to the Pen tool and I
05:48am going to activate RotoBezier, if it's not already checked. In this case it is.
05:51And I'm going to draw a RotoBezier around this actor's face.
05:58And you don't have to be too precise with it.
06:00You want it to feel kind of organic.
06:03When you first draw the RotoBezier it's going to contain the layer inside the boundaries.
06:07I want to invert that so I am going to Hit M on the keyboard to reveal the mask
06:11options for this and then I'm going to click on the Inverted.
06:14And then I will reveal the Feathering options by twirling mask closed and open again.
06:18And going to Mask Feather and crank in that up. Let's do it about 100 pixels.
06:24You are going to see that the edges of the mask just got a lot softer.
06:28And so now what we have done is we have colorized the background but left the
06:32actor's face untouched.
06:33And that's really the awesome part of the Overlay mode.
06:35You can do a lot of really cool color correction effects, using that mode.
06:40blend modes are an important way of manipulating your animations to add
06:43style and visual appeal.
06:44To learn more about blend modes, check out Chris and Trish Meyer's After Effects
06:48Apprentice 4 in the Video section of lynda.com.
06:51That's it for this edition of Design in Motion.
06:53Keep it moving and I'll see you next time!
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020 Exploring the content browser
00:00Hi! Rob Garrott here and welcome to Design in Motion, the weekly series where
00:03we will explore important fundamentals in the world of motion graphics.
00:07Now creating projects in CINEMA 4D is a lot of fun, but it can also be very
00:11intimidating looking at that big empty grid.
00:13So what do you do when you don't know where to start?
00:15You dig around in the Content Manager.
00:17That's what you do.
00:18It's full of all kinds of free stuff that most folks don't even know is there. Let's take a look.
00:25The Content Browser is in the layout over here on the right-hand side in R13.
00:29In R12, it will show up here above the Object Manager.
00:32But in R13, it's over here on the right-hand side.
00:35So if I click on that guy, I now see the Content Browser and what the Content
00:39Browser is it's a way of navigating computer, but it's also a way for the
00:44programmers to store presets for the software, and that's what we're going to be
00:48concerned with today is the Presets.
00:49And so if I click on that guy, I want to double-click one time and now inside
00:55that Presets folder, I have a bunch of subfolders.
00:58And the subfolders that you see here will be dependent on the type of
01:01version that you have.
01:02I'm working with the Studio bundle here so I've got pretty everything that comes
01:06with the application.
01:07Let's start off in Prime though, because Prime is the intro level version of
01:11CINEMA 4D and that's something that everybody will have.
01:14So within that Prime folder, I've got several subfolders here.
01:17Example Scenes. I can get back up by clicking this Up arrow, and Humans, and
01:21I've got Fred and Lisa, which you can enlarge the icons here by moving this
01:26slider to the right here and these are sort of default objects.
01:29There is no textures applied to them. They're not rigged for animation.
01:32They're just sort of there.
01:33A lot of folks use these as templates to start off with, especially when they
01:38working with architecture.
01:39they will use them as the default size for a person and then model things around it,
01:42in a room, for example.
01:44Let's go back up one level.
01:45I'm going to make the icons a little bit smaller.
01:48In the Example Scenes folder though there is some great things in here, for
01:52example, the Collision Deformer which is a new object inside of CINEMA 4D.
01:56There is a Collision Deformer object in here that gives you this really
02:00scary looking file here.
02:02This is an effect that's really popular in scary movies and it's that head
02:07coming through the wall here and the great thing about this is not so much that
02:11the effect's done for you, but that you can go back through and look at the
02:14objects in it and see how it was done.
02:16So I'm not going to break that apart for you right now, but that's the cool
02:19thing is all the objects are there and you can see how this effect is done.
02:24Let's go back. I'll close this file up and get back to a blank scene and go back
02:29to the Content Browser.
02:30I'll go up one arrow and within the Materials, for example, also there is a
02:34bunch of materials that you can use for your own scenes.
02:37In the Miscellaneous materials, there is woods, and metals, and glasses, and
02:41these can be applied to your objects in your scene.
02:43The one thing that's really cool in the prime folder is under the Light Setups,
02:47I'm going to go and scroll down and go to Lightbox.
02:51And this Lightbox object, if you double-click, it's an entire scene and I'm
02:56going to middle mouse click and get out to the Perspective view.
02:59They have two Perspective views set up here, and this Perspective view shows me
03:03the entire scene and the cool thing about this is that it's just a lightbox, and
03:07this kind of lightbox is very common in photography studios and it's used to
03:11photograph jewelry and other types of objects a lot.
03:13And what it does is it gives you a very even light on your object and gives
03:18very soft reflections on the object as well.
03:21And if we middle mouse, click back to this main view here, this camera is lined
03:24up with these objects.
03:25If I hit Command+R or Ctrl+R on the keyboard, it gives me a very
03:31interesting looking render.
03:33Now these two objects at the very end here now are just default objects. There is a
03:37cube with some glass on it and a Taurus object with some chrome on it and
03:41they're just there as placeholders.
03:43You can put your own objects inhere and render them out and they will look fantastic.
03:47So the Prime folder contains all the things that ship with the default version
03:50of CINEMA 4D and CINEMA 4D Prime.
03:52So let's go back up a couple of levels back to the Presets folder and in the
03:57Presets folder, let's take a look at the Broadcast.
03:59Broadcast is all of the stuff that comes with the broadcast version.
04:03So if you have the broadcast version, you get the Prime folder and the Broadcast folder.
04:07Now there is some really cool things in here.
04:09There is Objects, and Presets, and Resources.
04:12The things I like most are the objects and if you go to the 3D Objects folder
04:15under Celebration, for example, there is great Halloween-Pumpkin, and then
04:19let's make a new document here and I'll double-click and get this
04:22Halloween-Pumpkin into the scene.
04:24If I hit O on the keyboard that will zoom me in on it and it's a lot of fun.
04:28Let's render this, Command+R or Ctrl+R on the keyboard, and you see I've got a
04:31great pumpkin that could be the start of your Halloween animation.
04:35In addition to the Halloween stuff, there is a bunch of other things over
04:38here in the interface.
04:39You can see there is presents and Valentine boxes and a fully lit birthday cake.
04:43There is all kinds of great stuff in here.
04:45Now let's go back up to the Presets folder and within here is the Visualize.
04:50Let's scroll down to the Visualize option and in Visualize there is a bunch of things.
04:55The Animations, Cameras, Environments.
04:56The Visualize bundles aim primarily add architects and product designers.
05:01And if you have the studio bundle, you have the Visualize.
05:04Of course, if you have Visualize bundle you have that as well, but the Visualize
05:07bundle has some really cool objects inhere.
05:09So if I go in the Objects, there is all kinds of household objects in here.
05:13Remember it's designed for architects.
05:15So if I want to look for armchairs, I can look for armchairs and there is a
05:18bunch of really beautifully designed furniture that I can use to populate my
05:22interior designs with and some of these pieces I'd love to have in my home.
05:29The same way that I added the pumpkin to the scene by double-clicking you can
05:31add any of these chair objects as well.
05:34Now let's go back up a few levels back to the main Presets folder and I'll make
05:38the icons a little bit smaller here. Take a look at the Studio folder.
05:42The Studio folder has a lot of stuff in it and the Studio bundle has everything
05:46that Maxon makes related to CINEMA 4D, and there are some great things in here.
05:51My favorite folder by far is the Character folder. And if I double-click on
05:55that, even if you're not a character animator, there are some great things in
05:58here that you can use to learn how to become one.
06:01This Animated Teapot is a fantastic example.
06:04I'll double-click on that and this is an entire scene file within animated
06:07teapot walking across the room.
06:10I'll pause that animation and the great thing once again, if I go to the Object
06:14Manager, the entire geometry, all of the keyframes, I can bring up the Timeline
06:19from the Window menu and bring up the Timeline and look at how it was animated,
06:24examine the keyframes, and really study how this process came together.
06:27It's all there for free if you have the Studio bundle.
06:31Let's take a look at some of the other objects.
06:32So go back to the Content Browser and there is some regular characters. Tere is
06:36a great looking T-Rex animation.
06:38It's untextured, but it's fantastic.
06:40Now this is provided as a learning tool and some of these objects are, in fact,
06:44not for commercial use, but they're great starting points and great ways to
06:49learn how to build these characters.
06:51Let's close this up, Command+W, and I'll close up the teapot as well and the
06:57pumpkin, I don't need that anymore and I don't need this lightbox either.
07:00Get back to an empty scene file.
07:01Let's go up one level back to the Studio bundle.
07:05Now the Simulation folder has subfolders in it that contain examples of some of
07:10the different types of simulation effects you can do in there and if you look in
07:13the Dynamics folder, there are some great things in here.
07:15I really love the RB Simple Particles file.
07:20I'll double-click on that and I'll hit Play here and let that go through.
07:26And what's happening is these particles are being animated out into the scene.
07:31And I'm getting a little bit stuttery playback, because there is a lot of
07:34geometry in here, but they animate out into the scene and then they'll fall down
07:38onto the ground and then roll off the floor.
07:41And it's a beautiful animation, but once again, the beauty of it is not that the
07:45animation is cool, but the fact that you can go to the Object Manager and
07:49examine how this was done and by looking at the objects and seeing how they are
07:53combined together to create this really cool animation.
07:57The Content Browser can be a great resource and a lot of fun.
08:01For more on working with CINEMA 4D, check out the CINEMA 4D section on lynda.com.
08:05That's it for this edition of Design in Motion.
08:07Keep it moving and I'll see you next time!
Collapse this transcript
021 Learning the basics of 2D tracking
00:00Hi! Rob Garrott here and welcome to Design in Motion, the weekly series where we
00:04explore important fundamentals in the world of motion graphics.
00:07Now tracking involves the process of identifying a particular feature in video
00:11clip and locking onto it.
00:13And once you've got that lock, you can do all kinds of amazing things with that information.
00:18Let's take a look.
00:20So the shot that we have here is of a cyclist riding along the beach and it was
00:24shot from a moving vehicle with a handheld camera.
00:26And let's take a RAM preview of this to see what the motion looks like.
00:29I am going to hit zero on the numeric keypad, just going to preview the frames.
00:34So as you can see the footage is very jerky.
00:37What I want to be able to do though is to put a piece of type in this footage
00:40and have it stick to the motion.
00:42In order to do that I need to track a feature in this and use that as the motion
00:46source for my Type layer.
00:48The feature that I am going to track is this logo right here on the cyclist's wrist.
00:52When you're looking for a tracking feature, what you want to look for is an
00:55element in the frame that is not moving too much, but also visible in this shot
01:00for the entire length and this logo I think will do great.
01:03So in order to track this footage, I need to go to the Window menu and change my layout.
01:07So I am going to go up to Window > Workspace and do Motion Tracking.
01:11What that's going to do is reset my palettes a little bit and reveal the
01:14Motion Tracker here.
01:16The way this Tracker panel works as I have to specify what layer I want to track.
01:20And so the motion source I am going to track is this cyclist prores.
01:23So if I select Motion Source and go to that layer and now that's going to kick
01:27me into the Layer window and it's also going to ask me what kind of track I want
01:32to do or do I have a tracking source and right now I have none here.
01:35And so what I want to do is select this layer and click Track Motion and that's
01:39going to give me a tracking point out here in the window.
01:42Now I am going to use the period key on the keyboard to zoom in and then I am
01:46going to hold down the spacebar to move over a little bit and I am going to move
01:49this tracking point.
01:50What do you want to do when you grab this tracking point is to click in the
01:53center of the tracking point but not on the plus sign.
01:56So when I click in the center but not on the plus sign I can now drag this
01:59tracking point and I get this little enlarged window and I can move it right
02:03over that logo and I am going to put it right on the center of the B and this logo.
02:08And that's B that's on his sleeve there, so I am going to move that in.
02:10Now I want to enlarge these tracking points. There is an inner region and outer
02:13region and I want to encompass that entire logo in these regions, when I do that
02:18that's going to help the tracking analysis to lock onto that logo even better.
02:21Now that I've got my region specified and I've got it locked on that point, I can
02:26now tell it analyze forward, but before I do that I am going to return the
02:29Timeline back to zero.
02:30So I am going to scrub that back to zero and then I am going to hit the
02:34Analyze Forward button.
02:36You notice that when I move that the tracking point jumped off of there.
02:40So before I hit Analyze Forward I want to move his back onto the logo; otherwise
02:44I would try and track that little spot back there behind the sleeve.
02:47So let's do that. I am going to move it right back here and put it back on the
02:51logo right in the centre of the B. Now I am ready to track forward.
02:54So I am going to hit this Analyze Forward button and keep an eye on that mark
02:59and now when it jumps off like that you want to stop it. I just hit the Spacebar
03:02to stop that and I want back up to the point where it jumped off.
03:06And that's going to happen from time to time when you're tracking.
03:09The video footage will jerk around so much that you will lose cohesion on that.
03:13And so what you want to do is back up to the point right where it jumps.
03:16Let me use the Page Down command and Page Up command to move through the footage.
03:21And I'm also going to use the Period key to zoom in one more time, maybe twice
03:25so I can really find that.
03:26And you could see that when I Page Down it jumps off of that logo.
03:30So what I am going to do on this frame, I am going to move that back onto the B,
03:34right there in the center of the B just like it was before, and then I am going
03:37to hit the Analyze Forward button one more time.
03:39And as I do that you're going to see it lock on pretty good.
03:45And I'm going to stop it for a second.
03:47I am going to back out.
03:48The footage itself has moved so that I can't see the tracking point anymore.
03:51So I want to back out a little bit.
03:52I want to make sure that it's sticking to that logo so that I don't to have to
03:55go back and re-analyze.
03:56So now that I've backed out, I am going to hit the Analyze Forward button again
04:00and keep an eye on that tracker.
04:02Oops! And I saw it jump again and let's back up one more time.
04:06So I am going to page up to the point where it jumps off and I can page forward
04:10and find that point, there we go. There it is.
04:15So I can see that it jumped off, I am going to zoom back in on that guy and I am
04:19going to drag it right down back to the center of that B and then I am going to
04:22back out using the comma key to back out and I am going to Analyze Forward one
04:27more time, there we go.
04:33It's almost done. And so now you can see that I've got a very good lock on that
04:38feature and that's what you're looking for.
04:39You want that feature, the track point, to be locked on the element that you're tracking.
04:44And as I scrub through the clip you can see that it is moving right with
04:47that element very well.
04:49So now what we'd like to do is to use this information to control another
04:53element and right now I only have the one layer here in my Timeline so the
04:58element that I am going to use to control is a null layer.
05:00So I am going to go to the Layer menu and go New > Null Object and when I add
05:07that Null object to the scene it's just another layer in here and it's a layer
05:10that doesn't have any pixels associated with it, but they can be used to
05:13control other layers and so what I am going to do is apply this tracking
05:16information to that Null layer.
05:18So if I go to the Composition window. I was in the Layer window before and now I
05:21am back in the Composition window.
05:22And I can see there is my Null layer in the center.
05:25What I want to do is go back to my cyclist prores and back here in the Tracker
05:30window I am going to select my motion source and it remembers that I have that
05:34tracker assigned to this layer already.
05:36Now what I want to do is tell it what layer do I want to assign that motion to
05:40by editing the target. And I click and then you can see I've got the choice to
05:44assign it to Null 1.
05:46And so I am going to going to hit OK and the Track Type is set to be
05:49Transform, which means that it's going to move that Null layer around with that information.
05:54So now I hit the Apply button and it's going to ask me do I want to track this
05:58on the X and Y? Yes, I do.
06:01And now what it does is it kicks me back out to the Composition window and
06:04you'll see that this Null object now has the exact same position information and
06:09is locked right to that logo as well.
06:11So now I can add a piece of type in the scene and I am going to hit Command+T or
06:14Ctrl+T on the keyboard to bring up the Type tool and I am going to click in here
06:18and I am just going to type out the word CYCLING.
06:21And I am not going to obsess over the design of the font right now, because I
06:26can always go back and change it later.
06:27I've got a blue color here and I am using the Arial Black font.
06:31I'll hit Enter on the numeric keypad that finish that type off and then unlock
06:34my caps lock to redraw the screen.
06:37Now what I want to do is I want this type to move with that Null object.
06:40So I am just going to use the pick whip here to parent my type to the Null layer.
06:44So I click on pick whip, drag it across, and now my type is going to move but
06:50when I drew the type it's off frame here.
06:52So I can grab the type by hitting V on the keyboard to bring up the Move tool
06:56and just drag it down into frame here up into the sky.
06:59And now when I RAM preview, so now you can see that the type is sticking right
07:03to the footage and that it matches up really well.
07:05That's really the magic of tracking.
07:07I really would like to have this footage stabilized.
07:09I don't really need the type in there.
07:10I just want to see this footage smoothed out.
07:13So in order to do that I'm going to do something called Stabilize.
07:17Now, I've already done the tracking information. I can use that same tracking
07:20information to stabilize this footage.
07:21I am going to back to the tracking start composition here. I am just going to
07:25duplicate that and I am going to call that by hitting Return on the keyboard and
07:30I am going to call this one stabilize.
07:33In this stabilize composition,
07:35I am going to double-click on that.
07:36I don't need this type or the Null object anymore.
07:39I am just going to delete those guys and get back just to clean footage.
07:42And now I want to get back to the tracking information.
07:45So over here in the Tracker palette I am going to go to the Motion Source and
07:48select that again and now I've got this same tracking information.
07:52Let's close up the Character and Paragraph palette so that we have some more room here.
07:56Close those guys up and you can see that there is that tracking information
07:59just like it was before.
08:00So now what I want to do is change that current track from Raw, which is the
08:04tracking information, to Stabilize.
08:07When do that now it's going to change some of the options here.
08:11I am just going to stabilize the position right now.
08:13I could stabilize rotation and scale if I wanted to with additional tracking points.
08:18But this is going to be just fine for position.
08:20So I am going to Edit Target, just to confirm that it is in fact going to that
08:24layer and when I OK and hit Apply down here, it's going to apply it and it's
08:29going to ask me once again do I want to apply it on X and Y. Yes I do, hit OK, and
08:33now it's kicked me back to the Composition window.
08:35When I scrub through you can see that this location is now going to be locked
08:40into the frame and I can now scrub through and that clip is moving.
08:45You notice that the anchor point isn't moving.
08:47If I hit U on the keyboard and bring up the keyframes for this, what's
08:51happening is, it's moving the anchor point around so that the clip stays
08:59locked in position.
09:01Now I can still move the clip around and move it over there.
09:04You could see that I have the freedom to move it.
09:07What I want to do instead of moving this clip, because I'd like to hide
09:11these black borders here as you can see that it moves the clip around and
09:14it's adjusting that.
09:15I want to scale this up a bit, so that I can crop in and move it to get rid of
09:19these black borders and so I am going to use another null layer to do that.
09:21So I am going to go up to Layer menu > New > Null Object and I'm going to parent
09:26this movie to that Null layer.
09:29So I am going to go back to time zero so that it's lined up right on the center
09:33and I am going to pick whip this to the Null layer.
09:35And then I am going to select the null object and hit S for Scale and I'll hold
09:39down the Shift key and hit P for Position.
09:42Now what I want to do is to find the worst place where the video is moving
09:48around and I'm going to move it down just a bit and then scale it up just a bit.
09:54Now I hold down the Shift key, when I click and drag on that to constrain the
09:59proportions. And then I want to scrub through and see if I've missed anywhere.
10:04And if I've missed some place, I am going to scale it up so little bit more
10:07and that's one of the things with the stabilize is you are always going to
10:10lose a little bit of resolution because you have to scale it up to make up for that movement.
10:14And so you want to be really careful of how much you do that.
10:16Now you could see that I've got a very locked down shot and if I RAM preview,
10:22you see that the footage is very well stabilized.
10:302D tracking like this is an important part of many visual effects and
10:33compositing workflows and After Effects CS5.5 has a great new feature
10:38called the Warp Stabilizer which does an amazing job at stabilizing jerky hand-held footage.
10:43To learn more about that check out the After Effects CS5.5 New Creative
10:48Techniques by Chris and Trish Meyer in the Video section of Lynda.com.
10:52That's it for Design in Motion. Keep in moving and I'll see you next time.
Collapse this transcript
022 Controlling animation with track properties
00:01Hi Rob Garrott here and welcome to Design in Motion, the weekly series where
00:04we'll explore important fundamentals in the world of motion graphics.
00:07Animation timing is all about control.
00:09An animator has to know exactly when things are going to happen. They may be
00:13animating different objects with different properties all animating at the same time.
00:17Fortunately CINEMA 4D has an amazing tool called the Time Track that lets you
00:21control a whole bunch of keyframes with just a few. Let's take a look.
00:24Now here in CINEMA 4D I've a very simple scene I've a ball animated down the
00:29stairs and you may recognize this animation from the CINEMA 4D R12 Essential
00:33Training course and the really simple scene file. I'll just let it play back a couple of times.
00:39Now it's a very simple scene, just a sphere that I am using as a ball animated,
00:44bouncing down this extrude NURBS.
00:45A lot of times when you're working on animations you're going to want to retime
00:49that animation and there are several ways you can do that.
00:52In order to manipulate this time I am going to need to work in the Animation
00:55layout, so lets go up to the Layout pull-down and switch it to Animation, which
00:59is right at the top, and the Animation layout allows us to see both the editor
01:05View and the Timeline at the same time on a single screen, and over here I've
01:09got my Object Manager and I've got my Attributes Manager right up here and then
01:13my Timeline down below, so everything is all right where it needs to be.
01:17So here in the Timeline I've got my sphere and these are all the keyframes that
01:22I used to animate it bouncing down the stairs.
01:24I could simply take this handle and slide it to the left to speed up the
01:29ball bouncing down the stairs and in fact, I'll do that real quick and move it
01:32all the way to 30 frames.
01:34Now that ball bouncing down the stairs happens from 0 to 30 and if I hit Play
01:38you can see it goes very quickly. But what happens when I need to make the ball
01:46bounce down the stairs slowly and then perhaps go backwards, back up the stairs?
01:50That's where Time Tracks come in. They allow you to manipulate keyframes without
01:55actually having to add or touch the keyframes themselves.
01:58So what I mean by that is there is a special track in CINEMA 4D called the
02:02Time Track and I'll right-click on my Sphere and under the Special Track there is Time Track.
02:07There's a trick to using them. The time track itself can't be simply added to an
02:12object like I just did and I did that on purpose, so you could see what would
02:16happen. When I hit play you'll see that the speed of my ball did not change and
02:20the Time Track had no effect on it. That's because the Time Track needs to be
02:23applied to the keyframes that's its going to affect.
02:27I don't normally also like to put my Time Track directly on the object it's
02:30manipulating. What I like to do is have a Null object in the scene that's called
02:34Time Control. That way I can use that Time Track to manipulate other objects
02:39besides of the single sphere. Let's say I may have a whole bunch of spheres
02:42animated on the stairs.
02:43I can use that one time track to manipulate all of those things, so I am going
02:47to delete the time track off of this Sphere, just simply select the Time Track
02:50and hit Delete, and then I'm going to go to Create menu and go to Object and
02:55Null. My primitive objects are blocked up by the layouts.
02:58So I can get to those guys by going to the Object > Null from the Create menu.
03:02And I'll call this Null object Time Control, and the Time Control Null is not
03:08showing up here in the Timeline and that's because I have my view set to only
03:12show me things that have keyframes on them.
03:14I can temporarily go to View > Show and then uncheck Show Animated. You can tell it's checked
03:20because it's blue right there and so when I uncheck that all the things show up in my Timeline.
03:25I can now right-click on Time Control and go to Add Special Tracks and add a Time Track.
03:30To clean up my view here, because I don't need to see the rest of this stuff,
03:32I can go to active View and then go to Show and then turn Show Animated back on.
03:37That cleans up my view on the left-hand side here and I am only seeing the Time
03:41Control object with the Time Track and then the sphere with its Position track.
03:45So the way that you use the Time Track is by clicking on the word Position and
03:50over here in the Attributes, you can see that there's a field for Time Track.
03:54That is the control point.
03:56I take my Time Track here and drag it and put it right into that field and watch
04:01what happens to my animation.
04:03Before my animation stopped at frame 30 right, because I had contracted these
04:07keyframes down to make it shorter.
04:09Now watch what happens to my animation. When I hit Play watch what's going to happen.
04:13The animation of the ball down the stairs will now use the entire 90 frames and
04:17that's because the Time Track is controlling how long that those keyframes take
04:22to actually occur, and that's the beauty of it.
04:25I can now take these one set of keyframes and drag to the left if I want to make
04:29it faster for example. I can take this handle here and drag it to left and watch
04:33my animation will speed up. I'll hit Play.
04:38It feels a little more natural now, because it's happening closer to the right
04:40speed and I can also, while it's animating on the fly, just move this around.
04:44I can have it go faster.
