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CINEMA 4D: Designing a Promo

CINEMA 4D: Designing a Promo

with Rob Garrott

 


Join Rob Garrott in CINEMA 4D: Designing a Promo as he demonstrates how to create a 15-second promotional video that looks and feels like a professional advertisement. Learn how to use a combination of CINEMA 4D, After Effects, Photoshop and Illustrator to go from concept to script to screen, creating sketches, adding animation, and rendering the final promo. This course focuses on real-world techniques, culminating in a finished, usable product. Exercise files accompany the course.
Topics include:
  • Project planning, covering the scripting and initial drawings
  • Using hand-drawn artwork in After Effects to time the animation
  • Creating text and logo elements
  • Animating the camera
  • Organic modeling techniques
  • Rigging models for animating
  • Fine-tuning animation timing
  • Adding realistic textures
  • Lighting and shading techniques
  • Rendering and compositing a finished animation

show more

author
Rob Garrott
subject
3D + Animation, Video, Compositing, Projects, Visual Effects
software
CINEMA 4D R11.5
level
Intermediate
duration
7h 0m
released
Jun 30, 2010

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Introduction
Welcome
00:04Hi! I'm Rob Garrott and I'd like to welcome you to CINEMA 4D: Creating a Promo.
00:09In this course, I'm going to show you how to create a 15-second network promo
00:12that looks and feels like something you'd see on the screen in your living room.
00:15We'll be using CINEMA 4D along with After Effects, Photoshop, and Illustrator
00:19to put together an entire commercial for an imaginary network called the Adventure Channel.
00:24I'll show you the entire creative process from concept, sketch and script, all
00:27the way through the finished product.
00:28We'll explore timing out animation using rough sketches and timecode to
00:32understand how long each of your shot should be.
00:35Then we'll us the modeling, texturing and animation tools inside of CINEMA 4D to
00:39create a shark and bring it to life.
00:41Using CINEMA 4D and After Effects, I'll show you how to create and render a
00:44convincing underwater scene.
00:46This course is intended for artists that have completed the Essential Training
00:49series for After Effects and CINEMA 4D, or are already experienced with these
00:52two important applications.
00:54I've been an art director, designer, animator, and editor in the entertainment
00:58industry for more than 15 years.
00:59I'm really excited to be able to share these unique storytelling techniques with you.
01:03Now let's get started with CINEMA 4D: Creating a Promo.
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Using the exercise files
00:00If you are a Premium member of the lynda .com Online Training Library, or if you
00:04are watching this tutorial on a DVD-ROM, you have access to the Exercise Files
00:08used throughout this title.
00:09Now I've downloaded the Exercise Files to my desktop.
00:12Within that Exercise Files folders are each of the chapters arranged by folder.
00:16I'm going to Chapter 11 here.
00:19Within each of the chapters, you'll find project files that are referred to
00:23throughout the exercises.
00:24For the most part, these are After Effects projects or CINEMA 4D projects.
00:28But in some cases, there are additional files as well.
00:30For example, here in the water footage, we have files that were provided to
00:34us by istockphoto.com.
00:36Now you're only licensed to use these for this training course and not for any other project.
00:41However, if you'd like to purchase these files for use in your own projects,
00:44you can go to istockphoto.com.
00:47iStockphoto is a fantastic resource for vector illustrations, video, and
00:50audio of all kinds.
00:52I have a lightbox here that shows each of the file names and we've got the
00:56boiling file, the wave file, the water bubbles rising up, the diver file, and
01:03the tiny bubbles.
01:07Now there is an identifying number under each of these shots and you can use
01:11that in the search engine to pull up these files.
01:15If you are a monthly subscriber or annual subscriber to lynda.com, you don't
01:19have access to the Exercise Files, but you can follow along from scratch
01:22with your own assets.
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Overview of the project template
00:00The motion graphics process can be very asset-intensive.
00:03Keeping your projects organized is a really important part of being a
00:06motion graphics artist.
00:07Now I've included a project_ template in the project files.
00:11We're not using the project_template in the course of the exercises for this
00:13video series, but it's an incredible asset for organizing your files in the
00:17future, when you're working on other projects.
00:19I'm going to open this up and go through some of the elements.
00:22Now the project_template folder has a series of sub-folders in it that has a
00:27place for every kind of asset that you might use for a motion graphics project.
00:31Concept art, this is where you generate your storyboard elements in the initial
00:35phases of the design process.
00:38And then once you get into production, there is a folder for Photoshop elements,
00:41and Illustrator elements, and your C4D files.
00:44There is also a template in there that has a 16x9 camera with a 4x3 safe overlay
00:49on it for use in your broadcast-oriented projects.
00:51There is also an After Effects folder that has an After Effects starter file in it.
00:55In this After Effects starter file, you can double-click on-- depending on what
00:59version of After Effects you're working with.
01:01In CS5, you'll get this error message, and that's because this file was
01:04generated with an earlier version of After Effects. So just hit OK.
01:07Nothing will be harmed.
01:10In that project file are folders that are very similar to the layout of the
01:14Finder, and these help to keep your After Effects project really organized.
01:17There is also folder for your pre- renders that come out of both After
01:22Effects and CINEMA 4D.
01:24Also, anything you might export from your editing software.
01:27I use Final Cut Pro, but this could be any editing software. Avid, or Premiere Pro.
01:31It doesn't really matter.
01:32It's just a place for things that come out of that editing software.
01:36In the QT's, QuickTime movies that you might get from a client, or from a
01:41downloaded off of web site, those would go into this folder.
01:46Folder 07 is for reference movies that you might download off the Web.
01:50Let's say you're modeling a cell phone for example.
01:52You might download reference images of that cell phone off the Internet and you
01:56can store those reference images in this folder.
01:58The Client Art folder is for anything you might receive from your client.
02:02Audio is for audio files.
02:04You can receive those from an audio engineer, or there could be audio files that
02:09you generate yourself.
02:10They go in this folder.
02:11Folder 10 is for edit project files.
02:13Now I use Final Cut Pro, but once again, it could be for any editing software
02:17Avid or Premiere Pro.
02:19It doesn't really matter.
02:20It's just where you put your edit files.
02:22I've also included a guide, in case you forget where things are.
02:25If you open up this JPEG, it shows you how to use this project template.
02:31Once again, we hope that you're using this project template for this video
02:33series, but it's a really great resource for your future projects.
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1. Planning a Project
Creative brief
00:00The promo production process usually starts with an idea and that idea has to be
00:05based on a set of ground rules, and those ground rules come from something
00:08called a creative brief.
00:09A creative brief is a document that usually is generated by either the
00:13corporate branding department, or an outside agency that works as the agency of
00:18record for their client.
00:19It comes in either a verbal description.
00:21They may tell you exactly what it is that the creative direction is for
00:24the entire company.
00:26Sometimes it can be very sophisticated in the form of PowerPoint presentation.
00:30The whole idea is that it's a very flexible process, but the one thing
00:34that's crucial is that you understand your client and understand the goals of the animation.
00:39In this case, we are trying to promote the program block called Shark Zone.
00:43This Shark Zone is on an imaginary network called the Adventure Channel.
00:47The promo has to feature sharks and it has to show those sharks in a really
00:50intense dramatic way, and that intense dramatic way has to be consistent with
00:54the branding philosophy of the Adventure Channel.
00:57So that begs the question, what is the Adventure Channel?
01:00The Adventure Channel is a network that is devoted to all things outside and epic.
01:05The graphics and programming are intended to appeal to a male audience, but that
01:09male audience is really oriented between the ages of 18 and 34.
01:14They always like to travel to exotic locations on the Adventure Channel.
01:18Fiji, Bora Bora, the Great Barrier Reef, any place that's outside and exciting.
01:24The style of the programming and the style of the promotions on the network are
01:27very intense and are visually oriented.
01:30Very stimulating for the eyes, lots of eye candy.
01:34The type of cutting and the type of graphics they use are very dramatic, created
01:38with quick cuts and edgy design.
01:40So all of these ideas come together to help drive the idea behind the
01:45promotions for the network.
01:46And they also help to drive the idea for the promotion for Shark Zone.
01:50Now that we have an idea of what the creative direction is for the network, and
01:54for the promo, we can begin to plan out our project.
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Sketches and script
00:00A creative brief shows you the guidelines for creating a project.
00:04But once you have those guidelines, the next step in the process is usually
00:08having a meeting with the something called a producer.
00:10A producer in network world is the person that's responsible for creating the
00:16promotions that you'll be showing on air.
00:18Typically, a producer will sit down with an idea and say, "I have an idea for a
00:22promo about Shark Week, and I'd really like to see a school of sharks swimming
00:25on screen, and have those sharks attack the camera."
00:28They'll describe all these sequence of events.
00:30Then they'll say, "I have a script that goes along with that," and then they'll
00:33show you the script.
00:35A script looks a lot like this.
00:36It's a Microsoft Word document.
00:38Let's back out a little bit.
00:39I'm going to change it to Page Width, so that I can see most of the page here.
00:44This is a very typical format, but every network will have a slightly different
00:48style to it, but they all have one thing in common.
00:50There are two columns.
00:52On the left side, there is a Video column. On the right side, there is an Audio
00:55column and that Video column shows you very loose description of the kinds of
00:59things that they'd like to see on the screen.
01:01The right-hand side shows you what the voiceover artist would be saying at that
01:05moment in time on the screen.
