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Intimidated by 3D modeling packages? Dip a toe in the water with CINEMA 4D (C4D) Lite, a slimmed down version of CINEMA 4D included with After Effects CC. Motion graphics designer Angie Taylor shows you how to build a complete sequence in C4D Lite, progressing from initial object modeling, to animation, lighting, camera rigging, texturing, and final render. Plus, learn to animate text, create random movement with wiggle expressions, track cameras in live-action footage to add new 3D elements, and light your scene. Angie also round-trips the project files to After Effects for visual effects and color correction. With over 100 videos, this course allows you to explore almost every aspect of 3D motion graphics creation, within this accessible introductory tool.
Now you may want to get the hand animating as well, so that the hand also changes direction, or rotates rather when you animate the right shoulder value. So, again, we can go into the value, right click on it to. Go to Expressions, set Driven Relative, which creates an expression for us. Now you'll notice, when you do that, it adds a tag to that. And if I select that tag, this is the Xpresso, the Expression tag. Notice that I'm here in the attributes manager, I get access to the basic properties for that expression.
But if I want to actually alter the expression, I can also double-click on that tag and it will open up the XPresso editor, where I can view it as a kind of nood based hierarchy. So we can see it's taking the right shoulder position, and it's great to be able to see this visually. It's going to put it into Range Mapper, which takes an input and maps it to an output. And then the output's going to go to the right hand rotation position. Now, what if I want to adjust that value a little bit, maybe make it half as much or twice as much rotation.
Well, I can add a new node to this. So I can go into New Node > XPresso > Calculate. And there's all sorts of calculations, but I'm just going to go for Math, and we'll do a basic mathematical calculation. Now when I do that, it brings up the values down here in the Attributes manager. And first of all, I want to choose the function I want to use, so let's multiply it by 2. So I'm going to put that value up to 2. The input one value. You've got two values available here.
And then, all I need to do is place it into this hierarchy. So I'm going to drag my output from the Range Mapper into input, and then drag the output into the right hand. So, it's going to take that value, and then it's going to bring it into the morph, multiply it by two and then out put it to the rotation. And if we close that up, and now look at the hand. As the shoulder rotates, the hand rotates twice as much. What I want you to do now is continue to animate the rest of the robot using what you've learned in the last few tutorials.
And then in the next lesson, we'll see how to import existing animations.
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