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Mograph Techniques: Animating with C4D Effectors

Mograph Techniques: Animating with C4D Effectors

with EJ Hassenfratz

 


Harness the power of the CINEMA 4D MoGraph module to create complex animations with only a couple of keyframes. By stacking multiple MoGraph effectors, you can achieve nice-looking animations quickly and easily, saving you time spent keyframing moves manually. Discover how to change your text on the fly or create iterations of it, while keeping the animation intact. Author EJ Hassenfratz introduces a real-world postproduction workflow, by creating a network bumper promo. This project covers creating 3D text in CINEMA 4D, compositing, and adding final polish to the footage inside of Adobe After Effects.
Topics include:
  • Creating a cube grid with the MoGraph Cloner
  • Creating first-, second-, and third-wave animations
  • Using a null object to group and keyframe multiple effectors
  • Limiting the influence of an effector
  • Adding texture
  • Using an HDRI map for reflections
  • Lighting the scene
  • Importing a CINEMA 4D project into After Effects
  • Isolating and changing text color with object buffers

show more

author
EJ Hassenfratz
subject
Video, Motion Graphics, Compositing
software
After Effects CS6, CINEMA 4D R13, R14
level
Intermediate
duration
1h 39m
released
Feb 27, 2013

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Introduction
Welcome
00:00(music playing)
00:04Hi, I'm EJ Hassenfratz, and welcome to Mograph Techniques: Animating with
00:08CINEMA 4D Effectors.
00:10In this course, we'll look at how you can leverage MoGraph effectors to create a
00:14complex network bumper animation that's driven by only two keyframes.
00:19I'll start by showing you how you can set up your scene using cloner
00:22and fracture objects.
00:24Then I'll show you how you can stack MoGraph effectors while using MoGraph
00:28selection tags to have full control over how your objects are manipulated
00:32by MoGraph effectors.
00:34We'll then see how we can create an animation that can be quickly and easily
00:38changed for iteration and versioning in both CINEMA 4D and After Effects.
00:43We'll be covering all these features plus plenty of other tools and techniques.
00:48Now let's get started with Mograph Techniques: Animating with CINEMA
00:524D Effectors.
Collapse this transcript
Using the exercise files
00:00If you are a Premium member of the lynda.com online training library or if you
00:05are watching this tutorial on a DVD, you have access to the exercise files used
00:09throughout this title.
00:11You can download your exercise files from the Exercise Files tab on the course page.
00:17So I've downloaded my Exercise Files folder here.
00:19If I double-click it, you can see we have all of our chapters 1 through 5 laid
00:24out here, and in each chapter you have the correlating CINEMA 4D files, and in
00:29the case of chapter 5, we have all of our CINEMA 4D and After Effects files
00:33laid out in both CS5.5 and CS6 format.
00:38We also have in chapter 5 our rendered assets that you'll need to follow
00:42along in this chapter.
00:44If you are not a Premium subscriber to lynda.com, you don't have any access to
00:48the exercise files, but you can follow along from scratch with your own assets.
00:52Let's get started.
Collapse this transcript
A preview of the finished product
00:00Here's a little sneak peek of what we're going to be creating in this course.
00:04We're going to be making a network promo bumper for a fake TV station named Pixel.
00:11We're going to be creating this cube grid with a cloner object.
00:13We're going to be using MoGraph effectors to motivate the transition of these
00:18two words, and everything is just going to be driven with only two keyframes.
00:22We're also going to jump in to After Effects to add some finishing touches.
00:26So before you dive in, it's important to know what kind of look we're going to be aiming for.
00:32Now let's get started.
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1. Building the Cube Grid Structure For the Scene
Creating a grid of cubes using the Cloner
00:00Cloners and effectors are the main strength of CINEMA 4D, and stacking effectors
00:04is a huge timesaver when creating complex animations.
00:07Let's start by designing out the concept of our network promo bumper animation.
00:12So you'll see I have an empty scene right now.
00:14We're going to start by creating that cube grid that's in our animation.
00:19And so the first thing we need to do to create the cube grid is to get our cube.
00:23So we go up, get our cube, and we're going to change the size down to 150 in each
00:30direction here, and we're going to add a nice rounding to it.
00:34We're just going to do that by selecting Fillet--and that's a little bit too
00:38much rounding there.
00:39Let's just bring that down to 5, and a Subdivision of 5 is just fine.
00:45So now we've got our cube.
00:46Now we've got to create that grid.
00:48And we're going to do that by cloning it by using a MoGraph cloner.
00:54And if we just drag our cube into our cloner, you can see that it starts
00:59duplicating it upwards.
01:02And it's set to Linear mode, and that's not what we want.
01:05We actually need to make a grid, so we're going to use the Grid Array.
01:10So, remember, the cube grid that's in the final animation is just one deep, and
01:15it's a very tall and wide wall of cubes basically.
01:18So we're going to need to adjust these settings.
01:21Right now our Count is 3, 3, 3.
01:23Let's change this to 21, 16, and if we change that to 1 in the Z, it's just one deep.
01:32So you can see that we now have these little handles here that we can drag and
01:37adjust how big our cube grid is.
01:39Now, what we want to do is actually make it so these cubes are just flush up
01:45against one another.
01:46And we can do that by dragging the handles.
01:48It becomes a little bit meticulous.
01:51We can get them kind of close and then zoom in.
01:54We can get these pretty exact by actually going into our front view here and zoom in.
02:03We can actually adjust these by just adjusting the size here.
02:06So we have X, Y, Z size.
02:08Z really doesn't matter because we just have the one cube, but if we go and
02:12adjust the X size here, we can get it so we can zoom in pretty close and
02:21get really precise.
02:23So, that looks pretty good right there. I'm a stickler for even numbers,
02:28so let's just do 3010, and let's drag this down in the Y and 2252.
02:44That looks good enough for me.
02:47Let's go back to our main perspective view here, and we've got our wall of cubes here.
02:54So, remember, we have to have our chrome animation that has the cubes with text on them,
02:59so we actually need to get rid of, and make some holes to actually place
03:03those cube text objects.
03:05So we need to select five of these cubes because the words that we're going to
03:09use are NEXT and PIXEL, and PIXEL is five letters long, so we need to get rid of
03:15five of these cubes.
03:16So how we're going to that is by going up to MoGraph and by using a MoGraph
03:21selection tag, you can see that all these red squares pop up.
03:27Now, if I go and I've got my cursor with this little selection circle, if I just
03:32click on one of these, you'll see that it changes from red to yellow, and you'll
03:36see on my cloner, it added a MoGraph selection tag.
03:40So what I need to do is select four more of these and if I hold down Shift and
03:45select, you can see that there's turning yellow.
03:48We got five of these selected.
03:50These selections are now stored in this MoGraph selection tag.
03:55We're going to rename this to actually what it's doing, just to keep things straight.
03:59And what this is going to do is just get rid of the visibility of these
04:03clones from our view. So let's just rename it Cube Visibility.
04:10So now that we have these selected and it's stored in the MoGraph selection tag,
04:14now we need to get rid of them.
04:17So we can do that one of two ways.
04:19And the first way you can do this is going up to MoGraph, grabbing a Plain effector.
04:23So we have our Plain effector applied.
04:26You can see that the selection, the MoGraph selection tag, is actually
04:32already applied to this.
04:33So you can see that that position in our parameter here suggesting the clones in
04:39the Y up 100 centimeters on just those five clones.
04:44So if we deselect that and go to Scale-- because remember Plain effectors just
04:49deal with position, scale, and rotation--
04:51if we change the scale of these cubes to -1 in all of these parameters, or just
04:59select Uniform Scale and hit -1,
05:02this will scale it down uniformly on X, Y, and Z. You can see that that is
05:07one way to get rid of these cubes, by simply scaling them down with a Plain effector.
05:12So I am going to delete that and show you the second way.
05:15And the second way is using an effector, but this time it's the Volume effector.
05:22And so with this applied, Scale is selected, nothing is happening right now.
05:27And we're going to unselect Scale because we don't want that.
05:30What we do want is Visibility.
05:32And if you check the Visibility, right away nothing happens, because I don't
05:37think we have it applied.
05:38So make sure you have the Volume effector applied and with it applied, you can
05:44see that you can toggle this on and off.
05:48With the Visibility selected, it totally blows out and gets rid all of our cubes.
05:54We don't want that. We just want to get rid of those five cubes.
05:57So if we go to Effector under the Effector menu and drag our MoGraph Selection
06:02tag, Cube Visibility, and drag that into our selection, you can see that now that
06:09Volume Effector Visibility option just gets rid of those five cubes.
06:14Now all I want to do is just go ahead and rename our effector so we can keep
06:19them all sorted as we progress in this project.
06:22So I'm just going to name this Volume effector after what it does.
06:26So it's Volume, and it's just going to have a dash, and then we're just going to
06:31add Cube Visibility,
06:35just so we have everything sorted so our effector names reflect what they do.
06:40So when we need to refer to them later or apply them to other things, we know what's what.
06:45So now we have our grid basically set up, and now we can start adding our text cubes.
06:51With the MoGraph selection tag, you have precise control over which cloned
06:54objects you want to manipulate.
06:56Using this tag, you have the ability to exclude or include clones to be affected
07:00by effectors and in this case, have them be hidden from view.
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Creating the cubes with text
00:00In this animation, the cube grid has pulsating waves that will pass through it,
00:04and that will motivate the text transition.
00:06The text will be on two different faces of the cube, and the cube will rotate
00:10to reveal each word.
00:12So we have our cube grid here with the holes that are going to be filled with
00:16our cube text objects.
00:17So we're going to create our cube text, and we're going to do this by using the
00:20same cube that's in the grid, so the cube text have the same size and dimension
00:25as the cubes in the cube grid.
00:27We're going to just make it so everything looks seamless in this cube grid scene.
00:34So if I select this cube, hold Control, click and drag, I just duplicated that
00:39cube, and it has the same size as the cube grid cubes.
00:44So now what I have to do is make sure that I position this correctly.
00:48This will look flush and fit in with the actual cube grid here.
00:53So if I'm zooming in on my front view, that looks like it's pretty flush there.