01:07Now your job as a designer is to take this script and translate it into a visual.
01:12Now that should almost always start on paper.
01:14Pencil and paper is by far the best way to begin the creative process.
01:18It eliminates all the distractions of software, and buttons, and file saving,
01:22and everything else and it really gets you back to square one.
01:26So for this script, what I did was I sat down and created a series of sketches.
01:30I'm going to open those up in Preview.
01:34Right here on the screen, I want to bring these over to the right, so I can see
01:38the sketch and the script side-by-side.
01:41So what I did was I looked at the script and worked my way through it.
01:45So in the first scene of Slow push in on a school of sharks swimming, and
01:49"After 400 million years?" is what the voiceover artist will be saying.
01:54The sketches don't have to be good.
01:56As you can see by my sketches, I'm a terrible sketch artist, but they
01:59communicate the idea.
02:00So I have a few sharks swimming on screen.
02:02I have the words "After 400 million years?" scribbled out in the center.
02:06So that gives me an indication that I'm going to create a school of sharks and
02:09I'm going to have type on the screen.
02:11That's really all I care about.
02:12What the type looks like I haven't figured out yet.
02:14I only know that I'm going to have to have type on the screen.
02:17And then I work my way through the script.
02:18You can see I started off an image here, and didn't like what I was going.
02:21I just kind of crossed it out.
02:22But then the next image is they're still the scariest thing in the ocean.
02:26So there is my sharks still swimming.
02:28I'm just going to dissolve between this type.
02:29Now I'm starting to formulate what the format of the promo is.
02:33And then there is going to be a really quick cut thrashing transition.
02:36So that's going to be a shark really closer to the screen and that's what these
02:39two sketches represent.
02:40And then we're going to show the Shark Zone type hero screen with shark
02:44swimming towards the camera.
02:45That's what this is.
02:46I've created the series of three sketches that show me the shark swimming
02:50towards the camera with the Shark Zone type in the background.
02:52Then on the next page is the branding for the network.
02:55The Adventure Channel logo, and a reveal on the type.
02:58So you can see the Sketch process really helps you to formulate the basic
03:02ideas for your piece.
03:04It's a crucial step in the animation process.
03:06It's one you really should never skip over.
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Understanding the graphic animation process
00:00The graphic animation process is very complex.
00:02The best way to approach this really difficult task is to break the project down into stages.
00:06The major stages are sketching and concept development, style frames and design,
00:11animatic, which gives you the timing for the overall animation and the
00:14cameramatic, which gives you the very rough animation, and then the final piece.
00:18Now, I've got all examples of all these so I am going to go out to the Finder.
00:21The animatic-Sketch.jpg files here in the Chapter 1 folder.
00:26These are covered in the previous movie and I am just going to open them up with
00:29preview and just go over them real quick again.
00:31All these are 8 1/2 by 11 pages that I scanned in to the computer and I've
00:36sketched on them using blue pencil.
00:38Really, the very formative stages of my ideas about what the piece is going to look like.
00:42Pencil and paper is absolutely the best way to start your project out.
00:46Now, once I've got an idea for how things are going to look and really the
00:50sketches are just about what kinds of things I am going to have to create.
00:53They really don't tell me what they are going to look like but they are really
00:56just about what I am going to have create.
00:57I know I am going to have to create a school of sharks, I know I am going to
01:00have to create some Shark Zone type and a shark, and have an end page in there as well.
01:04Now that I know I have that stuff, I'm going to create something called a style
01:08frame or storyboard and that style frame looks like this.
01:14These storyboards are representative now of what the final piece is going to look like.
01:19Storyboards can be loose or they can be very tight.
01:22A lot of it depends on how much time you have and what your skills are as an
01:25artist but also what the client expects to see too.
01:28These storyboards are very tight, nearly identical to what the finished piece looks like.
01:32But they give me an excellent idea of what my final animation is going to be.
01:36So, I've got basically a frame for all the major points in the animation.
01:40So, I start off with the intro type "After 400 million years."
01:44"They're still the scariest thing in the ocean."
01:46So, there is my school of sharks and I know I am going to have those two
01:49pieces a type on screen.
01:50Then I have some frames representing the thrashing shark transition and then we
01:54are going to cut to the Shark Zone hero frame.
01:57This is the Shark Zone type with the shark swimming out from behind it.
02:01That shark is going to come to screen over the course of a few frames.
02:05Then we get to our thrashing shark transition number two.
02:09That takes us to the end page where the Adventure Channel logo animates on the screen.
02:13Then a shark's going to swim through the frame revealing the tagline
02:18If it's out there, it's on here.
02:20So, these are the style frames that tell me what my piece is going to look like.
02:23Once, I've done that I can really begin to animate things.
02:26But I don't animate anything until I know how long things are going to take and
02:31that's where the animatic comes in.
02:33Now, the animatic looks like this.
02:36What you do to create the animatic is to take the sketches that you did by
02:41analyzing the script and sketching on paper and scanning them into the computer.
02:45You line them up inside of After Effects or Final Cut, any kind of editing program.
02:50If your script has voiceover then you read a scratch voiceover track and you
02:53use that as your guide for placing the images in the scene.
02:57The purpose of the animatic is just to show you when things are happening.
03:00It's not intended to look good.
03:02It really only shows you when things are happening and it's a very basic part of the process.
03:06But it's crucial for understanding when things move in the animation and this
03:10is what it looks like.
03:13(Male speaker: After 400 million years, they're still the scariest thing in the ocean.)
03:18(Male speaker: Get a little closer, if you dare. Shark Zone, all week long on the Adventure Channel.)
03:24(Male speaker: If it's out there, it's on here.)
03:26So, you can see that it's just the sketches but they're timed out to the
03:31voiceover and it really gives you an idea for what the final piece is going to
03:35feel like when it is finished.
03:37It's nothing at all like what it's going to look like but it's what it's
03:40going to feel like.
03:41That's very important differentiation to make.
03:43You can see that my timing is pretty consistent with the script and I can see
03:47my transition links.
03:48It really gives me a feel for when things are going to happen.
03:51I have timecode here in the frames.
03:53On the right-hand side I have a overall timecode and on the left-hand side I
03:57have a shot timecode that tells me how long my shots are.
04:00That's a crucial step because instead of focusing on trying to figure out
04:03how long the shots are,
04:04now I can focus on what happens inside those shots one at a time.
04:08So, once you've got the animatic done then you move on to something called a cameramatic.
04:12The cameramatic is the next step in the process after you've created the animatic.
04:16It's not at all rendered but it does have animation in it.
04:19Sometimes, the animation can be very finalized and sometimes it can be very, very rough.
04:23This cameramatic has a little bit of closer to finished animation.
04:27It's not quite done.
04:29(Male speaker: After 400 million years they're still the scariest thing in the ocean.)
04:34(Male speaker: Get a little closer if you dare. Shark Zone, all week long on the Adventure channel.)
04:39(Male speaker: If it's out there, it's on here.)
04:43So, you can see that it's one step closer to the process.
04:45I have sharks in the frame now and those sharks are swimming.
04:48I have rough type.
04:49I have the transition in place.
04:51So, I understand now when things are happening but I also understand what's
04:55happening within each shot.
04:57That's really the purpose of the cameramatic.
04:58Once, you have those shots timed out, you have the animation done, then you can
05:02move on to lighting and rendering with confidence.
05:04The last thing that you want have to do is have created all this animation and
05:08lid it and render it,
05:09then have the client come back to you with new drastic changes that make you go
05:13all the way back to square one.
05:14So, it's really crucial to work in stages like this so that you don't get
05:17sideswiped with a big change or a request from the client.
05:20So, now once I've got the cameramatic done,
05:22I move on the final lighting and rendering and I get a finished piece that looks like this.
05:26What you are about to see has the final voice-over and finished mix as well.
05:30So it really sounds and looks like the actual product that goes out on the air.
05:36(Male speaker: After 400 million years they're still the scariest thing in the ocean.)
05:42(Male speaker: Get a little closer if you dare.)
05:44(Male speaker: Shark Zone on the Adventure Channel.)
05:47(Male speaker: If it's out there, it's on here.)
05:51So, now you can see that the graphic animation process can be very intimidating.
05:55But if you break it down into those stages,
05:58the concept development, the animatic, the cameramatic, the file animation,
06:02you really are able to take something that's very complex and make it
06:06very achievable.
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2. Animatics: Timing Out an Animation
Understanding the animatic process
00:00All good promo starts with an idea translated into words on paper.
00:04It's the job of the designer to translate these words into images.
00:08So, in this chapter what we are going to be creating is an animatic.
00:11An animatic is simply a timed out version of a series of sketches or boards that
00:17show you all of the major elements within the animation.
00:21So, here in my Chapter 2 project files I've got some sketches and I am going to open
00:25those sketches up inside of Preview.
00:27Let's just zoom out just a bit on the first page here and all I've done is
00:34sketched out a series of images and the sketches aren't fancy and they coincide
00:38with some elements in the script.
00:39Let's open the script up in Microsoft Word.
00:42Let's zoom out of the script just a bit so we can see things going on here.
00:46Now, this is a very typical script format for the promo world and usually the
00:51way the script works is you have two columns.
00:53Now, on the left-hand side is a Video column and on the right-hand side Audio column.
00:57So, the Video column shows the description of what the producer would like to
01:00see during the promo.