04:47I can also, if I don't want it to start right at 0, I can move this whole Time
04:50Track to have the animation start at frame 40 and now it will occur just within
04:55this yellow range here. That's really the beauty of the Time Track is I don't
04:58have to touch these keyframes anymore. So if I've a whole bunch of objects in my
05:02scene where I need to move the keyframes around, rather than manipulate all those
05:06objects I could assign them in individual Time Track and then control them.
05:09The Time Tracks also work with F curves. I can go into the F Curve Manager by
05:14hitting the Spacebar and I am going to raise the layout up just a bit, so I've a
05:18little more room to work and I'll select the Time Track and then hit H on the
05:22keyboard and you can see there is my Time Track curve, and when I back out here
05:27I'll just use the 2 key to kind of squish things down.
05:30I can select that keyframe there and if the handles are not showing, you can
05:35right-click and go to Spline Type and then Soft and that'll give you a actual
05:39Bezier handle right here and I can manipulate this up and down.
05:43Now be careful when you manipulating these curves. You don't want to get your
05:47keyframe down below 0, because it won't in fact go backwards. It actually will
05:52just pause the animation until the Timeline hits the zero point for the curve itself.
05:57What you would rather do instead is to have the curve--
06:01You want your object to go backwards, so you need to add an extra keyframe to the
06:04Time Track and let me show you what that means. I'm going to undo this for
06:07just a second. Undo.
06:09Let's go back to the Timeline view to the keyframes and I'll hit the
06:13Spacebar to get back there.
06:14What do I want to do is have this ball go backwards and I'm take this keyframe
06:17right here, hold down the Ctrl key, and I am going to drag the 0% mark right back
06:22here and what this looks like in the curve now is that. And I can take my curves
06:27and manipulate them around.
06:29I've got both curves selected, so I can take this when move it up here and grab
06:33this curve and right-click and go and make that be a soft interpolation.
06:37Now I've got a very smooth animation and that one goes down below 0.
06:41So I'll move that one up as well.
06:43Now when I hit Pplay, let's get back to the keyframe view, the animation won't
06:47start into a frame 30 and when it hits frame 64 it's going to go backwards
06:51again, so let's rewind back to 0 and hit play and there it goes and then there
06:57goes my ball going backwards again. So you have really total control over how
07:01this ball animates.
07:03Controlling time has never been this easy.
07:05Time tracks allow you to manipulate complex animations with just a few simple keyframes.
07:10For more on working with CINEMA 4D, check out the CINEMA 4D section on lynda.com.
07:14That's it for this edition of Design in Motion. Keep it moving and I'll see you next time.
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023 Styling animation to communicate emotion
00:00Hi! Rob Garrott here and welcome to Design in Motion,
00:03the weekly series where we explore important fundamentals in the world of motion graphics.
00:08So today we are going to be talking about perception.
00:10I want to make a very simple statement.
00:12The kind of movement that you create has a huge impact on how a viewer perceives
00:16that graphic animation.
00:18Now, that may seem like a very simple statement, but what does it really mean? Let's take a look.
00:24Here we are in After Effects and I've got two words set up in the exact same fashion.
00:28Action and Romance.
00:30Now, each of these words conjures up very different images.
00:32The word Action conjures up images of action, fight scenes and car chases and
00:36things like that, things we associate it with high-intensity, high-energy.
00:40The word Romance is a very soothing word. It relaxes you.
00:43It makes you feel and think of things of love.
00:46These two words have very different meanings and they conjure up very different
00:49images and I have animated them in very different ways.
00:52Let's take a look at that.
00:52I am going to go over here to the Action comp and I am going to do a RAM Preview.
00:59The word Action is animated in a very action oriented way. The type slams down
01:03with a bunch of camera shake and shatters the glass. Very intense action packed
01:07animation to match the feeling of the word.
01:10Now let's take a look at the animation for Romance.
01:12I am going to RAM Preview this.
01:16So as you can see, the very relaxing and smooth word Romance has a very relaxing
01:21and smooth animation.
01:23That matches the feeling that you want to associate with that word.
01:27That's really what I am trying to get behind here is. You have to think about the
01:30target audience, think about what it is you're trying to say to that audience,
01:33and match your animation to that target.
01:36So to illustrate that, I am going to do a little swap.
01:38I am going to swap out the word Romance for Action and vice-versa.
01:41Let's start off in the Romance comp and change the word to read Action.
01:45So here we are on the Romance comp and I am going to double-click on the
01:49Type layer to tunnel down into the pre-comps to get to the actual typeface that I have set.
01:54So I am going to double-click on that and we're inside the gradient type here
01:57and this is where I actually set the gradient.
01:59I have the Type layer set as a Stencil Alpha.
02:01So it's cutting out this gradient beneath it.
02:03So let's double-click to tunnel down in there and let's change this word
02:07Romance to say Action.
02:08So I am going to hit Command or Ctrl+T on the keyboard and I am going to type
02:12out the word ACTION with Caps Lock on. A-C-T-I-O-N.
02:17Hit Enter on the numeric keypad to commit that and let's go back to our Romance
02:20Comp and do a little RAM Preview.
02:24So the animation is not bad, but the energy of the animation does not match the
02:29intensity of the word.
02:30Now, let's do the same thing for Romance in the Action comp.
02:34So if I go over to the Action comp and I am going to tunnel down into it by
02:38double-clicking on this Action Gradient type Pre layer, and in one more time, and
02:43then here's our word Action.
02:45Now, I am going to change this out to read Romance.
02:47I am going to hit Command or Ctrl+T on the keyboard to bring up the Type tool
02:50again and click in there and type out the word ROMANCE in all caps.
02:57Hit Enter on the numeric keypad to commit that and let's go back to the Action
03:01comp and do a RAM Preview.
03:02So you can see the word Romance now is animated with that action feel.
03:08In honesty, it doesn't work that bad.
03:10It actually communicates a different type of romance.
03:14This would be a really appropriate animation for a film that was about people
03:17breaking up and getting back together again in a funny way.
03:20Maybe the romance is shattered and then it rebuilds itself.
03:23So there are types of animation that do cross over, but once again you have to
03:27think about what type of animation it is you're doing, who is going to be
03:30watching it, and what is it about.
03:32So you see how you animate something is really just as important as what you're animating.
03:38But the most important question is why you're animating?
03:41If you can answer that question, why, then everything else will fall right into place.
03:45To learn more about these important fundamentals, check out the
03:47course Principles of Motion Graphics by Ian Robinson in the Video
03:50section of lynda.com.
03:52That's it for this edition of Design in Motion.
03:54Keep it moving and I will see you next time!
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024 Modeling with MoGraph
00:00Hi! Rob Garrott here and welcome to Design in Motion,
00:02the weekly series where we will explore important fundamentals in the world
00:05of motion graphics.
00:07Now MoGraph is a powerful component of CINEMA 4D.
00:10Now while back I was asked to create a set of train tracks for a show open, and
00:13that's exactly the kind of thing that MoGraph is good at. Let's take a look.
00:18So this is the finished track that we're going to be creating and pay special
00:22attention to the hierarchy.
00:23That's really what this exercise is all about. It's about MoGraph modeling, but
00:27really it's about hierarchy, understanding that if you build things in the
00:30correct order, then you get a very specific result out at the back side and that
00:34really is important.
00:35So I've got a Track cloner, a Tie cloner, and then a Spike cloner, so for the
00:42different parts of the track.
00:43Now I'm not going to concentrate on building these actual elements. I'm only
00:46going to concentrate on the MoGraph parts.
00:47We've got everything built in the start file. Let's switch over to that right now.
00:51I want to go over to the Tracks-Start file and in the Tracks-Start file I have a
00:55Tie, a Spike symmetry, which I'll show in just a second, and the Track.
01:00And the Track is just a simple Extrude NURB and the length of it is about 2000 units.
01:05I just want to zoom in on the end of this so you can see the shape of
01:09the railroad track.
01:10And the railroad track is underneath a null object and that's really important as well.
01:15I like to put my Extrude NURB underneath a null that I named then Track, because
01:21if I want to change this track at any time, this setup makes it very easy to do.
01:26So now I've got a track. I need to clone it.
01:28I want to have two tracks and so I'm going to go to the MoGraph menu, grab a
01:32Cloner object, and take my Track and put it underneath the Cloner.
01:36That cloner creates a vertical arrangement of clones. That's not exactly what I want.
01:42I want to have two tracks side by side.
01:44So I'm going to go to the Cloner object, just raise this window up a bit, and
01:49in the cloner, I'm going to change the mode of the clone from a Linear to a Grid Array.
01:54Now the grid array creates an arrangement of clones in a grid, a 3x3x3 in the
02:00arrangement by default, and we don't want that many. I only want two.
02:03So I'm going to change the Count on X to be 2 and I'll change the Count on Y to
02:09be 1 and the Count on Z to be 1 as well.
02:12So 2x1x1. I end up with just two tracks exactly side by side, 200 units apart.
02:18I am going to rename this and call it Track Cloner.
02:23Very important to name your objects. Otherwise you're going to end up with
02:26several different cloners and all called cloner, and you won't know
02:28what each one does.
02:29So this was the track cloner, so I'll name that track cloner.
02:32Now let's take a look at the railroad ties, and if I reveal them, I just made
02:37both their dots gray by holding on the Option or Alt key and clicking on the
02:41stated dots. And now I've got a railroad tie.
02:44And the railroad tie itself, if I zoom in on that, the railroad tie is just a
02:48single Cube object that I've textured with a wood texture. I'll render that
02:52real quick, Command+R or Ctrl+R on the keyboard, and you can see that it has a
02:55wood texture on it and that wood texture makes it feel a lot more like a
03:00railroad tie than a cube.
03:01So I'll hit A on the keyboard to redraw the frame.
03:04The tie now I want to create copies of along the Z axis into the distance.
03:10So I'll use MoGraph again.
03:12So let's go to the MoGraph menu and go to the Cloner object and take the tie and
03:17drag it underneath this cloner.
03:18And now if the cloner by default creates copies along Y, I want to create these
03:23copies along Z, so I go to the Cloner object and change the direction from 50
03:28units on Y. I'll have to zero that out.
03:32By default though, tie cloner creates the copies of that they tie along the Y axis.
03:37I want to create them along the Z axis.
03:39So let's start by zeroing out the Y value. Change that to 0.
03:44And now I'm going to change the Z value and I could scrub it here and eyeball it,
03:50but I happen to know that hundred units ought to do me just fine, so I'll
03:54change that to be 100.
03:56And now I've got each tie spaced out along the Z axis.
04:00Now that's not enough ties, so I'll change the Count from 3. Let's try a 10.
04:06That's not enough, you can see that. Let's back out a little bit so we can see
04:10how far down the tracks that went.
04:12That went about halfway, so let's change out to 20.
04:14You can see that now I have 20 railroad ties reaching almost the end of the track.
04:20Now I don't want to go all the way to the end. I want to have a gap, so that
04:24when I create a clone of this, I'm going to create a new section of track with
04:28the ties and the stakes and everything, all off into the distance.
04:32And basically what I making is a master track section, so that's perfect
04:35for what I need to do.
04:37So let's move that over here.
04:39Now I'm going to call this cloner the Tie Cloner and the Tie Cloner will get
04:46twirled close, and so I have a Track Cloner and a Tie Cloner.
04:50Now I need to clone the spikes, and let's reveal the spikes.
04:53And I'll select the Spike symmetry object and hit O on the keyboard and then
04:57let's raise it up on Y so that you can see what that is.
05:00What the spike symmetry is is a symmetry object that CINEMA 4D uses to create
05:05copies on either side of an axis.
05:06And I've basically built one spike and plate and then flipped it over an axis so
05:11that I ended up with two on either side.
05:13And I've spaced them out already so that they fit perfectly on the track.
05:16And all I really need to do is to clone the sky in the same way that I cloned
05:20the track and I'll be good to go.
05:22So let's bring this back to 000 for the spike symmetry.
05:27Now I can rebuild the Track Cloner with the same values or I can simply
05:31duplicate the Track Cloner and then call this one Spike Cloner, and really this
05:38Spike Cloner Side By Side, because this is going to create the copies of the
05:43clone that are going to go left and right.
05:45And so the Spike Cloner Side By Side has underneath the old track object.
05:49I don't need that, so I'll delete and then I'll take the Spike symmetry and place
05:53it underneath the Spike Cloner Side By Side.
05:55And now look what happens.
05:57I end up with a spike clone on either side, lined up perfectly with the track.
06:03Now the track and the ties are embedded in each other and really they should be sitting on top.
06:08So let's take the Track Cloner and the Spike Cloner Side By Side and raise them up a bit.
06:12And I want to raise them up so that they're just flush with the railroad
06:17tie and that's perfect.
06:19I need to create a clone of the spikes that will go off and match the exact
06:26position of the railroad ties.
06:29Now I don't have to do that again. I can just use the Tie Cloner as the basis
06:34for my spike cloner.
06:35So I'll create a copy of that and I'll rename this one and call it Spike Cloner.
06:42And I don't need the stuff that's under the spike cloner, so I'll delete that
06:46and then take Spike Cloner Side By Side and put it underneath the Spike Cloner.
06:50Now when I do that, you notice that the spike clones jumped back down inside the railroad ties.
06:56That's because the cloner object takes over the position of the actual clones
07:01it's creating and places them where they need to be.
07:03So even though I had erased that up before, the cloner object takes that over
07:07and puts it back down to where its axis is, which is right at 000. As you can
07:11see they're all in a flush there.
07:13So what I can do is I can take the Spike Cloner and just raise that up again.
07:17Here we go, and that's perfect.
07:21And now everything is lined up exactly the way it needs to be and let's back
07:26out just a bit here.
07:27And take a look at our track. And I'm going to hit Command+R, or Ctrl+R on the
07:32keyboard to render that.
07:33Now the actual track is just one section. I need to now clone this entire
07:38group so that I can make copies of the track to have it go off into the
07:41distance even farther.
07:43So rather than duplicate this by hand, I'll use another cloner object.
07:46So let's start by grouping all of these objects under a single null.
07:49So let's click on the Primitive objects here and grab a Null.
07:52I'll call this one Track Group and then take this object and put in under here
07:58and all of these objects now are under a single null.
08:01So if I clone them, then I will end up with tracks going off into the distance.
08:05So I go to MoGraph and grab another Cloner object and I'll call this one
08:09Track Group Cloner.
08:11And the Track Group Cloner will have the Track Group as a child underneath it
08:20and it's going to make copies underneath.
08:23But remember it does it by default on the Y axis and that's not what I want to do.
08:26I want to make them along the Z axis.
08:27So let's go to the Track Group Cloner and under the Object properties we're
08:31going to change the values that are in this area here. And the values that I
08:36want to change are the Y value. Let's change that to 0.
08:39And then the Z value, I want to change to be 2000.
08:44And that's because my original clone was about 2000 units long, my original track
08:50model that I created was about 2000 units.
08:52So if I make these clones 2000 units apart, then I'll end up with tracks that
08:56are perfectly spaced.
08:57And in fact, if I zoom in here on the spot where the tracks come together,
09:01which is right there, let's zoom in on that area there, you see I now have a
09:05perfect seam. There is no gap in the tracks at all. Everything lines up just
09:10the way it ought to.
09:11You maybe noticing a little bit of sluggishness in your system, once you start
09:15creating a lot of clones you can end up in a situation where you've got lot of
09:19geometry in the scene.
09:21And there is a great little button called Render Instances in the cloner object,
09:24and this is a time where I can turn this on and get a lot of performance back
09:28for my objects and I want to do that in the sub cloners as well.
09:31So I can go into the Tie Cloner and turn on Render Instances and then I can go
09:35into the Spike Cloner and turn on Render Instances there as well.
09:39And now I end up with much better performance. You see that it's much snappier
09:44and easier to work with.
09:46By properly building the hierarchy when modeling with MoGraph, you're going to
09:49set yourself up for all kinds of success when it comes time to animate.
09:53For more on working with CINEMA 4D, check out the CINEMA 4D section of lynda.com.
09:57That's it for this edition of Design in Motion.
09:59Keep it moving and I'll see you next time!
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025 Creating distressed metallic type
00:00Hi! Rob Garrott here and welcome to Design in Motion, the weekly series where we'll
00:04explore important fundamentals in the world of motion graphics.
00:07The kind of materials that you place on your objects in CINEMA 4D tell the
00:10viewer exactly what that object is supposed to be made of.
00:13Is it plastic or metal, wood or glass, cheese or Jell-O?
00:17Regardless of what your object is supposed to be made of, if you build
00:21your textures up one layer at a time, you will have total control over what
00:24that object looks like.
00:25I am going to show you how to make a distressed metal type in CINEMA 4D. Let's take a look.
00:31This is the effect that we are going to be creating in CINEMA 4D.
00:33It's a metallic type and it looks like it's made out of these indented and
00:37distressed riveted metal panels.
00:39It's actually fairly simple to create, but we got to follow some very specific steps.
00:43The most important thing I want to talk about is something called Linear Workflow.
00:46Linear Workflow was introduced in CINEMA 4D R12 and it affects how the lights
00:51and textures behave in the render engine.
00:53I prefer to work with it off.
00:54If you prefer to work with it on, you can leave it on, but if you want to follow
00:58along at home and you want your rendering to look like mine, you need to make
01:01sure to turn Linear Workflow off.
01:02The way you do that is by going to the main Edit menu and going to Project
01:06Settings and in the Project Settings window that comes up, you can turn off
01:10Linear Workflow. Now I have already turned it off and I've turned it off in the
01:13Start file as well, so you don't have to worry about it if you have the project files.
01:17Once again if you don't have the project files, there is another thing I want to
01:20talk about and that's the bitmap images we are going to be using here.
01:23I am going to Tab out to the Finder.
01:25I've got two bitmap images, a JPEG and a PSD file, that I'm using in this texture.
01:30The first one, basic049, is an image that actually ships with CINEMA 4D and I am
01:34going to show you how to get that.
01:37The second one is this grunge-O1.psd and this was something I created myself in
01:42Photoshop just using some grungy brushes that I downloaded from Brusheezy and
01:46then using the Offset filter to make it tile-able.
01:49Now if you don't know anything about that process you can look up the Offset
01:51filter on lynda.com here and find some great tutorials on creating textures.
01:55Let's go back and show you where that basic049 image is.
01:57If I go back to CINEMA 4D, I am going to go into the Content Browser and in the
02:02Content Browser is the Presets folder, and I'll double-click on that.
02:06Let's give myself a little more room here; into Prime and then Materials, and then
02:10to Basic and then there's a tex folder right inside that Basic folder. You may
02:14have to scroll down to see it, and then you go inside that folder and then there
02:18is the basic049.jpg and you can drag that into the texture field at the moment
02:24when I use this, if you don't have access to the project files.
02:26If you do have access to the project files, you are good to go.
02:29So let's go now and start creating this texture.
02:31I am going to switch over to the Window menu and go to the Start file. And so
02:36here is our metal type. Let's go back to the Object Manager. You can see it's
02:39just a regular Extrude NURB with some text underneath it, and that we have got
02:42some lights and they're casting shadows and things.
02:44I need to create my material first off, so let's create a new material.
02:48I'll double-click in the Material Editor to create that material. Let's call this one metal type.
02:53In this metal type material, I want to apply to my metal type, so let's drag
02:57it from the Material Editor onto the Extrude NURB and now my metal type gets lighter.
03:03This is very important.
03:04I want to make sure that this texture is being applied to the type correctly.
03:08The default mapping method for textures in CINEMA 4D is something called UVW
03:11mapping. That doesn't work very well with Extrude NURBS and I happen to know that
03:15from experience, and I know that we are going to want to change this, and we need
03:18to change it to something called cubic mapping.
03:20In order to see what that looks like, I'm going to switch over to the Texture
03:24tool and I now see this yellow grid. This represents the UVW mapping method.
03:29When I switch this to a Cubic mapping, I now see a grid on my object.
03:33Now it looks like nothing's changed on my object, but essentially it's changed
03:37how the texture is being applied to it.
03:38This is very important.
03:39We want to see this cube here, so that we get a better arrangement of the
03:43texture on the surface of the type.
03:44So now let's switch out of the Texture tool.
03:46We don't need to see that grid anymore and then we are ready to start making our material.
03:50Now before I make the material, I am going to turn on the Interactive Render
03:54Region, so if I click on this guy and hold down and go to the very bottom where
03:58it says Interactive Render Region, I'll turn that on.
04:00Now my Interactive Render Region has been already sized. I've changed the size of it.
04:05I've also increased the quality by moving this slider up and down. And so that's
04:09given me the image that you see here.
04:12Now let's click in the metal type material and start off with the Color channel.
04:17The Color channel, we are going to want to add in that riveted metal texture.
04:22I am going to click on the Add Image button and then go to my text folder, and I
04:26am working off the desktop here, and I'll go to basic049 and hit Open.
04:30You can see now there are those panels on our type.
04:33They are very clean and even right now, there is none of the distress part
04:37that we are going to need later, but we've got the panels, the rivets are
04:40there on the object, and that Cubic texture mapping really made it come onto
04:43the type perfectly.
04:44Now what we need to do is make some changes in how the specular highlight behaves.
04:49The specular highlight is the little shiny point source that you see on your object.
04:53We want to change ours from Plastic, which has its own independent color, to
04:57Metal, which uses the color of the object to create the color of the specular
05:02highlight, and I am going to crank up the height or the intensity of the specular
05:06highlight so that our type gets a lot brighter.
05:09Now we can start to distress the surface of it.
05:11We are going to start off with a Bump channel and I'll go the Basic properties
05:15and I need to turn on Bump.
05:16When I do that, nothing really happened. That's because the Bump needs light and
05:20dark image information in order to generate bumps, and the first part of that
05:23Bump process is going to be adding a noise in there.
05:26So let's go into the Bump channel and then I'm going to click on that Texture
05:29pulldown and add in Noise, and the Noise that we get at first is this sort of
05:34light and dark gray blobby stuff and that's not really what we need. We want
05:38something that looks a little more gritty and realistic.
05:41So let's click on the swatch here and there is a great little pulldown right
05:44here that shows me what the Noise looks like.
05:46If I click on that, the one that I want to use is something called Poxo.
05:49That's the name and you can see the name right down here at the very bottom.
05:53I want this guy right here though, which is Poxo, and the names that you see here
05:58are actually based on an old shader system that used to be in CINEMA 4D as a
06:02third-party plug-in that MAXON incorporated into the application here, and so
06:06these are all names that were used that system, but the Poxo is what we want to use right now.
06:11So let's click on that.
06:12And you can see it gives us gritty asphalt-looking texture to it.
06:15It's a little bit too finely detailed, so we need to scale it up and I am
06:19going to go to Global Scale and change that to be 500%. Let's go and blow it
06:24up a little bit and just remove some of that grit. We didn't want it quite as gritty as that.
06:28Let's click on the up arrow up here and now the next step in the Bump process is I
06:32want the panels to have a little bit of bump indentation to them as well.
06:36We can see them already on there, but they are sort of sitting on top of the bump map.
06:40By incorporating the panels into the Bump texture though I'll now get a more
06:43realistic adaptation of that Bump material.
06:46So let's go to the Texture pulldown and I am going to add in something called a layered shader.
06:50When I do that, it looks like nothing has happened, except that now it's taken the
06:54existing noise pattern and placed it into a new shader system that allows me to
06:59work a lot like Photoshop.
07:00If I click on this, I now see a new set of properties.
07:03My Noise is still there and if I click on this swatch it would take me into
07:06the Noise Shader, but now I see these extra options and this behaves just like Photoshop.
07:11We have got a blending modes pulldown, we have got an Opacity slider, we have
07:15even got the eyeball just like Photoshop.
07:17So what I am going to do is load in an image and the image I want to load in is
07:21that same metallic and riveted plate pattern.
07:24So I load that in and so now you'll notice that the Bump is overriding the
07:28Noise pattern beneath.
07:29That's because, just like Photoshop, a layer that's at 100% opacity will
07:33override the layer below it.
07:34So I need to change the blending mode here and the blending mode I am going to
07:37use is Overlay. And so I add in Overlay and now I can see that the bump pattern
07:43is mixing in with that gritty Poxo noise pattern that I had before and it's starting
07:47to look a lot cooler.
07:48Next, I want to add in something called Diffusion.
07:51Now Diffusion in the 3D world is often referred to as the dirt map and it
07:55affects how light comes off the surface of your object; much the way dirt does
07:59on a dirty object, and so I am going to load in that grunge texture now.
08:03Before I can load in the grunge texture though, I have to add in the Diffusion channel.
08:07So if I click on the material down here in the Material Editor that takes me
08:10out to the top level.
08:11I go to Basic properties and I'm going to turn on Diffusion, and in the Diffusion
08:16channel, I'll load in that material.
08:18So I'll click on the Add Image button and I am going to load in grunge-O1.psd.
08:23When I hit Open, I now get a really dark material on our object and it's way too
08:29dark and so I need to adjust the intensity of the diffusion material.