01:07Now what I'm going to do is just move this over, and this will be the first cube text.
01:18So I have that positioned.
01:20It looks like it's lined up pretty good.
01:23So now what I'm going to do is I'm actually going to turn off the cloner in
01:27the cube for right now.
01:28I have to have these cubes spell the word PIXEL on one side on the top face and
01:33NEXT on the other, because remember, our animation turns from the word NEXT and
01:38then transitions to the PIXEL word on the other side.
01:42So how I'm going to do this is prepare one cube with one letter on the top and
01:47one letter on the bottom and then I'm just going to duplicate it and change the
01:51letters, just to streamline the process a little bit.
01:53So this will be the first letter of each word.
01:58So we're going to have P on the top and then N on the bottom, because we have
02:02PIXEL on the top and NEXT on the bottom.
02:04So let's start creating our text.
02:08Let's go up to MoGraph. Get our MoText object.
02:13Let's just move this over, bring it up a bit.
02:17We're going to hit R while holding Shift and just rotate this, and let's
02:23just position this.
02:25Let's go to our top view here.
02:30So remember, we need our first letter to be P. So let's change that to P for right now.
02:39And we're going to change the font to something a little bit nicer, Helvetica
02:42Neue, and we're going to choose bold.
02:45And we're going to change the alignment to middle.
02:48So let's reposition this, and we're going to scale this down a little bit,
02:52so let's bring the height down to say 185.
02:54So that looks centered pretty well.
03:02So now what I want to do, if I go into my perspective, I want to add a nice
03:06rounded edge to the P as well, as we did with the cube.
03:09What we're going to do is go into our Caps and get Fillet Caps, and let's change
03:15the Steps and the Radius for each of the Start and the End.
03:17We're going to choose 5 steps and a radius of 3 for both the Start and the End,
03:24so we have a nice rounded edge to match our cube.
03:28And we can actually adjust our Depth as well. We don't need it that deep.
03:34So we have our P set to the top.
03:37Now we need to make our letter on the bottom, and our first letter is going to
03:42be N because of NEXT.
03:44Let's actually make sure we're naming things as we go along.
03:47So that's P, drag, click, and then select and duplicate that and change that to N
03:52and also change the text field to letter N here.
03:55And we're going to rotate this 180 degrees, and let's rotate here in our viewport,
04:05and let's center this on the bottom.
04:08Let's actually go to our top view again, uncheck our P so we hide it in the
04:13viewport, and let's make sure we have our N here nice lined up and centered. That looks good.
04:26So now what we need to do is we're going to make these letters, select them both,
04:33and make them a child of our cube.
04:34We're going to name this Cube.1 because this will be our first cube.
04:38And the reason why we make our letters a child of our cube is because we're
04:41going to eventually apply animation to this, and we're going to have these cubes rotate.
04:46And since the P and the N are a child of that cube, once we rotate this cube,
04:51it's going to rotate the letters along with it.
04:53So we're going to have it so it starts with a P and that's going to rotate and
04:59reveal the other side.
05:01So that's important to have the letters child of the cube.
05:04Let's go and and set that back to default.
05:08And let's turn our cloner back on here.
05:13Let's go to our front view.
05:14We're just going to duplicate this.
05:16So we have our cube with our letters as the children.
05:20We're just going to duplicate this whole entire rig by holding Control and click-
05:24dragging, and let's rename this to Cube.2.
05:27So that duplicates the cube as well as the MoText objects that are children
05:32of that cube object.
05:34And we're just going to drag and by holding Shift, we can constrain that movement
05:39in increments of 10.
05:41So remember, our cube is 150 centimeter, so if we go over 150 centimeters, that
05:47should line things up pretty well.
05:50So now let's do this three more times.
05:53So Cube.3, holding Shift, and line that up. And let's duplicate again, Cube.4 move
06:05that over to the right, and make our last Cube.5 here.
06:13So now what we have to do is if I hide our cloner, our cube grid, now what I have
06:20to do is go in--go into each of these cube objects and then just change out the letters.
06:27In our Cube.5, we actually don't have a letter on the bottom, so I'm just going
06:32to delete that right now.
06:36So we have PIXEL on the top, so we need to change this P to an I. Let's change
06:42that to I. And let's also remember to change the names of our objects in the
06:48Object Manager to reflect the change in the text as well, just to keep things organized.
06:54We're ready to go, and select our letter, go to our Object tab.
06:59This is X, P-I-X-E-L.
07:02Make sure you double-click on the P. You rename the object to what the letter is.
07:08Let's go to our fourth, and that will be E, and make sure we go down to our text
07:14down this text field and change that to E as well.
07:17And then PIXEL. This last cube will be an L. Let's rename it in the Object
07:22Manager and change the text field to L on this MoText object.
07:27So we have PIXEL spelled out on the top. That's looking good.
07:30Let's go and rotate down to the bottom.
07:33This is where we will have the word NEXT. So N is fine.
07:37Let's go to our second cube.
07:40Select the MoText object.
07:42Let's just rename that to E and also change the text field to E. It'll update
07:48it in the viewport.
07:49Go to Cube.3 and that will be N-E-X-T, so that will be another X. Go and change
07:58it in the text field in our MoText object.
08:01And then on Cube.4, we will change the N to a T. So let's go and change it in
08:08our text field and in our MoText object as well.
08:11So now we have our letters all set up.
08:15Let's actually--you don't want it poking out too, too much because, as you can see, if
08:20I re-enable my cloner object, you can kind of see through the cracks there, a
08:26little bit of the object.
08:27So let me hide those again.
08:29Let me select the P, the I, the X, the E, and the L. Let me just bring this down a little bit.
08:38That looks okay now.
08:39Let's re-enable our cloner object.
08:46And now what we have to do is make it so these cube objects can be affected
08:52by effectors, and how we're going to do that is simply throwing them in a fracture object.
08:57So you go up to MoGraph > Fracture, and let's just throw all of these cubes into
09:03the fracture object.
09:06Straight mode is perfectly fine, and now you see you have your Effector tab that
09:10you can start applying effectors to.
09:12Now just a little bit of cleanup work,
09:14we're just going to rename these two objects.
09:16So we're going to rename the cloner to Cube Grid. And our Fracture object is
09:21actually our cube text,
09:23so we're just going to rename this Cube Text.
09:25So now we can easily see what's what.
09:28You now have the scene set up with all the objects able to be affected by MoGraph effectors.
09:33You should always work as if changes are inevitable because they usually are.
09:37A little preparation goes a long way when it comes to tackling those changes
09:40or iterations.
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2. Setting Up the Scene with Effectors
Creating the wave animation with plain effectors
00:00Using MoGraph effectors to animate your scene can be a huge timesaver over
00:04keyframing by hand.
00:05Using effectors to procedurally animate objects allows you to automate much of your animation.
00:11In this movie, you'll begin creating the procedural animation with effectors.
00:14So you see we have our cube grid cube text all set up.
00:19Now what we need to do is start applying effectors to create our animation.
00:24So we're going to go up to MoGraph, go to Effector, and the effector type that we
00:29are going to be using specifically for this animation are just Plain effectors.
00:32The reason for this is, if you look under the Parameter tab, you can see that
00:37under Transform, you can only transform Position, Scale, and Rotation.
00:41Since we're only animating the object's position and rotation, Plain effectors are
00:46going to work just fine for what we need.
00:48So now what we have to do is apply our Plain effector to our cube grid and cube text.
00:54Under Cube Grid, we already have an effector applied. Keep that in mind.
00:58Now if I select the cube text as well, you can see under the effector tab that
01:03the Volume effector is still here.
01:05Now, watch what happens when I click and drag the Plain effector and apply it to
01:09both the cube grid and cube text.
01:11You can see that our cube text just disappeared.
01:14You can also see when I select the cube text and look under effectors, not only
01:19did it apply the Plain effector to the cube text, it also applied that Volume
01:23effector that was only originally applied to the cube grid.
01:26Now this is just the way that CINEMA 4D works when applying a new effector to
01:31multiple objects where an effector is already applied to one of the objects.
01:36So that's just something you have to keep in mind.
01:39Now, to easily fix this issue, all you have to do is delete the Volume effector
01:43from the cube text and you can see our cube text reappears again.
01:49So this first Plain effector is going to motivate the first wave, and it's going
01:53to push the cubes forward in Z space.
01:55So we're going to delete out the 100 in the Y, and we're just going to scrub this
02:01forward, scrub this in the negative Z space, and you can see that that is pushing
02:08all the cubes forward in Z space.
02:10So we're just going to push them forward 150 centimeters.
02:13And we don't want this to be applied to the entire cube grid at the same time.
02:17We want it to come on in a wave.
02:19So to do that we need to go into our Falloff, and our Falloff Shape is set to
02:23Infinite and that's why it's being applied to our entire grid.
02:26If we go for the Box, you can see that the position value change only applies to
02:33where our falloff is in our viewport.
02:37So what we need to do is make sure that this falloff area encompasses the entire
02:46cube grid area here as well.
02:49So now if I move this from left to right, you can see that that is creating a
02:57nice little wave pushing our cubes forward.
03:02You can see that the wave just start taking shape.
03:06So in our original animation, we also have that wave coming through and rotating
03:11the cubes and revealing our first word.
03:15So now we have to make a second Plain effector.
03:18Before we do that, let's go ahead and rename this Plain effector, just to
03:21keep things organized.
03:22So remember, this affects both the cube grid and cube text, so let's rename this
03:27All. And this affects the position only, so Pos for short. And then this is part
03:32of wave one, so we'll just type Wave1.
03:35So now let's create our second Plain effector.
03:38Go up to MoGraph > Effector > Plain. And this is going to be the Plain effector
03:46that is going to rotate our cubes and reveal our first word.
03:49So we need to deselect Position and we also need to make sure that we apply it
03:54to both our cube grid and our cube text.
04:00So if I go back to our Plain effector, select Rotation, and if I go -90 in the
04:07Pitch, you can see that that reveals our first word.
04:14And again, we need to change that Falloff value from Infinite, and we're going to
04:19change this to Linear, because we want this to work linearly from left to right.