01:02The right-hand column shows you what the announcer will be saying or if there's
01:06any clips that come off of taped elements from a show. They call them SOT's.
01:11If those things are going to be included in here they'll be included in the
01:14Audio column as well.
01:15So, the process that I went through for creating these sketches was to look at
01:20the left-hand side and look at the right-hand side and sketch out images that
01:24correspond to those things.
01:26These sketches are not fancy, as you can see. My sharks look like goldfish
01:30crackers and my type doesn't really look very good at all.
01:33But the point of the animatic is not to look.
01:36The point of the animatic is to communicate the elements that are going to be in the promo.
01:40You don't spend a lot of time on it.
01:42Typically, the client doesn't normally see this part of the process.
01:45It's really for your purposes so you understand when things are going to be
01:49happening in the animation.
01:51I'll take these sketches then and bring them in to After Effects.
01:54Inside of After Effects I'll time these up in sequence along with a scratch read
01:58that I've done of the actual script elements here.
02:01So, after 400 million years they're still the scariest thing in the ocean.
02:05Get a little closer if you dare.
02:07So, I'll read the entire script down and then bring the sketches in After
02:10Effects and combine the audio and video together to produce the animatic.
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Importing sketches into After Effects
00:00In this video, we are going to take the raw scans of the storyboard sketches and
00:04cut them up into individual images using Photoshop.
00:07We'll then import these images into our After Effects project along with
00:10the audio file and we'll have all the pieces necessary to begin the animatic process.
00:14Let's open up the first page of Animatic-Sketches inside of Photoshop.
00:18Let me drag that on to the Photoshop icon.
00:20What this is is an 8 1/2 by 11 page that I drew on with blue pencil.
00:25I scanned it into a Photoshop at 300 dpi.
00:28Now, I've got enough resolution to create the individual images that I need.
00:32What I want to do is crop each one of these guys down using the Crop tool.
00:36I want to set the Crop tool to make them specifically the size that I want.
00:39In this case, we are going to be doing 640 x 360.
00:42So, if I click in the Width window, I go 640 px for pixels and 360 px for
00:51pixels and then 72 dpi.
00:54Now, that I've got the resolution set,
00:55I can use the Crop tool to crop these images.
00:58Now, the first image here we can ignore. That was a mis-start on my part.
01:02I started to sketch something out and realized that was going in the wrong
01:05direction and just Xed it out.
01:07So, the very first image that we want to crop is this one right here.
01:10You can see it has the "after 400 million years" which goes right along with the
01:13first line of the script.
01:15If I click with the Crop tool now and drag a rectangle around that and I can
01:19resize that a little bit to get it to fit a little tighter,
01:24and when I hit the Return key that gives me a cropped image.
01:26Don't worry about the size here. That's just how it resizes the image.
01:30You can see it's showing at 16.67% of the original size.
01:33So, now I can save this and let's go to File menu and do a Save As.
01:37In the Chapter 2 folder, I am going to make a new subfolder and call it
01:41animatic scans cropped.
01:48Now, with the animatic scans cropped folder if I go to the Save As field and
01:52save this as 001.jpg.
01:57Hit Save and you can leave the Quality settings at Maximum and then hit OK.
02:03So, that's the first scan.
02:04Now, I want to go and do the next scan.
02:06I could open up the original file right here but an easier thing to do is just
02:09to use the History palette to restore this file back to its original state.
02:12So, I'll go over here to the History palette and hit the Open and that restores
02:16the file back to its original state.
02:18You can see I've got my full-size image here.
02:20Now, I can go to the very next file and number 2 is this guy right here in the
02:24upper right-hand corner.
02:26You can say "they're still the scariest thing in the ocean." That's the second
02:28line of the script.
02:30Use my Crop tool again and then hit Return on the keyboard.
02:34Then do File > Save As.
02:39In the animatic scans cropped folder, I am going to call this 002.
02:45Now, that's the process for creating a scans and I want to repeat that for each
02:49of the images on the page here.
02:51What I've done is save those out for you.
02:53If you go to the Chapter 2 folder you can see there is an animatic scans cropped folder.
02:58That's what we were just saving in.
03:00There's a animatic sketches cropped and that's got the original files that I created for you.
03:04Now, I used a much longer file name and that gives you an indication of exactly
03:08what we're looking at here.
03:09sharzone-animatic-001, 002, 003 and so forth.
03:14The important thing is that you've numbered the file so that they are easy to tell
03:18apart when we bring them in the After Effects.
03:19So, now let's move over to After Effects and to start importing our elements.
03:27Now, when I am working inside of After Effects I like to work with a very
03:30specific folder template.
03:32We've provided that in the project files and I'll open that up and review it,
03:36but I am going to rebuild it from scratch.
03:37But I just want to show you guys what the end result looks like.
03:39So, if we open up the Master Project file.
03:42Now, this project file was created in an earlier version of After Effects and
03:46I'm working in CS5 here.
03:48So, when you get this message or if you this message, you can just ignore it.
03:51Nothing inside your project file will change and hit OK here.
03:55You could see I now have folder hierarchy here in the Project window.
03:58This folder hierarchy is what I like to use when I am working on a project.
04:02There is basically a place for every single kind of element that you might be working with.
04:06It's very easy to keep track of things inside of After Effects project.
04:09After Effects projects can get very complicated in a hurry.
04:12So, I like to keep things in very specific folders.
04:15So, what we are going to do is start off by creating a blank project and
04:18re-creating this folder hierarchy here from scratch.
04:22I'll go ahead and close up the file here and hit Don't Save.
04:27Now that I've got a blank project open,
04:29let's start by creating a new folder and I am going to call that folder animatic jpgs.
04:35Into that animatic JPEGs folder I'm going to import my JPEG images.
04:43So, with that highlighted I am going to go to File menu and then on to Import >
04:47File and navigate to my animatic sketches cropped folder.
04:53In the animatic sketches cropped folder I'm going to go to the first file and
04:57then hold down the Shift key and highlight all of them and then hit Open.
05:01That's going to import all of the images at one time into the animatic jpgs folder.
05:06Now, I want to have some subfolders in here so I can keep things really organized.
05:11I am going to create a new folder in here and call this 1-Production Elements.
05:19In the Production Elements folder I'll drag the animatic jpgs folder into there
05:23so you can see it's stored in there.
05:26Now, we want to have the next element of the piece, which is the scratch voice
05:30recording that I've done that helps us timeout the script.
05:33So, I am going to import that.
05:34But before I import it let's make a folder for to go into.
05:38So, I'll go to the create a new folder and go to 2 - and call this one Video and
05:44then I'll add a dash and call it Audio as well.
05:48So, I know there is audio in that folder too.
05:50Let's go ahead and go to the File > Import > File and navigate to the Chapter 2
05:57folder and grab the Sharkzone.
06:00I'll open that up so you can see the full name:
06:02Sharkzone-ScrVO-cut001.
06:05This is just a voice reading of me no sound effects, no music, no nothing.
06:10But it is done to time and so we'll use this as the basis for our animatic.
06:15Now that we've got all the pieces imported, we are ready for the next step in
06:18the animatic process.
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Timing out the animation
00:00Now that we have all our elements here inside of After Effects, the next in the
00:03process is to time out our shots using the audio as a guide.
00:08We're going to create a copy here in After Effects and add in our JPEG,
00:11then adjust the In and Out points so that they match up to key moments in the audio.
00:15Our goal is going to be to understand just how long each shot is going to take.
00:19So, I have my project folders here.
00:22Let's add in another new subfolder here and call it 3-Working Comps.
00:29And this is where I put compositions that I'm going to be using throughout
00:33the process, not necessarily final renders but just where they go while I'm working on them.
00:38In the Working Comps folder, I'm going to create a new composition.
00:41Now, there's a lot of templates here and I think what I'd rather do is create
00:45my own starting point and I'm going to call this 640 and I'll leave the Aspect
00:51Ratio at 16:9 which is just fine, and Square Pixels is good, and then the Frame Rate 29.97.
00:58Now for the Duration, I know my finished piece is going to be 15 seconds long.
01:02So, let's make this 1500 for 15 seconds and then we can call it sz for shark
01:10zone and then animatic-001.
01:15Now, I always like to put a version number at the end of my compositions because
01:20a lot of times during the production process, you'll make multiple versions and
01:23it's always good to be able to tell those apart.
01:25So, with all those settings correct, I'll hit OK and that opens this up in the Timeline.
01:32Now, I can start adding my JPEGs to the Timeline here.
01:35Let's start off by adding in all of the JPEGs for the main shots and let's drag
01:41those in to the Timeline.
01:42That gives us a stack of JPEGs here.
01:47Now you'll notice that they're all sized up perfectly.
01:49That's why in Photoshop I made them 640 x 360, which was the same size as my
01:53composition here and that makes it a lot easier to work with the images.
01:57Now, they're all of the same length. They come in at 15 seconds which is the
02:00total length of the comp.
02:01Let's take these and make them all about a second, so let's grab the endpoints
02:07and with them all selected, I can bring them bound to about two seconds or so.
02:12Now, we'll be adjusting those end points so that how long they are isn't
02:15really important right now. I just want to make sure they're all sure enough to work with.
02:21There's also some JPEGs that I did not import and these are the
02:24sharkzone-animatic-thrash files.
02:26And these are just the images that I used for the thrash, just to represent the
02:31thrash, and there's two of them there.