08:32So what I need to do is to adjust the Mix Strength.
08:35So let's take a Mix Strength down to about down to 40% or so, and that's good right there.
08:40When I let go, you will see the text get a lot brighter and this makes a big
08:44impact on how gritty and the dirty the text feels.
08:47If I go back to the Basic properties and turn off the Diffusion for just
08:50a moment, you'll see a before and after. So that's with Diffusion and
08:54that's without Diffusion.
08:56With the Diffusion on, it feels a lot older and dirtier and just more weather-exposed.
09:01Lastly, we need to turn on something called Displacement.
09:03The Displacement is going to give us the actual indentations and deformations
09:08that we see in the service of the object.
09:10The Bump channel simulates indentations.
09:13The Displacement channel actually moves the surface of your object and
09:17creates these indentations.
09:18So let's go now to the Basic properties, which we are already there, and we are
09:23going to add in Displacement.
09:24Nothing happens at first. That's because displacement needs light and dark values
09:28just like the Bump channel.
09:29So let's click on Displacement now and what we are going to do is add in a
09:33noise and the noise we are going to use this time is something called Stupl.
09:36But we need to first add in the noise, so we go to the Texture pulldown, add in
09:41the Noise shader and you are going to see our type changed shape suddenly, and
09:45we need to make some other changes to the Displacement channel, but first let's
09:48load in that new noise pattern because this one doesn't really look the way we want it to.
09:52So click on the Noise swatch and then go to that same pulldown over here.
09:55Sometimes it can be hard to find the right name there and so the one that we want is Stupl.
10:00It's this one that I have my mouse over right now.
10:03When I click on that and add that in, you'll see that the Displacement changes subtly.
10:08One of the things about Displacement is that it's reliant on the geometry that's
10:12in your object, and right now there's not very many polygons in our type, but
10:16there is a really cool button for that to fix that problem and that's something
10:19called Sub-Polygon Displacement.
10:21Sub-Polygon Displacement will subdivide the surface of your object in the render
10:25engine, so you have a very lightweight, low-poly object in the Editor window,
10:29but when it comes time to render, it gets subdivided and you get a much more
10:32accurate displacement on there.
10:34When I turn this on, I'm going to get a very different behavior in
10:36my displacement maps.
10:37So let's scroll down here and I am going to activate Sub-Polygon Displacement.
10:42When I do that, now suddenly my type gets really, really distorted and that's
10:47because I have a lot more polygons in there virtually because of that
10:49Sub-Polygon Displacement.
10:51Now I don't need quite that much displacement on my type.
10:54It's a little too distorted, so let's change that Subdivision Level from 4 to 2
10:57and that will soften the displacement up a little bit.
11:03So that's pretty much it.
11:03We have got distorted, weathered, gritty metallic-looking type.
11:07The reason that this material works on the type boils down to how it was built
11:11and then how it was applied.
11:12By building up layer at a time and using cubic mapping to apply it to the type
11:16object, it made all the steps fall right into place.
11:20For more on working with CINEMA 4D, check out the CINEMA 4D section of lynda.com.
11:24That's it for this edition of Design in Motion. Keep it moving and I'll see you next time.
Collapse this transcript
026 Creating realism with Global Illumination
00:01Hi! Rob Garrott here and welcome to Design in Motion, the weekly series where we
00:04explore important fundamentals in the world of motion graphics.
00:08Realism in your renders is a very hot topic in the 3D world these days.
00:11And one of the best ways to achieve it is using something called
00:14Global Illumination.
00:15But that begs a couple of questions.
00:17What is global illumination and is it right for my project? Let's take a look.
00:22In CINEMA 4D here, I have got a very basic scene of a toy plane sitting on the
00:26ground and I've got a very basic light setup.
00:30It's a four-point light rig with a fill, a key, and a couple of backlights to
00:33catch some of the edges on the plane.
00:35And I want to point out that I am working with Linear Workflow turned off. Here
00:39in the Attribute manager I have got the Project Settings visible, and Linear
00:42Workflow is unchecked.
00:44Linear Workflow changes how the lights and textures behave in CINEMA 4D,
00:48in the render engine, and I prefer to turn it off when I am working.
00:52If you want to work with any workflow on, there's nothing wrong with that.
00:55It's just that your renders won't match mine exactly.
00:58So let's do a quick rendering of this, Command+R or Ctrl+R on the keyboard.
01:02That's going to give us a render of the plane, and it looks pretty good.
01:07We have got some nice even light on the plane.
01:10We have got some reflections happening from the Environment Sphere that's in the scene.
01:14Some shadow being cast on the ground.
01:16It doesn't look too bad.
01:18One of the problems with the render engine in all 3D applications is that light
01:22in 3D does not bounce by default.
01:25And in the real world, light bounces all around your objects and affects how the
01:31colors on the object behave, because the light from another nearby object will
01:35bounce off your object and suddenly change the color of it.
01:38That light bounce is incredibly difficult for the computer to calculate and so
01:42that light bounce is not present in the render engine on purpose.
01:46Global Illumination is a way of simulating that light bounce.
01:48And it gives a very different looking render.
01:51I am going to a turn off the lights in the scene so I will uncheck all these
01:56lights and my scene will get dark.
01:58Let's render, Command+R or Control+R just to see what that looks like.
02:01So there are no lights that are on in the scene except for the auto light,
02:04and what I want to do next is to point out the sphere that I have surrounding my scene.
02:09This sphere has a texture on it and that texture looks like a beach scene on a sunny day.
02:15It's actually I think a Marina or something like that, but it's a
02:18beautiful scene--has some great blue cast to it from the sky and some earthy tones underneath.
02:23This image is now going to be used to light the scene when I turn on
02:27Global Illumination.
02:28That's what Global Illumination does, is it allows you to light with images.
02:32And that can provide a lot of interesting color information in the scene that
02:35will be difficult to get with just lights alone.
02:38So let's go to the render settings, Command+B or Ctrl+B. So in the render
02:41settings we are going to go to the Effects and turn on Global Illumination.
02:44When I add that in, I am going to render again, and you are going to notice
02:49the previous render only took less than a second or about a second.
02:52And I will hit Command+R or Ctrl+R on the keyboard and let's wait and see how long it takes.
02:59The Global Illumination process takes a bit of more time to render.
03:02And you will notice that it took 10 seconds from one second.
03:05That's 10 times as long as the previous render, without lights or shadows.
03:11This render looks significantly different than that previous render.
03:15This one has a lot of subtle color information being cast in the scene by the
03:19sky object that I have in here.
03:21That's this beach scene, remember?
03:22And there is a reflectivity and a life in the image that wasn't present before,
03:29and some great soft shadows underneath the object.
03:31So there is a lot of benefit to using this Global Illumination from a realism
03:35standpoint, because now this looks like it's sitting outside and could be
03:38sitting just on the ground somewhere.
03:39It has a much better feel to it.
03:41There is a very important setting in the render settings for Global Illumination
03:45called Diffuse Depth.
03:46And the Diffuse Depth controls how many times that light simulation bounces.
03:50By default, it's only 1.
03:51Now you want to be careful with this.
03:53There is a sort of a point of diminishing returns with the Diffuse Depth, and so
03:56we don't want to just crank this value up.
03:58It's not a, the more you have the better it is kind of situation.
04:01There's always a point of diminishing returns.
04:03So let's change it up to a 3 and that ought to be about fine.
04:07And you are going to notice that the render will take a lot longer--go a
04:10Command+R or Ctrl+R on the keyboard.
04:12I'm going to have this rendering effect sped up in post,
04:15that way we don't have to wait around so long for it.
04:17So here is our rendered scene, and you notice that it took two seconds longer.
04:21Now, that doesn't seem like a lot,
04:22but relative to the amount of time the freeze render took, two seconds is
04:26percentage-wise quite a bit longer to render.
04:29This scene really doesn't look that much different.
04:31We've got a little bit of a subtle red cast to the floor and that's because the
04:35red light bouncing off the surface of our plane and hitting the floor again.
04:39But that's really about all the benefit we have, the diffuse adds more color
04:43in those bouncy areas.
04:44And sometimes it can look really good and other times it can look not such a big deal.
04:48And this is one of those not such a big deal times and you want to be careful.
04:51That extra two seconds can translate into a lot longer render time, if you have
04:55a very complicated scene.
04:57The next effect I wanted to talk about is something called, Ambient Occlusion.
05:00And Ambient Occlusion is a component of Global Illumination but we can also turn
05:06it on and add in more Ambient Occlusion using the Ambient Occlusion effect.
05:09I am going to go to the render settings, Command+B or Control+B and I will go to
05:13the effects and add in Ambient Occlusion.
05:16It's right there at the very top, because it's so important. Actually it's just
05:19alphabetized, but Ambient Occlusion is really important.
05:22What it is, is the darkening of seams on objects. Any place where two pieces
05:27of geometry meet, you are going to see the Ambient Occlusion effect.
05:30And what that's going to do in this case of this plane, is give me little dark
05:34lines right where the wing, for example, meets the body of the plane, and the
05:38where the tail parts meet the body of the plane.
05:42This doesn't seem like such a big deal until you see a before and after without
05:46that on, and I will just render this with it on.
05:49Let's hit Command+R or Ctrl+R on the keyboard, and what you are going to see
05:55when it gets to rendering, is that we've got now this Ambient Occlusion effect
06:00happening in all the joints on the plane.
06:01And it's the most prevalent right where the wing meets the body and this seems
06:08like a subtle thing, but it has a lot of realism to your object.
06:11In the real world, the Ambient Occlusion effect is everywhere.
06:14Any place two objects come together and meet, there is going to be a seam
06:18created, and light travels into that seam, but not all of it can back out,
06:21so that seam tends to be darker, and that's what the Ambient Occlusion effect simulates.
06:25So you can see our plane looks quite a bit better.
06:27It's a great looking render.
06:29Global Illumination isn't always that important.
06:32And I am going to show you a scene now with a very similar setup but using type
06:36where it's not that big a deal.
06:38And so let's go in to the Window menu and I'll go to the STANDARD-TYPE.
06:42And so this is a Standard Type object that I have set up.
06:46It's just an Extrude NURB with a text object underneath it.
06:49I have also got the very same lighting rig that I was using on the plane.
06:52For my Environment Sphere, I have this reflective scene setup right here
06:57which is, once again, that same beach scene that we had before. So all the
07:00elements in the scene are essentially the same, except we have type now
07:03instead of a plane.
07:04When I render, Command+R or Ctrl+R, I'm going to see a pretty quick render.
07:08And the type looks not too bad.
07:10I've got a little bit of light coming from the back sides of the type object and
07:14the faces are well illuminated.
07:16We got a great shadow being cast in the back.
07:18And the render time didn't take long at all, about three seconds, so that's
07:22a very quick render.
07:23Let's take a look at a render settings on this, Command+B or Ctrl+B, and you can
07:27see that all the render settings are a default.
07:29Let's close that out for just a moment and then we are going to come back and
07:32turn on Global Illumination.
07:34Now this time what I am going to do is I am going to leave the lights on so you
07:37can see what the lights look like.
07:39And that will give us a better idea of what the Global Illumination effect is doing.
07:43It's using the Environment Sphere, to light the scene, but it can also use the
07:47Environment Sphere and regular lights.
07:50So what we want to do is turn on Global Illumination.
07:52So let's go Command+B or Ctrl+B to the render settings and go to the
07:56Effects pulldown, and do Ambient Occlusion, and then also we are going to
08:01do Global Illumination.
08:02And those are the two effects that are related to one another, and I want to
08:05turn those guys on, and now let's do another render.
08:07So you see, last one took three seconds, and I will go Command+R or Ctrl+R and
08:14let's see how long this takes to render.
08:15I am going to have this rendering sped up in post, so we don't have to wait
08:19quite so long for it.
08:20So now we can see the rendering, and it actually it looks pretty darn good.
08:24But you have to ask yourself the question, was it worth the 18 seconds it took
08:29from the three seconds we had before?
08:31The first rendering took three seconds, this rendering took 18 seconds, and it
08:35looks pretty good, but it doesn't look that much different.
08:37That's always the bounce when you are creating in 3D, is with the effect that I have
08:41turned on worth the time it took to render?
08:43In this case I would say probably not.
08:45We can simulate this same kind of effect without having to use Global
08:48Illumination, just by adding a little bit of color to our floor object and
08:51cranking up the intensity of the lights.
08:53I will render this scene with both the Environment Sphere and the lights, both
08:58contributing to the brightness of the scene.
09:00That's why it looks so bright and illuminated.
09:02Now I think it looks okay, but personally I don't think it was worth the extra
09:0515 seconds that it took to render this simple scene.
09:08Global Illumination or G.I. for short, can be beautiful, but it can also have a
09:13huge negative impact on your render times.
09:15You should never commit to using it, without first doing a bit of testing and research.
09:20For more on working with CINEMA 4D, check out the CINEMA 4D section on lynda.com.
09:24That's it for this edition of Design in Motion.
09:26Keep it moving, and I will see you next time.
Collapse this transcript
027 Creating a reflective floor using After Effects
00:00Hi! Rob Garrott here and welcome to Design in Motion.
00:03The weekly series where we explore important fundamentals in the world of motion graphics.
00:07Now there is a lot of ways to create a reflected floor look in After Effects.
00:10Most motion graphics artists have there own formula for doing it.
00:14Today, we're going to look at two different ways using the built-in tools in After Effects. Let's get started.
00:20This is our starting file in After Effects and what we want to do is create the
00:23illusion that this type is sitting on a reflective floor with an infinite plane,
00:28and we'll see that the type is zooming pass the camera into the center of the
00:31frame and then rotating gently in front of the camera.
00:34We got a little bit of a drift on there.
00:36Let me walk through the layers just a bit so you can see what's going on here.
00:40I've got some Blue Solids at the bottom.
00:41I am going to start by soloing out the first one and that's just a regular
00:44Solid layer with a ramp effect applied to it to give me this fall off from dark to light.
00:50Then I've got the same layer duplicated and I've got it set on Multiply.
00:55I am going to be moving this layer to create the infinite plane.
00:57So that's why there's two of these right here.
01:00Now the next layer up is a Reflective type PRE, and this type precomp,
01:05if I double-click on that it takes me into the precomp itself. This type is just
01:09a regular type layer, but it's inside of its own composition and it has the
01:13Gradient Overlay applied to it which is giving us this light orange to dark
01:17orange transition across the face of the type.
01:20The reason I have it precomped is so that the Gradient Overlay won't move when
01:23I transform the type, but also it gives me the flexibility to change the type at will later on.
01:28I may want to have to say tomorrow or today or coming up next, that kind of thing.
01:32It makes it very easy to change that in a precomp and I can also add extra
01:36things to it if I want to make variations on the type.
01:38Precomping your type like that is a great way to give yourself some
01:42flexibility, in this particular situation.
01:45Let's go back to the START composition.
01:47The next two layers are simply the Camera and the Camera Parent, and these are
01:51what's animated in giving us the movement.
01:53I am going unsolo those layers so I am back to the full composition.
01:57So the first step in this process is to create the infinite plane and this top
02:01Blue Solid that I've on Multiply is going to become the infinite plane.
02:04All I need to do is just take it and drag it down. Watch this!
02:07I am going to hold the Shift key down while I am dragging and the position that
02:11you drag it to is entirely up to you.
02:14We don't want to bring it down here, because we want the type to have the
02:16feeling that it's sitting on this plane.
02:18So I'll drag it about there.
02:20I don't want to drag it down in the middle of the type.
02:22That's little bit distracting having that line running through my type.
02:25So I am going to bring that right up about here and then now when I scrub
02:28through, you can see that my type appears to be sitting on an infinite plane.
02:33The next step is to create the reflective look for that infinite plane.
02:37The technique that I am going to use this first time is simply a
02:40transformation technique.
02:42I'm going to create a copy of this layer and flip it over and that will
02:45become the reflection.
02:46This technique works really well with type.
02:49Let's select the type Precomp, hit Command+D or Ctrl+D on the keyboard and
02:53on the lower Precomp I'm going to hit S on the keyboard to reveal the scale options.
02:59Normally, the scale options are all linked together so that they
03:02transform together as one.
03:04I'm going to unlink them and then on the Y option, this is X, Y, and Z. On the Y
03:10option I'm going to change it to -100 and that's going to flip my layer over.
03:15Now I can hit P on the keyboard and bring up the position options, and I'm going
03:20to drag on the Y. I'm going to click on the Y option and scroll it down,
03:26and as I scrub that value down, it's going to bring the type down perfectly only on Y.
03:31I don't want to slide it left or right.
03:33I want to align it perfectly.
03:34I am going to eyeball this.
03:36There isn't really a numeric value you could put in here, because that value
03:39would change based on the word that you've typed out here, and also the font size
03:43that you're choosing as well.
03:44So it's best to just eyeball it.
03:46So now you can see I've got a great looking reflection, but it still doesn't
03:50feel like it's part of the floor.
03:52To make it look like it's part of the floor is going to be a multi-step process.
03:55They're easy steps, but the first step is to change the blending mode and I've
04:00already forgot my Modes visible here and I'll select the blend modes for that
04:04Precomp for the reflection, and I am going to change that to Add.
04:07That Add blending mode is going to give the type a little bit of a washed out
04:10feel so it starts to feel like it's embedded in the floor.
04:13Now I want to adjust the Opacity.
04:15So I'll select that layer and hit T to bring up the Opacity options and
04:18I'll dial that down.
04:20This is sort of a season to taste moment.
04:21I am going to go to about maybe 45% or so, and now you can see that it starts to
04:27really feel like it's in the floor.
04:29On most floors that are reflective the reflection diminishes in intensity from
04:34the reflective object.
04:36That means that we need a gradient in our reflection so that it's more intense
04:40here and less intense down here.
04:43That gradient is something we're going to create with a solid layer.
04:46So let's make a new solid, Command+Y or Ctrl+Y, and that will bring up this Solid
04:50Settings window. And the Solid Settings, whatever they say here in your particular
04:55version of After Effects, it will remember the last time you created a solid.
04:58You want to hit Make Comp Size.
05:00We want this composition to be the same as our existing comp, and I am
05:03working at 960x540 here. I'll hit OK now.
05:06The color is not important. Let's just hit OK.
05:09That gives us a white solid.
05:10The reason that color is not important is because we're going to use this
05:13solid as a mask layer.
05:14So what we are going to do next is to create a mask that will provide us with a
05:18gradient on the edge of this.
05:20So I'll hit Q on the keyboard to bring up the Mask tool, and when I
05:24click and drag on this Solid layer it's going to create a mask, and I am dragging
05:28from top left or close to top left towards the bottom right.
05:32Now that sets up a mask on this layer.
05:34I want to feather the edges of this mask, but only on this side here,
05:38so I am going to go to the Layer menu > Mask > Mask Feather.
05:43On the Mask Feather I'm going to unlock the Vertical and Horizontal, and only on
05:47the Vertical I'll change it to about 75, and that's gives me graded edge only on
05:53the top part of the mask.
05:55Now what I can do is use this mask to mask off that type.
05:59So let's bring this down. We want to use it as a Track Matte for that type layer,
06:03so it needs to be down right above it.
06:06The next thing I want to do is to change it into a 3D Solid so that it moves
06:09with the type in 3D space.
06:12So I'll click on my Switches/Modes columns and then turn on the three Switch for that solid.
06:16You'll notice that it jumped.
06:18All I really need to do now is hit P on the keyboard to bring up the position,
06:22and I can scrub the X value left and right.
06:25I am going to bring that X value right over here. There we go! Excellent!
06:32I don't need to parent these guys up, because my type is not moving.
06:35But if my type were going to move, I'd want to parent this Solid layer to
06:39that reflection type.
06:40So I'll go ahead and do that now, just in case I decide I want to animate
06:43them together later.
06:44Now this White Solid will move with the reflective type.
06:47The reflected layer is now below the White Solid.
06:49What I want to do next is to use this as a Track Matte.
06:52So let's switch back to the Modes column and I'm going to click on the Track
06:55Matte options and tell it to be an Alpha Inverted Matte.
06:59So that sets the White Solid up as an Alpha Inverted Matte for that Reflection
07:02layer and now I've got a graded reflection.
07:05Now the cool thing about this is that I can adjust this by simply grabbing the Y
07:09handle on the Solid layer, and I'll hit V on the keyboard to bring up my Move
07:12tool, and I can just move that up and down.
07:14You can see that I can gradate that reflection off by just moving the position
07:18of this Solid layer.
07:20And that gives me a lot of control and versatility.
07:23So the next technique I want to show you is a variation on this theme, but it uses a filter.
07:28So let's bring up the floor Mirror START.
07:30Now this is the same composition file that we had before.
07:33I am going to take the Blue Solid layer and just like I did before drag it down.
07:36Now I am going to select the type layer and then go to Effects & Presets,
07:40the palette here, and I can't remember exactly what submenu the Mirror effect is under.
07:44So I'll just type in mir and that's going to find the Mirror effect and it was
07:49under the Distort submenu.
07:50So now I can drag it from this palette right onto my Type layer, and when I do
07:55that, I now get Mirror controls pop-up in the effects here.
07:59Now what I need to do is to first rotate the mirror, and I'll rotate it 90 degrees.
08:04I can drag it here and look, here comes at mirror just like that.
08:08I've done it 90 degrees and I get this cool effect.
08:10This can be a lot of fun.
08:12You can put this effect on video and you have all kinds of great fun with it.
08:14But now I want to slide that mirror down.
08:16So let's go to the Y value, which is 270 right now, and I just drag it down.
08:20I can eyeball that, again, you can see now I have a same kind of look that I had
08:24before with the duplicated layer except I only have that one effect and just
08:28one layer down here.
08:30I want to be able to gradate that reflection off, but there isn't a control for
08:33that in the effects here.
08:35So I have to use that same technique with a Solid layer.
08:37So I'll get that same Solid layer rather than make it again.
08:40I've got it in the other composition.
08:42So I am going to go to the Solid layer here grab it, Command+C or Ctrl+C to copy
08:46it, and then in my Mirror composition I am going to paste it down, Command+V or
08:49Ctrl+V, right above that layer.
08:52Now I can set this as a Track Matte again.
08:54It's already a 3D Solid, so I just turn that on and set it to be an Inverted
08:58Matte and that'll gradate off the reflection.
09:01Now the downside of this technique is that I don't have as much flexibility,
09:04because the Mirror effect is linked to that layer, anything I do to this
09:09reflection will tend to happen on the type layer itself.
09:13For example, if I move this up you can see that it gradates out the actual type layer too.
09:18And I won't do that, Command+Z or Ctrl+Z. So here is the two finished movies side
09:23by side, and I am going to hit Play on the Reflective floor.
09:26Now this is the first technique that uses the actual transformation of a duplicate layer.
09:31It looks pretty good, nice reflection on there, and it's got good movement to it
09:36and we got a great gradient coming off there.
09:39So it's little bit less intense from the top of the reflection to the bottom of reflection.
09:43Then here is the reflective floor with the mirror.
09:49Now these two techniques look very similar.
09:52The advantage to the reflective mirror is that it uses only one layer.
09:56The disadvantage of course is that you have less control.
10:00The technique using the duplicate layer transform, which is this one here, uses
10:04more layers, but it gives you more control.
10:07Now remember this is not the only way to do this.
10:10There is a lot of variations on these techniques.
10:12The most important thing is that the technique that you're using should be
10:16flexible and it should make sense for the type of animation you're creating.
10:20For more great After Effects courses, check out the After Effects section on lynda.com.
10:24That's it for this edition of Design in Motion.
10:26Keep it moving and I'll see you next time!
Collapse this transcript
028 Creating a simple car animation using splines
00:00Hi, Rob Garrott here and welcome to Design in Motion, the weekly series where we
00:04explore important fundamentals in the world of motion graphics.
00:07Now a spline is simply a path in the 3D world.
00:10They can be drawn in many different ways and they come in any shape or size.
00:13They are crucial tool in modeling and animation.
00:17I am going to show you how to animate a very simple car chase using splines in CINEMA 4D. Let's take a look!
00:23So this is the starting file in CINEMA 4D and what I want to create is a little
00:27two car chase scene,
00:29that is going to come down this main street and turn right at this intersection
00:33and head off into the distance.
00:34I have a camera move already set up.
00:36Let's look through it real quick so you can see what the camera is going to be looking at.
00:39And you can see that it's going to start off--our cars are going to come from
00:42this direction and then turn right at this corner and then head off in to the
00:46distance, just down the street like that.
00:50So the first step in this process is to draw the path that I want the car to follow.
00:55So let's get out of the camera and I'm going to switch to the overhead view.
00:59Good rule of thumb when you are drawing splines is you always want to draw them
01:01in the overhead view.
01:03That gives Cinmea 4D a good ground plane on which to draw the splines, so they
01:07don't get weird points jumping all over the place.
01:09So let's switch over to the Top view and you can see there is my camera right
01:13there and that's the intersection I need to turn right at.