04:23And right now you don't see anything changing because if I actually get rid
04:27of the cube grid and zoom in here, you can see our falloff of our Plain
04:34effector has this arrow.
04:36What that means is that effector is going to be applied from left to right in
04:41this direction, in the Z. And you can see that that's not the correct
04:45direction we want it to go.
04:47We're going to re-enable the cube grid.
04:50I'm just going to rotate this 90 degrees and make sure that that arrow is now
04:56pointing to the right.
04:57And now as I pass this through our scene, you can see from left to right, that's
05:03going to reveal on and rotate our cubes 90 degrees and reveal our first word.
05:11Right now our falloff is a little sharp.
05:14We just drag this handle out. I'm going to pass this through again.
05:18You can see it's a little bit more softer of a transition there.
05:22That's looking pretty good.
05:23I'm just going to pass this effector off right here.
05:28So now, let's rename this again to keep things sorted, and rename this All
05:34because this is also applied to the cube grid and text. And this deals with
05:38rotation so Rot, also part of wave one, so put in Wave1.
05:43So now if select both of these, and pass them through our scene, we really start
05:50to see the animation taking shape.
05:52That's looking pretty good.
05:53Finally, we need to add one last effector to complete our wave.
05:59And that's another one to push these cube text cubes forward a little bit more,
06:05just to make a pop off that back cube grid, because right now it's looking kind
06:09of bland and boring.
06:11So to do this again we need to create another Plain effector.
06:16Let's rename this again.
06:18We're only going to apply this to the cube text so we're not going to name it All;
06:23we're just going to name it Text, and this is positions.
06:25It's going to affect the position.
06:27It's going to position it forward in Z space, and this is also Wave1.
06:32Now if we go and apply this, you're going to see, that it actually pushes it back.
06:39And if we go, our default value is 100 in the positive Y. We know we need to
06:46push it negative in the Z space just like our first Plain effector here.
06:50See how we have that -150?
06:53We also needed -150 in this, but you see that it's pushing it upwards;
06:59it's pushing it in the wrong direction.
07:01The reason for that is the way that these effectors are being applied.
07:05So first the position is pushed forward by this Plain effector. Then the rotation
07:10comes through, and because the rotation comes through, it actually changes the
07:13orientation of the axis of this object.
07:17So that's why when we apply this final position effector, it's pushing it up in
07:22the wrong direction.
07:23To fix this issue, we actually just need to move our text position wave first in
07:29our stacking order, and you can see that we've got our desired result.
07:35We just want the text pushed a little bit forward to really get some contrast
07:39and really make this look nice and be a focal point of our grid here.
07:44So keep in mind that effectors are applied procedurally, so whatever is first on
07:49the stacking order is the first thing that gets applied.
07:52So now if I zoom out here, I need to change the Falloff of this text
07:59position wave as well.
08:01Change it from Infinite, and we're going to change this to Box.
08:04We're going to make sure that it encompasses the entire word here.
08:11So as I drag this, it comes forward.
08:15We need to make sure that as it passes through, the entire word comes forward.
08:20So that's looking pretty good.
08:24So now if I go and select all of our effectors, and I go from left to right, you
08:30see our wave comes through. The cubes are getting pushed forward.
08:35They're rotating, and then that final text position effector is pushing that cube
08:43text object forward even further, and that's looking pretty good.
08:46So you can start to see the beginnings of the animation taking shape.
08:52Organization is going to be key when applying all these effectors, just in case
08:55changes are needed down the line.
08:57And in this industry, changes are almost guaranteed.
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Creating the second wave animation
00:00With our first wave of effectors applied, motivating the first text transition,
00:05you'll now begin to apply the second wave of the animation, which will bring the
00:08cubes back to their original state.
00:10When working with this many effectors it's very important to name them so you
00:14know what each effector is affecting.
00:15So just to review, we have our first wave applied with these three effectors, and
00:21you can see that the wave comes through and motivates our first text transition.
00:27So now we'll need a second wave that will actually just bring these cubes
00:31back to their original state and will get rid of this next word and prepare
00:36for it to transition to the next word, which is that PIXEL, that fake name of our TV station.
00:43So let's begin to create our Plain effectors that will be part of this second wave.
00:48So MoGraph Effector > Plain effector, and let's rename this to what it's going
00:53to do. And this is the Plain effector that's going to create that second wave.
00:57It's going to push the cubes forward to create that wave effects,
01:00so we're going to apply this to both our cube grid and our cube text.
01:04So, All, and it's going to affect the position, so POS, and it's part of wave
01:11two, so just to keep all these sorted.
01:14So we've got to make sure that we apply this new effector to both of our objects,
01:21to our cube grid and cube text.
01:24And you can see that it's moving everything by its default value because it has
01:28100 in the Y by default.
01:30We need to bring that to 0.
01:31And we know we have to push these cubes forward.
01:34They have to come forward negative in the Z space.
01:37So we know we have to change this in the negative Z, but you can see in our
01:42viewport, it's actually pushing the cubes upward.
01:46And the reason we for this is, if we go into our cube grid, these effectors are
01:50getting applied sequentially.
01:52So the Volume effector is being applied first, then the position, then the
01:55rotation of the first wave.
01:58So by rotating the cube, it's changing the rotation of the axis of the objects.
02:03So when we have negative Z in this position value, and it's pushing it actually
02:08in the Y, that's because it's being applied after that Rotation effector.
02:13So we need to make sure that since the effectors are being read sequentially,
02:18that if we bring this before the rotation's applied, and if we do this to both
02:23of these cube grid and cube text, if I go back to our position wave 2 effector
02:29and I start scrubbing in the negative Z, you can see that that's the look that we want.
02:34That's behaving correctly.
02:36So if I have 150 in the negative Z, it's actually going 150 in the negative Z space,
02:43coming towards our camera.
02:46So again we have to adjust the falloff.
02:48We don't want infinite because we don't want all the cubes to be affected all at once.
02:52We're actually I'm just going to use a Box effector.
02:56If I scale this falloff up off so it encompasses our entire grid. Maybe just
03:07zoom in here and drag these handles out so it's a little bit wider of a falloff,
03:15and scale this out so it also encompasses our cube text here.
03:20And as I move this from left to right, you can see that this is going to be
03:24our second wave here.
03:27So again, with our waves, we have the cubes being pushed forward, but we also
03:32have our cubes being rotated, and we need this cube text to be rotated back to
03:38its original position.
03:40So since its being rotated by this Rotation effector in the negative 90,
03:45we're going to need to create a second Plain effector that will rotate it in the positive 90.
03:53So let's make sure that we have this Plain effector applied, and let's
03:57actually rename it first.
03:59It's going to effect both our cube grid and cube test so All.
04:02It's going to effect rotation, and this is part of wave two.
04:07So now we can apply this to both of our objects:
04:12our cube grid and cube text.
04:15And as I rotate this, remember, we're rotating it back to where it was, so we
04:19need a positive 90 value in the pitch.
04:23And if I change the Falloff from Infinite to Linear, because we want this to be
04:28applied linearly from left to right, so I need to rotate our falloff so it's
04:33facing the right direction.
04:34So you can see, as we move the effector falloff from left to right, that it
04:42changes our cube text back to its original rotation.
04:48So if I bring this back to where the position falloff is, and I move this
04:54first wave over it to the right here and have our second wave pass through, you
05:01can see that that is affecting our cube text and our cube grid just like we want it to.
05:09So now I'm positioning the second wave behind the first wave of
05:14effector falloffs here.
05:16If I select all of these and bring this all the way to the left and start
05:23dragging, and get all this mess of effector falloffs over here, and as we bring
05:28it from left to right, you can see the first wave pass through, bring our first
05:33word on, followed by the second wave, which is going to move the text cubes back
05:40to their original state.
05:42So that's our first and second waves.
05:46So now that we have our second wave of effectors applied, we're back to
05:49this blank cube grid.
05:52With all these effectors, you need to make sure that you name them properly or
05:56you can become easily confused as to what effector does what.
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Creating the third wave animation
00:00In this movie, you'll apply the third and final wave of effectors to the scene
00:04to complete the procedural animation.
00:06When working with this many effectors, it's very important to name them so you
00:10know what each effector is doing.
00:12So we have our first two waves of effectors applied here, and as I just bring
00:18these to the left and just kind of scrub them through our scene, we have our first
00:24wave pushing the cubes forward, rotating them, revealing our first word, NEXT.
00:31And then we have our second wave passing through as well, pushing the cubes
00:35forward, rotating them, and bringing our cube text back to their original
00:39position and rotation.
00:42So let's just bring these effectors all the way off to the right here, and we can
00:46start applying our third wave.
00:48So our third wave is going to have a position effector, a rotation effector, and
00:53then we need to have a third effector that pushes just the text cubes forward
00:58in Z space, just to give it a little bit of contrast and become the focal point of our scene.
01:03So let's create our first plain effector for our third wave, and this is going to
01:09be the one that pushes our cubes forward in Z space, so this is applied to our
01:14cube grid and cubes text.
01:16So let's just type ALL, and this is dealing with position, and this is part of
01:22wave three, so All.Pos.Wave3.
01:24So make sure that we apply this to both our cube grid and our cube text.
01:32So that's applied down there.
01:36And automatically, the default is 100 centimeters in the Y. We don't want that.
01:41We want to have them have the effector push the cubes in -Z space, and we'll just
01:48type in -150.
01:49And we need to change the falloff from infinite to something else.
01:54We don't want all of our cubes to be effected all at once.
02:00And we're going to go ahead and choose Box Falloff.
02:03And if we scale the Box Falloff up here and make it a little bit wider,
02:10you could see that if I pass this through our scene, that's creating a wave-like effect.
02:16So let's just make sure that our falloff is tall enough, that it's
02:21encompassing all of our grid,
02:22so that that is now affecting our entire grid. So that's looking good.
02:28And now we need to make a second plain effector, and this is going to rotate our
02:34cubes and reveal our second word.
02:37So this is going to be applied to the cube grid and cube text, so ALL, and then
02:42rotation, ROT, and this is part of wave three as well.