02:33So, let's start by importing the sharkzone audio and we'll put that at the very
02:40bottom of the composition.
02:42And you can see that the audio file times out exactly to 15 seconds.
02:47And now I can use that audio as a guide, and there's a couple ways to do that.
02:52I'm going to twirl open the audio and then twirl open the waveform here, so that
02:56I can see the actual waveform of the file.
02:59And if I do a little audio preview by pressing the Period key on the numeric keypad,
03:04(Male speaker: After 400 million years, they're still the scariest thing in the ocean.)
03:08Now, that was me doing a scratch VO, read for the script and using the script
03:13I just read into a microphone inside of FinalCut Pro and saved that as an audio file.
03:17And so, you can see there's a little scratch marks here and that's the actual
03:20waveform for the audio.
03:22And I'm going to use that as a guide for where I'm going to start my elements.
03:25Let's start with the sharkzone-animatic- 001 and we're going to take the rest of
03:31the JPEGs and move them down in time, so that they are out of the way.
03:35So, I'll hold down the Shift key to grab all those layers and move them out of the way.
03:40So, let's see how long our first shot needs to be.
03:42If you hold down the Command key on a Macintosh, Ctrl on the PC, I can scrub
03:48through this audio and see where my first shot needs to go.
03:53So you can see this first sketch contains the type element, "After 400 Million Years."
03:58So, I know that I want this layer to end where the next type element begins.
04:03So let's find out where the next typed element begins.
04:06So, we scrub through.
04:07(Male speaker: After 400 million years, they're still the scariest thing?)
04:12So there it is, right here, they are still the scariest things in the ocean.
04:15So, if I take this layer and extend it outward a bit, there's a little bit overlap.
04:20It's okay because we're going to put a dissolve in there.
04:22And then take the second JPEG and just bring it back to the left here so they
04:27overlap, and that gives me my In and Out points.
04:29Now, I won't worry about the dissolve right now. I'm just going to put things in
04:33position and then add a dissolve later on using the Opacity keyframes.
04:38So, there's this second shot, which is really a continuation of the first.
04:42It's just a dissolve and the type.
04:48And now, this is where my short transition is going to come in and the short
04:52transition is this thrashing element of sharks attacking the camera, and so I've
04:57got a little of time.
04:58I'm going to leave a gap right there and come back and add that after the fact.
05:01So, let's get these quickly roughed in.
05:05"Get a little closer if you dare" is where the main type element, Shark Zone, is
05:10first seen on camera, so that's going to be in the shot three.
05:13So, let's bring shot three over to the left here.
05:16You'll see there is the Shark Zone and a shark swimming out from behind the logo.
05:21Now, if we scrub through this...
05:22(Male speaker: Get a little closer, if you dare. Shark Zone, all week long on the Adventure Channel.)
05:31Okay, cool.
05:32That's what I call the hero shot, which is the all of the Shark Zone type and
05:36the shark swimming towards the camera.
05:37So, what I want to do is time out...
05:39I've got actually three JPEGs here. Let's review those real quick.
05:43I've got the shark swims out from behind the logo.
05:46He swims towards the camera, and then for the third shot he swims right up
05:51to the camera, and then that's where we're going to have another thrashing shark transition.
05:55So, let's timeout these shots so that our shark has the appearance of swimming
05:59toward the camera and then we have a shark transition.
06:03So let's find the Out point.
06:06(Male speaker: Shark Zone, all week long on the Adventure Channel.)
06:09Boom! Right there is where that shot is going to end.
06:12So, I'll leave that third shot and have it end right about there and bring these
06:15guys over so there's a little bit of overlap.
06:16So now, when I scrub through this you can see the repeat quickly and it gives
06:20the illusion that the sketch is la ittle bit animated.
06:24Now, When I take the sixth shot, the sixth shot is where we're going to see the
06:29logo for the first time and the logo is going to animate into position after
06:34that shark transition.
06:35So let's find out where that cut happens.
06:39Boom!
06:43So that's going to happen right about there, after the thrashing shark transition.
06:47And if I go to the number seven, number seven is a continuation of that same
06:54thought. So the Adventure Channel animates on, the shark swims across the
06:59screen and that reveals the last frame, number eight, which gives us the tagline on screen.
07:09So now I've got the basic frames laid out. I want to quickly create
07:13that short transition.
07:15The short transition is just a couple of JPEGs stuck together in rapid
07:18succession, and so I've got thrash one and thrash two.
07:22Let's bring both of these elements into the layer as you see at the end of the
07:27composition and let's make them very short, about 10 frames each.
07:32I can check my info as I'm resizing that layer and to see exactly how long they
07:38are and in the duration field it shows you about 10 frames. You can see it says
07:42duration right there, 10 frames.
07:44Now I could take both of these layers.
07:46Let's zoom in on the Timeline and drag both of these layers over to the thrash zone.
07:54And so this is where the thrashing transition is going to happen.
07:57So if I take both of these layers and alternate them in succession, from about a
08:03couple about to the length of this gap here.
08:06I'll take the second one. Let's go one -two-one for there duration, so I have
08:11thrash one, thrash two, and now I'll repeat thrash one again.
08:13So, I'll duplicate this layer, Command or Ctrl+D, and that gives me a copy of
08:18that layer and I'll just move that over a bit.
08:20It goes one, two, three, like that and then into the next shot.
08:26And there's going to be a black gap there. Let's fix that and clean it up a little bit.
08:31Oops, there's another gap, let's enlarge that. There we go.
08:36Now we can take these same three layers and duplicate all three of them and move
08:41those down in time to where the next thrashing transition is going to be.
08:47And that's going to happen right about here.
08:51And so now, I can take these three layers and move them right in the position there
08:55and now that I have all the basic layers laid out, let's do a quick RAM
09:00Preview and see how things are shaping up with relation to the audio.
09:05So, I'm going to click the RAM Preview button.
09:07(Male speaker: After 400 million years, they're still the scariest thing in the ocean.)
09:14(Male speaker: Get a little closer, if you dare. Shark Zone, all week long on the Adventure Channel.)
09:20(Male speaker: If it's out there, it's on here.)
09:23There we go. So I think that's timing out pretty well.
09:26A lot of times during the animatic process you need to reshuffle things
09:31around and, and move the layers forward and backward in time to get them to fit just right.
09:36But I think I've got a pretty good starting point here.
09:39Now that we've got our JPEGs all-timed out to the audio, it really gives us a
09:44good understanding of how long things are going to take and this becomes the
09:48foundation for the entire animation process.
09:51From here on out, we're going to be using this as a guide so that we can
09:55timeout our animation for inside of CINEMA 4D and also for timing out effects
10:00here in After Effects.
10:01So it's a really important step.
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Adding onscreen timecode for reference
00:00We have our animatic pretty well timed down.
00:02We know that the promo is going to be 15 seconds long.
00:05But in order to really understand exactly how long each of our shots are we need
00:09a running frame count for reference.
00:11We are going to add two sets of timecode using adjustment layers inside of After Effects.
00:16One set of timecode is going to be a running frame count for the entire piece.
00:19And then a second timecode will be used to tell us how long each of the shots are.
00:24So let's start off in our animatic composition here and add an adjustment layer.
00:29So we go to the Layer menu > New > and Adjustment Layer.
00:33And an adjustment layer will have an effect on anything below it.
00:36But the effect that we are going to put on here is a text effect and so it won't
00:40really affect any of the images below it. It's just going to sit on top of them.
00:44So we go to the Effect menu and we go to Text and to Timecode.
00:48And in the Timecode field now we can see it shows up as the Display Format.
00:53And that Display Format is set to be SMPTE and we want to show frame numbers instead.
00:58So let's set this to be Frame numbers, which gives us a running count for the
01:02exact frames in our composition.
01:04And I am going to move that down to the bottom left and this is going to be the
01:08actual frame count for this shot and then on the right-hand side I would like to
01:13have a frame count for the entire piece.
01:16So let's duplicate this adjustment layer, Command+D on the keyboard, or Ctrl+D on the PC.
01:22This layer I am going to take the effect for it and change the position for that.
01:27And I am going to move that over here to the right-hand side.
01:31Now for the very first shot they are going to match up.
01:34But this is going to start at the beginning of our second shot.
01:39In this case the second shot will be the transition.
01:41So we want to have this shot end when our first shot begins.
01:45So this first adjustment layer, let's change the name of that and call it full timecode.
01:54And let's call this one shot timecode.
02:00So for the shot timecode layer, let's bring the shot timecode layer to the
02:05end of the first shot.
02:07So our first shot, even though it shows us two JPEGs here it really is one long shot.
02:13In my sketch process I had to use two JPEGs to illustrate this.
02:15But in reality we are going to be just dissolving between these two type
02:18elements within the same shot.
02:20So this shot is actually going to end at the transition point.
02:24So here in the transition, I am going to make sure that that shot ends at the
02:29start of the transition.
02:30Let's use up the Page Up command to backup one frame.
02:33And then let's zoom in a bit and bring this timecode field right to the end of that shot.
02:41For the shot timecode I want to find that how long my transition is going to be.
02:44And so if I take this shot timecode and duplicate it,
02:48let's drag that down in the hierarchy and move it over to the right until the
02:55beginning point is right at the end of the previous shot.
02:59And you can see the great thing about this now is that the way that timecode
03:02filter works is that it starts the timecode all over again at the beginning of the shot.