01:15So I am going to start my spine over here and then finish drawing it down here.
01:19The type of spine that I am going to use is something called a B-Spline and
01:23if you click and hold on the Spline object, you will see that you have
01:26several different types of free hand splines you can draw, and then a bunch of spline primitives.
01:31The one that I want is the B-Spline and if you've been drawing paths in
01:35Illustrator and Photoshop and After Effects for a long time, you are used to
01:39something called a Bezier Spline.
01:40A Bezier Spline has a point with tangent handles in either side of it.
01:44A B-Spline draws its curves based on triangulation of three or more points and
01:48it's a very good way to draw animation paths.
01:51It's very hard to put a hard angle into a B-Spline.
01:54That's why I like to use it for motion paths.
01:56So the way I am going to do is I've got my B-Spline tool selected already and
01:59I am going to start over here, about even with this building and I am just
02:04going to click once.
02:05That adds a point in to this scene.
02:07The next time I click I get a second point.
02:10Now it's a little bit hard to see what's going on with this spline because we
02:13can't actually see the spline. It's embedded in the street.
02:16And so, in order to be able to see that I'm going to go to the Display and
02:20change it to Lines.
02:22That way I can now see the path being drawn out.
02:24I'll change it back to the other display mode in just a moment.
02:28So there is my intersection, so let's draw out a path real quick.
02:31I am going to click about four or five times and I get to the corner, and
02:35I will draw a path right there.
02:36It turns the corner.
02:38I am going to have to refine that curve a little bit.
02:40I don't want my car to cut the turn and I am going to draw it down into the distance,
02:44and that's probably good enough right there.
02:46So once you've got those points drawn out you need to refine it a bit, and I am
02:50going to switch to my Rectangular Selection tool and the Rectangular Selection
02:54tool allows me to click and draw a rectangle around points, and I am going to
02:58zoom-in a bit so I can see my curves.
03:01I think the other thing I'll do, is I am going to turn my Shading mode back on again.
03:05So if I go to Display and turn it to Gouraud Shading, and that is a French word
03:09I'm pretty sure and I always butcher it.
03:11So if you speak French out there, please forgive my pronunciation.
03:15I am going to select that and now I can see my street again, my purple street.
03:20I can't see the spline yet, so what I am going to do is select all the points.
03:24I select just a few and then hit Command+A or Ctrl+A and now I can switch into the
03:28right-hand view, and I am going to raise the spline up just a bit.
03:33A great way to do that is using the coordinate manager down here.
03:36If I select this value here, the Y value that's showing right now represents the
03:41position in space of the points that I have selected, not the access point of
03:46the spline object, but the points that I have selected.
03:48If I make these points, say 0.1 on the Y axis and hit Return, they should jump
03:53up just outside the floor.
03:55Now they're no longer exactly in the same location as the floor, they're just a hair
03:59above it, and now I can see my path much easier.
04:01Now I will switch into the Top view and zoom-in a bit and that's not quite enough.
04:06As you notice in the Perspective view I can see it easily, but in the Top view I
04:11can't see it very well at all, and I have my Display mode set to Gouraud Shading
04:14there as well. And I am going to raise it up just a bit more. Let's go 0.5. There we go.
04:21Now I can see that.
04:22I may want to drop it down again a bit.
04:24My car may appear to be floating on the street, but for now that'll be good
04:27because I can at least see my spline.
04:29So what I want to do is give the impression that the car is going to be swerving
04:32a bit, as it rounds this corner.
04:34I don't want to have it pull it in such a clean line.
04:37I want to have it little more erratic.
04:38So I will take this path and I am going to use this axis band right here to
04:42move that point over.
04:43So you see that now he is going to swing in a little bit and then swing out wide
04:47and then come out around the corner this way.
04:50Let's bring that path out here and then I'll drag that point out over here, so
04:55that it comes a little bit wide.
04:57This car is a little bit more frantic. He is going to be the one being
05:00chased, and now I can take that point and bring in just a little bit.
05:05So he's going to swing in wide around the corner and then come back into the
05:09middle of the street a little bit.
05:10So that's a pretty decent spline for a starting point.
05:13Now we can make our car move along it.
05:16So let's go to the DUMMY CAR 1.
05:18DUMMY CAR 1, let me explain the hierarchy here.
05:21I've got a DUMMY CAR 1 and let's switch to the Perspective view.
05:24So what I've got going on is this dummy car;
05:26it's just a very simple polygon object that looks kind of like a car and it's got
05:30the wheels and everything in it, but none of these parts move.
05:33This is a placeholder car that I create depending on a type of car that I need
05:36for the project, but this placeholder car has all of the right proportions of a
05:40real car and it makes it very easy to animate with.
05:43I get very quick response in the scene and I can quickly put my animation in and
05:46then put the real car in and fine tune the animation later on.
05:50So this dummy car now needs something called an Align to Spline tag.
05:54That's what's going to allow us to animate along the spline.
05:57So I am going to right click on DUMMY CAR 1, and then I will go to CINEMA 4D Tags
06:01and then do Align to Spline.
06:03Do not use Align to Path, that's something different, we want Align to Spline.
06:07When I add that, nothing happens.
06:09That's because the Align to Spline tag needs a spline to behave correctly, and
06:14this is the path that we are going to put it into.
06:16So we take our spline and drag it right into there and our car is going to
06:21disappear from this view. Boom! It's gone.
06:23Where it went to was the very end of the spline and it's actually the starting point.
06:29In CINEMA 4D, splines have a direction and that direction is based on where you
06:33drew the first point.
06:34In our case, we started our spline over here, so this is the starting point for the spline.
06:38Now in order to get that car to move along the spline I have to keyframe, or in
06:43this case, I am just going to scrub it for now, this Position value.
06:46And watch what happens as I scrub it.
06:48You see the car moves along the path.
06:50Let's back out a little bit so we can see what's going on.
06:52As I scrub this value, there goes my car around the corner, but you notice it's
06:56kind of moving funny.
06:57It's not exactly following the path and that's because I need to turn on one
07:01more option, the Tangential option.
07:03And when I do that, boom!
07:05The car lines up and the Tangential has an Axis mode, and you notice I drew my
07:09car with the front of the car on these positive Z axis and that's the first
07:14option for Tangential.
07:15We can switch it to others if we need to, but I drew my car in positive Z so
07:19that's what we are going to use.
07:20Now when I scrub the Position value, it will follow that path nicely.
07:26It goes right around the corner just the way we want it to.
07:29So now we need to set up some keyframes to make our car move and I'm going to
07:33start off by setting Position keyframes.
07:36I am at time 0 right now.
07:37I will hold down the Ctrl key and click on the Position property and that sets
07:41to keyframe for that.
07:42Now let's go forward in time to frame 90, the end of the animation sequence, and
07:47I'm going to set this Position keyframe to be 100%.
07:51So I change it to 100.
07:52It changes yellow, that tells me that I've changed that value.
07:55Hold down the Ctrl key and set another keyframe.
07:58Now when I hit Play, I will rewind back and hit Play.
08:00There is my car going around the corner. Nice!
08:05So that car going around the corner is the basis of the animation.
08:09You notice that the car, when it rounds the corner though, it doesn't have a lot
08:13of personality to it.
08:14It just kind of follows the path and goes.
08:16I want a little bit of a skid, a slide when it goes around the corner.
08:19So I need to set some keyframes on the objects that make up that car.
08:22Now if you look at the car hierarchy I have something called a car 1 steer.
08:26This car 1 steer is the object we are going to keyframe to animate the direction
08:30that the car is pointing in.
08:32If I select that object I'm going to scrub the Rotation H parameter.
08:37As I do that you can see my car changes directions and that's going to allow
08:40me to do that slide.
08:42I like to do these little sound effects when I do that.
08:44It makes it a lot more fun, but you can see that the car has a really nice
08:47dynamic motion to it.
08:49So what I want to do is I am going to set that to 0 and I want to set a keyframe
08:53just before the car hits the curve.
08:55So right about here and I'm going to go to the Rotation and hold down the Ctrl
09:01key and click on the dots to make them red.
09:05Now I can advance forward through the sequence, and right about here is where I
09:10want the car to start to swing out again and so I am going to add just a little
09:14bit of movement outward, right there, and it's about -13.
09:19I will Ctrl+Click again and then I'm going to go forward in time and I want it to
09:23swing out much farther there.
09:25So I am going to go -13 out to about there, -43 or so, Ctrl+Click.
09:30And then as it goes down the path I want it to straighten out again.
09:34So right around frame 55 or so, I will set this to the 0 again and then
09:39Ctrl+Click to set a keyframe.
09:41Now I could fishtail it back and forth again, but I think you get the point.
09:45So now when we hit play--I will rewind and hit play again, it goes round the curve nicely.
09:52It has a nice little swing out.
09:53It's a little bit fast, but we could slow that down by moving the keyframes
09:56around in the timeline.
09:58I think you get the idea at this point.
10:00So the next thing we need to do is to create the second car.
10:03The second car is going to be a derivative of the first car, so we don't need to
10:06do that operation all over again.
10:08All we really need to do is to duplicate the parts that make up that first car.
10:11So let's go to the spline, and first thing I want to do is add a Null object to the scene.
10:15I am going to group everything under this.
10:16I will call this Null object Car Group 1, or 01 actually. I like to put 0 on
10:23there, and then I am going to call this one Car Spline 1, Car Spline 01, and
10:30then let's take the DUMMY CAR and Car Spline 01 and make them children of the car group.
10:35Now this entire group if I duplicate it, watch what happens.
10:39I'll hold down the Ctrl key and I am going to drag that down and it changes the
10:43name to .1, but it now gives me two cars.
10:46Now they're exactly in the same location as one another right now.
10:50So I need to adjust their position.
10:52The way I am going to do that is by moving the spline around.
10:55Before I do anything else I want to change the name.
10:57So let's change this name to be Car 02.
11:00Change that Car spline to Car 02 spline, and then change DUMMY CAR 1 to DUMMY CAR 2.
11:04Now I've got a clean hierarchy here with two different names.
11:09Let's select the Car spline and switch to the Top view.
11:13Now watch what happens.
11:14I am going to back out just a little bit so I can see my whole spline and I am
11:19going to draw a rectangle around these points.
11:20I am going to move them just out of the way, and look you can see that I've got two cars.
11:23This little white dot is a car here.
11:25I'm going to just offset their splines a little bit, so that they are not going
11:30in exactly the same path around that turn.
11:34That's very important to make sure that they do not look exactly the same.
11:37You don't want them to be slot cars, they want to feel more realistic, and two cars
11:41wouldn't take exactly the same line around a curve.
11:45Now bring this out here and take these guys and move time right over here.
11:50That's pretty good.
11:52And now when I scrub through the timeline, let's zoom in a little bit on that,
11:58you can see that we have got two cars that are right next to each other and they
12:01are a little too close together.
12:02There are some overlaps and stuff still, but we are going to move the keyframes
12:05around and they cut around the corner and head off into the distance.
12:11And you notice my camera doesn't quite line up with that.
12:14We are going to have to fix that in just a second too.
12:16So we want to adjust the keyframes on the camera in order to make it line up perfectly.
12:21So now what we need to do is to adjust the keyframes.
12:24Let's switch over to the timeline.
12:26I will go to Window and then go to Timeline and that brings up the timeline
12:30where I can manipulate the keyframes on this car.
12:33So right now we are looking at the F- Curves for the scene and I need to look at
12:37the keyframes for right now.
12:38So let's hit the Spacebar with our mouse over this window and then hit the
12:41letter H on the keyboard; that frames up and shows us all of the keyframes.
12:45For the moment I don't want to touch the camera parent keyframes, I
12:49want to mess with the car keyframes.
12:51I am going to do that by changing the keyframes on the objects.
12:55Now you notice that these objects, all four of them have the same names, the
12:59same groupings of names.
13:00What I need to do is to go in and change the names of the objects.
13:04Car 1 steer and car 2 steer; this one needs to have the name car 2 steer and you
13:10will notice that when I change that, it changes the name of it here.
13:13The Align to Spline tag needs to have its name changed to under the Basic
13:17properties for the tag.
13:18I'll call it Car 1 Align to Spline.
13:23Actually, I'm sorry that's Car 2.
13:26Let's change that to be Car 2 Align to Spline.
13:28And then on the other Align to Spline, I will change this to be Car 1, Car 1 Align to Spline.
13:33Let's add a little space in there. There we go.
13:37Now we've got the names that make sense and I can see which one is which.
13:40I want Car 1 to be ahead of Car 2,
13:42so I want its keyframes to happen just a little bit quicker and sooner in time.
13:46So let's grab those keyframes.
13:48I held on the Shift key to grab both tracks and I'm going to move those cars and
13:54forward in time just a bit.
13:55So now when I scrub through, you notice that the cars are suddenly behind
13:59each other, and as I go back to time 0 and scrub through the piece, there's Car
14:052 behind it and they can swing out and then go around the corner and then
14:09come back in again.
14:11Now what I need to do is to adjust the keyframes on the camera and so that they
14:15capture the moment.
14:16So I want the camera to follow the cars around a turn and so this is the point
14:19where they hit the turn,
14:21and in my CAM Parent, these are the keyframes that represent the camera turning
14:25to follow the actions.
14:26So if I take these keyframes right here and move them to the left, there we go.
14:32Now my camera will follow that action much more closely, boom, and the cars leave the frame.
14:38Let's double check something.
14:39I am going to close the timeline up, switch back to the Camera view, and then
14:43switch to the Perspective view and now when we scrub through, there's our cars
14:49rounding in the corner, boom, and then they go off into the distance.
14:52Now you can keep tweaking these values to refine the animation more, but I think
14:56you get the picture.
14:57An important thing to remember here is that the splines make your animation a
15:00lot more manageable.
15:01Let's hit play and see what our action looks like.
15:03You can see the cars coming at the camera and right around the corner there.
15:07That looks really cool.
15:08These animation paths give us tons of ability to change the character of the
15:12animation with just a few clicks.
15:14Using splines for motion paths can save you a lot of time and give you more
15:17control when you are animating.
15:19For more on working with CINEMA 4D check out the CINEMA 4D section on lynda.com.
15:23That's it for this edition of Design in Motion.
15:25Keep it moving and I will see you next time.
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029 Working with XRefs to simplify your workflow
00:00Hi! Rob Garrott here and welcome to Design in Motion;
00:03the weekly series where we explore important fundamentals in the world of motion graphics.
00:06Today we are going to talk about something called an XRef in CINEMA 4D.
00:11Working flexibly and efficiently is really the only way to get your motion
00:14graphics projects done on time and still be able to react to client changes.
00:19Recently, I had to create a scene with race cars chasing through a cityscape.
00:24About halfway through the project, the director decided that he wanted to have
00:27different cars in the scene.
00:29XRefs saved my life.
00:31They helped me and they can help you too.
00:33An XRef is a special object in CINEMA 4D that points at an external C4D scene file.
00:39What that allows you to do is to keep that scene file updated, and then any
00:43place that XRef uses it, gets automatically updated as well, and makes a
00:48very flexible workflow.
00:49Let me show you what that means.
00:50I'm going to go to the Create menu down to the XRef submenu and there is an Add
00:55XRef command but I don't like to do that, I prefer to add it manually.
00:58So I am going to add in an XRef.
01:00This red icon here indicates that the XRef has no reference to it.
01:04So under the Object Properties for the XRef, I am going to tell it to look at a
01:08scene file, and that's this Reference field.
01:10So I'll click on the Load Scene File button and then I'll navigate to white sedan.
01:15If I open the white sedan, I now have this white sedan here, and it looks like
01:20everything is a regular object in CINEMA 4D except that this XRef points back
01:25at that white sedan.
01:26If I click on the XRef and go to the Object Properties and hit Open for Edit,
01:31it's going to open up that white sedan model.
01:34If I make a change to this white sedan, let's say I will add a cube to the
01:38scene, and I'll put that cube right on top of the car. There we go!
01:45Now there is a big block sitting on top of my car.
01:48I am going to save, Command+S, and if I switch back over to my Untitled document
01:52that I was just working out of, it looks like nothing has changed here.
01:55But if I click the Reload button, look at that, the Reload button loaded in that
02:00change I made in the scene.
02:02If I go back to the scene and delete the cube, go back to the white sedan, and
02:06select the cube and delete it, and then save, Command+S or Ctrl+S on the PC.
02:12I'll go back to my Untitled document and reload it again.
02:15That cube disappears.
02:16So any changes I make in that scene file get updated wherever I am using the XRef.
02:21So let's take a look at that in a practical application.
02:24So I've got a car chase here and let me just rewind back to 0 and hit play.
02:28Let's bring the Perspective view full-screen.
02:30When I hit play on this, I've got a really cool looking car chase here.
02:35Only problem is, is that the director has now told me that instead of two white
02:39sedans, they want a red hatchback being chased by a green van.
02:43So I have got to swap the cars out.
02:45Well, the XRef process makes that really quick and easy.
02:48The way I have built my hierarchy here is that I have a dummy car object that's
02:52being animated along the spline, and underneath that is a second null object
02:56that is controlling the direction that car is facing and then under that, I've got my XRef.
03:02Now that may seem excessive for a parenting arrangement, but that means that
03:06I can move this XRef, or swap it out, and not affect any of the keyframes
03:10because the only objects that have keyframes on them are the car 1 steer, or
03:14the car 2 steer, and then the Align to Spline tags. Those are the only places
03:18that have keyframes.
03:20That means I can move this around and it won't affect my animation or I can swap
03:23it out entirely and my animation will not change.
03:26That's the flexible part.
03:28So let's change the first car to the red hatchback that the director asked for.
03:31So I am going to go to the XRef, select the Load Image button, and navigate
03:35to the Desktop to my Xrefs folder and I will grab the red hatchback, and then hit Open.
03:40It's going to ask me, are you sure you want to update it? Yes I do.
03:44When I do that, you can see now that's changed to a red hatchback.
03:48My animation is still valid.
03:49There goes the red hatchback.
03:51I kind of like that one.
03:52Now, the second car needs to be a green van.
03:55So let's find the XRef for the second car.
03:57That's in this hierarchy right here.
03:59When I select this, and I click the Load Scene file button, I will navigate to
04:03my Desktop to my Xrefs folder, and I will grab the green van out of there.
04:06When I hit Open, I tell it, Yes, I want to update that green van, and boom!
04:11There is the green van.
04:14I'll deselect my objects by clicking over in the Object Manager.
04:17Now when I hit Play, I've got the same animation with two different cars.
04:21That's exactly what the director wanted and it took me no time at all because I used XRefs.
04:27XRefs truly are a game changer when it comes to having a flexible workflow.
04:31For more on working with CINEMA 4D, check out the CINEMA 4D section of lynda.com.
04:35That's it for this edition of Design in Motion.
04:37Keep it moving and I will see you next time.
Collapse this transcript
030 Using constraint tags to control the camera
00:00Hi! Rob Garrott here and welcome to Design in Motion, the weekly series where we
00:03explore important fundamentals in the world of motion graphics.
00:07In the 3D world, a constraint allows you to create relationships between objects
00:11that aren't in the same hierarchy.
00:13This gives you incredibly powerful tools for controlling the camera in CINEMA 4D. Let's take a look.
00:19In CINEMA 4D the idea of a constraint is expressed through a tag and that tag
00:23can be applied to objects and that tag will allow you to link the position,
00:27scale, rotation or the direction of an object to another object.
00:31There's lots of different ways you can create constraints.
00:34So I'm going to right click on the Cone and in the Character Tags, I'll add a Constraint.
00:38It looks like a little pushpin.
00:40Now nothing happened initially.
00:41That's because I've to turn on the Constraint tag, and the one I'm going to turn
00:46on is the PSR and that stands for Position, Scale, and Rotation.
00:50There are many different types of constraints I can create, but we're going to
00:53focus just on this one today and link the position of this cone to the positions
00:57of these other letters.
00:58So I'll turn on PSR and that jumps me right to the PSR options and I can now see
01:03the properties for Position, Scale, and Rotation constraining.
01:07The Target field is where I want to tell the tag what objects should this cone be linked to.
01:13You can see that Position and Rotation are already activated for this tag.
01:17So when I drop my first letter, which is going to be the letter, A, into
01:20that Target field, the cone is going to jump from its current location to
01:24the position of the A.
01:25So I drag the A right into that field and you can see my cone did indeed jump
01:30and if I select the A and move it around, even though they're not linked
01:36together visibly here in the Object Manager, the cone is still moving with the
01:41A no matter where it goes.
01:43Let's undo to get that back to its regular position.
01:46Now back in the tag, I now have the ability to add in a second target.
01:51So I'm going to click the Add button and the Add button allows me to add a
01:55target and now I've got two targets here.
01:57Let's add in the B and when I do that, the cone jumps to exactly the middle of
02:04these two letters and that's because of these sliders here.
02:07Let's enlarge this window just a bit, and this slider controls the Weight, the
02:11priority of the target relationship here.
02:15And if I drag this slider for the A Target to the left to make it 0, watch what happens.
02:20The cone is going to go from here over to here.
02:23And I drag that down.
02:25you see the cone goes to B. If I drag that back again, it splits the difference.
02:30Two 100 percents will average out the 50% and that's what's happening here.
02:34Now the really cool thing about this relationship is that wherever I move the A,
02:39the cone will always stay exactly half of the distance and so if I grab this
02:44handle and move it around, the cone stays exactly 50% of the distance from the A
02:51to B, and that's a really magical thing.
02:53It allows you to do a lot of really cool relationships.
02:55Constraint tags were originally invented for building character rigs, but we can
02:59use them to control our camera.
03:01Let's move over to an example file and I'm going to go to the Window menu and
03:05I've got it open already.
03:06it's called Car-Chase START, and what I've got going on here is a car chase
03:10that is traveling along this road and two cars travel around the corner,
03:15skiding along the way.
03:17And what I want to be able to do is have a camera move that goes from the
03:20helicopter and then jumps down from the helicopter and links to the first car
03:26and that is something I could not do with keyframes.
03:29I have to do that with constraints. It's the only way.
03:32So the first step in this process is to look at the controls that I have setup
03:36in this scene file.
03:37I have in my helicopter a camera mount null and that null is simply a Null Object
03:43that's placed inside the helicopter.
03:44Let's zoom in here a little bit, and it's right inside the helicopter and that
03:48will become the location that the camera will start from and then leave on its
03:52way to the other car.
03:54Now let's look at the car objects and we'll zoom in on the car, let's bring them
03:57forward into the scene.
03:58And these are just simple dummy cars that I've built for this scene file, but
04:02they're rigged in a way that makes it really easy to swap out the car body.
04:05Within each of the cars is a cam position null, and that cam position null
04:10will become the location of the camera will try to jump to during the
04:14animation of the sequence.
04:16So I've got a null in the helicopter, I have a null in the hero car, now I've to
04:20create the relationship between the camera and these Null Objects so that it can
04:24jump from one to the other.
04:26So let's back up here a little bit so I can see the whole scene file, and the
04:32way I have my camera setup, I have something called a Camera Constrainer and
04:35this null is setup as the parent of the Camera Parent and it allows me to move
04:41the camera from one location to another and still have the Camera Parent free
04:45to move around underneath that null, so it gives me a lot of control and flexibility.
04:49So let's start off by right-clicking on Camera Constrainer and going to
04:53Character Tags and then doing Constraint, and the Constraint tag now shows up on
04:58the Camera Constrainer and there's that pushpin.
05:00Let's raise this up just a bit and I'm going to activate PSR and within the tag,
05:06I don't need Rotation in this case.
05:08I only want to activate Position.
05:10So I'm going to turn Rotation off.
05:12And then in the first Target field, I'm going to drop in the helicopter
05:16camera mount, and now you'll notice my camera jumps right up to the position of the helicopter.
05:22The next thing I want to do is to add a second target and then deactivate the
05:26Rotation for that as well.
05:28Now for this one, I want to add in the Car Cam position.
05:32That is the location I want the camera to jump to.
05:34So when I add that null into the target field, the camera will now split
05:39the difference between those two locations, and you watch as I scrub
05:42through the animation,
05:43the camera is going to be moving exactly half the distance between the Null
05:47Object in the helicopter and the Null Object in the first car.
05:49If I adjust the balance between those, I can get the camera to stick to one of
05:53the other and that's what we're going to keyframing is this Weight value.
05:56So let's bring the car target value to 0 and that locks our camera to the
06:01helicopter and then let's go and forward in time to the point where we want
06:05the camera to jump.
06:06So we're going to have it jump from the helicopter somewhere right about frame
06:0945 or so, and I want to set a keyframe for each of these Weight values.
06:14So I'll hold down the Ctrl key, I selected both of them by hitting Ctrl and
06:18clicking on the word Weight.
06:19I'll hold down the Ctrl key and change that black circle to a red dot.
06:23Now if I move forward in time, I want the camera to drop down after the
06:27car turned the corner.
06:28Let's pan this out a little bit so we can see exactly what's happening.
