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Intimidated by 3D modeling packages? Dip a toe in the water with CINEMA 4D (C4D) Lite, a slimmed down version of CINEMA 4D included with After Effects CC. Motion graphics designer Angie Taylor shows you how to build a complete sequence in C4D Lite, progressing from initial object modeling, to animation, lighting, camera rigging, texturing, and final render. Plus, learn to animate text, create random movement with wiggle expressions, track cameras in live-action footage to add new 3D elements, and light your scene. Angie also round-trips the project files to After Effects for visual effects and color correction. With over 100 videos, this course allows you to explore almost every aspect of 3D motion graphics creation, within this accessible introductory tool.
So now for the exciting stuff. We're now going to start editing our primitive objects and building things from them in Cinema 4D. So I've started in 'chapter301start.aep' in After Effects. I'm going to select the Cinema 4D file, hit Cmd+E, or Ctrl+E on Windows, to edit original. And that's opening it up in Cinema 4D. Now, before you start modeling, you need to make sure you're familiar with the navigation tools in Cinema 4D. So, if you haven't done it already, have a little practice with the navigation tools.
It's very different from After Effects and it takes a little bit of getting used to. So, holding down the 1 key on the keyboard will allow you to move around your view, holding down the 2 key will allow you to zoom in and out of the view. And holding down 3 will allow you to orbit around a few. Now, handy little thing in Cinema 4D is, you can actually undo your view options. So Cmd+Shift, or Ctrl+Shift on Windows Z will allow you to undo your view actions.
And that's really useful because it's separate from the regular undo. So if I move an object I can undo it by hitting Cmd+Z or Ctrl+Z on windows. If I move a view, okay, if I hit Cmd+Z or Ctrl+Z it doesn't undo it but if I hit Cmd+Shift+Z or Ctrl+Shift+Z it undoes the view option. So you can always get back to your default view if you need to. Okay, so now we've done that. What we want to do is start adjusting our primitive object.
And we're going to do that in the attributes manager, but at the moment, the attributes manager is showing us the project settings. In order to see the Cube settings, click on the word Cube and we should see the Cube settings up here in the Attributes Manager. Now, there are four tabs in here and one of the tabs is the object tab. Now, prints of objects are also known as Parametric Objects. And that's because they have an additional tab containing parameters, okay, hence the name parametrical objects.
And these parameters can easily be adjusted to alter the shape and fill-it options of an object. You'll also see that you still have coordinates. So you have your position, scale and rotation coordinates that every other object will have. And this is kind of similar to the transform property group in After Effects, where you would adjust position, scale, rotation. You can keyframe them and make changes to them. And then in the Object properties, this is more like if you imagine, the closest equivalent would be shape layers in After Effects because like shape layers, not only do these objects have the standard coordinates for scale, position and rotation, they also have their own coordinates or their own size values, segment values.
And fill-it values and these are determined through mathematical calculations in this same, similar way that vector images are. So nice thing about these is they're editable and very easy to adjust. So I'm going to use these to start with and I'll show you later. How we can use other techniques to adjust the size and shape of our objects. So for now, all we're going to do is adjust these, though you can type in values. I should expect, so I can make the x value about 70.
And what I want to do here is I want to make feet for my robot. So these are going to be the robot's shoes, so I want them to be kind of blocky And I know that I want my x value to be about 70. The y value, I'm just going to scrub that, and I can scrub it by hovering over this two-way arrow, and scrubbing up and down. So, different from After Effects, you don't scrub, from left to right, you scrub up and down in Cinema 4D. Okay, and we get to a value of 60, which is what I want. You can also use the arrow keys on the keyboard, so when a value is highlighted When the cursor's inside the value, you can use the arrow keys to move that value up and down.
Now if I hold down shift while I'm doing it I can move in increments of 10 centimeters. If I don't hold down shift I would go up and down in increments of one. So you can use those short cuts to adjust the value. Now once you've finished editing those values, best to just hit enter on the number pad of your keypad or deselect just to make sure you're not going to accidentally adjust those values. And then, of course, you can use the three key, the two key, and the one key just to adjust your view.
And make sure you're happy with it. Now one more thing we're going to do before we, leave, is to adjust the fill-it options. A fill-it is like a bevel, that would be the equivalent in After Effects. So to activate this fill-it, I click on the fill-it button. Now the default value is way too high for this, you can see it looks more like a capsule, so I'm going to bring it down to a value of five. And that gives us nice round edges for the boot of my robot. So that's a little bit about how you can use the object properties within the attributes manager to adjust parametric, or primitive objects, in Cinema 4D.
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