03:06So by moving my adjustment layer to the in point of my starting shot, it changes
03:11automatically back to zero again.
03:12So I know that my first shot goes from 0 to 160, meaning 161 frames total.
03:19And then my second shot, which is the transition, starts right here at the 000.
03:24And now I can take this layer and go to the end of the transition.
03:29I am going to use a keyboard shortcut here, the Option key or Alt on the PC, and
03:35the right-hand bracket.
03:36And that's going to change the Out point to that moment in time where my time marker is.
03:40Let's zoom in just a bit and make sure that we got it right.
03:44And so our transition ends right there and the next shot comes into play.
03:49So if I duplicate this shot to timecode layer now it gives me shot 3.
03:53Let's drag it down one more time.
03:55I am going to use another keyboard shortcut.
03:57And this time I will use the left bracket, without holding down the Option key,
04:01and that's going to snap my in point to the current time.
04:04And now you can see once again my timecode jumps from 29, which my transition is
04:09about 30 frames long.
04:10And I go right to the next shot, which starts again at 0.
04:13So now this is hero shot I call it and this is where we get to see the name of
04:17the Shark Zone block and that's going to last for all three of these JPEGs right here.
04:24So let's back out just a bit and take this timecode and drag it right to the
04:30out point of this shot.
04:32It's actually the starting of the transition again.
04:36And so if I drag that over, let's zoom in right here.
04:39And I can see that yeah, I've got it right.
04:41The last frame of the previous shot is 155.
04:43And so now we are ready to do the same process.
04:46So I will take this timecode 3 and duplicate it one more time, drag it down, and
04:50I'll use that left bracket tool again, drag it over.
04:56And now we can time it out for the second transition.
05:00So use the Hand tool and pan over just a bit and go right to the out point of
05:06the transition and backup one frame.
05:08And then I will use that Option+Right Bracket command to adjust that point.
05:14So let's duplicate this timecode one more time again.
05:18Command+D or Ctrl+D, drag that layer down, and use the left bracket tool to
05:25align the in point.
05:26And now this one will go right to the end of the piece.
05:29And so now I've got timecode that covers the entire piece from head to toe.
05:36And the real value in this is now we know exactly in frames how many frames each
05:41shot is going to be.
05:42So we have a running number count.
05:44So when we move into CINEMA 4D it's very easy to set up our project files
05:47because for example, for shot 1 when I start at time 0 and I end on an even
05:53number like 160, hitting O on the keyboard, that I'm going to have an odd number of frames.
05:58So 0 to 160 makes 161 frames.
06:02And so for the second shot if I hit I on the keyboard by grabbing that layer
06:06and I am going to hit O on the keyboard to get to the out point I have 29
06:09frames at the out point.
06:11So 0 to 29 gives me 30 frames exactly.
06:14So now I have a really great idea of exactly how long my frames are here in After Effects.
06:19It makes it really easy to move into CINEMA 4D and it becomes the foundation
06:23really for moving forward with rest of our project.
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3. Creating Cameramatic Elements for Rough Placement
Creating text and logo elements in Adobe Illustrator
00:00We are now going to create the basic elements that we will need for our cameramatic.
00:04And the first of these elements is the text that appears in shot 3, which is what
00:08I call the hero shot.
00:09And also the logo that appears in the end shot.
00:12These are both just basic extrusions of the Adobe Illustrator files.
00:15And the process for creating Illustrator files is really straightforward, as long
00:19as you follow some simple rules.
00:21The first step is that you can only use Adobe Illustrator 8 files.
00:25CINEMA 4D has to work with this older file format in order to get the path
00:30information into CINEMA 4D.
00:32RGB files are good.
00:34CMYK files are bad.
00:35CINEMA 4D cannot open a CMYK file, so you have to work in RGB color space.
00:40You can only use open or closed paths. No fill or stroke information or
00:44gradients for that matter will get translated into CINEMA 4D.
00:48Only open or closed paths.
00:49No fill, or stroke information, or styles.
00:52The last rule is that CINEMA 4D uses the Adobe Illustrator ruler for placement.
00:56We want to make sure that our files come in to CINEMA 4D at the center of the
01:00world and the normal placement for the Adobe Illustrator ruler is in one of the
01:05corners. In the earlier versions of CS, it was in the bottom left corner and in
01:09CS5 it's in the upper left corner.
01:11We want to make sure that our Illustrator ruler is in the center of the page.
01:14So as long as we follow these four basic rules we will get a really consistent
01:18result when we move between CINEMA 4D and Illustrator.
01:21Let's start this process by creating the type elements for CINEMA 4D.
01:25I am going to open the sharkzone_ Type Adobe Illustrator file inside of
01:30Adobe Illustrator CS5.
01:31And what I have is the words shark and zone that I have typed out using the Impact font.
01:38And I turn those fonts into outlines and then shaped them up a little bit so
01:41that the shark and zone create a nice little block here that will really look
01:45good when we place it on the floor of our scene inside of CINEMA 4D.
01:50If we go back to our rules we want to make sure that CINEMA 4D uses the ruler.
01:53I've already created this document in a RGB color space, you can tell that.
01:57And I've converted my fonts to outlines.
01:58I want to have my Shark Zone at the exact center of the page with a ruler
02:04that's centered on their shapes.
02:06So the easiest way to do that is to copy this type to the clipboard.
02:10I am going to use Command+C to copy it to the clipboard.
02:12And I am going to make a new document.
02:14Now I always like to make my documents the same size as the finished rendering
02:18size inside of CINEMA 4D.
02:20So I'll make this 640 points by 360 points.
02:24And there is no reason for that except for continuity.
02:27I like to make sure all of my Illustrator files come into the same size when I
02:31bring them from Illustrator into CINEMA 4D.
02:33And so by creating my type elements at the same size as my finished rendering
02:38it makes things consistently the same size.
02:43I made a mistake and created this as a CMYK so I need to go back and change that.
02:47Let's go to the File menu and go to the Document Color Mode and change that to RGB Color.
02:54That's very important to do.
02:55So always make sure that this is RGB right here at the top of the window.
02:59Now I'll paste down that element that I copied from the other page and now it's
03:03much larger than that screen.
03:04So let's back out just a bit and then use the transform handles to scale this down.
03:10And then Command+0, which is under the View menu, and it frames the entire
03:17image into the window.
03:19Now one of the great things about Illustrator is that it's very consistent in its behavior.
03:23And that I can use that behavior to my advantage.
03:25What I want to do is have the Shark Zone centered exactly on the page and no
03:29matter where I place this I always want to make sure that it comes back to
03:32the center of the page.
03:33I'm going to enlarge this type a little bit and then cut it to the clipboard,
03:37Command+X, and then frame up the window again using the Command+0.
03:44Then when I paste this down, Illustrator automatically pastes things down in the
03:48center of the open view.
03:49So if I go Command+V now I know that my Shark Zone is centered up exactly in the
03:53page because I centered my page in the view.
03:56Now I can reveal the ruler, Command+R on the keyboard or Ctrl+R, and I can drag
04:02that Ruler Reset tool out and center those crosshairs right on the type, using
04:08the transform handles as a guide.
04:10Now that I have the rulers centered up and you can see that I have a 0 here and
04:14a 0 here on the top and left sides,
04:16I know my Shark Zone type will come up correctly in the CINEMA 4D.
04:21Let's go to the File menu now and save this in the correct format.
04:23I am going to go to File > Save As and in my Chapter 3 folder I have
04:30an AI-For-C4D folder.
04:31Now that has my prepared files in it already.
04:34Let's make a new subfolder in here and call it lesson_ai_4c4d.
04:45And let's call this one sharkzone.ai.
04:51Remembers CINEMA 4D can only use an Illustrator 8 file.
04:53When I hit Save I am going to be presented with the secondary window here that
04:57asks me which version I would like to save it as.
04:59Now I am going to save it all the way down as Illustrator 8 and then hit OK.
05:05Now you get a message here warning you about the older document type.
05:09And you can go ahead and hit OK and just ignore that, because this file format
05:13has everything we need in it.
05:14So that's it for the Shark Zone type.
05:16I can close that up and I close up the Shark Zone.
05:19Now I can go to the actual Adventure Channel logo.
05:22And let's open the Adventure Channel logo in Adobe Illustrator.
05:26And it's a very simple shape and if I copy that to the clipboard, Command+C.
05:32Let's make another new document.
05:34This time I'll twirl open the Advanced and I make sure that I change the Color
05:37Mode RGB right here.
05:40And double check my size. 640 x 360, which is just right, hit OK and then paste
05:46that down, Command+V.
05:47Now it's too big so we need to do the same thing, scale it down.
05:54And then center up the page. Command+ 0. cut that to the clipboard. and paste
06:00it down one more time.
06:01Now I know it's exactly in the center of the page.
06:03And if I bring up the rulers. Command+R. and then reset that crosshair so that
06:09it's centered up right on the transform handles. And I can let go.
06:13Now I can save this, File > Save As, and in the lesson_ai_4c4d I'll change that to be aclogo.ai.
06:23And then make sure that it is in fact an Illustrator 8 file. There we go.
06:29And hit OK on that warning.
06:31So that's it for the type and logo elements.
06:33Let's move over to CINEMA 4D and get those things imported.
06:38Now that we have the properly prepared Adobe Illustrator files, it's going to be
06:41really easy to import these into CINEMA 4D.