06:33So about frame 60 or so, I'm going to switch these values, and as I switch these
06:40values, the camera will now jump.
06:42Now it jumped very harshly right there, but you'll see when we keyframe it, it's
06:46going to jump smoothly.
06:47So if I hold down the Ctrl key and change these yellow circles to red dots, now
06:51I've got keyframes for those values and watch what happens.
06:55As I scrub through the animation, the camera will now start moving right to that
07:00target car and it locks itself on the target car as the car is moving, and this
07:07is something that you could not do with keyframes.
07:09This constraint tag really allows you tons of control and flexibility for your scene.
07:14In order to look through the camera I'm going to switch my layout.
07:17I have a custom layout I'll set up for this.
07:20I'll go from my Layout button and change it to Standard w-Extra View and this
07:24Standard w-Extra View gives me two windows.
07:26I'll just resize the window a little bit just to get those to redraw correctly,
07:30and you can see now I'm looking through the camera, the actual camera object in
07:34this view, and that is indicated by the Active Camera icon right here.
07:39I have this view port set up as the Render view, and now I can look through that
07:42camera and as I scrub through the animation, I start on the helicopter and then
07:46drop down right to the car as it rounds the corner. Boom!
07:51And there's my car, and the camera position right now is dead even with the
07:56ground and that's the great thing about this camera parent.
07:58I can go in here and move this value around and adjust the position, so I can
08:02take the camera position and raise it up just a bit so it's not in the asphalt anymore.
08:06It's just even with the headlights of the car, and then I can adjust the Z
08:11position of the camera to control just how close the camera is to the car.
08:15That's pretty much it for how you control the camera with the constraint.
08:18There is lots of variations on this technique you can do and there is also lots
08:22of subtleties you can add to the camera movement by keyframing the camera parent
08:25and the camera itself.
08:27Take a look at the end example file that's with the project files and you'll
08:30see just what I mean.
08:31I've keyframed the camera and done some subtle movements on the F-Curves to get
08:35the smooth response.
08:36This kind of control is an essential tool for capturing intense and dynamic
08:40action, and it will open up a whole world of possibilities for your
08:44animation projects.
08:45For more on working with CINEMA 4D, check out the CINEMA 4D section of lynda.com.
08:49That's it for this edition of Design in Motion.
08:51Keep it moving and I'll see you next time.
Collapse this transcript
031 Creating motion blur in After Effects
00:00Hi! Rob Garrott here!
00:01Welcome to Design in Motion, the weekly series where we explore important
00:04fundamentals in the world of motion graphics.
00:06In this edition we're going to take a look at motion blur in After Effects and
00:09how it can be used to make your compositions more interesting and realistic. Let's get started.
00:14Now motion blur is an artifact that was first experienced in motion picture
00:19cameras that used film footage.
00:21A motion picture camera has something called a shutter in it that it used to
00:26control how much light gets to the film back of the camera.
00:29While that shutter is open, if an objects moves within the frame, then
00:32that object is blurred.
00:34Everything that's not moving in the frame remains crisp.
00:37That artifact is called motion blur.
00:39It's a characteristic of video cameras and film recorders and it is something
00:44that we've all grown accustomed to seeing.
00:46Computer animation software, like After Effects or Cinema 4D, do not actually
00:51produce that artifact naturally.
00:53The programmers of them had to put it in there for us.
00:57That's actually a good thing, because it allows us to control how much motion
01:01blur we have, or if we have motion blur at all.
01:03There are times where you don't want to have it.
01:05In After Effects, a motion blur is kind of a two-step process.
01:08Now I have a very simple composition here and this is a simple shape layer of a
01:13square moving across the screen from left to right.
01:15I'm going to do a RAM Preview by hitting 0 on the numeric keypad.
01:20As you can see, the square is moving from left to right across the frame
01:23just fine, but as it moves, there's a crispness to the motion that just
01:27screams computer-generated.
01:30In reality, all of us know that this was generated in a computer, but we still
01:34want it to feel very natural and realistic, and that's where motion blur comes in.
01:38Now I've got another composition here.
01:40It's the exact same comp with a square moving across from left to right.
01:44What I'm going to do in this composition though is I'm going to activate motion blur.
01:48Now activating motion blur in After Effects is a two-step process.
01:51Now step one is to click on the layer that you want to activate motion blur for.
01:55You don't actually have to click on the layer;
01:58it's just something I like to do, because it allows me to trace visually
02:01across the screen to the Switches Column, where you're going to actually commit step one.
02:05Step one is to activate the motion blur switch for that layer.
02:09And you'll notice when I click on that button, you'll see that the word
02:12motion blur appears.
02:13That's to remind me that I've turned on motion blur.
02:15That is not enough.
02:17If I were to do a RAM Preview right now, I wouldn't see anything happening.
02:20So in order to see the motion blur visible on the comp, I have to tell After
02:24Effects that I want to actually preview that motion blur.
02:27And I do that by turning on this switch right here and you'll see that the
02:31little pop up says Enables Motion Blur for all layers.
02:33So I'll click on that and now I can do another RAM Preview and I'll hit 0 on
02:38the numeric keypad.
02:39And as my object moves across screen, it's doing the exact same motion, but
02:43there's now a very smooth blur happening from frame to frame.
02:48I'm going to stop playback and just park on this.
02:50Now because I've got it selected here, you can see the wireframe for the layer,
02:54I'll deselect that by clicking in the gray area.
02:56And now you could see if there's a very slight blur.
02:59That blur is the interpolation of After Effects calculating how far the pixels
03:02have moved from frame to frame, simulating that motion blur effect.
03:06Now you can control this motion blur in the composition settings.
03:10Now I'll hit Command+K or Ctrl+K on the keyboard and in the Advanced tab are the
03:15Motion Blur settings, and there are four settings here;
03:18Shutter Angle and Shutter Phase, they determine the intensity of the Motion
03:23Blur effect, and then Samples Per Frame and Adaptive Sample Limit determine the quality of it.
03:28Now the Shutter Angle is the most important one here.
03:32This tops out at 720 degrees, but you can use this to increase or decrease the
03:37amount of motion blur.
03:38I'm going to max this out at 720 degrees by just clicking and dragging all
03:43the way at the right.
03:44You can see here that in the Preview window, the motion blur has gotten much more intense.
03:48I'll hit OK here and then do another RAM Preview by hitting 0 on the numeric keypad.
03:55And as you see, the object moves through the frame with much more blur. Let's park on it.
04:01You can see that there's a bunch of steps here in that, and that's controlled by the quality.
04:05And if I hit Command+K again to get back to the Composition Settings and go back
04:10to the Advanced tab, I can dial down the Samples Per Frame.
04:13The Samples Per Frame and Adaptive Sample Limit work together to control the
04:17quality of the motion blur.
04:19I'm going to take my Adaptive Sample Limit and scrub it all the way down to 16
04:24and hit OK, and you notice that nothing happened.
04:26That's because if I go back to the settings here, you'll see that the Samples
04:29Per Frame is still set at 16.
04:31If I dial those down to the lower limit of 2, now I start to see a very
04:36steppy motion blur.
04:37And there actually may be a stylistic reason that you'd want to do it.
04:40In practice over the years, I haven't ever really messed with these values, but
04:43it's there if you need it.
04:45I'm going to turn that back up to the default of 16 and 128; 16 for the Samples
04:50Per Frame and 128 for the Adaptive Sample Limit and leave my Shutter Angle at
04:54720, and you could see I'm now back to that nice smooth blur.
04:58Now the next thing I want to talk about is the idea that not all layers in the
05:02composition need to have this motion blur.
05:05There are times where you may want to make a point by having one object have
05:09motion blur and another object not have motion blur.
05:11In this next type example, I've got some layers here and I'll do a RAM Preview.
05:15So as you can see, I have two simple sentences here, motion blur good;
05:19no motion blur bad.
05:20Now there may be a time, like I said earlier, that you'd want to have one set of
05:24layers not have motion blur.
05:25And that's the beauty of After Effects, is that it's completely optional on a
05:28layer-by-layer basis.
05:30I'm going to turn on motion blur for the Good layers and that's layers 3 and 4
05:35here, and I'll activate that motion blur by doing that.
05:38You can see that it immediately killed my RAM Preview for the comp.
05:42And if I back up in time, I still don't see the motion blur.
05:46That's because remember, I have to activate it here, when I turn it on.
05:50I can now scrub through and see a very nice smooth motion blur for that.
05:55If I do a RAM Preview, I've got motion blur good, no motion blur bad.
06:00Let's go ahead and crank up that motion blur so that we get a really strong effect.
06:04I'm going to hit Command+K or Ctrl+K on the keyboard to bring up the
06:08Composition Settings and go the Advanced tab and I'll crank that Shutter Angle
06:12up to 720, which is the max.
06:14And you can see I have a much more intense Motion Blur effect, and let's do
06:18another RAM Preview.
06:20
06:27So as you can see in this example, the motion blur good layers have a smoothness
06:32to their animation that really just isn't present in the no motion blur layers.
06:36As you can see, motion blur has a huge impact on the look and feel of your animations.
06:41I have a couple of clients that don't like it, but generally speaking, I always have it on.
06:45For more great After Effects courses, be sure to check out the After Effects
06:48section on lynda.com.
06:49That's it for this edition of Design in Motion.
06:51Keep it moving and I'll see you next time.
Collapse this transcript
032 Using keyframe interpolation in After Effects to fine-tune movements
00:00Hi! Rob Garrott here and welcome to Design in Motion.
00:03The weekly series where we explore important fundamentals in the world of motion graphics.
00:07In this edition, we are going to look at basic keyframe interpolation in After Effects.
00:11I know it sounds really, really scary, right?
00:13But it's actually pretty simple and it can add a lot of polish and style to your animations.
00:19Let's take a look.
00:20So After Effects has two different types of interpolation, Temporal and Spatial,
00:25and they both relate to how the keyframes behave.
00:28The Spatial Interpolation, relates to how that object moves through the frame of a composition.
00:34The Temporal Interpolation relates to how data passes through a keyframe from
00:39one value to another.
00:40Interpolation is how the software determines what happens in between the keyframes;
00:45and that phrase in between is the key.
00:47Let's take a look at this Spatial Interpolation example.
00:50When I select the Linear object, you can see I have got a very hard angle here
00:55as the information passes through a keyframe and out the other side, and that's what
00:59Linear does, it's a hard corner, and if I do a RAM Preview, you can see that it's
01:04got that nice little point right at the top.
01:07Now the BEZIER option, if I select that and turn those other guys off, has a
01:13smooth interpolation as the data passes through. When I RAM Preview that, you
01:18can see, I have got a nice smooth arc there.
01:21When I select the middle keyframe for this, you will notice that I can break
01:25that handle, that's what Bezier is all about.
01:27It allows you to break that handle and introduce hard edges and then smooth
01:31outputs to the object.
01:33I didn't mention this earlier, but you can get to these interpolation methods by
01:37either selecting keyframe and right- clicking and going to Keyframe Interpolation,
01:41or you can go to the Animation menu, once you have the position track. If I hit
01:46the letter P on the keyboard, bring a position, select the word Position and go
01:49to Animation > Keyframe Interpolation, I am going to get to this Interpolation
01:54menu and I am going to set that interpolation to be Bezier and hit OK and it
01:59doesn't change here. That's because Bezier keyframes can take any shape.
02:03Now if I go back in, and select Continuous Bezier.
02:06A Continuous Bezier looks a lot like Bezier and AUTO Bezier looks very similar as well.
02:12If I turn those guys on and select them both, if I hold down Command or Ctrl
02:16keys and I can see that as I scrub through they look exactly the same.
02:20Those two squares are right on top of one another.
02:22If I turn off the bottom, I can see that I have just got that one guy, and if I
02:27do a RAM Preview you can see that it's moving on a nice smooth arc.
02:29It looks just like Bezier.
02:30The difference between Continuous and AUTO is how the handles behave.
02:33Now I don't want to belabor the point here.
02:35Chris Meyer has a great course called After Effect Apprentice, and Chapter 3,
02:39goes into great detail about these interpolation methods and I suggest you guys
02:44go and check that out for some more in-depth information.
02:47So that's a really quick overview of Spatial Interpolation.
02:50Temporal Interpolation relates to how data passes through the keyframes and if I
02:55open up this Key Frames Assistant one, I have got a same Linear motion here.
02:59But I don't have that third keyframe.
03:01If I hit U on the keyboard and so I have got four keyframes here.
03:05If I bring the size down a bit, so I can see everything, you can see that I have
03:10got movement here, a hold here, and then a movement here, and so the default
03:14method Linear is this little diamond shape in the keyframe, and that's how you
03:19can tell what you have got going on here is the shape of the keyframe.
03:21Now if I reveal the next one down which is Ease In, the Ease In keyframe, as I hit
03:27U on the keyboard, look a little bit different.
03:29You can see that they have this little cut out shape here and that phrase Ease
03:34In is again important, because data passes through a keyframe from left to right
03:39and as data travels into a keyframe, it's easing or slowing down, and as it
03:44travels out of the keyframe, in this case, it's going to have an hard out.
03:48If I do a RAM Preview on that, you will see that it hits its mark smoothly and
03:52then takes off very hard.
03:54Ease Out is going to be just the opposite of that and you can see that Ease
03:59Out hits it's mark hard and then travels smoothly out of it, and then Easy Ease has both of them.
04:11And last up is the Hold keyframe which is like a switch and if I reveal those
04:16keyframes, let's go back and twirl these others closed and take a look at those
04:19guys, Easy Ease. If I hit U on the keyboard, you can see that those guys are cut
04:23out there, and if I do a Hold keyframe, U on the keyboard, you can see that one
04:28has a little hard edge on it.
04:29That's because that the Hold keyframe is like a switch.
04:32When I hit 0 on the keypad and get my RAM Preview, you can see that it holds
04:34there and when it hits the keyframe it immediately jumps position.
04:39Now you can tap on the keyframe while holding down Command or Ctrl on the PC and
04:44it will cycle through the keyframe interpolation methods of Linear and
04:48Continuous rasterization.
04:50Now to get the Easy Ease you can hit F9 on the keyboard which is a
04:53great keyboard shortcut.
04:55To get the Ease In, Ease Outs, you can right-click and go to Keyframe Assistant and
05:00do Easy Ease In or Out.
05:01Now you can use these keyboard shortcuts that you see here, Shift+F9 or
05:05Command+Shift+F9, on the PC it would be Ctrl+Shift+F9.
05:08Now I am not a super big keyboard shortcut maven but I think these are ones that
05:12are definitely worth remembering.
05:14So once again, check out Chris Meyer's course for more detail about these
05:18interpolation methods.
05:19What I really want to talk about is why they are important.
05:22So I have an animation here, let's do a RAM Preview on that, and so it's a smooth
05:29animation and if I select the type element and hit U on the keyboard, I have got
05:34some keyframes. The Blur Length is these two keyframes and then the Scale is
05:39what's making the object appear to come from infinity.
05:41Now I have this middle keyframe set to be Continuous Bezier and that's what's
05:46giving me my nice smooth hit as it passes through that keyframe.
05:51Now that's a very smooth animation.
05:53Let's watch what happens when I change this back to Linear and let's do a RAM Preview again.
06:00You will notice that it doesn't feel very smooth and that's really what I want
06:05to talk about is the personality that your objects take on when you change that
06:11keyframe interpolation.
06:14Now if I do an Ease In on this, let's right-click and go to Key Frame
06:18Assistant > Easy Ease In, and now you will see it has the same sort of
06:26disjointed feel. It really does not match the style of the original animation
06:31and it doesn't feel very smooth.
06:32Let's take a look at this one last one as well.
06:34It's sort of the opposite situation.
06:36I will do a RAM Preview here. BAM!
06:40So I have got this type element that hits and shatters this piece of glass here
06:44and let that play through couple of times.
06:50Boom!
06:51Now if I select the BAM! type and hit U on the keyboard to bring up the keyframe, you see that I've
06:56got both Position and Scaled keyframes on here, and those Position and Scaled
07:01keyframes are set to Linear and that's what's making it feel like it's hitting, BAM!,
07:06and shattering that glass.
07:07If I change these keyframes and make them say Easy Ease keyframes, I will
07:11select them both and hit F9 on the keyboard, and change those to Easy Ease, I
07:16can also right-click.
07:17But now when I RAM Preview, it just doesn't have the same kind of impact.
07:24It feels like it's slowing down as it hits that glass, which in fact it is, and
07:29it really doesn't match the intensity of the animation.
07:32It was a lot more powerful when at the Linear keyframe and the BAM! Type smacking that glass.
07:39So that is the awesome power of interpolation.
07:42It really communicates a lot of information about your objects to your audience.
07:48The important thing to remember is that you're not limited to what you create
07:51just by adding keyframes.
07:52You can add a lot of polish to your animations with just a few simple clicks.
07:56That's it for this edition of Design in Motion, keep it moving and I will
07:59see you next time!
Collapse this transcript
033 Creating motion blur in Cinema 4D
00:00Hi! Rob Garrott here and welcome to Design in Motion, the weekly series where we
00:04explore important fundamentals in the world of motion graphics.
00:07This week we are going to look at motion blur in Cinema 4D.
00:10Adding motion blur to your 3D animations can be a really huge hit on your render
00:14times, if you want it to look right.
00:16In general, it's a really misunderstood process, but with a few key tips, you
00:20can have just the right effect for your animations. Let's take a look.
00:23Now motion blur is an artifact that occurs when an object moves position within a
00:29frame while a camera shutter is open.
00:32Now this effect was first visible in film cameras and modern digital
00:36cameras have been made to reproduce this artifact, because it's very
00:40pleasing to the eye.
00:42Modern animation software like After Effects and Cinema 4D, both have this
00:46ability to mimic that effect, and once again, it is something that is extremely
00:52pleasing to the eye.
00:53It makes the animation seem and feel more polished, and so it's something that
00:58you, generally speaking, always want to have in your animations.
01:01How you get it though is a little bit of formula for some people and everybody
01:05has got their own individual kind of mix that they like to do.
01:09What I want to do is show you two different types of motion blurs in Cinema 4D
01:14and how they function, and then a third type in After Effects that I think works even better.
01:19So here in Cinema 4D, I have got a simple logo animation.
01:22I will just scrub through it real quick.
01:24You see it's a logo falling back down into position here.
01:28Let's go to Frame 2, and I am going to go Shift+R on the keyboard to render out
01:34the current frame in the Picture Viewer.
01:37Let's move that Picture Viewer smaller here and just get up like that. There we go.
01:41And now the Picture Viewer is showing us just that single frame and I have got
01:47just the default Render settings on here.
01:49Now you see that the logo has no motion blur on it at all.
01:53Motion blur is not on by default, and that's the case for most 3D applications.
01:56That's because motion blur can be a pretty significant render hit and they
02:00want to give you the fastest render first and let you turn on all the bells and whistles.
02:04So let's do that.
02:05So there's two types of motion blur in Cinema 4D.
02:08There's Vector Motion Blur and then the motion blur associated with the physical render.
02:12So the Vector Motion Blur, I will talk about first, and that's a two-step process.
02:17Step one is to activate the motion blur inside the Render Settings.
02:22So let's bring up the Render Settings, Command+B or Ctrl+B on the keyboard, and
02:26we want to go to Effect and then go to Vector Motion Blur and when we turn that
02:32on--let's close that for a second.
02:34And I will do a Shift+R again, and let that render.
02:38You can see that nothing happened.
02:39That's because it's a two-step process.
02:41So step one is to activate it in the Render Settings.
02:44Step two is to tell Cinema 4D which object should have the blur on it, and
02:49that's the logo parent.
02:51So I am going to right-click on that and go to Cinema 4D Tags and then to Motion
02:57Blur, and when I do that now, and I Render, Shift+R, you see that then I get a
03:05motion blur on here, and you saw that it happened after the fact.
03:08That's because motion blur is something called a post-effect.
03:10It happens after the rendered image is complete and the blur gets applied to the image.
03:14And because it's a post-effect, it doesn't really look all that good.
03:19It doesn't look nearly as good as the Physical Render Motion Blur.
03:22Now there are some Quality Settings that I haven't turned on yet.
03:25If I go to Command+B or Ctrl+B to bring up those Render Settings again, you can see
03:29that the Vector Motion Blur has some settings associated with it.
03:32Now the Phase and Density can be used to adjust the intensity of the Motion
03:37Blur and also where the motion blur sits on the object. Typically, I always
03:41leave that at zero.
03:42The Samples and Sample Radius control how good the motion blur looks.
03:47And so the Sample Radius, if I bring that up to, say 3, and let's do
03:51another Render, Shift+R, you can see that, that smoothed out the motion blur quite a bit.
03:58This was the default value right here, and that is the Sample Radius, and you
04:03can see it smoothed out those pixels.
04:05If I go back to the Samples now and let's bring those up to 128 and then do
04:09another Render, Shift+R, it's going to take a little bit more time to process
04:13it, and you can see it smoothed it out quite a bit.
04:16So this was the default.
04:17That is the Sample Radius increased, and then that is the Samples increased.
04:22And it's not a bad looking motion blur, but there's a better looking motion
04:26blur, and that's in the Physical Render, which was introduced in Version 13 of Cinema 4D.
04:31So what I am going to do is--let's bring up a new file here to start off with.
04:36So I've got another file here that we are going to use to demonstrate that motion blur.
04:40So let's close up the Picture Viewer for a second in the Render Settings and
04:42let's scrub forward in time.
04:44It's the exact same animation as before and I've just got all of the values set
04:49to zero in the default Render Settings.
04:51And so if we bring up the Render Settings, you can see it's on the Standard Renderer.
04:55Now if I do a rendering, Shift+R, you can see that the logo looks crisp and clean.
05:02So if I go to the Renderer and turn on Physical Render and I select the Physical
05:06Render options, now there's a check box for Motion Blur.
05:09Let's turn that on and do another rendering, Shift+R.
05:14Now the first thing you will notice is that the rendering is taking a lot longer.
05:20The next thing you will notice is that the motion blur is burned into the image,
05:24and it looks pretty good. It's a much better starting point than it was with
05:29the Vector Motion Blur.
05:30The Vector Motion Blur, that's the starting point for it, this is the starting
05:34point for the Physical Render Motion Blur.
05:36So it's already a much nicer looking motion blur.
05:39Now there's some Quality Settings in here as well.
05:42Now you can crank those quality settings up in the Sampler, and this Motion
05:47Subdivisions control how many subdivisions you should get for a really complex
05:52motion, like a helicopter blade is a great example, where you'd would want to crank
05:56up those motion subdivisions.
05:57Same thing goes for Deformation and Hair Subdivisions.
05:59You don't need to touch those values unless you have deformations or hair in
06:03your scenes. You can leave those at 1.
06:05But generally speaking, the Motion Subdivisions of 4 is going to be fine for most cases.
06:09And I will leave the Sampler on Adaptive for now and turn up the Sampling
06:11Quality from Low to High.
06:14And then I will do another rendering.
06:16You are going to see that we are going to get a great looking motion blur, but
06:17it's take a lot longer to render.
06:20I will hit Shift+R on the keyboard and you'll see that this is going to take a
06:24significant amount of time to render.
06:26It's going to take so long, in fact, that I am going to fast forward
06:28through this to the end.
06:30So you can see that took nearly a minute and 53 seconds and that's compared to
06:36the original frame time of 8 seconds.
06:38It took a lot longer, but as you can see it looks much, much, nicer. Very clean
06:44motion blur; beautiful quality.
06:47Those two motion blurs are great starting points in Cinema 4D.
06:51I got to tell you though, I don't normally ever render motion blur burned into
06:55my images in Cinema 4D.
06:57That's because one of the problems with motion blur in C4D is that it's
07:00burned into the image.
07:01If you don't like it, you got to go all the way back to square one and re-render
07:05your image again, and that can be really time-consuming and you don't always
07:09have that luxury to go back and do that.
07:11So what I prefer to do is use a very special plug-in in After Effects called
07:15ReelSmart motion blur.
07:16Let me show you what that looks like.
07:18So here I am in After Effects and I am going to import a file and I have got
07:23this For-ReelSmart motion blur.
07:24Now this is just a clean rendering of that animation that you saw before and I
07:30will double-click on that.
07:31I will just scrub through this footage, and you can see that's just the rendered
07:35animation as we saw it before.
07:38So very simple, no motion blur at all.
07:40So let's drag that on to the New Comp icon and I will do a RAM Preview, and you
07:47can see there's our animation. And it's okay.
07:50It's going to look a lot nicer with motion blur though.
07:53So I am going to select my layer down here.
07:55I am going to down to the Effects menu and do RE:Vision Plug-ins > RSMB Pro.
07:59Now I have the Pro version and it's got a couple of things that make it a lot
08:03nicer to use than the basic version.
08:06So if I select RSMB Pro, you are going to notice that I now see a motion blur on
08:12this logo and that's the magic of this.