02:46Let's make sure we apply this new effector to both our cube grid and cube text.
02:57Bring it all the way down here.
03:00And we need to turn off position.
03:02We don't want this to affect the position, but we do want to affect the rotation.
03:06And we want to affect to it in the positive 90 degrees in the pitch.
03:11And you can see as I scrub that to 90 degrees,
03:15that's revealing our second word, PIXEL.
03:18It's the fake name of our fake TV station.
03:20So we need to change the falloff of this effector.
03:24We don't want it to affect all of our cubes all at once.
03:27We need to have a linear falloff here so it's affected from left to right, and
03:32we need to rotate this linear falloff in the correct direction, so we just need
03:37to rotate it 90 degrees there.
03:39You can see as I move this through our cube grid, that as it passes left to
03:47right, it rotates our cubes and reveals our second word.
03:51If I move this effector to where our position effector is, if I select both of
03:57the effectors here that's in our third wave and I move them from left to right,
04:03we have our queues being pushed forward, and then we have our cubes being rotated
04:08by the second effector and then we reveal our second word.
04:13We're going to create third plain effector that's going to push these cube texts
04:18forward, just to give it a little bit of contrast and break it out of this cube
04:23grid, because it's looking kind of boring right now.
04:26So let's create our third plain effector.
04:29This is just going to affect the cube text so we're going to just put text.
04:34It's going to effect position, and this is part of wave three.
04:37Let's name is textpositionwave3, and let's just apply this to our cube text.
04:44You could see right away that it's moving it forward, but you notice it
04:51shouldn't be affecting it like that because the positive Y is up.
04:55What we need to do is have it pushed in negative Z space, but you can see that
05:01it's not acting appropriately.
05:03And the reason for this is because of the stacking order of our effectors.
05:07You can see that we have all these rotation effectors rotating the cubes, and
05:11that's changing the rotation of our axis direction of our cube text here.
05:17So we need to make sure that when we apply this it's applied before any of the
05:22rotation effectors are passing through.
05:25So now if we go back, you can see that that's acting as it should.
05:30If we're pushing it in the negative Z space, it's actually moving in the negative Z space.
05:34Let's just put 150. And we will need to change the falloff.
05:40We don't want it to affect everything all at once, so we're going to change
05:44that to Box falloff.
05:45We need to make sure that we scale up the falloffs so it encompasses the entire
05:52cube text objects, make sure it's wide enough in that direction as well. Zoom
06:02out and let's make sure it's high enough there.
06:05So now we select all of our wave three effectors and I move them from left to right.
06:15We have our cubes are coming forward, rotating, and then we have our second word
06:23appearing on our scene.
06:24We can actually just move these two back so that they're all kind of being
06:30affected all at the same time.
06:36So that's looking pretty good.
06:37So now if we zoom out here, if we select all of our effectors and bring all of
06:47them to the left, we can get a little preview of what our animation is going to
06:50look like. So as this pass through, our first wave is passing through, reveals
06:56our first word. The second wave comes through, pushes the text back, and our third
07:03and final wave pushes through and reveals our second and final word.
07:07So you can really start to see what this final animation is going to look like.
07:13So with all these plain effectors set up and the animation pretty much mapped
07:16out, you'll see that at first glance, there's a lot of moving parts.
07:20But by stacking all these effectors, you can control the entire animation
07:24with just two keyframes.
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3. Creating the Animation with Two Keyframes
Using a null object to group and keyframe multiple effectors
00:00By building an animation entirely of MoGraph effectors, you can easily apply and
00:04adjust the animation by simply moving the effector's falloff position.
00:09Here I'll show you how to set up the scene so that you can control the entire
00:12animation with just two keyframes.
00:14So we have all of our effectors applied here and if I just have them all
00:19selected and move them all over the left here, and if I just click and drag and
00:25have these effectors pass through our cube grid, you could see the animation that
00:29we're going to be going for.
00:30We have our first wave passing through, revealing our first word; we have the
00:37second wave coming through and reverting the cube text back to their original
00:42rotation; and then we have our third wave coming through and revealing our second
00:48and final word, which is the name of our fake TV station Pixel.
00:52So now all we need to do is animate all these effectors, and what we're going to
00:58do is just, instead of animating each of these, we're just going to drag them all into a null.
01:03So let's create a null, and let's just drag and drop all of these effectors and
01:09make them children of the null.
01:12And we're going to rename this null Effector Control.
01:16This null is where we're going to apply all of our animation keyframes.
01:21So now if I zoom out and just move the null, you can see that it's just moving
01:27all of our effectors as well.
01:29So if I bring all these effectors off to the left here--and I'm going to set a keyframe here.
01:36Let's actually make our animation a little bit longer.
01:39Let's make it 150 frames.
01:42And let's go out to frame 100 and just drag and have all of our effectors pass through.
01:51So that's completed.
01:52They're all off the screen, and hit another keyframe.
01:56You can see that our last Box Falloff here, which is our text position wave three,
02:03is no longer affecting our cube text. We need to make this box falloff large
02:08enough so that when all these other effectors pass through, the Box Falloff is
02:14still effecting and encompassing that cube text.
02:17So let's just adjust that a little bit.
02:20So now if we go back to our frame 0 and hit Play, we have our animation
02:29basically played out there.
02:31Now, we still need to do some adjustments. It's a pretty fast animation for my taste.
02:37So all we need to do to adjust the timing is by moving these falloffs.
02:43So the way we do that is if we have this first wave here--let's select all of
02:46the waves, and let's just bring these out, give it a little bit more space for
02:52other effectors to breathe, and let's go back to frame 0.
02:56You can see that we have our first wave passes through.
03:02There's a little bit more time for that word to breath.
03:06You can see we still need to make our text position wave one box falloff larger
03:12so that it encompasses the cube text for the entire duration, and the falloff
03:18doesn't leave until the second wave comes through here,
03:21so we need to make sure that it's kind of touching the second wave
03:24effectors here as well.
03:27So I think that's set up pretty nicely.
03:29Let's go back to frame 0 and hit Play again.
03:32So we have NEXT and a beat and then the second word comes up.
03:39So I think the second wave is coming through a little fast as well, so all we
03:44have to do to adjust that is come in here and maybe just spread out and
03:49adjust the falloff here so it's a little bit smoother, maybe the position wave two here.
03:56Let's go in here and pull these handles. Let's actually move our--maybe a
04:03little bit forward here, and let's actually select all of our wave three and
04:09have them come in a little bit later so all we have to do is push them back to the left here.
04:14So there's a little bit more breathing room between when the first word comes on
04:18and off and the second word comes on.
04:23So let's hit Play again.
04:24And I actually have to adjust our effector control.
04:28You'll see that at frame 0, since we moved the first wave of effectors forward,
04:33we actually need to push this null back so none of the effectors are
04:38effecting this grid just yet.
04:39So let's hit another keyframe and that replaces the old keyframe, and let's hit play again.
04:47There, first wave, second wave, and third wave.
04:51So let's say we want less space between when this happens and the second word comes on.
04:58So we want the second word to come on a little faster. All we need to do is
05:02select our third wave effectors and just move them up and move them a little bit
05:08closer to where that second wave of effectors are.
05:13So now if I go back to frame 0 and hit play, we have our first wave, and then our
05:21third wave comes through, revealing our second word.
05:26So I still say that we should have a little bit more breathing room for that first word.
05:31We need to make sure we can read that.
05:33So again, all we have to do is select our first wave, bring it forward.
05:38You just make this Box Falloff bigger. And let's go back to frame 0, again making
05:46sure that we adjust the position of the null so none of the effectors are
05:50applied on frame 0. Hit another keyframe.
05:53Let's zoom in and let's hit Play again. NEXT PIXEL.
05:58So there we go.
06:01That feels a little bit better. NEXT has a little bit more room to breathe,
06:05and we got the second word revealed.
06:08Setting up the animation in this way gives you more of a visual way to create your animation.
06:13You can physically see where the falloffs are and how the animation is being
06:17applied to your scene.
06:18This allows for saving a lot of time not having to deal with many keyframes in
06:22case you need to change timing.
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Using the selection tag to limit the influence of an effector
00:00So now that you have your animation all laid out, you notice we have an extra
00:04blank cube on the first word.
00:06I'll show you how you can exclude it from the first wave of animation in this video.
00:11So, much like how you hid the first cubes from the cube grid to be able to place
00:15our cube text using a MoGraph selection tag right here, this is how you go about
00:20removing the extra cube in this first wave.
00:23So if we go to frame 50 here, you see we have this extra cube.
00:28It doesn't really look good, so we're just going to get rid of that.
00:32We need to remember that this text position Wave 1 effector is the effector
00:36that's pushing the cube text forward in this first wave.
00:40So what we need to do is select our cubes that we need to have still be effected
00:46and exclude this one.
00:48So let's select our cube text fracture object.
00:50Let's go up to MoGraph > MoGraph Selection.
00:54You can see that these red rectangles pop up.
00:57So all you need to do is holding Shift, select all of the cube text with
01:02the letters on them.
01:03You'll see that the rectangles change from red to yellow and a MoGraph
01:07selection tag pops up.
01:10Let's change the name of our MoGraph selection tag to Blank Cube.
01:16Since we only want these four cubes to be effected by this text position wave
01:21effector, all we have to do is go to our Effector tab and we have the Selection field.
01:27If we just drag our MoGraph Selection tag from our cube text fracture object and
01:32drop it into that field,
01:34you can see that it's only affecting the clones that we highlighted in this
01:39MoGraph selection tag.
01:41So now, if we play through the scene, it looks just like it should.
01:47So depending on what words you use for this transitions, knowing how to use
01:52MoGraph selection tags for finer control over what your effectors animate is
01:56important, especially if you need to iterate and use different words.
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Adding finishing touches to the animation
00:00By making a complex animation that is controlled with only two keyframes, it
00:04makes adjusting the overall animation incredibly easier than if you keyframed it
00:08by hand or all the falloffs individually.
00:11Now, to adjust the pace of the animation, you just have to adjust those two keyframes.
00:17So let's open up our timeline by going to Window > Timeline, and let's just zoom
00:22out and frame up our two keyframes here. And let's open up our Effector Control,
00:28Position, Scale, and Rotation tracks here.