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Importing Illustrator elements into Cinema 4D
00:00We've created our elements in Adobe Illustrator and now we need to bring
00:04them into CINEMA 4D.
00:05And the process is really very straightforward.
00:07I am going to go to the Object Manager File menu and do something called Merge Object.
00:12And Merge Object allows us to load in not just Adobe Illustrator files, but also
00:17project files and other CINEMA 4D generated elements too.
00:21I'll navigate to the Exercise Files Chapter 3.
00:24Remember there is two Adobe Illustrator folders in here.
00:27And the reason for that is we have one AI-For-C4D file that was provided
00:31along with the project files and this lesson_ai_4c4d folder that I created in
00:36the previous chapter.
00:37There is no difference between the files in here so I am going to work from the
00:40lesson_ai_4c4d folder.
00:42Let's start off with the Shark Zone type.
00:43So I grab the Shark Zone type Illustrator file and hit Open.
00:47And I'm presented with a secondary screen.
00:49And this secondary screen is asking two options.
00:51Should I scale the Illustrator files or should I connect the splines?
00:55And in both cases I am going to say no, I want to leave them as the default. And so I hit OK.
01:00Now you'll notice that my Shark Zone type did not jump to the center of the world
01:05like it was supposed to.
01:05We are working in a version of Adobe CS5 Illustrator that is an early version.
01:11And this is a behavior that is peculiar to that version and we are hoping that
01:16it will change with subsequent versions.
01:18If you're working in Adobe Illustrator CS4 or CS3 or any other version of
01:21Illustrator the behavior will be correct, and your Shark Zone type will jump to
01:25center the world right here.
01:27So if you're working in CS5 all you need to do to fix this is just select the
01:31Shark Zone type here in the Object Manager and go to the Coordinate properties in
01:35the Attribute Manager.
01:36And then in the position fields let's zero this out. So I highlight that text
01:41and go zero and hit the Tab key and zero and then Tab one more time.
01:45And then you'll see my Shark Zone type jump to center the world.
01:48And now if I hit the letter H, I can frame up my type and now I'm looking at
01:52it much more closely.
01:54Now splines in CINEMA 4D do not render, and so we need to do something called an extrusion.
01:59And there is a special object for that and in the main toolbar here at the
02:02top of the window I am going to click on the Nurb Objects and add something
02:06called an Extrude Nurb.
02:07Now the Extrude Nurb has a green icon that means it's a generator.
02:10And a generator object needs to have children in order to produce some sort of result.
02:15So I'll take my Shark Zone type and add it as a child of the Extrude Nurb.
02:20Now when I do this initially nothing happens.
02:22You see nothing changed in my screen here.
02:24And that's because the Extrude Nurb doesn't know that the sharkzone Null Object
02:29here has all of these different splines underneath it.
02:31You can see that there is a separate spline for each one of the letters of
02:34the words Shark Zone.
02:35So I have to tell the Extrude Nurb to look pass this Null and extrude each of these splines.
02:42And there is a very special button to do that.
02:44Underneath the Extrude Nurb you go to the Object properties and there is a field
02:47called Hierarchical.
02:49Hierarchical, when you click it, forces the Extrude Nurb to look past that Null
02:54object and see all of the individual splines.
02:56You can see now my Shark Zone tpye is extruded.
02:58And if I hit Command+R on the keyboard my Shark Zone will be rendered in the scene.
03:03When I create type in CINEMA 4D, even though bevel type is going out of style
03:08from a design standpoint, I still like to add a little bit of a bevel to my type elements.
03:12The reason for that is when you render a 3-D extruded type you can see that the
03:16edges on the type have a very sharp line to them.
03:19And that sharp line makes them feel computer-generated.
03:22If I go to the Extrude Nurb and select it here in the Object Manager and it
03:26redraws the frame for me automatically.
03:28If I go to the Caps and under the Caps options I am add something called
03:31a Fillet and a Cap.
03:32And the Fillet is a fancy word for a bevel.
03:35And I add a Fillet on the front and I'll add a Fillet on the back so that my
03:39front and back of the type match up.
03:41If I orbit around you can see there is a bevel on the back.
03:44That bevel is way too thick so I'm going to adjust the Radius down and make it
03:48approximately, let's make it 1 and then 1 on the back side as well.
03:54Now you can see I have a much more finely shaped bevel.
03:58And let's add just one more Step to it.
04:01Now the Step controls how many polygons are on the edge of this.
04:05If I zoom in very close on this type you can see that, let's backup just a bit, there you go.
04:09We have a very linear transition from the face of the type here to the edge of the type here.
04:14And when I adjust the Steps and I change that to something like 3, you'll see that
04:20it's a little bit round.
04:21And that roundness translates into a much more smooth transition from the side
04:25of the type to the face of the type.
04:27I hit the letter H on the keyboard to frame up my Shark Zone type.
04:30And I'll do another rendering, Command+R. And you will be able to see a slight
04:33difference between the type elements in the previous frame.
04:36And you can see a very nice highlight on the edge.
04:39And even though our type doesn't look beveled in the traditional sense,
04:43that beveling on the edge picks up light and gives our type a much more organic
04:48and interesting look.
04:49Now our type is very thin and we want to have a very thick element for our animation.
04:54Under the Extrude Nurb, I'll go to the Object properties and change the Z Movement.
04:58The Z Movement controls how far the type extrudes along the z-axis.
05:03So I highlight this 20 units here.
05:05Let's make this about 100 units.
05:08And we may change that in the final file.
05:11But it's easy to change.
05:12This number remains live and we can change it at any time.
05:15Now my Shark Zone type is going to be sitting flush on the ground plane in
05:19the finished animation.
05:20So I want to take this Extrude Nurb and move it up on the y-axis so that it is
05:25flush with the ground plane.
05:27And I'll switch to the four-way view and I'll click on the Layout button here
05:31and switch to a four-way view.
05:33So I can see my objects from both the Perspective View and each of
05:38the Orthographic views.
05:39That makes it really easy to identify where the bottom of the type is.
05:44So I'll line this up with the bottom of the ground plane.
05:46Let's zoom in just a bit here in the right-hand view and make sure.
05:50Now I can bring this right-hand view full-screen by clicking on that
05:53button right there.
05:54And that makes it much easier to center things up and line things up with the ground plane.
05:59So you can see right now the z-axis here is actually the floor and my type
06:03element is lined up with it.
06:06So let's save this file, File > Save As.
06:09And we will call this sharkzone.c4d.
06:18Now we need to repeat this process for the Adventure Channel logo.
06:21I'll make a new document. File > New.
06:24And go to Object Manager, File menu, do a Merge Object.
06:28And under the lesson_ai_4c4d I'll grab the aclogo.ai file and hit Open.
06:36Remember we can leave these settings at the default and hit OK.
06:40This file element was generated inside of CS5 so I need to re-center this type up.
06:44Go to Coordinate properties and zero out the position again. 0, 0, 0.
06:51I am just tabbing through those fields.
06:54And now I need to extrude it.
06:55So let's grab another Extrude Nurb. So I click on the Nurb Objects and go to
06:59Extrude Nurb, add the aclogo as a child of the Extrude Nurb,
07:03and then in the Extrude Nurb I have to tell it to look down at all these
07:06different paths that are under there.
07:08So I go to the Object properties and click the Hierarchical button and there
07:12is my extruded type.
07:14And now I can add another beveling to the edges.
07:18So I go to the Caps property on the Extrude Nurb and under the Caps property
07:22I am going to select Fillet and Cap for both the Start and End caps.
07:26And that's way too thick. So I change that Radius to 1, use the Tab key to get
07:31through those fields and click 1 for the second Radius.
07:34And then let's add 3 Steps just like we did on the type.
07:37So 3 in this Steps field there and tab through and 3 in the Steps field
07:42there for the End Cap.
07:44Now let's just zoom in real quick and just double check things.
07:49And that is looking pretty good.
07:52So let's save this logo element and the thickness I think on it is just fine.
07:56And once again we may end up adjusting this when we do finished animation
07:59but for now it's fine.
08:01And we can always go back to the Object property and change the Z Movement if we need to.
08:05So let's go File > Save As and call this one aclogo.c4d and save it.
08:16So now we've got our type elements all created.
08:18And we are in really good shape for the basic elements for cameramatic.
Collapse this transcript
Creating guide planes for modeling a rough shark
00:00The shark is really the star of the entire animation, but for this cameramatic,
00:04we only need a very rough model of the shark, just enough detail to give us the
00:07impression of the shape.
00:09We're going to use an outline of the shark to create this rough shape using
00:12polygonal modeling tools and something called a HyperNURB object.
00:15So, the first step in modeling is to save the file.
00:18Let's go to the File menu and do a Save as.
00:20We're going to save this in the Chapter 03 folder.
00:23We'll call this one roughshark, and then I like to put a version number in case
00:28I save out an additional version.
00:30I'll call this 001. I'll hit Save.
00:33The first part of the modeling process is to import images that we're going to
00:38be using as references.
00:39Let's go out to the Finder here and explain something for just a moment.
00:42Here in the Chapter 3 folder, I have something called a tex folder.
00:46This tex folder contains two PSD files, a shark front and a shark side.
00:52Now, these are just Illustrator outlines that I converted into PSD files and I
00:57traced the images that I found of sharks online and used those as a basis for
01:01creating the shark outline.