08:15What it does is it looks at the change in values of the pixels from frame to
08:19frame, and it blurs them based on the direction of travel, and if I scrub through
08:24this animation, you can see I have got a motion blur.
08:27There are some little artifacts though;
08:28we will talk about it in just a second.
08:29Let's do RAM Preview.
08:32So you can see the animation looks pretty good, but you'll notice that there are
08:38some spots in the animation where the logo is traveling from off-camera on the
08:43camera. We're getting some weird artifacts here and there's a really cool
08:47feature called the Track Frame.
08:49And that Track Frame feature allows you to tell the filter which way to analyze
08:55the video, and so if we go and tell it to do Previous, that's going to cleanup a
09:01lot of that artifact and let's do another RAM Preview, and sometimes you may have
09:05to go both directions to see which one looks better.
09:08Now I have got a little bit of a scrunching issue, because I'm looking at
09:12not the full size here.
09:14After Effects has given me a little bit of chunkiness on my image, and if I go
09:19back and just make that Full Size there, 100%. I will hit RAM Preview, you can
09:25see that chunkiness goes away.
09:29So as you can see, doing the motion blur here inside of After Effects gives me
09:34a lot more control.
09:35It's faster and easier to use and if the client doesn't like it or they
09:40change their mind on something, I don't have to go all the way back to Cinema 4D to rerender it.
09:45So this is a much better way to work, much more efficient and doing motion
09:49graphics is really all about efficiency and that's the way I like to work.
09:53Motion blur is one of the most important things you can do to your animations to
09:57make them look more realistic and less computer-generated.
09:59I always use motion blur in my work and it can make your work look more
10:03professional and polished.
10:04That's it for this edition of Design in Motion.
10:06Keep it moving and I will see you next time.
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034 Using negative space in designs
00:00Hi! Rob Garrott here, and welcome to Design in Motion, the weekly series where we
00:04explore important fundamentals in the world of motion graphics.
00:07The principles of good design were formulated long before the idea of video
00:12or motion graphics even existed, but really they transcend any sort of notions of format.
00:18In this edition we're going to take a look at the ideas of negative space and
00:22balance and how they can be used to make your designs more effective. Let's take a look.
00:27Negative space is very important for design and it's something that we actually
00:31take for granted because there is negative space in just about everything we do.
00:34Now this is a composition that has absolutely no negative space, it's a solid
00:38block of color. And no negative space really isn't very useful for a design,
00:43because you can't see anything except for that solid block of color.
00:47So some negative space is necessary for us to even read objects on screen, and
00:52so this composition has just a little bit of negative space, but that negative
00:57space now defines the shapes of those letters, and it defines the words and the
01:02spaces that those words occupy.
01:04It's very important to legibility.
01:06So you've to have some negative space in order for you to actually be able to
01:10read the objects on screen.
01:12So let's take a look at this next composition.
01:14Now in this composition don't be alarmed if you don't see exactly the same
01:18thing on your screen.
01:19I've used the Futura font to create the type on screen here that says No Negative Space.
01:23And if you do not have the Futura font installed on your computer, you won't see
01:28exactly the same layout. But that's okay.
01:30Just watch along with the screen if you don't see exactly the same thing.
01:34It talks about some of the benefits.
01:35I'm going to do a RAM Preview here by hitting zero on the numeric keypad.
01:39Now some of the benefits of space are that it gives space for the eye to rest.
01:43It defines informational hierarchy, improves legibility and eases visual navigation.
01:49Now these are things that we kind of take for granted in normal life, in normal
01:53viewing of documents.
01:55But here in design, you've to be very thoughtful about it, and so when we look at
01:59this composition you can see that there is just a little bit of negative space,
02:03and that negative space defines the letters that we see on screen.
02:07Really what negative space is all about is the idea of communicating with
02:11the viewer, and that's really what motion graphics is all about, is communicating with the viewer.
02:15In order to do that you have to use sound layout principles, and those layout
02:20principles involve negative space and balance.
02:23Now if you look at this simple layout here, the negative space that is on the
02:28left-hand side of this block of type defines it as a subheading of this headline here.
02:34That is a very simple thing, but that negative space is powerful and that it
02:38communicates with the viewer that these items are related to this headline.
02:42And once again, that's what it's all about, is communication with the viewer.
02:47Now this next composition uses negative space and it's got a lot of negative
02:51space surrounding the type block and it really helps to define what it is that's
02:58important on screen, and the most important thing on screen is right here at the
03:02center of all this negative space and it tells us that our eye should look
03:06towards that type block.
03:08So negative space in this case is telling us this type block is the most
03:13important thing in the composition.
03:14Now the type in this comp is perfectly balanced, it's right in the center of the
03:19screen, and that balance can create or relieve tension in your designs and it
03:26can also tell the viewer where to look on screen.
03:29In this case, there's no question where we want the viewer to look, it's in the
03:32center of the screen.
03:33But that negative space can lend itself to an unbalanced layout as well which
03:38can create a little bit more style.
03:40Now in this very simple illustration of this, I'll do a RAM Preview.
03:43The type, instead of coming to the direct center of the screen comes right up to
03:47the upper left-hand corner, and that unbalanced position combined with all this
03:53negative space forces our eye to look up here, even though it's not in the
03:57center of the screen.
03:59This becomes the most important thing on screen.
04:01Now let's take a look at the idea of balanced composition with 3D elements.
04:07Now this type element is centered up in the frame perfectly.
04:12It's got a little bit of negative space around it that defines its position on
04:17screen, but it's right in the dead center.
04:19Let's take a RAM Preview of this and watch how it animates on screen.
04:25You can see that that type comes up nicely in frame and because it's centered in
04:29the frame, it's going to give us a very pleasing easy-to-read type element.
04:36Now some folks would say that that type element isn't very interesting, having
04:40it right in the center of the screen, that it needs a little bit more
04:43personality and a little bit more pizzazz, and that's where an Unbalanced
04:47layout comes into play.
04:49And if I go into my Unbalanced layout for this, you can now see that the
04:53negative space over here defines the perspective and the shape of this object,
04:59and I now have a very easy read that is a lot more dynamic.
05:04And when I do a RAM Preview of this, now having it resolved to the right-hand
05:09side of the screen really gives it a sense of dynamic energy that wasn't present
05:12in the Balanced composition that we just looked at.
05:16Don't be afraid to experiment with negative space and balance. I'm
05:20actually using some negative space here to make this talking head shot seem a
05:23bit more interesting.
05:24With the right technique even a drab layout will really come to life.
05:28For more ideas take a look at Ian Robinson's course, Principles of Motion Graphics.
05:32That's it for this edition of Design in Motion.
05:34Keep it moving, and I'll see you next time.
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035 Creating depth of field in After Effects and C4D
00:00Hi! Rob Garrott here and welcome to Design in Motion, the weekly series where we
00:04explore important fundamentals in the world of motion graphics.
00:07The term depth of field comes from photography and it refers to how much of an
00:11image is in or out of focus.
00:13In a camera this can be controlled with the type of lens you're using or
00:16the Aperture setting.
00:17In motion graphics though, we control it with filters, and something called a Depth Map.
00:22Let's take a look.
00:24Now here we are in After Effects and I've got a very simple composition here
00:27that illustrates, I think pretty well, the idea of depth of field, and we've
00:31got some background objects, an in-focus set of type, and some foreground objects here.
00:36Now I have already generated a RAM Preview.
00:38I will just hit 0 on the numeric keypad to activate it.
00:42Now as you can see these white spheres drop into frame and knock over the
00:45background type and travel from the background into the foreground, and as they
00:50do, they travel into and out of focus.
00:53Now that effect is being generated here in After Effects by a very cool filter
00:56called Camera Lens Blur, and I have it applied to the adjustment layer.
01:00Let's take a look at the Effects Controls here for that.
01:02You can see that the Lens Blur filter is using a Depth Map Layer.
01:07Now the Depth Map is this very special layer that's generated by Cinema 4D when
01:12you do your rendering, and I'll talk about the Render Settings for that in just a moment.
01:16And as you can see, it's a grayscale representation of the scene as seen from
01:20the camera, and it shows in black and white detail what is in focus and out of focus.
01:26White is fully out of focus, black is fully in focus and then the shades of gray
01:31will determine the intensity of the focus from that point forward.
01:34Now let's move over to Cinema 4D and see how that depth map was generated.
01:38So this is the scene in Cinema 4D.
01:40I will just scrub through it so you can see what's going on here.
01:44You can see those balls knocking down the type and washing over them, and moving
01:48into the foreground.
01:49If I uncheck the Active Camera icon here, we can see what's going on here.
01:53Now these green lines here represent the zones of the camera, and I've actually
01:57prebaked this animation in the Picture Viewer.
02:00Go to the Window menu and select Picture Viewer and I've got that animation there.
02:04I will hit Play and let it cache through.
02:08Now as you can see, these balls are traveling from one zone through the central
02:15zone into a third zone, and those zones define the focus of the camera.
02:21Let's close up the Picture Viewer here and take a look at that.
02:23So here we are back in the Perspective View, and if I select my camera, the
02:28basic depth of the scene is controlled by something called a Focal Plane.
02:33And if I go to the Object Properties, that Focal Plane is defined by the
02:37Focus Distance, and I can scrub that value in or out, and you can see those values moving.
02:43Now I've got three planes here;
02:45there is a foreground plane, the mid- ground plane, and the background plane here.
02:51This foreground plane and the background plane are defined in the Detail section.
02:55If I uncheck the Depth of Map Front Blur, the foreground plane goes away.
03:00If I uncheck the Depth of Map Rear Blur, the background plane goes away.
03:04These values represent a gradient;
03:060 being the start of the camera, and 366 units representing this plane right here.
03:13So from this point to this point is a transition zone, or a gradient, and that
03:19gradient represents 100% blur to no blur, and then we get a area that is 100%
03:27in focus, and then transitioning backwards from that, we get another gradient
03:32that tells us that everything from this point forward should get blurry into the distance.
03:36That's the first part of setting up the depth of field, is activating the
03:40settings on the camera.
03:41The next part is in the Render Settings.
03:43I will hit Command or Ctrl+B to bring up those settings, and if we look at the
03:47Render Settings, I've activated the Depth Map under the Multi-Pass Settings.
03:51Now that Depth Map doesn't have any settings on it at all.
03:54You can see this area is blank even though I have it selected.
03:57All you have to do is make sure that you have that Depth Map activated when you
04:02render out your multi-pass image.
04:03If you've saved out your After Effects Compositing file correctly, using these
04:06settings here on the Save Image page under Compositing Project file.
04:10When you move over After Effects, in your scene file, when you import it, you
04:14will have these passes.
04:15Let's move over to the depth of field- START composition and these are just the
04:20basic layers without the blur added to them.
04:23Now we don't have to get into how to use object buffers, that's covered in other
04:27courses in the library.
04:28What I want to talk about here is the Camera Lens Blur filter.
04:31So I normally use that on an adjustment layer.
04:34So I go to the Layer menu and select New > Adjustment Layer, and on that
04:38adjustment layer, I'm going to go to Effect > Blur & Sharpen > Camera Lens Blur.
04:44Initially, the entire image gets blurry, and that's because the Camera Lens Blur
04:48filter doesn't know what layer to use as the Depth Map.
04:52Now we haven't added the Depth Map into the scene, so let's raise this up just a
04:56bit, and go back over to the Project window, and take this Depth Map and drag it
05:01in and we'll put it down at the bottom.
05:03It doesn't need to be visible in the scene, it just has to be in the
05:06composition, and so I'll drop it here at the very bottom.
05:09I typically always put my Depth Map at the very bottom of the comp, and now we
05:13can go back to the layer controls for the Adjustment Layer 3.
05:18I need to tell the Lens Blur filter what layer to use as the Depth Map, and
05:23that is the layer 10.
05:24So I select the Blur Map Setting, and I highlight Layer 10 DOF_depth.mov.
05:29When I do that, instantly, the in-focus layer becomes in focus, and that's
05:34because it's now using that gradient to define what areas of the image are in
05:39focus and out of focus.
05:40If I go to the Blur Radius setting, and I highlight this, and scrub it in and
05:46now you can see that I can really accentuate that depth of field, and blur
05:50out those settings.
05:51Now there are some issues with that, and that's because we're applying it to
05:56these layers here as set with object buffers.
05:59Now you can correct this by putting everything inside of a single comp and then
06:02running it on that, but there are limitations in there and typically, you'll get
06:07this kind of bleeding.
06:08So you want to be careful about how you use it here.
06:11Now I will say this, the depth of field that Cinema 4D generates using the
06:14physical render engine inside of the application is far superior to the Camera Lens Blur.
06:19The disadvantage is that, that lens blur is burned into your 3D rendering, and
06:25that if you don't like it, you have to go all the way back to Cinema 4D and
06:29re-render your entire image.
06:30So if your rendering took nine hours, you'd have go back and re-render it every
06:33single time you wanted to change that depth of field.
06:36The advantage to this, even though it doesn't look quite as good is that
06:39you have flexibility.
06:41Depth of field can be a great tool for telling your viewer what's important
06:45within your flame, and with the right Depth Map from Cinema 4D, you'll have
06:48total control over that effect in After Effects.
06:50For more on working with renders in After Effects, check out my course Cinema 4D:
06:54Rendering Motion Graphics for After Effects, here on lynda.com.
06:57That's it for this edition of Design in Motion.
06:59Keep it moving and I will see you next time!
Collapse this transcript
036 Correcting color in After Effects with C4D and object buffers
00:00Hi! Rob Garrott here, and welcome to Design in Motion, the weekly series where we
00:04explore important fundamentals in the world of motion graphics.
00:07Being a good motion graphics artist is really about getting control over your
00:10animations, and in the 3D compositing world there is no better tool for that
00:14than the object buffer.
00:15An object buffer is simply a fancy way of saying, a matte for individual
00:19components within your 3D rendered scene.
00:22They can be a bit confusing to use at times but I think you'll see that this is
00:26worth it for the control you get in After Effects. Let's take a look.
00:30So I've got this Raw Rendering from CINEMA 4D and I've already organized the
00:33layers here in After Effects, and this is the Raw Render from CINEMA 4D.
00:37You can see I've got the white type on type of green pillar.
00:40If I do a RAM Preview, it's kind of a cool reveal here, where it says Object
00:44Buffer on a rotating pillar, on a reflective floor.
00:48Now I'm going to show you how to take this rendering here from the Raw green,
00:52blue and white and change the colors here in After Effects to this blue,
00:56white and red scene.
00:58I'll do a RAM preview of that by hitting 0 on the numeric keypad.
01:01So I've already organized these files here in After Effects and I've got my
01:05renderings all imported correctly with the Special Passes including the RGBA
01:10pass in these folders here in After Effects.
01:13Now let me move over to CINEMA 4D and show you how these files are generated,
01:17because that's really where the magic starts is here in CINEMA 4D.
01:21You can see that I've got compositing tags on all the key elements, and I've set
01:25up object buffers for them.
01:26So if you're not sure how to set up object buffers, take a look at the CINEMA 4D
01:31Essential Training course and you'll see just how to do that.
01:33If I go to the Render Settings, I'll hit Command+B or Ctrl+B on the keyboard.
01:38You can see that I have Render Settings set up the Multi-Pass and I've got
01:40object buffers identified for all the key elements, and I like to name my
01:45object buffers here so that I have it as kind of a guide for what I did in the project file.
01:49Because when you get in After Effects all they are called is object buffer 1
01:54through whatever--how ever many object buffers you named.
01:56And so it's very important to go back and create this guide for yourself so you
01:58can figure out how things were made.
02:00So I've got a single object buffer for each of the key elements in my scene, and
02:06I have rendered this out using the standard settings for Multi-Pass, that you
02:08can also find in the Essential Training course.
02:11So let's go back to After Effects and I've got them imported already.
02:15I've imported the AEC file and what I want to do start from a clean comp.
02:20So I'll open up the Special Passes folder and grab the RGBA movie file and drag
02:25that onto the New Comp button and that's going to give me a new composition with
02:28this as the new name.
02:30And I'll rename this composition by hitting Command+K or Ctrl+K on the keyboard
02:34and call it Working.
02:36And I'll drag that Working file out here and let's boot it out to here, anyplace, you
02:41can just drag it down and that will pop right out of that file.
02:46You see it's at the bottom of the stack now.
02:48So this is going to be the base where we'll actually start our color
02:52correction of that scene.
02:53So the first thing I want to do is get control over my image, and the way
02:57I'm going to do that is by using the object buffers to isolate this type and the pillar.
03:01So the first object buffer I'm going to use is object buffer 6, and if I drag
03:06into the composition you can see that this object buffer represents the type and
03:10the pillar altogether.
03:11So now I've got this object buffer set up, how do I use it as a Track Matte? I
03:16change my Switches and Modes. If your Switches are showing just click on this
03:18button to toggle it back and forth.
03:20Now I'll tell this layer number two to use object buffer 6 as a Track Matte
03:25and also use Luma Matte object buffer 6, and you can see now I've got that
03:29object buffer isolated.
03:31The reflection is now gone from the floor, and if I turn on Transparency
03:34Preview, you see I have this fully isolated.
03:36So now, the next thing I want to do is isolate the type.
03:40So I've already got my object buffer set up here, all I really need to do is
03:42select both of these layers and hit Command+D or Ctrl+D to duplicate them, and
03:45now I want to automatically replace this object buffer 6 with my new object
03:50buffer, and the object buffer I'm going to use is object buffer 5.
03:55So if I select that layer and I go to object buffer 5 and I hold down the Alt or
03:59Option key and drag that in, and now it's automatically replaced.
04:03That's a really great thing, drag and drop replacement.
04:06If I turn on the Transparency Preview it looks like nothing has happened, but
04:10if I turn on the Solo you can see that I now have object buffer, the type, all isolated.
04:15Now I could change its color.
04:17So let's go to the RGBA layer and we'll go to Effects and then choose CC
04:22Toner from the Color Correction menu, and when I do that, my type gets this
04:26kind of sepia color on it.
04:27Now in the Effects Controls for CC Toner I can change this, it's set to a
04:31tritone, and I'm going to change the Midtones and make this blue.
04:34So I'll select a nice blue color up in this range here, not too saturated.
04:38Now to get the faces to come over I will change the Highlights and I'll go
04:42into the blue range again and let's bring those Highlights into about there,
04:46that's pretty good.
04:47You can season to taste as they say in the cooking world.
04:50So now I've got this object buffer color corrected blue, and you can see that if
04:54I highlight this, that I've got my object buffer all corrected out and I can make
05:00it any color I want.
05:01So now what we can do is move onto the other elements in the scene.
05:05So I'll duplicate these layers again, selecting them both by holding down the
05:08Shift key and then Command+D or Ctrl+D to duplicate them, and now when I replace
05:12that object buffer one more time.
05:14So the next object buffer I'm going to use is object buffer 2. So let's go back
05:18in here and find object buffer 2, and I'll hold-down the Alt or Option key again
05:23and Option+Drag that in there, and you can see now I've isolated these little
05:28vertical things on the pillar.
05:30And if I solo that out you can see there they are.
05:32Now I can make them any color.
05:33I think I'll go ahead and leave them this kind of darker blue.
05:36Now we can move on to the horizontals.
05:38I'll duplicate these layers one more time and then grab just this object buffer
05:44and then I'll drag an object buffer 7 by holding down the Alt or Option key, and
05:49that gives me these horizontal elements on the pillar.
05:52Now I can change those colors to red, so I'll select the RGBA and go over here
05:56to the Effects Controls and I'll change these tritone colors to be red.
06:00Let's start with the Highlight and bring that up here and that's good right
06:04there, and these layers have mostly Midtones and so that's why you didn't see
06:09much of a change there.
06:10So I'll select the Midtones and bring that up here, make that a nice bright red,
06:13and it contrasts nicely with the verticals.
06:15Now I need to do these rings and the rings are a little bit tricky.
06:20I've got them as separate items in object buffers, in separate object buffers
06:23and I did that on purpose to illustrate a point that you can combine object
06:27buffers together rather than having to do all this duplication.
06:29So I want to change both these rings at the same time, even though I have a
06:34single object buffer for each one.
06:35So if I go back to my Project Settings, I know that object buffers 1 and 4 are
06:40the ones for these rings.
06:41So if I select object buffer 4 and then I select object buffer 1 by holding down
06:45the Command or Ctrl key, I can drag those on to the New Comp button and I get
06:49the choice to make a Single or Multiple Composition.
06:52I'll do Single, hit OK, and now I've got these in here.
06:55Now you can see there is only one ring visible.
06:57If I change this blending mode for the top ring to be Add, now the white colors
07:02will add in and now I've got both rings visible.
07:05And now let's change the name of this composition, I'll hit Command+K or Ctrl+K,
07:09and we'll call this one Ring Buffers PRE.
07:12So this Ring Buffers PRE composition, we're going to use as a Track Matte back
07:15here on our Working composition.
07:17So let's duplicate these layers one last time and let's select just this topmost
07:21layer, and now we'll Option+Drag or Alt+ Drag in this Ring Buffers PRE, and you
07:28can see now that's changed the rings to that red color.
07:31So I'll go ahead and leave those as red, and I think that's going to work just fine.
07:35Now the last step in this process is to do the reflection, and the reflection is
07:39another multi-step process.
07:41There is no way to do reflections with an object buffer in C4D.
07:45So I came up with this technique of rendering things as green and then
07:48using that green color to generate a mask, and I'm going to do that using a Keying plug-in.
07:53Let's start off by taking the reflection movie and dragging it onto the New Comp
07:57button and we'll change the name of this composition by hitting Command+K or
08:01Ctrl+K on the keyboard and calling it Reflection Green Mask, and I'll hit OK.
08:06So if I scrub forward in time, I want to make a alpha channel for everything
08:10that's green, and I'm going to use a Keying program to do that.
08:13First I need to select the layer, and then if go to Effects and I go to Keying
08:18and I'll select Keylight.
08:21And the Keylight plug-in is defaulted to black as the screen color.
08:24So we have to tell it what color to use as a key, so I'll select this nice bright green.
08:28You can see that immediately keys it out.
08:31And I'll turn on the Transparency Preview, so I can see what my grid looks like,
08:35and now I can use the Screen Gain to blow that out a little bit to include more
08:40of the image, and I'll bring that up to about 300 or so, in the 300 range.
08:44So I think that's pretty good right there.
08:46Now that's going to give me a nice matte for everywhere that's green.
08:49So let's go back to our Project Window.
08:51Now what we need to do is to take this reflection movie and we're going to
08:55make a reflection pre comp, and I'll do that by dragging that onto the New
08:59Composition button.
09:00Let's change the name of this composition and call it Reflections PRE.
09:05So let's scrub forward in time, and in this composition we're going to now drag
09:09in that Reflection Green Mask, and we want to use this Reflection Green Mask in
09:13the same way that we use the object buffers as a Track Matte.
09:16So now let's go to the Track Matte options, and we'll tell the Track Matte
09:20for this number two layer to use the Alpha Inverted Matte for the Reflection Green Mask.
09:24And you'll see that when I do that, now I have my green parts isolated.
09:28So let's go back to the Working comp.
09:29We'll take the CC Toner off of this red layer here.
09:33We'll just take that and copy it and we'll move back to the Reflections PRE
09:37and we'll select this layer and paste down that same red color onto our reflection layer.
09:43Now what we want to do is to duplicate this layer, because we need to have the
09:47rest of the layer visible in the reflection.
09:50So we'll duplicate that and we'll move it down below everything.
09:54Now we don't wanted to have a Track Matte, so we'll turn the Track Matte
09:58settings off to None, and also we don't want this to be colorized red.
10:01So we'll go the CC Toner for that and just delete it.
10:04Now we've got that nice red and blue reflection going on here.
10:08If we go back to the Working composition now, we can now set this up with a
10:13reflection of floor.
10:14So if we go back to the Project Window and we take our Reflection PRE comp and
10:18drag it into the composition, now all we need to do is dial down this reflection
10:24to the right intensity.
10:26You never want to see the reflections at 100% because they compete with the image.
10:29So if we go to the Transparency Options for this, I'll hit T on the keyboard and
10:34dial down the Opacity, you can see now I've got control over that image and we
10:40have a fully colorized image using the object buffers.
10:43Getting control over the color of your 3D renderings will really make your work
10:47stand out from the crowd.
10:49For more on working with object buffers, check out my course CINEMA 4D:
10:52Rendering Motion Graphics for After Effects here on lynda.com.
10:55That's it for this edition of Design in Motion.
10:57Keep it moving and I'll see you next time.
Collapse this transcript
037 Creating and animating a flower with MoGraph
00:00Hi! Rob Garrott here, and welcome to Design in Motion, the weekly series where we explore
00:04important fundamentals in the world of motion graphics.
00:07I love building things with the Cinema 4D's MoGraph toolset.
00:11What MoGraph is, is a set of objects and tags that let's you create about anything you can
00:16imagine, but it's real special to use them in repetition and repetition is exactly what
00:20you need to create the petals of a flower that can open and close.