00:31We don't need the Rotation, so let's just delete that.
00:33We don't need Scale either, since we're not changing any of the rotation or scale values.
00:38Let's twirl down our Position.
00:41And you can see that the only track we really need to worry about is the
00:44position X, because that's the only track that has any movement.
00:47So we can get rid of the position Y and the position Z. So now that we have our
00:52timeline all uncluttered, we can see that this is our animation curve.
00:56And by default, when you just hit keyframes in CINEMA 4D, you have an ease-in and
01:02ease-out applied to your animation track.
01:04Now you can simply adjust this by just grabbing one of these keyframes and
01:09adjusting the handles.
01:11So by changing just this handle, you can change the pacing of your animation
01:15really easily, because you're only dealing with these two keyframes.
01:19So, say you want the animation to have a constant speed the whole entire way through.
01:24All you have to do is select both of these keyframes, right-click, go from
01:28Spline Interpolation to Linear Interpolation, and you can see that we now have a straight line.
01:35This means that we have a constant speed maintained throughout the whole entire animation.
01:39So let's close our Timeline.
01:41I am also going to bring the frames down to 100. Hit Play.
01:46So you can see all of the waves pass through our animation at an equal speed.
01:51Let's go back to our Timeline.
01:55Say we want our first wave to go faster and the second and third waves to pass
01:59through our animation slower.
02:01We just go in, select both of our keyframes, go from Linear Interpolation back
02:06to Spline, and just adjust this first keyframe so that the curve is steeper at
02:12the beginning and shallower toward the end.
02:15Now, if I close this Timeline again, go to frame 0 and hit Play, you can see
02:23that our first wave passes very quickly and the second and the third waves pass
02:27through a little bit slower.
02:28So you can adjust the pacing of the animation that way or you can just simply
02:33zoom out and reposition your effectors.
02:36So let's move up our first wave a little bit closer and just adjust our
02:44Text.Pos.Wave effector there.
02:46So we want a little less time between the first word and the second word.
02:53Those are two ways to adjust our animation's pace. I'll zoom in here.
02:58Let's go back to frame zero. Hit Play again.
03:01That's feeling pretty good.
03:05So you can easily change the way the animation flows.
03:09We have a vertical movement to our waves.
03:11It's just straight up and down. Say you want to add a slight angle of this.
03:15We can easily do this by just going to the Effector Control and just adding a
03:20slight rotation value, and this rotates all of our effectors.
03:25So let's say you change the rotation to 11 degrees.
03:27Let's zoom out, go to frame 0, and let's hit Play. Zoom in here.
03:35You can see that just by adding that slight rotation to our effectors really adds a lot.
03:43Our animation looks a little bit more interesting just by adding that slight rotation.
03:48Now let's smooth out this animation and give it a little bit more organic look.
03:52We're going to add two Delay effectors.
03:54Let's go to MoGraph > Effector > Delay.
03:58And this first Delay effector is going to add some spring to our animation.
04:02You can see the mode is set to Blend by default.
04:05If you go down and select Spring and make sure you have it applied to both your
04:09cube grid--make sure you're applying it as the final effector in the effector
04:15list so it effects all of the effectors before it.
04:18And add it to the cube text.
04:22Also making sure it's the last effector applied--it is.
04:27And let's rename this Delay effector to Delay Spring, because this is going to
04:32add spring to our animation.
04:33Let's zoom in here, go to frame 0, and hit Play.
04:38You can see how that adds a nice dynamic look to our animation just by adding
04:44that Delay effector set to Spring.
04:46Let's hit Play again, and then I'm going to bring the strength value up to say 60.
04:53That may be a little bit too much spring, but what I'm going to do is add a
04:56second Delay effector.
04:57Let's go up to MoGraph > Effector > Delay, and this one is actually going to smooth
05:04the entire animation out.
05:05We're going to set it to Blend Mode.
05:08It is by default. And then I'm going to rename this to Delay Blend.
05:11I'm going to make sure I apply this to both the cube grid and the cube text,
05:18making sure that's the last effector applied in the effectors list.
05:22Apply it to Cube Text. There it is.
05:29Let's go to frame 0 again, and let's see how this looks.
05:34You can see that it smoothed out that springiness and smoothed out the animation overall.
05:38Now let's adjust the strength, change to say 75.
05:44Now you can see by adding that Delay Blend effector, it blended and smoothed out
05:51the spring effect and also the entire animation.
05:55So that the transition is a lot more smooth than natural, and the animation has a
05:58lot more energy to it.
06:00So by fine-tuning keyframes and applying subtle easing effect using Delay
06:04effectors can add a lot to the final animation.
06:07Focusing on these details can be the difference between making a good
06:11animation or a great one.
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4. Preparing a Scene for Composite in After Effects
Adding textures and using an HDRI map for reflections
00:00In this movie you will be adding textures to your scene to give it a high-end look.
00:05Using a Sky Object and an HDRI map, you'll give a polished look to the objects.
00:10So let's just go ahead and start creating our materials.
00:13I just double-click in the Material Manager to bring up a new material.
00:18I am going to name this White.
00:19This is going to be a white material that we will apply to our cubes.
00:24So the color is fine.
00:26Let's enable the Reflection channel and just give it a Fresnel shader.
00:31And let's switch on Additive, and that will just brighten up our reflections
00:35onto our material here.
00:38And let's change this Specular to Metal, and this will give a nice sharp
00:43specular onto our objects.
00:46Bring the height up.
00:47You can see it update in this Material Manager here.
00:51Give it a nice hot specular highlight there, and that's looking pretty good.
00:56So we can close that.
00:58Now we can apply this to our cubes.
01:01Let's go drag and drop onto our cube there.
01:06If we hold down Ctrl and click and drag, we can duplicate this and add it to
01:11our other cube objects.
01:13So now we have to create our second material that will go onto our letters up here.
01:20So let's just Ctrl+Click and drag and duplicate that material, and let's
01:25double-click and open it.
01:26We're just going to name this Blue because we're going to add a blue texture to our text.
01:31So let's just go over and choose a nice blue hue over here, and that's looking good.
01:38And go to our Reflection. We're going to change the Mix mode on this to Multiply.
01:43This will help the highlights not be so blown out on our blue material here.
01:49So let's close out, and let's add this to our letters.
01:54So let's select all of our MoText objects and just go over to our blue
02:01material, right-click, and just choose Apply. And that will apply that blue
02:06texture to our letters.
02:08Now, if we hit Render, you can see that there's a little bit of reflection here,
02:13but it looks rather bland.
02:14The reason for this is we have nothing for the scene to reflect.
02:18So we're going to take care of that by creating a Sky Object.
02:23We're going to go up here and choose a Sky Object, and we need a material to
02:28apply to the sky that can be reflected onto the scene.
02:33So there's a lot of places on the Internet where you can find free or pay for
02:37HDRI images, but there's actually a good selection in CINEMA 4D's Content
02:43Browser that is built into CINEMA 4D.
02:47So if you actually navigate to your presets and choose Prime, and under Prime, if
02:52you choose Example Scenes, twirl that down, go to HDRI,
02:56and if you double-click on this texture, you can see there is this nice studio HDRI file.
03:02Keep the Content Browser open, and we can create a new material.
03:06Double-click on it. And we're going to turn off our Color and our Specular, and
03:11we're just going to enable all Luminance, and all we need to do is click and
03:15drag our studio HDRI file into the texture, and that will apply that HDRI
03:22texture to our material.
03:23Now we can close out both the Material Editor and the Content Browser, and we can
03:29just go ahead and double- click and rename this to HDRI.
03:32We can also fold up our Cube Grid and Cube Text.
03:37Now, all we have to do is go and apply this HDRI texture to our sky.
03:40Now let's hit Render again and see what that does.
03:45You can see that the HDRI material is being reflected onto the cubes.
03:50So if you're not happy with the amount of reflection, you can always go to the
03:54Material tag and change the Offset.
03:58Changing the Offset of the material changes how the HDRI is mapped onto the sky
04:02object and how it is reflected onto the objects.
04:05So if we just change the Offset here to 35, let's see what that does.
04:11So now you see you have more of that HDRI texture being reflected into our scene.
04:18So depending on how you texture your scene, it can make a big difference to the
04:22look and feel of the animation.
04:23With all the rounded edges on the cubes and the text, the materials and
04:27reflections give it a high-end look.
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Lighting the scene
00:00Lighting is a very important element in real-world studio scenes as well as 3D scenes.
00:06A good animation can be ruined by not having proper lightning.
00:10So let's add our first light.
00:12Go up to Lights > Area Light.
00:14And Area Lights are the more accurate realistic-looking lights.
00:18They take longer to render, but I think they also look the best.
00:21So this will be our main light.
00:23Let's rename it Main.
00:27Let's go the Details and give it a falloff so the light actually acts as it
00:32would in real life--
00:33it actually trails off as objects are further away from the light.
00:37So let's just hit Render.
00:40That's looking pretty good so far.
00:42Let's actually change the Intensity to 55. So we're actually we're going to add
00:49other lights that will help fill out the lighting in the scene.
00:52So let's create our second light, and this will be a Spot light.
00:56And we're just going to zoom out, and we're going to position this light at the bottom right.
01:03It's going to be more of an accent light down here.
01:09And I can adjust the angle of the spot light by just dragging these handles.
01:14And I'm also going to set the falloff on this light as well to the Inverse Square
01:19Physically Accurate.
01:20And you can see that the light will stop here, but we actually need to stretch
01:24this cone out so it meets the actual grid.
01:28So, that's good so far.
01:30If I move this over a little bit and maybe adjust the angle a little bit wider.
01:39So I want to change the color of this light to a more bluish hue.
01:43I don't want all of the lights to be white, considering most of the scene
01:46is white materials.
01:47So I am going to change the color of the light to a little bit more bluish hue,
01:53hit OK, and I'm going to bring the intensity down to 90, reposition here.
01:58Now let's see how this looks.
02:01So we've got a nice little bluish accent.
02:05We need to adjust the light a little bit here and adjust the rotation.