01:02I want to be able to import these into CINEMA 4D.
01:04The way CINEMA 4D works is that it looks in a very specific place for
01:08these texture images.
01:09The place it looks for the images is in a folder called tex.
01:14That folder has to be at the same level as the project file.
01:17So you can see, here's my roughshark- 001.c4d file and then here is the tex
01:21folder and they are in the same level of the folder.
01:24That makes it really easy for CINEMA 4D to find these images.
01:28If you were to have these in a different location, you'd get an error message
01:32inside of C4D, prompting you to copy those elements into the tex folder.
01:37If you hadn't had a tex folder there already, you would copy them into that
01:39location just loose and that would be kind of weird.
01:42So, it's much better to be organized ahead of time and have this tex folder with
01:46the images setup for you already.
01:49Now, here in C4D, I've got my roughshark file opened.
01:53We're going to make a new material.
01:55I created that new material by double- clicking here in the Material Manager.
01:57You can also go to the File menu and do a New Material that way.
02:01But I like to double- click, as it's a lot faster.
02:04I'm going to double-click on the word Mat and call this one front, as in
02:08the front of the shark.
02:10In the Basic properties for the material, I'm going to turn off the Color
02:14channel and turn off the Specular channel and turn on the Luminance channel.
02:17Now, the Luminance channel allows us to place images into the material that will not
02:23be affected by any light source in the scene.
02:25So, if I click on the Add Texture button right here, which has a series of
02:29three dots on it, if I click on that, that presents me with the Finder window,
02:32and I can now navigate to my Desktop/Exercise Files/Chapter 3, and then to the tex folder.
02:38Let's add the shark front file, and hit Open.
02:42That shows up in the Luminance channel, just the way I wanted.
02:45Now let's make another new material, and let's change the name of this
02:50material and call it side.
02:52The side material, I'm going to do the same thing. Go to the Color properties,
02:56turn off Color, turn off Specular, turn on Luminance.
03:01Then in the Luminance channel, I'm going to load in that image once again.
03:04So I click on the Load Image button and add the shark side.psd and hit Open.
03:10Now, the materials are going to be showing up here in the Editor window.
03:15In order to do that, I have to place them on a plane.
03:18If I select the side material and look at the dimensions of the actual image and
03:24if I go to the Luminance channel, it shows you the resolution of the actual
03:28image that's being used in that channel.
03:31I can see it's 982x389.
03:33I'm going to create a plane here in the Editor window and make it exactly
03:37that resolution, 982x389.
03:40So, if I go to the Primitive Objects and add a plane to the scene, under the
03:43Plane Properties, I'm going to change the Orientation to be -Z.
03:47The reason I do that is that it makes the images that I drag onto that plane
03:51show up right-reading, meaning they'll show up with the top up here at the
03:54top of the plane and the right-hand side on the right-hand side of the plane,
03:57just the way I wanted.
03:58So now, I'm going to make this plane the same width.
04:00If I go to the side material and look at it. See it's 982x389.
04:04So if I select the plane and make the Width 982, and the Height 389, and then
04:15the Segments determine how subdivided the polygon is.
04:17How many polygons are making up this thing?
04:19We only need one polygon.
04:20So I'll change the Width Segments and the Height Segments to 1x1.
04:25Now when I drag my side material from the Material Manager onto the plane in
04:30the Object Manager, when I let go, my shark shows up exactly on the plane, just the way I want it.
04:37Let's make another plane.
04:39And we're going to repeat this process for the front.
04:41If I add a plane to the scene-- and let's name our plane so that they make sense.
04:45I'll call this plane side, and then I'll call this plane front.
04:50On the front plane, I want to change the Orientation once again to -Z.
04:55They're in the same location right now.
04:56Let's turn the side plane off for just a moment and go to the front material
05:03and take a look at the resolution.
05:05You can see the resolution of my front is 305x389.
05:09So, let's take the front and make the Width 305 and the Height 389 and then the
05:16segments one-by-one just like we did on the side plane.
05:20Now, if we take the front material and apply it to the front plane, you see our
05:24shark shows up right there.
05:26Now, I want to have the front of the shark show up along the x-axis.
05:29So if I just take the front plane object and go to the Coordinate properties,
05:33and the rotation value that I want to change is the heading, and if I scrub that
05:38value around to 90 degrees over here, I've got to put 90 degrees in numerically,
05:43then my shark is now facing down the x-axis.
05:46If I turn on my side now, you can see that they intersect perfectly.
05:49Now I can use that to identify the front of the shark and I can use the side
05:54panel to identify the side of the shark.
05:56This is going to make our modeling process really easy.
05:59The purpose of all this has been to prep our cells for modeling and the image
06:04planes that we have here in the scene are going to be used as guidelines for
06:07modeling our rough shark.
06:08So, now that we have our planes, we're ready to begin the process of
06:11actually modeling.
Collapse this transcript
Creating a rough shark model
00:00The process for modeling a finished shark is pretty detailed.
00:03But for our cameramatic, we only need to model the basic outlines.
00:07We have our actual outlines set up here in C4D.
00:11Now we're going to use the HyperNURBS modeling process to actually create a very
00:15rough shape of the shark.
00:18So, the first step I want to do is to group these front and side plane objects
00:23underneath a single Null, so that way I can have just one parent that I can turn off and on.
00:28So, I'm going to go to the Modeling Objects and add a Null Object to the scene.
00:32A Null object is simply an access point with no geometry associated with it.
00:37I can take both of these objects and make them children of the Null.
00:41The Null I'm going to call image planes. I have the ability now with both of
00:47these children under the same Null to hide them both.
00:49I can click on this center column here.
00:50These two dots relate to the status of the object in the render and also in the Editor view.
00:55If I click the top dot red, the images will be hidden from view in the Editor window.
01:00But if I hit the Render button, they still show up in the render.
01:03I want to actually have the reverse of that in this situation.
01:05I don't want these planes to show up in the Render view. I just want them to be
01:08visible in the Editor.
01:09So I'm going to make the top dot gray and the bottom dot red.
01:14Now when I hit the Render button, I can see the planes here.
01:17But when I render, they don't show up, and that's just the way I want it.
01:21So, by clicking on the image planes, I can redraw the frame here.
01:24The HyperNURBS process most of the time starts with a cube.
01:28So, let's add a cube to the scene underneath the primitive objects and we'll add a cube.
01:32That cube I want to make the same size as my side view plane.
01:38So, by going to the Object properties for the cube, I can take the x-value and
01:43I can just scrub it.
01:44I don't need to be real precise with this. I just want to eyeball it into position.
01:47So, I make that cube about the same size as the x-axis and about the same
01:52size as the y-axis. That's good.
01:57I'm not going to worry about the z-axis for now, because we'll come back and fix
02:00that in a little while.
02:02The HyperNURBS is a NURB object that's got a green icon.
02:05That means it's a generator.
02:07When I add it to the scene, in order for it to have an effect, I have to add my
02:12cube as a child of the HyperNURBS.
02:14So I take the cube and drag it out of the HyperNURBS and make it a child of the HyperNURBS.
02:18Now I get this sphere-like object in the scene.
02:21That is the result of the HyperNURBS.
02:23I'm seeing the shape that's being created by the HyperNURBS.
02:26Now, I want to be able to see my side view through the HyperNURBS.
02:30I want to have this be sort of grayed out, so that I can look at my shark
02:34outline and make it really easy to move the shapes around.
02:37So, under the HyperNURBS, if I click on the HyperNURBS and go to the Basic
02:40properties of the HyperNURBS, I can turn on something called X-Ray mode.
02:45When I click on X-Ray, X-ray makes the HyperNURBS translucent.
02:49When it renders, if I click on the Render button, it still renders in the correct way.
02:54But when it's in the Editor window, it shows up translucent.
02:58It makes it a much easier to work on from a modeling standpoint.
03:01Now, my cube is still in its primitive state.
03:06What I want to have access to is the actual points and edges and polygons
03:10that make up that cube.
03:11So I have to make the cube editable.
03:14The command for that, there's a keyboard shortcut and there's an icon for it.
03:17The icon for it is over here on the left-side of the interface.
03:21The keyboard shortcut is the letter C. If I click on this icon or hit the letter
03:25C on the keyboard, you notice my cube changes in state.
03:28It now has a triangle next to it.
03:30You can see it's no longer a primitive cube.
03:32Now I have access to the points, edges, and polygons that make up that cube.
03:36If I click on the Point mode here on the left-hand side, I can now grab a point
03:41on the surface of the cube and move it around.
03:44By moving that point in space, I can affect how that HyperNURBS is shaped.
03:49Command+Z to get back to the original shape.
03:53Now, the default mode for working in HyperNURBS is something called Isoline Editing.
03:58You can see that there is curved blue line on the surface of this object.
04:02I don't like to work like that.
04:04I prefer to see the original low-res cube in the scene.
04:07So, underneath the Tools menu, I'm going to turn off Isoline Editing.
04:11You can see that there's a Use Isoline Editing command here and
04:14that's highlighted.
04:15You can see that the box is shaded there.
04:17So if I uncheck Use Isoline Editing, I now see the original cube surrounding
04:23my HyperNURBS object.
04:24That makes it a lot easier to see the low- res model that we're going to be creating.
04:28Now that I'm in Point mode and I've got my box visible, I can now start to make
04:32some cuts on this to get it roughly shark shaped.