00:24Let's take a look.
00:25So this is what we are going to build right now.
00:27Let me hit play here, and you can see that flower opens and closes beautifully.
00:34It starts off as a little bud and then flowers open and blossoms open.
00:39Now we are not going to worry about any of the textures or lighting today, we are going
00:42to focus just on the modeling.
00:44I am going to close up the Picture Viewer.
00:46Let's start off with the cube.
00:47I am going to start off by modeling the petals and I am going to make that about 310 units
00:53high on the Y axis and I am just going to eyeball the thickness, about like that I think.
00:59Now I am going to be using a Hyper NURB modeling technique to create this petal, and start
01:03off by making he cube editable by clicking on the Make Object Editable button.
01:07I could also hit the letter C on the keyboard.
01:09Now let's go on to Point mode, so we can manipulate the points of this cube and let's zoom in just a bit here.
01:15Now I want to have the base of the flower petal be even with the ground plane here,
01:20so I am going to first select all the points, Command+A or Ctrl+A on the PC and raise this up.
01:26Now I'm going to middle-mouse click and switch to the front view here, so I can see my points.
01:32I want them to be even with the floor, there we go! Now I can get my Knife tool out and
01:37I will right-click any place inside the Editor View here, and I'll grab the knife.
01:41Now the Knife options that show up here, a very important one.
01:44I will raise up this window here, so it's a little easier to see.
01:47The Mode is what we are going to change, we can change it from Line to Loop.
01:50And what that does is that allows us to cut all the way around our cube, and if I hold
01:54the knife over the cube, you can see that it creates this line that travels all the
01:58way around the cube.
01:59Now I am going to make some key cuts here and one of the great things about modeling
02:03organic, natural objects is that you don't have to be super precise.
02:07So I am going to start off by making a cut about in the middle vertically and then I'm
02:11going to make I think two cuts, one here and one about here.
02:17Now those are the sort of handles that we need to shape our flower.
02:20Now what we are going to do is to really give it the curve shape that it needs.
02:25Before I do that, I want to be able to see the result of this shape and how it's going
02:28to look smoothed out.
02:29So I am going to add a Hyper NURB to the scene.
02:31So let's add a Hyper NURB, that's this icon right here, and I'll take the cube and make
02:35it a child of the Hyper NURB.
02:36Now that gives us the sort of soft edges that we are looking for and the Hyper NURB smoothes things out.
02:43Now I don't need the Knife tool anymore right now.
02:45So I am going to switch back to the Selection tool and you notice these curved lines here,
02:51this is called Isoline Editing and I don't really like that in my preview, and you can
02:55turn that off under the Options menu, and I can go right here and turn off Isoline Editing.
03:01That gives me the bounding box, the actual cage of the lower-poly mesh and I much prefer
03:06working like this.
03:07But if you like to work with the Isolines on, you can always come back and turn them on at any time.
03:11It really doesn't affect the behavior of the Hyper NURB, but it's just a different way
03:14of interpreting the points.
03:16So I am going to turn that off and now what I can do is get my Selection tool and select
03:20the Rectangular Selection tool, very important option here called Only Select Visible Elements.
03:25I am going to turn that off. That means that when I draw a rectangle around those points,
03:29notice that it's selected the points on the backside, as well as the front side, and that is a good thing.
03:34Now I am going to hit the letter T on the keyboard to bring up the Scale tool and scale
03:38this down at the base, and this is going to be the base of our flower petal.
03:42I think that's pretty good.
03:43Now the middle of the flower petal is okay, but I don't want that straight line there,
03:47so I am going to bulge these points out just a bit.
03:50I just hit the spacebar to get back to the Selection tool and I select those points and
03:56I'll hit T on the keyboard again to get back to the scale, and I can just bulge that out just a bit.
04:01Now I can grab the points here at the top and I will hit the spacebar again to grab
04:06just these points and that spacebar works on both Mac and PC.
04:11And now I want to take these points at the top and just raise them up a bit.
04:13And you see, notice when I do that, that it creates a nice little rounded look to the
04:18flower petal here.
04:19The last thing I want to do is to give a little bit of a curvature to the flower petals.
04:23So let's switch to a 4-way view. I just middle-mouse clicked to get to the 4-way view here
04:28and in the front view, I am going to zoom in a bit, so I can see all the points clearly
04:33and I'll grab just the ones running down the middle of the flower petal, and I don't want
04:37these ones at the base, I am going to leave those alone, so I'll hold down the Ctrl key and deselect those.
04:43Now if I switch back to the Perspective view, I can take these points and just drag them on the Z axis.
04:49Notice I grabbed just the Z handle here and I just bring that back a little bit.
04:53That gives a really nice curvature to our flower petal.
04:57Now what I want to do is to position the flower petals so it's lying on the floor and instead
05:01of rotating the whole object, I am going to rotate the points.
05:05And so let's select all the points, Command+A or Ctrl+A, and now I can rotate.
05:10I'll hit R on the keyboard to bring up the Rotate tool and what I can do is grab this
05:14red band here and I can rotate that around.
05:17I'll hold the Shift key down after I start rotating it and that constrains it to 90 degrees.
05:22Now I can switch to a 4-way view by hitting the middle-mouse button, and I can hit the
05:26letter E on the keyboard to get the Move tool, and I can position those points.
05:30You notice, I am grabbing the red handle here in the right-hand view. I am going to drag
05:34that down and put them right about here, so they are pretty much even with the ground
05:40plane; a little bit embedded in there and that's okay.
05:42I want to make sure that these points here are flush with the Y axis.
05:46So now our object is lying on the floor, more importantly when I switch back to model mode,
05:50I can see that the axis for my flower petal is pointing up on Y and that's exactly what I want.
05:56So that's it for the modeling of the flower petal, and next thing we want to do is to
06:00add our Bend Deformers.
06:01The Bend Deformers are what's going to give the flower petal the ability to curl in that
06:05animation that you saw earlier.
06:06So I will start off by clicking and holding, these are all the deformers that we can use
06:10and I'll grab this one right here, the Bend Deformer, and I am going to start off by naming
06:14this Bend Deformer, Bend Fold, and this Bend Fold is going to be the deformer that gives
06:24the initial curl that curls it up off of the floor.
06:28The way the Bend Deformer works is that if you adjust the strength, the Bend Deformer
06:32will curve here, and it always curves along the Y axis.
06:37So I'll zero that back out and what I want to do is get the Rotation tool, R on the keyboard
06:42and rotate this around.
06:43I will hold the Shift key down to do it exactly 90 degrees, and then what I'm going to do is
06:47switch to a 4-way view here and I'm going to eyeball the size of this Bend Deformer.
06:52So I will start up by moving it into position.
06:54The Bend Deformer always works best when it's the same size as the object it is going to be deforming.
07:00So let's turn off the Hyper NURB here, so we can see the actual polygons of our flower petal.
07:05So let's switch here in the top view and in the top view, if I click on the Bend Deformer
07:09to get its Object properties, so bring that over just a bit, so we can see all the values.
07:14Now if I grab the Y value here, anytime you see three of these, it's always X, Y and Z.
07:19So if I grab the Y value and scrub it up, I will eyeball it into position and I will
07:25just move it just a little bit, so that it's centered on those polygons.
07:28Give it just a little bit more room here, so everything is contained inside that.
07:32Now I can switch to each of the other views.
07:34In the right-hand view, I'll adjust the Z value and scale that down, here we go and
07:40in the front view you can see that all my polygons are contained inside that.
07:44I can see that in the top view as well.
07:45So I am pretty good here.
07:46Now the Bend Deformer works on its parent or its peer, and so what I need to do is to
07:51introduce a new Null object into the scene and so I will click on hold on these primitives
07:55here and add a new Null and I will call this one Petal.
08:00And I want to take the Petal and add the Cube to it from before and add the Bend Fold Deformer,
08:07and that Bend Fold Deformer now has an impact on the Cube.
08:12If I select it and adjust the Strength, you can see that it bends.
08:16Now it's doing some weird things.
08:18The reason it's doing along this axis here is because of this Angle value.
08:23I am going to change that to be 90 degrees and you notice that when I do that, now the
08:28flower petal moves along that axis nicely and it folds up.
08:32I don't want it to appear stretchy, so I am going to tell it to Keep Y-Axis Link.
08:36Now when I do it, you can see that it just maintains its volume and that's perfect.
08:41Now let's get this whole thing back under the Hyper NURB, so you can see and I will
08:45turn the Hyper NURB back on and we can see that Bend Fold is really doing its job and
08:49giving us a great look and bend for our flower petal.
08:52So let's zero out the Strength on that, now, we want to have a second deformer. The second
08:57deformer is going to give the flower petal the ability to curve, and so what I'm going
09:01to do is take the Bend Fold and I will hold down the Ctrl key and drag a copy of it and
09:07this Bend Fold is going to be changed to Bend Curl and the Bend Curl Deformer, I want to
09:15rotate it around, so that it's going across the axis like this.
09:19So the Y is pointing this way.
09:21So I'm going to go into the Coordinate Properties for the Bend Curl. So I want to be able to
09:25change the Coordinate Properties and instead of doing them numerically over here, what
09:30I'm going to do is to use a Rotate tool and eyeball it into position.
09:34So if I hit R on the keyboard to get the Rotate tool going, I can rotate this up. I want to
09:39get the Y axis pointing this way.
09:42And so, I'm going to rotate it around like this.
09:45Now you want to be careful. I accidentally clicked away from one of the axis bands, and
09:50so I will do Command+Z or Ctrl+Z.
09:52I want to highlight the blue band and rotate it just like this, and I'll hold the Shift
09:56key down to make sure that it conforms.
09:59Now what I can do is to change the size of this deformer, so if I go to the Bend Curl,
10:05into the Object properties, I want to change the Y value and get it to be about the same
10:10size as the width of the petal, and then I think I will move it up here just a bit.
10:16I want to have it encompass the top of the flower petals as well.
10:20So I'll bring that up right here like that.
10:23Now what I can do is when I go to the Bend Curl, I can adjust the Strength and you can
10:26see that it curves the flower petal just like that. Undo.
10:33So that is the basic modeling of the flower petal.
10:35Now what we want to do is Clone it and MoGraph is a fantastic collection of objects in C4D
10:41that allow you to create different kinds of repetition, and the main object that we are
10:45going to use is the Cloner.
10:46And the Cloner Object basically repeats anything you put under it, and the way we're going
10:51to use the Cloner in this instance is to take the petal and drag it and make it a child of the cloner.
10:56So let's go ahead and do that, and now it instantly gives us copies.
11:00Now these copies are not in the right formation, so we have to go to the Cloner and change
11:04the mode from Linear to Radial.
11:07Now the Radial array is oriented around the wrong axis and so what I need to do is change
11:12the plane, and I want to change it to the XZ plane. So I click on that and go to XZ
11:18and now my flower petals are arranged around this XZ plane.
11:22Before we do anything else, let's get the flower petals back underneath the Hyper NURB Objects.
11:27So let's add another Null object to the scene and we will call this one Flower and then
11:33take the Cloner and put it under the flower and then drag it underneath the Hyper NURB.
11:37Now we can see our flower petals are nice and smooth and then what we can do is to go
11:42back to the Cloner Object and adjust some settings here.
11:44We want to change the Count to 12, so we got 12 petals on our flower, and then were going
11:49to take the Radius and adjust it downwards to about 40 Units, that sounds good.
11:56And there we go! So we now got a nice tight center on our flower petals.
12:01Now all of these lines that we are seeing here are very confusing and that's because
12:05we're seeing the visibility of the Fold and Curl deformers.
12:08So let's hide those.
12:09I am going to hold down Option key and click twice on these two gray dots here and that's
12:14going to make them invisible.
12:16It doesn't disable them, it just makes them invisible here inside of the window, and that
12:21cleans things up quite a bit.
12:22And now we are almost done with the flower.
12:25So what I am going to do next is go to the Bend Curl and adjust the strength on that,
12:30and that's going to give me a little bit less overlap. You notice how everything is overlapping
12:35here? I can curl that up and eliminate those intersections of the polygons.
12:40Now if I go to the Bend Fold Deformer, I can now adjust that and have the flower petal close,
12:46and that's really a beautiful thing.
12:48The last thing is the center of the flower and I will just use a simple cube for that.
12:51I'll add that to the scene and then drop it underneath the Hyper NURB, underneath the
12:56flower petal, and then let's just squish it down a little bit and then raise it up into
12:59position. There we go. And that's pretty much all there is to modeling the flower.
13:07The animation of the petals happens in the Bend Deformers, and so, what we can do is set keyframes.
13:13Let's have our flower petal open and finish opening at Frame 60.
13:18As you can see, when I adjust the Bend Fold Deformer, then it closes the flower up.
13:23So let's undo that and let's set a keyframe for the flower to be open here at Frame 60.
13:29So I'll Ctrl+Click on the word Strength here and then I will do the same Curl.
13:35I like where it's at right now and I always animate backwards like this.
13:38Let's back up in time and go to 0, and now we can close everything up.
13:43So let's go to the Bend Fold Deformer and adjust the Strength until the flower is closed
13:49and then let's Ctrl+Click.
13:50You notice that yellow there, that is telling us that we haven't confirmed that change and
13:54so we click on that, now our keyframe is confirmed.
13:57Now you can go to Bend Curl Deformer and we can make an adjustment here and just slide
14:03that down, so that none of the polygons are intersecting, and then we can Ctrl+Click on
14:08the Strength again and then our flower will open and close.
14:12You can see it opening up and that is a beautiful thing.
14:16So that's pretty much it for the modeling of the actual flower.
14:19I have given you guys the finished file here and this is the actual flower that you saw
14:24in the animation earlier.
14:25I've got some lights and textures and things and you can go ahead and take a look at all
14:29of those settings and break them down and examine how I did all the lighting and texturing of this flower.
14:35But that's it for the basic modeling, it really is that simple.
14:38MoGraph is just what the doctor ordered for this kind of repeating element.
14:43For a great introduction in MoGraph, check out the Cinema 4D Essential Training course here on lynda.com.
14:48That's it for this edition of Design in Motion, keep it moving and I will see you next time.
14:51
Collapse this transcript
038 Animating circular text in Cinema 4D
00:00Hi! Rob Garrott here and welcome to Design in Motion, the weekly series where we explore
00:04important fundamentals in the world of motion graphics.
00:06Have you ever wanted to create animated 3D text on a circle but weren't quite sure how
00:10to approach it? You could start with your text inside of Illustrator wrapped on a circle
00:15and import that into Cinema 4D and extrude it, but that becomes very problematic for animation.
00:20In this edition, I am going to show you how to get animated 3D text, using the MoGraph
00:24tools in Cinema 4D, and just a little bit of XPresso.
00:27Let's take a look.
00:28Okay, here I am in Cinema 4D's Picture Viewer.
00:31I am going to hit Play.
00:33We have got this Wood Plank Films type that comes in surrounding this clapboard, and you
00:39can see that the letters are actually pointing in one direction as they land and then they flatten out.
00:45There are also at a different spacing, you see the spacing between the letters is changing
00:49as well, and I created this effect by putting the letters of the words on to a spline.
00:56So let's see what I mean by that.
00:58So I have got this Wood Plank Films type here and I could have made this type here in Cinema
01:024D or brought it in from Illustrator, it really doesn't matter.
01:05The important thing is that they're just splines, and so you can see I have got each of the
01:08letters of the words Wood Plank Films.
01:11So let's start off by making a spline and I am going to go to my Spline Objects and
01:15grab a circle, under the Object properties for that, let's make it about 300 or so.
01:21So what we want to be able to do is to have each of the letters show up around the edge
01:27of this circle and the really cool thing we are going to do for that is use a MoGraph effect.
01:32So right-click on MoGraph and go to Effector and I'm going to use a Spline Effector and
01:37the Spline Effector is an awesome tool in MoGraph that allows you to modify objects
01:43with splines, and so I'm going to take this and make it a child of the W, in the word wood.
01:50Now the Spline Effector has no effect yet and that's because there's a very important
01:55button we need to turn on and that's under the Deformer options.
01:58We have to change it to be Object Deformation.
02:01That's going to modify the whole W that we are going to use here.
02:05Now this W still isn't being modified by the Effector and that's because under the Effector
02:11properties, we haven't told it what Spline to use.
02:13And so if I take this circle and drag it into the Spline field.
02:17Watch what happens. Boink!
02:20The letter jumps onto the spline and you can see that the W is actually pointing the wrong
02:26direction for us and it's on the back side of the spline.
02:29So the first thing I an going to do is take the Circle and rotate at 180 degrees. Let's
02:33go to the Coordinate properties and change the heading to be 180.
02:37That flips the W around in the right direction but you can still see that it's pointed in the wrong way.
02:43Now what we need to be able to do is control what direction it's going to point.
02:47We need to be able to do that dynamically.
02:49So in order to do that, we are going to use something called a Rail Spline. And so in
02:55order to make this Rail Spline, I am going to take this Circle and hold down the Ctrl
02:58key and drag out a copy of it.
03:00Now I am going to rename this Circle and call it Rail.
03:04Now this rail needs to be larger than the original circle.
03:07So I will go to the Object Properties and adjust it outward.
03:10Now in the Spline Effector, there is a field for Rail.
03:13So let's take the Rail and drag it right into that Rail field, and watch what happens when I let go.
03:19The W now points out towards that.
03:22Now you notice it's still facing the wrong way.
03:24It's not lining up with the circle and that's because under the Parameter options is this Rotation.
03:29If I scrub the heading Rotation, I can now rotate this W.
03:33So I am going to rotate this -90--oops, sorry, I need to change that and make it a positive +90.
03:39Let's do that. There we go.
03:42And there is also a Bank option here that allows us to adjust the tilt of the W.
03:47Before I mess with that though, we are going to make some changes in the letters.
03:52So I will zero that out again.
03:54Now you notice that it's tilting away.
03:55That's because the axis point for the letter, if I disable the Spline Deformer, the access
03:59point for the letter, if I select the W, you can see that it's in the bottom left corner
04:04of a box that's surrounding the W.
04:07I want to have that axis right exactly in the center, and I want to be able to do it
04:11for all the letters as well.
04:13Each of the letters has their axes in the same location at the bottom left, and that's
04:18a characteristic of type that's generated within Cinema 4D, and I did degenerate this
04:23type in C4D, so it's all in the wrong position.
04:25So let's center these up.
04:27So if I click on W and then hold down the Shift key and scroll all the way down and
04:31select everything, deselect the Spline Effector, what I want to be able to do is to modify
04:36all these axes as once and there's a really great tool under the Mesh menu, Axis Center
04:41and when I let go of that, I get the Axis Center panel and I want to take the axes and
04:48move them all exactly to the center and then line them up with the bottom.
04:52So in order to do that I'm going to center the axis to all points and I will hit Execute,
04:58and then I can tell it to line the axes up with the baseline.
05:01So I am going to drag it down on Y right there and hit Execute, now all of these are in the right location.
05:08We are going to need to modify the word Films later on, but we will leave them there for now.
05:11So let's close up the Axis Center window.
05:13Now when I turn on my Spline Deformer, you can see that now my W is lined up nicely right on that circle.
05:20So what I need to do next is to re-create the Spline Deformer and apply it to each of
05:25the words in Wood Plank and we'll come back to Films in a second.
05:29So in order to do that I'm going to just hold down the Ctrl key and make a copy of the Spline
05:34Effector and put it under each of the letters.
05:36So if I hold down the Ctrl key and just drag, and I missed it that time, I want to make
05:40sure it goes right underneath there, and I'll hold down the Ctrl key, hold down the
05:45Ctrl key, and each time I am doing this, I am making a copy of this Spline Effector.
05:50I am holding down the Ctrl key and going all the way to the K.
05:56Now all of these letters are lined up, and I need to space them out, okay?
06:00Now before I do that, I want to point out something.
06:03If I go to the circle and if I adjust the Radius of that circle outward, you can see
06:10there is a point where the Rail causes the objects to flip over.
06:15So I want to be able to animate the size of this circle and not have that happen.
06:19So I am going to use a little bit of XPresso to adjust it automatically the size of the Rail.
06:25Let's change this back to 300 Units on the Radius.
06:28I always want to have the Rail be larger than the circle.
06:31So If I right-click on the Circle and go to Cinema 4D Tags > XPresso, I am going to get
06:35this new XPresso Editor window.
06:37So I am going to drag the circle in, that's going to create a New XPresso node, and let's
06:42enlarge that and then I will drag in the Rail.
06:44And the way XPresso works is that there are inflows and outflows.
06:48The outflows are red, the inflows are blue.
06:50So I want to take the radius of the circle, and use it to drive the radius of the rail.
06:54So let's get the radius out.
06:56So we go to the Object Properties and grab the Radius, then we grab the Radius of the Rail.
07:05Now what I can do is use a little bit of math.
07:06If I were to just simply connect these two nodes up like that and drag it across, then
07:11the radius of these two objects would be exactly the same.
07:14If I click on that, you see that now it's refreshed the screen and the size of the Rail
07:18Radius is exactly the same as the Circle Radius and that's not what I want.
07:22So I want to be able to have that jump out and have it always be the same distance away.
07:27So I'm going to right-click and go to New Node > XPresso and then to Calculate > Math.
07:34Now don't be afraid, this is very simple math.
07:36I'm going to just tell it to do an addition.
07:39So you can see in the Properties for this Node, the Math function is Add, and then I
07:43am going to take the Input of Radius and put it in here.
07:46Now the second input is saying, what do you want to add to this radius? I want to add
07:51about, let's call it 300 units or so.
07:54Now what I want to say is take the result of this addition and pump it into the Rail
07:59Radius, and so I connect that up there and as soon as I do that, now I have this even space.
08:04And you notice when I take the Circle and adjust the Radius, that it always stays the
08:10same number of units away, and that's a really powerful thing to be able to do.
08:14Let's close up the XPresso Editor and now I can take the Rail and parent it to the Circle,
08:19and I am ready to start adjusting my letters.
08:22Every now and then, I get a slight error like that where a middle-mouse click doesn't work.
08:27So what I need to do is just adjust the view here and the perspective a little bit. That's
08:31going to give Cinema 4D a little kick in the pants, and now I can middle-mouse click again,
08:35and let's change the size of this window down here and I'm going to middle-mouse click to the front view.
08:42Let's drag this down.
08:44So what I want to do is to be able to space all these letters out.
08:46We will leave the W exactly where it is and then start off with the OOD, and the PLANK.
08:52So let's grab each of those letters, and what I want to do is if I hold down the Shift key,
08:56it's going to grab all those letters.
08:57I only want to grab the Spline Effector.
08:59So watch this, I am going to drag a rectangle down and just grab the Spline Effectors.
09:04Now I have got all the same parameters showing, and I can go to the Effector window and I
09:09can adjust something called the Start.
09:11I can either do the Offset or the Start, and I am going to use, in this case, the Start
09:15function and I can now space those out, and I can go up, there's the O, and then when
09:20I hold down the Ctrl key and deselect, I can now move the next O out and there's that one,
09:26and hold down the Ctrl key and deselect again and I can move the D out. There we go.
09:32And I will do that at about 17.5.
09:34There we go.
09:36And I can now just hold down the Ctrl key and repeat that process.
09:39Now I have gone ahead and sped up time a little bit here and this is a little bit of a tedious process.
09:45Now I have finished spacing out all the letters, but you will notice some of the letters have
09:48a little bit wonky rotation.
09:50The A is a great example of that.
09:52So what I can do to fix that is in the Spline Deformer for the A object, I'm going to the
09:57Parameter option and I can adjust the Banking.
09:59If I just give that a couple of clicks, you can see I can rotate that.
10:02I will just do it really extreme, so you can see what I am working with here, and I can
10:06adjust each of the letters like that.
10:07So I will just go through and just quickly space those out.
10:12There is that one.
10:13I will do the same thing for the W.
10:14Let's scroll up and adjust the banking there, there we go! Nice.
10:19Okay, we are just about done with our Type layout.
10:23The next thing we want to do is to do the word Film, but the word Film rather than having
10:28it be wrapped around the same way, I want to have it be facing in a different direction,
10:33so that the word faces outward with the tops of letters on this inner ring.
10:37So the way I'm going to do that is start off by duplicating our Circle, because we are
10:43going to use this circle in a different way now and I'll hold down the Ctrl key and drag
10:48a copy of it and bring it way down here by the word Films. Okay.
10:52Now what I am going to do is borrow one of these Spline Effectors.
10:55I'm going to grab the one from the letter W.
10:57Hold down the Ctrl key and drag it down under the letter F.
11:00Now I need to change which splines are showing up in this Effector field, and so I don't get confused,
11:07let's change this.
11:08We will call this one Lower Circle.
11:11So now what I'm going to do is also change the name of the lower Rail.
11:15I will go ahead and change that to be lower Rail.
11:18Now what I need to do is change which spline is being used.
11:22If I click on this Spline effect for the F, you can see it's using the old spline.
11:25So let's take this Lower circle and drag it in there.
