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In this installment of Mograph Techniques, Ian Robinson shows you how to model and animate a stylized 3D flower that grows and blooms over time, using the combined power of CINEMA 4D and Adobe After Effects. You'll start by creating a single flower petal with traditional polygonal modeling techniques. Then you'll load the petal into a cloner object, and nest that cloner inside another, resulting in a complete flower with multiple levels of control for animation. The second phase is animating the cloners and refining the animation with the Step Effector. In the third and final phase, you'll bring the project into After Effects to add animated color effects, transitions, text, and shadows.
When it comes to creating any organic shape inside of Cinema 4D, you should probably get familiar with HyperNURBS to smooth out your 3D graphics. Since the graphic element we going to create isn't a very complex object, we going to use a pretty simple process starting with the polygon object. But then of course we'll smooth that out using HyperNURBS. So, let's get started by adding a polygon object. Let's click and hold down our Primitive Objects and go to Polygon. Change the orientation settings to minus z and increase the number of segments to 5.
Now, I want this to look kind of like a leaf, so I'm going to enable triangle. Let's press S to zoom into our object. Now we're ready for some polygonal modelling, so press C on your keyboard to convert this polygons. And let's jump in at Point mode and grab our Move tool. With the Move tool selected, make sure you have Soft Selection enabled. I have it enabled and I'm going to set a radius at about 42. Now when we select our polygon, let's click on this topmost point. You should be seeing this kind of yellow gradient.
Now, I want to give this more of an organic shape, so I'll just click and drag on the x axis to sort of make this bend off to the right. Now, just so I can better see the perspective of how I'm changing things in 3D space, I'm going middle mouse click and open up all four views. If you scroll with your mouse wheel, you can zoom in to look at any of the different angles to better see what's happenning. Now, let's select these three middle points. I'm going to hold down Shift as I'm clicking at each one of these points and let's click and drag on the Z axis handle to kind of give this little bit more dimension in Z space.
I'll just go and select this bottom here and bring that out as well. Now let's deal with the bottom corners. Click on one and hold down Shift and click on the other. Since I want this to be more of a leaf shape, I'll go ahead and hover over the X-axis handle and click and drag up to kind of bring these up into the shape. Go ahead and press T on your keyboard to grab your Scale tool. And let's click and drag on the x-axis handle for the scale and scale this in a little bit. Be careful when you're scaling this in. I'm going to middle mouse click over my front view here, and I want to make sure that these points don't ever come too close to this other polygon edge.
Now, I'm noticing these points are a little too close to these points. So I'll just grab my Selection tool here and select all four of these points and just kind of move them up. Okay, now if we middle mouse click back over to our Perspective view and render the scene, you'll see we have kind of a jagged raindrop-looking shape. And of course, that's not very organic, it's rather mechanical looking. So let's hold down Alt on Windows or Option on the Mac and click on our HyperNURBS object. This will automatically add our polygon to the HyperNURBS object.
Now when we rerender everything looks a little bit more smooth. Notice the tip is still a little jagged. If you want to fix that, you can just increase the subdivision renderer options and the editor options. Now when we go ahead and render this, it's smoothed out. And there's one last thing I want to do. And that's set this within the environment. So I'm going to click on a HyperNURBS object here. And rather than changing the anchor point of this individual object, I'm going to create a null object and place it at the bottom of our shape.
So let's go up under our Primitives here and choose Null. With the null object selected, let's a little mouse click over to our front view, and just click and drag this down to the bottom of our shape. And actually I want this to be a little bit lower than our shape here. And now we can go ahead and click and drag our HyperNURBS object and place it into our null. Now will our null selected, let's go to the coordinates, and just change that y setting to zero. Now we have our leaf setup in the center of our project. Now since the process I used to create this petal was rather organic, I want to make sure that we're all working with the exact same object.
So I've already created that object and hidden it in my Layers panel. So, if you don't have access to the exercise files, you'll want to go ahead and save this version to work with as you move forwards. But if you do have access to the exercise files, let's go ahead and just select all these objects, and delete them, and jump to our Layers panel. Here in my layers, I can turn on the visibility and the render settings and, make it visible in our object manager here. And now, we all have the exact same petal to start with. As we continue moving throughout the rest of this course, we'll be building repeating patterns.
And if your petal shape is slightly different, your repeating patterns might appear slightly different. So, that's why I'm kind of hammering home this. Hey, we're all going to work on the same object thing. So, now we're ready to actually start building repeating objects and blooming our flower.
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