02:12A little bit too sharp of a falloff over here. It gets a little bit dark too fast.
02:19I'm going to adjust the length of this as well to brighten it up, move the falloff so more of
02:24the light's hitting the scene.
02:27That's looking a lot better. We have this nice blue accent light over here.
02:32So let's create our third and final light, and this will be a light that will
02:36come from overhead and then we'll make another Area Light.
02:39We'll position this to the top of our cube grid.
02:44And this will actually be the light that will create our shadows that will kind
02:50of give some depth and mood to the scene.
02:53So I'm going to position the Area Light up at the top here, just rename our lights.
02:59So this is the fill, the color is blue, and this is more of our like rim light
03:05with shadow, rim shadow.
03:08So we have to enable the shadow, and we'll choose an area shadow.
03:12This is also the highest-quality shadow you can choose. It also looks the
03:17most realistic and looks the best, in my opinion.
03:20We've got that adjusted.
03:22Also, go to Details, and we want to have a falloff on this as well,
03:28Inverse Square again.
03:30Let's drag the handles out so we have our text illuminated by this light up
03:35here. Reposition here and let's go and zoom in here and see how that looks.
03:42So there's a little bit too much of a highlight up here,
03:47but I like this nice shadow;
03:48it really gives it a nice mood to the scene.
03:51So I think all we have to really do is move this light up a little bit and bring
03:56it out so it's not so close and making that really hot specular right there.
04:00We will bring it up a little bit more.
04:03We can adjust the falloff just a tiny bit. And let's hit Render again.
04:09I think that looks pretty nice.
04:12We got this nice rim light up here creating this nice shadow.
04:16We have our nice fill light that's set to blue hue, and then we have one of our
04:21main lights here lighting the front of the text so you can read it.
04:25So one more thing I'm going to do is I'm going to go to my Render settings
04:29here and I'm going to add an effect.
04:31I'm going to add ambient occlusion.
04:34What ambient occlusion is is the effect of how real objects are shaded in real life.
04:39So when two objects are close together they naturally have a shadow in between the crack.
04:44So let me go ahead and render and I'll show you what I'm talking about.
04:46You can see that this added a little bit of shadow in between the cracks of
04:52these cubes and it looks a little bit more realistic.
04:55Let me show you what it looks like when it's turned off.
04:58So it's very subtle.
04:59And you actually go to Interactive Render Region here and turn it on again.
05:06You can see it adds that slight light shadow there.
05:08It's very slight and subtle, but I think it adds a little bit more to the scene.
05:13So let's keep that on.
05:14Let's turn off the Interactive Render Region and close out our Render settings.
05:19You can see how adding lighting can bring a certain mood to a scene.
05:22The practice of using the traditional three-point lighting technique in real-
05:26life movie sets definitely translates into the 3D scenes as well.
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Using Morph Camera to create a smooth camera move
00:00Adding a dynamic camera move can bring some extra energy and life to even still objects.
00:05In this movie, you'll add a quick camera move to this promo animation.
00:09So, we'll create our first camera here, and let's rename it Camera 1, and make
00:14sure that we click on this so we're seeing the pointer view of the camera.
00:19Now, we just need to frame this to frame our first word here at the beginning of
00:23our camera animation here.
00:24And we can also adjust this Focal Length here.
00:27Let's bring it down to, say, 22.
00:30If I zoom in, it gives a really nice perspective and depth to the scene.
00:36We are actually going to use a new R14 feature called the Morph Camera, and what
00:42the Morph Camera does is basically morphs between two camera views, or more if
00:47you have more than just two cameras.
00:49So for right now we are going to create two cameras.
00:51The first one is going to have the view at this angle and our second camera, if
00:56we just go and Ctrl+Click and drag and rename this Camera 2. And then we are
01:02going to click on this so we're looking through the view of this camera.
01:05We're going to move our camera over here, and we can see our Camera 1 right here.
01:10We're going to scrub ahead in our Timeline to where the second word PIXEL
01:16shows up, and we are just going to frame this up with our second camera, have a
01:20nice dynamic angle here.
01:22We need to keep in mind that for this promo animation, we are going to have
01:26some retail information, some extra text down here that we are going to add in
01:29After Effects, so we need to be mindful of that whenever we are framing this shot right here.
01:35We also need to make sure that we are not seeing the edge of these cubes.
01:40So now that we have our Camera 1 and Camera 2, we are going to create a new
01:41camera, and this is going to be our Morph Camera.
01:46Now I'm going to look through the view of this camera.
01:49Now to make this a Morph Camera I have to add the Morph Camera tag, so go to
01:54Motion Camera Tags and choose Camera Morph.
01:57And you can see, when I add that tag, I have Camera 1 field and the Camera 2 field.
02:03I also have this Blend property.
02:05In Camera 1, I am going to place Camera 1, and in the Camera 2 field, I am
02:11going to place Camera 2.
02:12And you see that this Morph Camera, we are looking through this view, it
02:15automatically gets defaulted to the Camera 1 view, because we're set at blend 0.
02:20But let's see what happens when we drag this Blend over to 100%.
02:26So we are now looking through the view of Camera 2 here.
02:29So you can see if we animate this Blend, we are blending through the two camera
02:34angles of Camera 1 and Camera 2.
02:37So now all we have to do is go to frame 0 and make sure our Blend is at 0, hit a
02:43keyframe, and let's go down to frame 70 and make this blend to, let's say 90.
02:54And why I choose it at 90 is I'm going to go ahead to frame 100 and
02:58bring that to 100%.
03:00So we're going to have a nice drift by doing that.
03:03We have some constant camera motion throughout the whole entire duration of the scene.
03:09So let's actually play the entire animation here.
03:11So the camera move is actually kind of slow for my taste, so let's go into our timeline.
03:19Let's adjust that Camera Morph Blend here.
03:23So, you see it's starting off slow with this curve.
03:26Let's actually start it off fast by making this curve a little bit steeper.
03:30We can go in here and kind of straighten this curve out and adjust this curve here.
03:38Let's kind of smooth this curve out all over.
03:44And let's actually move this keyframe up, so we want the camera move to be
03:48a little bit faster.
03:49So by moving this up, we'll get to the Camera 2 view a little bit faster as well.
03:54Let's close the Timeline.
03:55Let's go to frame 0 and hit Play.
03:57That's a little bit better.
04:02Let's go back to our Timeline, make it just a little bit faster though.
04:09Close the timeline. Let's hit Play.
04:11That looks a lot better.
04:14I think what I'd like to do--we start off Camera 1 at more of a dramatic angle,
04:20so let's go up even higher here, making sure we don't see any edges of the cube grid here.
04:28Move this a little bit higher.
04:29And now we don't have to set any new keyframes. Because we're using that Morph Camera,
04:35all we have to do is go to that view again and let's hit Play again.
04:40You can see that that camera move is a lot more dynamic because we have that
04:43extra angle of the top there.
04:45So we can even speed that up a little bit more, go back into our Timeline.
04:49Let's make this even sharper. Now let's see what that does.
04:55The animation has a lot more energy to it.
04:58Right off the top, it gets to this Camera 2 view a little bit faster.
05:02It looks a little bit nicer. Go back into our Timeline, tweak it so it's not so fast.
05:10Close this timeline again, go to frame 0, and hit Play.
05:13That looks a lot better.
05:17So with adding that Camera Move, our animation is basically done.
05:20You can see how adding a fast camera move can bring a lot of energy to a scene.
05:25The Morph Camera feature in R14 makes it easy to animate even the most
05:28complex camera moves.
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Setting up to render for After Effects (AE)
00:00Since you can bring CINEMA 4D camera data into After Effects, you want to plan
00:05ahead on what kind of effects and 3D scene data you will need for finishing
00:09inside of After Effects.
00:10You also want to take stock of all the render passes needed to ensure that you
00:14only need to be rendering out of CINEMA 4D once.
00:18So the first thing we are going to need to do is you're going to need to place
00:22a null object in our scene in this 3D space that can be used inside of After
00:26Effects to place our 2D text that will have all the retail information on shows
00:31and times for our fake PIXEL TV network.
00:34So to do this we're going to add a null, and we're going to get out of this
00:40Morph Camera view by just unchecking the view button, and I can move around
00:44freely in the viewport.
00:46I'm going to position this null so it's just a little bit in front of the cube grid.
00:51I'm just going to move it over here.
00:53It doesn't really matter so much as where it is in X and Y space, but just
00:58making sure that it's placed correctly in Z space, because I can easily change
01:02it inside of After Effects if needed.
01:06So I think that's good enough.
01:07I'm going to rename this null Text Null, just so we know that that's for our text.
01:15So we need a way to export this 3D position of this null and have it be
01:20brought into After Effects.
01:21The way we're going to do that is by right-clicking and adding a CINEMA 4D
01:26External Compositing tag.
01:28And what this tag is going to do is I can export all the 3D data and this will
01:33export out and bring a null into an After Effects project file just exactly as
01:38it is in 3D space here.
01:41So the next thing we need to do is add compositing tags to just our text objects
01:46here, just in case we need to change anything inside of After Effects.
01:50By isolating the text with comp tags, you can change the color of them without
01:55having to re-render inside of CINEMA 4D, in case the client requests for
01:59something like that.
02:00So let's go into our cube text, and let's select all of our text objects here.
02:07And I'm going to right-click, go to CINEMA 4D tags > Compositing tags.
02:16So we need to enable an object buffer, so we'll just enable this first one and
02:20set all of these object buffers to buffer number 1.
02:23Now, we need to jump into our Render Settings here and make sure, under Multi-Pass,
02:28that first it's selected and then enabled so you can now render out multipasses.
02:32Now, you have to go into Multi-Pass and make sure you add an Object Buffer.
02:38And by default, it's set to 1, which is just fine because our object buffer is
02:43set to 1 here. The other multipass objects you'll need to start creating can be
02:48added by going up to Multi-Pass and selecting Add Image Layers.
02:53So this adds a whole mess of multipass layers.
02:56We don't really need all of them right now.
02:58So right now I'm just going to delete the ones that we don't need.
03:01So I'm just going to go into Global Illumination and hit Delete.