11:28Take the lower Rail and drag it in there.
11:30And now it looks like nothing has changed.
11:32That's because the splines are exactly the same.
11:34Now in order for this Films to show up, I have to change the axis.
11:40If I select the F, hold down the Ctrl key and grab the I, L, M, S, I need to set the
11:46axis so that it is up here at the tops of the letters.
11:50So if I go back to the Mesh menu and grab Axis Center, I am going to take this and change
11:55it to 100 on the Y axis and if I hit Execute, that moves them up.
12:01And look the F jumped right to the top.
12:03I've got another problem in that my F is pointing inward, and I want it to be facing down like
12:10this, and that's because of that Rail Spline.
12:12So let's close up the Axis Center.
12:14I need to modify this XPresso. I want this rail to be inside of this circle, so that
12:20the letters will point upward.
12:22So if I go to this XPresso and take the Math Add and change that to be a subtraction, I
12:28will go to Subtract and then close that up.
12:33Now what will happen, you will see is that the lower Rail is always going to be inside
12:38and look what happened to my letter F.
12:40You see that it's now facing the wrong way, let's rotate that spline a little bit.
12:43If we take the Circle in order to rotate it around, you can see there's my F right there,
12:47and it's facing the wrong way.
12:49To fix that, what I do is go to the Spline Effector and go to the Parameter option, and
12:54take the Heading instead of having it be 90, I can just take that and flip it around to be 270.
13:03There we go.
13:05Now our F is facing the right way.
13:06So now what we can do is take the same Spline Effector and do that same technique and just
13:11respace out those words.
13:13So hold down the Ctrl key and grab that and duplicate it each time to each of the other letters.
13:20And now I can do that same technique of spacing things out.
13:23So let's start off by drawing a rectangle around each of these, and I'm going to go
13:27to the Effector Parameter and raise that up a bit, and let's adjust the Start and let's go.
13:34Now you will notice that what we have to do in this case, we have to do a negative start
13:37value and you can actually do that.
13:39You can go in the negative values.
13:40I'm going to adjust this one probably about -4 or so.
13:45Okay, so you can see that the F is touching the W over here.
13:50So to fix that I can take this Lower Circle and rotate it around, and before I'd make any
13:55adjustments, let's get the W into position, so I can take the W and rotate it around.
14:01So you can see that I'm using this red axis here as a guide and then I can scroll down
14:06here and grab the Lower Circle and take this and put it over here at the top.
14:10So now I have got Wood Plank Films right there.
14:15So that's pretty much it for the setup of the text.
14:17I know it seems like a tedious process, but it really gives me a lot of control.
14:21So the last thing I want to do is to extrude that type and show you how to build the hierarchy for that.
14:26So let's grab an Extrude NURB, let's click and hold on the NURB objects and drag one in.
14:30Let's call this Wood for short and then call it Ext, and I'm going to bring that down below
14:36the circle and I will take each of the letters in the word, Wood Plank and I will hold down
14:40the Shift key this time and grab all of those guys and put them into the Extrude.
14:45Now let's switch to Perspective view so we can see what's going on.
14:48The Wood Plank is not all extruded, that's because the Wood has to have the Hierarchal
14:53button all turned on.
14:55So now that Wood Plank type is all extruded, I can repeat that process for the Films.
15:00Let's add another Extude NURB, drag it down right below this circle here and then we will
15:06grab the Films and put it all inside that.
15:10And then on this Extrude NURB, we will click the Hierarchal button and now we have got
15:13everything extruded.
15:15The last thing I want to do is grab both of these Extrude NURBS, hold on the Ctrl key,
15:18so I am editing them both at once, and under the Caps, I am going to change the front side
15:22to Fillet Cap, and then let's make that a little bit smaller, say 2 units, and now we
15:27have got a nice tasty type extrusion.
15:30I will just hit Command+R or Ctrl+R to do a quick rendering here in the Editor window.
15:35In order to animate all this stuff, I have built up a little hierarchy here and what
15:39I can do is animate the radius of each of these rings, and I can animate the Films ring,
15:46I can animate the Wood Plank ring, and rather than show you that whole process, I have got
15:51the file that I used to generate the movie that I showed you at the very beginning of this tutorial.
15:55So let's go to the Wood Plank Films and I'm going to give you guys this as one of the
16:00exercise files so you can walk through it yourself.
16:02But basically what I've done is I've animated under the Hierarchy here, this is the hierarchy
16:08for the top group, and I've animated the Radius of the Circle and I've also animated
16:14the position of the Rail.
16:15The position of the Rail is what controls the angle of this type.
16:19You can see it moving back and forth.
16:20And all I have done is keyframe the position of that Rail Circle and that's what's causing
16:25the type to bank.
16:26And so when I scrub through, you can see that the radius of those circles is animating into
16:32position and dropping that text down.
16:35It has a nice little tilting effect when it hits its mark.
16:38The Clapper Object is something that comes right out of Cinema 4D's content browser and
16:43the planks are something that I have made myself.
16:45I shot some pictures of some wood and created some rough outlines and texture mapped those,
16:50just simple Extrude NURBS.
16:51If I twirl that open you will see, I have got a bunch of Extrude NURBS underneath the
16:54Fracture object and I am using a Plain Effector and a Delay Effector to animate and reveal these objects.
17:01And that's a really great animation technique.
17:03So you've got this file here as part of exercise files, you can take it apart and play around
17:07with it, but you can see that that technique for using XPresso to control the size of the
17:13rings is really valuable.
17:15This is a great example of one of the truly simple ways to use MoGraph and XPresso together.
17:20XPresso is one of those things that a lot of artists are afraid of and hopefully, this
17:24will show you that you don't need to be afraid anymore.
17:26For an introduction to XPresso, check out the Cinema 4D Essential Training Course here on lynda.com.
17:32That's it for this edition of Design in Motion.
17:33Keep it moving, and I will see you next time.
17:36
Collapse this transcript
039 Glowing "sci-fi" text in C4D and After Effects
00:00Hi! Rob Garrott here and welcome to Design in Motion.
00:03The weekly series where we explore important fundamentals in the world of motion graphics.
00:06I am a huge fan of the movie Tron. Both the original and the remake spark my imagination in a huge way.
00:13Now what I really like the most about them is the look and feel.
00:17Glowing lines on the dark environment really draw you into the scene.
00:21Now that look is pretty simple to create in CINEMA 4D and After Effects.
00:25Let's take a look.
00:27Okay, so I am here in QuickTime Player and I have got this pre-rendered movie, let's
00:30hit Play here, and you can see I have got this really cool SILICON glowing type on a
00:39reflective floor and if I back up to the beginning here, we can see close, I have got this really
00:44great striated pattern with these glowing edges here.
00:47Now the glowing edges are going to happen inside of After Effects but the setup for
00:51this process happens inside of Cinema 4D.
00:54So let's move over to CINEMA 4D and start that process.
00:58So here is the START file and I have got the type and the camera move already set up and
01:02I have a got a reflective floor set up here.
01:05If I hit Command+R or Ctrl+R on the keyboard you can see that I've got just a perfectly
01:09reflective floor in a black environment.
01:11So the first step in this process is to create a material for the sides of the type, and
01:17I am going to double-click in the material manager to create a new material, and let's call that SIDES.
01:23And the SIDES material, let's raise that up. The only thing I care about is the Luminance channel for now.
01:29Go to the Basic Properties and turn off Color, turn on Luminance, and turn off Specular, and
01:34now I have got just this white ball.
01:36In the Luminance channel let's add-in Tiles shader.
01:39So I will click on the Texture pulldown, go to Surfaces and go to Tiles, and that makes
01:44for this interesting checkerboard pattern.
01:46Now this is not what we are going to end up with, it is just a starting point. We are
01:49going to change some settings on that,
01:51but for now it's really good, it's really helpful.
01:53So let's take this SIDES material and apply it to the Extrude NURB.
01:56When we do that, I will hit Command+R or Ctrl+R on the keyboard.
02:00You can see that I now have the material bunched up on the sides but not showing it all on
02:05the front, and that's the normal behavior for the Extrude NURB. So we want to change
02:10that behavior and the way we do that is by clicking on the Tag, and under the Tag properties
02:14we are going to change the Projection method from UVW Mapping to Cubic.
02:19And when we do that, you see instantly now we can see that checkerboard pattern showing up everywhere.
02:23I'll hit Command+R or Ctrl+R again to render that.
02:26Next we want to change the Tag properties so that this material is rotated and that
02:33is not going to make much of a difference right now, but it's a very important step
02:36for aligning the material correctly on the object.
02:39We want to have those lines traveling down the sides of the type, but along the Z axis
02:44and this rotation is going to help us.
02:46So what we want to do is go to the Tag again and go to the Coordinate properties, and in
02:51the Pitch Rotation we are going to change it to be 90 degrees.
02:55Now it doesn't look like much has happened here but the whole material has rotated around
02:59this axis here and it is now pointing essentially this way.
03:03Next we want to stretch this material so that it's aligned and stretched across the entire object.
03:08So to do that we select the Tag here, and go to the Tag menu and tell it to Fit to Object.
03:14When I do that, it is going to ask me, do you want the sub-objects included? Yes I do.
03:18Now you can see that we have got everything stretched across the face and then bunched
03:21up tightly on the sides, and that's exactly what we want.
03:24If we hit Command+R or Ctrl+R you can see what's going on there.
03:28So now let's hit A on the keyboard to redraw that frame back to the shaded view and now
03:34we can focus on the material.
03:35So in the SIDES material, in the Luminance property, I am going to click on the swatch
03:40here for the tiles, and that takes me into the Tiles property.
03:43And the first thing we want to do is change the Pattern.
03:45The Pattern is set for Squares right now and we want to set it to be Lines 1.
03:49And the lines right now are traveling vertically along this way and what we want to do is change
03:55the Orientation, and if I hit Command+R on the keyboard you can see that they are traveling
03:59vertically up that way.
04:01What I want to do is change the Orientation U to Orientation V, and now you can see that
04:05I have these lines traveling along the Z axis of the type and traveling down the sides.
04:12But they are way too big, so now what I can do is to change the scale of those, and so
04:16in the Shader again, I can go to the Global Scale, and change that Global Scale to be about
04:2310%, and that 10 % really tightens up that pattern.
04:26Now we don't need that red color anymore and let's change that color to be white.
04:30So I will go to the Tile Color red, click on the Swatch, and in the Color Picker, set
04:33it to be white and then hit OK.
04:35Now I am just about where I need to be for this pattern.
04:38If I hit Command+R you can see that I have got it showing up on the sides just the way
04:42I want to. We're a little bit far away to see that, so if I back up in time and then go right
04:48in there, you can see that I have got those great horizontal lines on there.
04:52So let's back up just a bit, so we can see the whole word, and now what we want to focus
04:56on is the transparency of this.
04:59So if we go into the SIDES material again and go to the Basic Properties and turn on
05:04Transparency, the entire word becomes transparent.
05:06You can see that the material goes away, and if I hit Command+R or Ctrl+R, then the whole word is gone.
05:11So that's because in the Transparency, the default option is fully transparent.
05:15Let's resize that window a bit.
05:17And so now what we want to do is to add in a gradient.
05:21What we want to have happen is we want that gradient to travel along Z axis.
05:25So let's start off by adding the gradient. So I go to the Texture pulldown, in the Transparency
05:28channel, and go to Gradient, and that gives me a gradient in the Transparency channel.
05:32If I hit Command+R or Ctrl+R, you can see that the gradient is causing the transparency
05:37to be fully opaque down here and then transparent down here.
05:41The first thing I want to do is to change the way that gradient is facing and so to
05:45do that I need to reverse the gradient.
05:47So I will click on the Gradient swatch and in here I am going to take the black and drag
05:51it down here. I take the white and drag it over here, and you see that flips the knot around.
05:56Then what I want to do is to take the middle point of the gradient and move it down here
06:02to tighten that up a bit.
06:03That gives me a really long transition in the gray.
06:05Now I can take the Type and change it from 2D-U to 2D-V. Right now it's going to be all
06:11bunched up on this side now, so I want to change that to 2D-V and now when I look at
06:16that, you will see that I have this great fade off here on the edges; it's more opaque
06:23here and less opaque down here.
06:26It's a little bit confusing because we are seeing stuff on the fronts of the letters
06:29and let's fix that right now.
06:31So the next step in this process is to make a new material for the front, and so I will
06:35double-click here to make in a material. Let's call it Front, and that Front material under
06:40the Basic Properties, I will leave Color on and I am going to turn on Transparency.
06:44When I do that my object becomes completely transparent except for the Specular highlight,
06:49and I don't really need that so I will turn that off.
06:51Then I want to go to the Transparency option.
06:55Let's bring that down to about 96% or so.
06:58And you can see I have got a very faint ball here and a very faint preview down here, and
07:04I want to apply this to the type now.
07:05So let's take that and apply it to the Extrude NURB.
07:09And when I do that it's going to completely overwrite.
07:11If I hit Command+R or Ctrl+R again, then I have got this sort of faded type, and that's
07:16not really what I want. I only want that to show up on the front face.
07:19So in the Tag properties, I am going to go to the Selection and type this in.
07:23It's case-sensitive; capital C and the number 1.
07:27When I do that, that limits the material to only showing up on the front face, and so when
07:32I render now, you can see that I now have much less information on here.
07:37I want to repeat that process for the back.
07:39So let's take the Front material, hold down the Ctrl key and drag a copy of it over to
07:43the right, and call it Back and then the Back material, let's apply that to the Extrude
07:48NURB, and in the Selection property again, we are going to type in capital C and the
07:53number 2, and that means the backside. So 1 is the front, 2 is the back.
07:58And now when we render, you can see that I now have much more prominent sides and the
08:03faces are a little bit more transparent.
08:06Now I want to have the back be slightly more transparent than the front, so under the Back
08:10property I am going to change that to be, in the Transparency about 98%, there we go.
08:16Now when I render, you can see that the front is much more prominent than the back.
08:19So the last step now is to address the edges of the type and I am going to make another
08:24new material and call that material Edges. In that Edges material, only thing I care about
08:30is the Luminance channel.
08:32Don't need Color, just Luminance, no Specular, and I will leave it at a 100%.
08:36And what I'm going to do is take the edges and apply it to the Extrude NURB.
08:43Now that's going to change the entire word white, but I am going to use the same Selection
08:46property again to change it to only show up on the edges, and the information I will type in
08:52here is capital R and the number 1.
08:54That stands for rounding one and that means the bevels.
08:57Now I'll hit Command+R or Ctrl+R again.
08:59You can see now I have got this great type, I have got a faded edge there and I've got
09:05a faded face and a faded back, and I'm going to create one more new material for the edges.
09:09You see I can see the striate pattern going on, on the back edge, and that's because I
09:13need to put a material in there on the back edge, and that striated pattern is showing
09:18up in the back edge.
09:19So I will hold down the Ctrl key and drag the edges over and I will call this Back edge.
09:23And in the Back Edge material, I am going to add in Transparency because I don't want the
09:28back edges to be as bright as the front edge.
09:30So in the Back Edge material, I'll take the Transparency and bring it down to about 96% or so.
09:37I'll take that Back Edge and I'll apply it to the Extrude NURB, and in the Selection property,
09:41again, I am going to type in this time R2, and that stands for Rounding 2, it's the back side.
09:47So let's back up a little bit from this type so we can see it at an angle and hit Command+R or Ctrl+R.
09:52You can see now I have got this great looking define type, and if I zoom in to the first
09:57part of the animation and render there, I have got these great edges going on.
10:03So that's pretty much all there is to prepping this file in C4D.
10:06The render settings are very important. Let's hit Command+B or Ctrl+B on the keyboard, and
10:10talk about how I have these Render Settings set up.
10:12Now you can see I've got them set up already, and the most important part is that I'm doing
10:16Multi-Pass rendering.
10:17I'm rendering out the RGBA Image.
10:19Ambient, which relates to the Luminance channel, the Reflection Pass, which is going to give
10:23me the floor that I need, and an Object Buffer, and that Object Buffer is just the type.
10:28And I don't think I'm going to end up using it, but a lot of times I'll put an Object
10:31Buffer in here anyway, just in case. Better to have it than not have it.
10:35And you can see in the Compositing Tag on the Extrude NURB, I've got the Object Buffer
10:39set for number 1, and that number matches here.
10:42I'm rendering this out at 640x360 in just 90 frames of animation.
10:47So I've already got this rendered out and you notice also, let's go into the Save options
10:52that I've got the Compositing Project File options all turned on.
10:55And so I've already rendered this out.
10:57Let's go over to After Effects and import that project file.
11:01So I'm going to double-click here in the Project Window.
11:04Now I'm in the exercise files on the Desktop, and I'm going to go to 3D RENDERS and import SILICON.aec.
11:12Now if your AEC import is not working or the AEC file is grayed out, that means you do
11:17not have the correct After Effects Import plug-in installed from CINEMA 4D inside your
11:23After Effects plug-ins folder.
11:24Now you can get this from Maxon's web site in the Downloads section or from the Exchange
11:29Plug-ins folder in your CINEMA 4D installation.
11:31For more information on this technique watch the chapters on working with After Effects
11:36in CINEMA 4D, in the CINEMA 4D Essentials Training course, or inside of the After Effects Apprentice series.
11:42And when I do that, I get these two folders here.
11:44I'll take the Special Passes and drag it in there and twirl that open, and now I've got
11:48my SILICON composition.
11:50Let's drag that out here so it's floating loose and let's go into that.
11:54So what we end up with inside of After Effects, let's move this over just a bit, and scrub
12:00forward, and you see we've got this really cool looking type.
12:02Now to get the glow looking just the way we want it, we're going to need to do some things.
12:07Now if I solo these layers out, the Ambient Pass is just the edges in the parts that have
12:14the Luminance channel in them.
12:15That's going to great as the basis for our glow.
12:18So let's unsolo that.
12:20I'm going to use this Ambient Pass in a couple of different ways.
12:22The first thing I want to do is to use the Ambient Pass to isolate just the white lines,
12:27and the way I'll do that is by making a new solid layer, Command+Y or Ctrl+Y on the keyboard,
12:32and let's make that the same as the Comp Size, but let's make the color of the Solid layer
12:36white, and I'll hit OK.
12:39And now what I want to do is I want to duplicate this Ambient layer, Command+D or Ctrl+D and
12:44let's take that and put that up here above that.
12:46We're going to use that as a Track Matte.
12:47Now if your Track Mattes aren't showing, you can click the Switches/Modes button down there.
12:51And so I'm going to set that to use Luma Matte for the SILICON_ambient movie.
12:54And what that does, if I solo out this White Solid layer is that you can see the transparency.
12:58I now have just those lines over transparent, and that gives me a lot more control than
13:03just using the Ambient Pass by itself.
13:05The next thing I want to do is, let's unsolo that,
13:08take the Ambient Pass, and I can take both of these layers and just drag them down below
13:12the camera. It's a good form to keep your camera at the top of the layer stack.
13:16I'm going to take this Ambient Pass and move it up here, and on the Ambient Pass we're
13:20going to apply the very cool Starglow filter.
13:24Now if I go to the Effects, and I'm going to go to Trapcode and I'll add Starglow.
13:30Now when you first add Starglow it's going to make this crazy disco pattern.
13:34And what we want to do next is to adjust some of the settings.
13:38So the first thing we want to is we want the Source Opacity to be 0, because we only want
13:43to focus on the Starglow itself, and I'm going to solo this layer, and then adjust the Source
13:49Opacity down to 0.
13:50You can see that now we're only seeing the glow.
13:54Now I can unsolo this.
13:55I just soloed it just so you guys could see what would happen when I did that.
13:58So I'll unsolo that, and now with that un-soloed, I'm back to where I was before.
14:01Now it seems like nothing has changed, except now we have total control over this glow.
14:05So the first thing I want to do is go to the Colormap, and actually I can twirl-open the
14:09individual colors.
14:10You can do all kinds of great things here, but I want to go to Colormap A and instead
14:14of having it be a 3-Color Gradient, I'm going to set that to be One Color.
14:18And that just isolates just that middle color.
14:21In Colormap B, I don't need to be a 3-Color Gradient either. I'll set that to be One Color as well.
14:27And that one color we're going to use is going to be a really nice kind of cyany kind of blue.
14:32So let's click on that swatch and then pick a nice blue color, and that's feeling pretty
14:37good, right about there, and I'll do the same thing for this pattern here.
14:42In fact, I'll just use the Color Picker here and grab that color.
14:45You can see it gives us this really great looking blue color.
14:49And now the streaks are too long, so I can take the Streak Length and dial it way down.
14:54There we go, and let's zoom in a bit to the beginning of the animation.
14:59I want to have it spread out a little bit across the surface of the logo.
15:04So what I'll do is go to the Pre- Process and adjust the Threshold downward.
15:07And as I do that, that opens the glow up to showing up on more of the type.
15:12You can see as I get down into the 50 or 60 range, I'll bring it down to about 30 or so,
15:18and I think that' s going to look really nice.
15:20Now I can bring the Streak Length down even more than that.
15:22Let's bring it to 1, there we go.
15:25You can see now I've got this great looking glow happening here, and I think that's pretty
15:30good for the Starglow.
15:32Now what I want to do is address the Reflection, and for the Reflection the first thing I want
15:36to do is dial it down in Intensity.
15:39You'll notice that the color doesn't match now.
15:41We've got this blue color here and gray here, and we're going to have to fix that.
15:44But first let's dial down the Intensity.
15:46So hit the letter T on the keyboard to bring up the Opacity and bring that down. Before
15:50I do anything else, I'm going to bring up a new solid layer, Command+Y or Ctrl+Y.
15:54Let's make a black Solid and put it down at the very bottom of the layer stack, and I
15:58do that a lot of times rather than just turning off the Transparency because it affects how
16:02blending modes behave.
16:03So I'm going to raise it up and take the black Solid and bring it right down here at the
16:07bottom, and that's going to give me a very solid color for everything to sit on top of.
16:12Now what I can do is just adjust that Opacity down for the Reflection, and bring that down
16:16into the 10% or 15% range.
16:19Cool! Now let's change the color so that it matches.
16:22So I'll go to SILICON_refl, go to Effects > Color Correction > CC Toner.
16:27And for the Midtones on this, I'm going to pick that cyan color that I had before, so
16:31I can either pull it as part of the Color Picker, I think that will do.
16:36That gives me a great match up for that.
16:39Now what I want to do is to blur it out.
16:41I don't want my reflection to be very sharp like that.
16:44I want it to have a nice blurry feel.
16:46So I go to Effects > Blur & Sharpen and now I'll do just a regular little Gaussian Blur.
16:50I think that will work just fine.
16:52And in the Blurriness, I'll just adjust that up until it feels nice and soft, and there we go.
17:00That's pretty much all there is to it.
17:02This gives us a great-looking sci-fi feel type with these fantastic glowing edges.
17:08Capturing this look is all about using the idea of contrast.
17:12The visual difference between the glowing lines in the surfaces that they're on allows
17:16you to define the shapes of your objects while at the same time allowing your imagination
17:21to fill in all the blanks that aren't there, and it's your imagination that really draws
17:25you into the scene.
17:26That's it for this edition of Design in Motion, keep it moving, and I'll see you next time.
17:31
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040 Editing music for motion graphics
00:00Hi! Rob Garrott here and welcome to Design in Motion, the weekly series where we
00:04explore important fundamentals in the world of motion graphics.
00:07Now when I was first getting started in motion graphics, I didn't really
00:10understand the importance of sound to animation.
00:13We've all grown up with sound, it's all around us.
00:16In fact, the Saturday morning cartoons are filled with music and sound effects.
00:20Now I really didn't appreciate how important those were until I went to my first
00:24audio sweetening session.
00:26In that session, a really talented sound designer added music and sound effects
00:30to a project that I've been working on and the effects left me speechless.
00:34Now adding music and sound effects to your own animations is really not that hard.
00:39In this episode we're going to take a look at how to cut music to a very
00:43specific animation project.
00:45Let's take a look.
00:46So here I'm in Premiere Pro CS6 and I want to make a really important point
00:52before I get started.
00:54It doesn't matter what application you're working in, the editing tools
00:58are editing tools.
00:59What I'm really talking about here is a technique for understanding the music
01:03and really figuring out how to look at the music so that you can put it in the
01:06right place within your system.
01:08You can do this in any program; Final Cut, Avid, Premiere Elements, iMovie;
01:13it doesn't matter.
01:14I'm in Premiere Pro CS6, but you could follow along in any editing application.
01:18I've got a sequence here and it's already preset to 1080p at 29.97, and I'm
01:24going to start off with the animation.
01:26Let's double-click on this to bring it up into the Viewer Window and I'll hit
01:29Play so you guys can see this.
01:31(video playing)
01:52Okay, so this piece already has really solid sound design on it, but
01:56it's missing music.
01:57And so what I want to do is to cut some music underneath it.
02:00So before I do anything, I need to get this video into my timeline.