03:06And we don't need Caustics, Atmosphere, or Post-Effects.
03:11We don't even need Refraction because we don't have any glass objects to refract
03:15anything, so we'll get rid of that.
03:18So rendering out all these different passes allows you to have a lot of control
03:22over how you can tweak things. Like say you want to adjust the amount of
03:26specular to your scene with the amount of shadows or reflections.
03:30You can do this all in After Effects if you render out all these passes.
03:35So the next thing you need to do is go into your Anti-Aliasing. And right now
03:39it's set to the lowest setting of Geometry. I just need to change that to Best.
03:43We also need to go to Filter, and it's set to Still Image right now.
03:47We need to change that to Animation.
03:50Now we'll go to our Save options, and we'll just render out a QuickTime movie
03:55format for each of these.
03:58And what we'll need to do now is save to a path.
04:01So right now I'm just going to navigate to my desktop and just create a new
04:06render folder and name this pixel. And we'll just copy and paste this into the
04:14Multi-Pass Image as well.
04:15So this will save everything to one render folder.
04:20We also have to make sure that our compositing project file is enabled.
04:25So to do this, we need to enable Save. Target Application will be After Effects
04:29so that's fine. And we need to check on Relative and Include 3D Data.
04:34That's going to be the biggie.
04:35Since we set up this text null, we need to make sure that that text null 3D data
04:40information is saved out into this After Effects file.
04:43So I'm going to save this out and just save it to my render folder on my desktop.
04:49I'll just name it pixel.
04:50But you can see in your exercise files, in chapter 5, you already have an After
04:57Effects compositing file inside there already.
05:01So the last thing we need to do is check our output.
05:04We're going to be rendering out at 1280x720, so we need to come down here to
05:09Film/Video, and we'll just choose HDTV 720 and that will give us 1280x720 at
05:1629.97, which is fine.
05:19Then in Frame Range, we'll go from Current Frame to All Frames because we want to
05:23render out the whole Timeline, from 0-100, and that's basically it.
05:28You're all set to render.
05:30So in setting up a CINEMA 4D scene for rendering, you want to plan ahead and set
05:34it up so that you only need to render out once.
05:37So if the client requests a minor change, such as the color of text or the
05:42amount of shadow or reflection in a scene, you can easily modify it inside of After Effects.
05:47Time is always of the essence in this industry.
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5. Finishing inside After Effects
Importing the project into AE and adjusting multipass composite settings
00:00The integration with After Effects is one of the strengths of CINEMA 4D.
00:04You can quickly and easily import your 3D camera data, lights, and render passes
00:08to add the finishing touches to your animation inside of After Effects.
00:12So I have After Effects open here. I'm going to import our footage in our saved
00:173D data that we saved out as CINEMA 4D. I'm just going to go to File > Import > File
00:23and navigate to your AEC file that we saved.
00:26This is going to have all of our 3D information from CINEMA 4D.
00:30I'm going to click Open.
00:32If I go to our Project window, if I twirl down this main pixel folder, you see
00:38that there is a comp in here and all of our render passes.
00:41Now, if I double-click on this comp, you can see that this has all of our
00:45cameras, lights, our 3D null that we had in external compositing tag added to
00:50in CINEMA 4D, all of our individual passes, reflection, ambient occlusion,
00:55shadow, specular, all of this stuff, and you can see that they also have all of
01:00their blending modes added as they should be added to re-create our composition
01:06inside of After Effects.
01:08So if I go ahead and solo each of these layers, you can see this reflection pass
01:13just has a reflection from CINEMA 4D.
01:15Ambient occlusion just has our ambient occlusion from the CINEMA 4D scene.
01:23Shadow, specular and our main diffuse pass.
01:28And once you have all of these together, you create your scene as you would have
01:32seen it inside of CINEMA 4D.
01:34Then there is our 3D null as well.
01:37So since you have all of these passes separate, you can now adjust each of
01:41these individual passes.
01:42So say I want more reflection.
01:44I'll just go ahead and duplicate this reflection pass and if I toggle this on
01:49and off, you can see that it adds a lot more reflection.
01:55Say you wanted to have less shadow.
01:58I can go in here and just adjust the Opacity of our shadow pass, and you can see
02:03that that's adjusting the shadow in our viewport.
02:05That's a huge thing to be able to make these slight adjustments without having
02:09to re-render out of CINEMA 4D.
02:11It's always an important practice to render out all of these passes separate so
02:16you can do all of these changes inside of After Effects.
02:19So the first thing I'd like to do when I bring in footage into After Effects is
02:23do just a little bit of color correcting.
02:25So I'm just going to create a new Adjustment layer.
02:29I'm going to go to Effects > Color Correction, and I'm just going to add curves.
02:35I'm just going to add a little bit of contrast by jacking up the highlights and
02:39making the shadows a little bit darker.
02:41So you can see when I turn this on and off, it adds a nice little contrast, brightens
02:47up the brighter areas.
02:48You can also go and adjust each individual color pass. Say I wanted to add a
02:52little bit more blue to our scene, some blue hue.
02:56All I have to do is just adjust the Blue curve here.
02:59You can see we have more blue hue being added to more of our scene, even getting
03:04these darker areas a little bit of blue tint to it.
03:08I can actually bring that back to not have these darker areas so blue.
03:13That adds some nice color into our scene.
03:17So if I turn this on and off, you can see that just adding a slight curve
03:21adjustment can really brighten things up, make your scene a little bit more interesting.
03:25So having all these passes brought in as separate layers is a smart workflow,
03:29because that enables you to quickly adjust each pass inside of After Effects and
03:33saving you from having to render out the entire animation all over again for
03:37just small adjustments.
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Linking text to a 3D null object
00:00In this movie you'll use the 3D camera data we saved out of CINEMA 4D to
00:04composite show name and time text seamlessly into our scene inside of After Effects.
00:10So again, we have our 3D cameras, our 3D lights, and our 3D null that's brought in
00:16that's tracked into our scene.
00:19So what we want to do is place text that will be tracked to that position of our null.
00:24So let's go ahead and create a new composition.
00:26We'll name this Text.
00:29This is where we'll make our text, and let's start creating some text here.
00:34So let's say the name of our fictitious show is going to be Mograph Madness. Why not?
00:40So let's go ahead and reposition this in the center here. And let's say this
00:47will be on at 8 pm.
00:50Let's just write 8 pm, let's move this up here, and let's just scale that down.
00:57We want this to be a little bit smaller.
01:02Let's change the color to be orange. It complements the blue in our main scene.
01:11And let's change the weight to bold so it's a little bit more readable.
01:16And I'm just going to add a tiny element here, just a little graphical element.
01:22I'm going to create a solid. I'm just going to name this Block.
01:26It's going to be a block of color.
01:28I'm going to go to our Masks, get a Rectangular Mask tool.
01:32Just draw a mask here. And I'm just going to create a little rectangle, just a
01:38little graphical element to add to our retail font information here.
01:44Zoom in and make sure it's lined up properly. That looks good.
01:54So since we're going to have these in a 3D scene, I'm just going to turn the 3D
02:00option on on these layers.
02:02So we can close out. We're done with our text.
02:06Now to position this in our 3D scene.
02:09So we've got our text comp here. I am just going to drag it into our scene.
02:13And right now it doesn't move with our scene at all.
02:17It's because we need to connect it to follow the position of this null here.
02:21So if we twirl this down, you can see it has all of this keyframe information
02:26here. And it's actually following the 3D camera data right here, so let's close that down.
02:37So all we need to do to track this text comp to our null is just go to our text
02:43comp and pick whip and make it a child of the text null here.
02:49So now if I scrub through--I missed a step. I have to go back and make sure that
02:56your text comp has the 3D switch turned on.
03:00And when I turned that on, you can see that it just disappears.
03:03What we need to do to make sure that it goes to the position of our null is go
03:07to our position on our text comp and just zero these fields out.
03:11So you can see that now it went to the anchor point position of our 3D null.
03:18So as I scrub through, you can see that it's tracking right as it should,
03:24following that 3D null position.
03:26So let's just scale this down, and we can position this over a little bit.
03:33Let me scale it up a little bit more and move it down.
03:40And let's just add a nice drop shadow so it pops off the cube grid there.
03:48Let's go to Perspective > Drop Shadow. Let's up the Distance, add a little more
03:55Softness, and bring it down a little bit, so just a little bit of a subtle shadow there.
04:04So it looks like it's casting a shadow on our cube grid there. Let's bring this
04:09down a little bit more.
04:13So we don't want our text up the whole time.
04:16We actually want to just wipe this on with that last wave of animation
04:19that's coming through.
04:20So we're just going to add a simple linear wipe to our text.
04:24I'm going to do this by going to Effect > Transition > Linear Wipe.
04:31And if I scrub through this, you can see that this will wipe on our text, but
04:36it's going in the opposite direction.
04:38We want it to wipe on from left to right, so we're just going to change this to -90.
04:45You can see that this going to wipe on the way we want it to now.
04:49We can add a little bit of feather, so it's not so sharp of a transition, say 50.
04:57So let's scrub to where the wave comes in.
05:01We can go ahead and scrub so our text is completely wiped off, hit a keyframe,
05:11and let's scrub ahead to where the wave completely passes through, say about
05:15there, and let's make our text completely wipe on.
05:19It's wiped on at about 10%.
05:23So let's hit 0 and RAM Preview this.
05:33So that's looking pretty good.
05:35Let's make sure that it's coming on.
05:38It looks like it's coming on a little bit too early, so let's go ahead and
05:43adjust this so it's coming on after this last cube is almost fully rotated back into place.
05:51That's looking a little bit better.
05:53Let's RAM Preview that one last time. It may be a little bit too slow.
06:07Let's just bring that back. And that looks pretty good.
06:12So it looks like that third wave is motivating the text to come on as well.
06:22So bringing the 3D camera information with nulls allows you to seamlessly
06:26composite 2D elements into your 3D space of After Effects.
06:30It always helps to have a clear plan of attack when building your animation
06:33inside of CINEMA 4D so you know what three position data you'll need and where
06:38you want elements placed inside of After Effects.
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Using object buffers to isolate and change text color
00:00Setting up your object buffers in CINEMA 4D is very important for when you need
00:04to isolate certain objects in the scene for any reason.
00:07In this movie, I'll show you how you can use the object buffers to isolate the
00:11cube text so you can change its color.
00:13So in our project window here, if you go look under Special Passes, you can see
00:18we have our object buffer 1 that we rendered out of CINEMA 4D.
00:22Let's double-click this and see what it looks like.
00:24You can see that this is basically just a black-and-white matte that just has
00:29our cube text on it.
00:31So we'll be using this as a matte to cut out the text from our main scene and
00:36isolate it so we can just change the color.
00:38So let's close this window.
00:40So the main two passes that we'll have to deal with are Specular and Diffuse,
00:44because this contains most of our color information.
00:47These other passes are just overlays that just have reflection and shadow.
00:51We really don't need to worry about those.
00:53Let's unsolo those.
00:55What we're going to need to do is just select both of these and make them a
00:58Precomp, and I'll do this by holding Shift+Command+C. I'm just going to name
01:03this pixel_precomp.
01:05And so you see we have just these two passes as its own comp now. And I am going
01:13to duplicate this because I'm going to use one that's going to have a whole
01:17cut out so we just have our text.
01:18So I'm going to bring in our object buffer 1 pass, bring into our scene, and I'm
01:23going to use a track matte on our pixel precomp so it's going to refer to, and
01:29use, this object_1 layer as a matte.
01:33I'm just going to use a Luma matte.
01:36Now if I solo just this layer then we just have our cube text, and that's
01:41exactly what we want.
01:43So to change the color, we need to first precomp both the matte here and the comp.
01:50We'll just name this text_matte.
01:53And if I solo this again, we have our text here.
01:56So we're just going to change the color on this, and we're just going to use a
02:01Hue and Saturation effect.
02:03So we're going to go under Color Correction > Hue/Saturation.
02:05Now all I have to do to change the color is since I have the Hue and Saturation
02:11on this text_matte, what I'll have to do is scrub this Hue wheel and you see we
02:16can easily just change the color on just our text.
02:20So, say the client says that they want a different color, like orange, to use for the text.
02:26You can simply and easily just do that all inside of After Effects.
02:30You don't need to go back into CINEMA 4D.
02:32So you can see how important it is to render out object buffers, just in case you
02:37need to make a simple color change like this on a certain object.
02:40This saves you from having to change the color in CINEMA 4D and having to
02:43re-render the entire project.
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Returning to CINEMA 4D for quick revisions
00:00So you're done, or are you?
00:02The client makes an 11th hour change, but no sweat. Since you set up
00:06your scene's animation with stacked effectors, making changes is going to be a breeze.
00:11So your client loves the animation, but they need another version that uses a
00:14different word and they also want the entire animation to be 20 frames longer.
00:18So we can jump back into our CINEMA 4D file.
00:22So, the client wants you to make a second version, but instead of NEXT, they
00:25want the word COMING UP.
00:27So the first thing we're going to do is disable our Delay effectors because if
00:31you can see, as I move around in the viewport, the Delay effectors are just
00:35affecting the viewport kind of weirdly, so we're just going to disable those.
00:39Then we're going to scrub to where we have our word NEXT, and we're going to have
00:45to jump back into our cube grid here and make some more holes to replace with
00:49more Cube Text objects.
00:51So, I'm going to hide the cube text right now, so you can the holes in our cube
00:55grid. And I'm going to reselect our MoGraph selection tag and I'm just going to
01:00add a few more cubes to this selection.
01:02So I'm going to need to add an extra cube up here and two down here for
01:07COMING and then UP, U-P.
01:09So I'm going to MoGraph > MoGraph Selection, and all I'm going to do is hold
01:14Shift and add another cube to the selection here by clicking and then holding
01:19Shift and clicking these bottom two here.
01:21Now we have enough holes to put in our new letters to create our new version.
01:26So let's re-enable our cube text visibility.
01:28Now let's start filling in these holes with new cube text objects.
01:32I'm going to close these down, and I'm just going to take this first cube and duplicate it.
01:40I'm just going to move it over 150 centimeters.
01:45Remember, our cubes are 150 centimeters wide.
01:53And I'm also going to get rid of this Cube Text MoGraph effector.
01:56This is the one that just has our information stored for our first four letters.
02:00Since we're using a different letter, we no longer need it.
02:03So that'll pop those two cubes back into place.
02:08We're going to get rid of this fifth cube, because it has a blank side to it.
02:12We'll need to fill that up with a word,
02:13so we'll just go ahead and duplicate this Cube.4 and move it over 150 centimeters.
02:19We have our Cube.5 down here.
02:24Last two cubes, duplicate them, and just move them both down 150 centimeters to
02:30fill in that last gap.
02:32I'm going to come out of my Morph Camera view so I have free movement in my
02:37viewport, make sure everything is lined up okay. It looks good.
02:42So now I'm going to go and change all these letters to have our new words COMING UP applied.
02:49So let's go into our first cube.
02:52Now, we know that our bottom letter is going to be the letters we need to change.
02:56The top letters are the letters that spell out PIXEL on that second word.
03:00Let's go into our Text object and change the N to C, change it in our Object
03:08Manager here as well, and this T to a P. So now we have our new word COMING
03:19UP all spelled out,
03:20so let's go ahead and scrub down our timeline and see that we kind of messed up
03:27our PIXEL word being spelled out when the third wave of effectors come through.
03:32So the first thing we need to do is delete the extra letters that we don't need.
03:35So we don't need this E here.
03:38Our top letters here are the ones that are on these faces of the cubes, so
03:43delete that extra E, and we'll delete this off the first cube, this extra P.
03:50And then, since we duplicated cubes, we actually need to change this E to an L
03:57on this fifth cube.
03:58So let's select that and make an L to spell out our word PIXEL again.
04:03So now we still have these blank cubes there being pushed forward.
04:07And they're being pushed forward by our Text.Pos.Wave3 effector that's moving
04:13the position forward 150 centimeters in the Z. So we need to exclude these
04:19cubes from that effector.
04:22So how we're going to do this is using a MoGraph selection tag again, and we're
04:26going to select our cube text.
04:27We're just going to select these cubes that we want to still be affected by that
04:32Text.Pos.Wave3 effector.
04:33Let's go to MoGraph > MoGraph Selection, and I'm going to select those five
04:39cubes with the P-I-X-E-L on them, and then I'm just going to use this MoGraph
04:45selection and under the Text.Pos.Wave3, drag this into our selection field.
04:53And you will see that those get rid of those blank cubes, and that's exactly what we want.
04:59So finally, we need to make this entire animation 20 frames longer.
05:04So what we have to do is make our timeline 20 frames longer.
05:09Go to our Timeline.
05:11And since we're only using a few keyframes for this, we can easily just grab
05:16this last keyframe and just pull it to the right.
05:20Now we have the extra animation 120 frames longer.
05:24So let's scrub through this, go back to our Morph Camera view, and see how this looks.
05:35So that looks good, but you can see that when we have our bigger word here, the
05:39framing is a little off. So this will be cut off when we actually render this
05:44and air this on broadcast.
05:46So we need to change our camera views, and we can do this using the Morph Camera.
05:50There are two modes to the Camera Morph tag:
05:54Simple Morph, which is just two cameras, or Multi Morph, which is as many cameras
05:59as you want. So you can see this is the whole entire list view.
06:03So all we're going to do is create a third camera and frame this word up properly.
06:08So let's just take one of these cameras and duplicate it. And let's rename
06:12because this will be our second camera view, and our camera two will be our last camera view.
06:17So let's go into the view of our second new camera, and let's just frame
06:21this word properly here.
06:24Now what we have to do is go to our Morph Camera tag, select this arrow, and
06:29this is going to start selecting and adding our cameras to the camera list.
06:35So I just added these three cameras.
06:39So if I go back to our Morph Camera view, go to frame 0, and hit Play, you can
06:46see that it took into account that new camera angle from Camera 2.
06:52So now everything is framed nice and properly, and we didn't have to add any new
06:56keyframes since we're using the Morph Camera tag.
07:00So now all we have to do is reenable our Delay effectors, re-render, reimport
07:06in After Effects, and you're done.
07:08So in situations like this where you need to make iterations or make changes at
07:12the last minute, that utilizing the power of using multiple effectors to handle
07:16your animation, pays off in the long run.
07:19Since you're working with only a few keyframes, retiming the entire animation
07:23is a breeze.
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Conclusion
Next steps
00:00Thanks for following along and viewing my course.
00:02Before I close, I want to pass along some useful resource links that have helped
00:07me in my career in motion graphics.
00:09First, there's a ton of great CINEMA 4D courses done by my fellow authors on
00:13lynda.com, including Rob Garrott, who has a CINEMA 4D Essentials and Design in
00:18Motion Series that will help you get up to speed on all the basics of CINEMA 4D.
00:24Second, here is the very popular greyscalegorilla.com that breaks down a lot of
00:29popular motion graphic styles used in broadcast and movies.
00:34Next up is motioneers.net, who have their own MoGraph section for
00:38specific MoGraph techniques.
00:41You also want to check out motionworks.net, hosted by John Dickinson, who breaks
00:46down his own network bumpers he's made of his day job, and also has a bunch of
00:51CINEMA 4D and After Effects training and resources.
00:54Helloluxx.com is another great site that has a lot of advance MoGraph techniques
00:59and his own training series.
01:01Lastly, I have my own motion graphics blog, eyedesyn.com, that I'd be honored for you to visit.
01:07Here I host my own CINEMA 4D quick tips, and that's all free.
01:11So I hope you have found this course useful and that you can apply these
01:14techniques into your own MoGraph work.
01:16Thanks for watching.
Collapse this transcript


Suggested courses to watch next:

After Effects CS6 Essential Training (8h 41m)
Ian Robinson

CINEMA 4D R12 Essential Training (10h 1m)
Rob Garrott


Design in Motion (8h 15m)
Rob Garrott

CINEMA 4D: Designing a Promo (7h 0m)
Rob Garrott


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