04:34I don't want to add a lot of detail.
04:36The point of this is to get something that looks basically like a shark, but it
04:39doesn't take long to generate and renders really fast too.
04:41So I don't want to add a lot of detail to it.
04:43Let's move into the Modeling layout.
04:45In the Layout button, I'm going to click on the Modeling layout, which is right
04:50here fourth from the top.
04:51That resets my palettes and rearranges things, so I can see the modeling
04:55tools in CINEMA 4D.
04:56Still the same application. It's just a different arrangement of icons on screen.
05:00I'm going to be using something called the Knife tool to make cuts.
05:04Then I'll be moving points around based on those cuts.
05:07That's going to give me the shape that looks roughly like a shark.
05:10So, let's get the Knife tool out.
05:12The icon for the Knife tool is this icon right here.
05:14I also like to right-click and get it sometimes.
05:17So, if I right-click any place in the Editor window, I can grab the Knife tool.
05:22When I grab the Knife tool, its attributes show up here in the Attribute Manager.
05:27Knife tool has a Mode pull-down.
05:29The default mode is not what I want to use.
05:31I want to use something called Loop mode.
05:32And the Loop mode allows me to make a cut all the way around my object in a really easy way.
05:37So, if I select Loop and I uncheck all the options, I don't want to restrict a
05:41selection and I don't want to create an N-gon.
05:44Now when I hover the Knife tool over my edges, you can see it creates this white
05:48outline all the way around my object.
05:49I can use that outline to determine where my cut is going to happen.
05:53So the first cut I want to make is right here at the nose of the shark.
06:00You want to be really careful about where you're cutting.
06:03It's always a good idea to highlight the exact edge that you're going to be cutting.
06:05So when I click that, my HyperNURBS changes shape.
06:09It adds a set of points all the way around my object.
06:13Let's do the same thing about here, just before the dorsal fin, and then just
06:19after the dorsal fin, and then somewhere around the tail.
06:23We'll add one more near the tail.
06:27Now, the great thing about this process, because we're doing it in a rough way,
06:31that's probably all the points that we'll need for the side view.
06:34Let's start to shape those guys into the shape of the shark.
06:37I'm going to grab a new Selection tool, the Rectangular Selection.
06:42I'm going to uncheck Only Select Visible Elements.
06:45I want to be really careful when I'm selecting objects that I select all the
06:48way through my model
06:49and only select the points that are visible to the camera.
06:53When I use this tool in this mode, I can select points all the way through my object.
06:57So now, let's switch to the side view, because it's going to make it a lot easier.
07:01If I click on the View button, and then bring the Front view, in this case
07:06the right-hand view shows us the front of our shark, because we're working on the X-axis.
07:10The Front view is going to show us the actual side of our shark.
07:13So I bring the Front view to the foreground.
07:16It's showing me only outlines.
07:18Let's change the display mode to be Gouraud Shading.
07:23With this shading mode, I can see my outline of the shark.
07:26I can see my points and edges and I can see the HyperNURBS just fine.
07:29So now we'll use the Rectangular Selection tool and just start to push those
07:33polygons into position.
07:35Now, you don't have to be real precise with this.
07:40The important thing is to double-check from time-to-time, and make sure that you
07:44are selecting your points all the way through.
07:46You can see that even though I was drawing in the side view, it's selecting the
07:50points that are not visible to the camera.
07:52And that's very, very important.
07:57Now, here in the side view, let's reshape this shark.
08:00I don't have to be real precise.
08:02I'm going to just rough it in.
08:04The important thing is that the points be the same approximate size as the shark.
08:10And that's all I really care about.
08:11I'll grab the top points here.
08:15Let's grab both of those at the same time and move them down.
08:19We get this sort of torpedo shape.
08:21A shark is really a beautiful creature.
08:26It has very smooth flowing lines.
08:28We want to be kind of faithful to that as we're creating our temp element. There we go!
08:33We're going to end up at something that looks kind of like a goldfish.
08:38Let's do one more cut with the Knife tool and make a cut right around the tail section here.
08:44If I switch to the Perspective view, full-screen, and make a cut right about there,
08:51and switch back to the side view, and get my Selection tool one more time
09:01and grab some points and move them around one more time...
09:11I'm going to turn on a feature.
09:15In C4D that's not on by default, but it makes working in this view a lot easier.
09:20Under the Filter menu is something called Axis Bands.
09:25If I turn Axis Bands on, I now have this gray band here.
09:30It makes a lot easier.
09:31I can grab this gray band and move those points around without having to
09:36click on an actual axis.
09:37And it just makes things a lot faster.
09:41That's pretty good, I think for the basic shark shape.
09:44I don't need to worry about the fin at the top.
09:46I don't need to really worry about the pectoral fins.
09:49The pectoral fins are the fins that are on the side.
09:51The dorsal fin is the one that's on the top here.
09:54But you know what, let's go ahead and add one just to be safe.
09:56Let's go back to the Perspective view.
10:03In order to get this dorsal fin, I'm going to go into Polygon mode.
10:07Let's switch Selection tools one more time.
10:09I'll grab this polygon right here that's on the top.
10:11I'm going to use something called an extrusion.
10:14The Extrude tool looks like this right here.
10:19If I click on that, and you want to be really careful when you use the Extrude tool.
10:22If I click on the arrows, all I'm doing is moving that polygon.
10:25But if I click any place in the gray area and drag to the right, it extrudes up.
10:30So I want to extrude that up just a bit.
10:32Now I can use the Scale tool, letter T on the keyboard or click on the Scale tool icon.
10:38I can bring that right into the side.
10:41Now, once again, I don't have to be real precise about this.
10:44Remember it's just a dummy shark.
10:46Let's move this down and add one more extrusion though.
10:49Switch back to the Selection tool, grab that Z handle and bring that down.
10:53Let's use the Extrude tool again.
10:55The keyboard shortcut for it is D for the Extrude tool.
10:58But I can also grab it by right-clicking here in the interface and going to Extrude.
11:04Now I click-and-drag.
11:04And that gives me a shark fin right there.
11:08Now, I can just push that back just a bit.
11:10Notice I'm clicking on the arrow handle instead of using the Extrude tool.
11:14I think that's pretty good for now.
11:16Let's switch back to Point mode, get our Rectangular Selection tool, and I'm
11:22using the Axis Band here to shape that up.
11:29There we go!
11:32You want to always be careful when you're working in the Perspective view to
11:35make sure that you didn't accidentally move points around in the wrong way.
11:44Now, here on the front, I'd take the nose and scale those points in.
11:48Use T on the keyboard to bring up the Scale tool and click on the blue handle
11:51and drag those in and just frame that shark out like that.
11:57Now, I don't need to worry about the pectoral fins, because I think our shark is
12:01close enough for rough animation purposes.
12:04It's going to be really easy to render this.
12:06We'll get very good performance in the Editor window.
12:09It'll render very quickly for us for making our cameramatic.
12:12So, this is a good starting point.
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Preparing a dummy rig using a Spline Wrap object
00:00Our dummy shark here is just about ready for swimming.
00:03We have a couple of extra steps we need to take care of before we can actually
00:07start making him move around though.
00:08I'm going to switch my Layout back to the Standard Layout.
00:13In the Standard Layout, here in the Object Manager, I'm going to do a little bit of cleanup.
00:17I'm just going to close these image planes up.
00:19We don't really need those anymore, so I'm going to hide them from view.
00:21You can see our shark here looks kind of like an aggressive goldfish cookie.
00:27With the image planes hidden from view, I can now see the shark outline for what it is.
00:32Let's do a little rendering here.
00:33We have sort of a very aggressive swoopy shape, and that's really all we need to
00:37communicate our shark with.
00:38It doesn't have to look fancy.
00:40It just needs to be about the same size as the shark.
00:42Before we make it swim, we have to do a little bit of cleanup work here in the hierarchy.
00:46So I'm going to add a new Null object to the scene.
00:49This Null object I'm going to call shark.
00:51I'm going to take that Null object.
00:55The Null object is at the center of the world.
00:57It comes there when you add it to the scene, by default.
01:00It shows up at the center of the world.
01:01I want to take this HyperNURBS now and parent it to the shark.
01:05When I parent it, I want to move the HyperNURBS back so that the nose of the
01:10shark is exactly at the center of the world.
01:12So, let's take it on the Z-axis only and drag it so that the tip of the shark
01:19is right at the center of the world.
01:23That's about right for our purpose here.
01:27Anytime I'm not sure, I'll always double- check things in the Orthographic views.
01:32You can see that I'm lined up pretty well there, pretty well there.
01:37So, let's go back to the Perspective view.
01:40I've got my shark Null object here and we're going to be making this shark swim
01:43using something called a Spline Wrap object.
01:45Now, the Spline Wrap object is part of the MoGraph Module.
01:49Its icon is purple.
01:50That means it's an operator object and that it will work on either its parent or its peer.
01:56Now, I like to use the Spline Wrap object in the peer position, meaning that it
02:00has to be in the same level of the hierarchy as the object it's going to deform.
02:05So, let's add a Spline Wrap object to the scene.
02:08Then we're going to add another Null object, and this Null object we're going
02:12to call shark wrap.
02:14I'll take the Spline Wrap and parent it to the shark wrap object.
02:21Then parent the shark to the shark wrap object.
02:24Now you can see that the shark and the Spline Wrap are peers of one another.
02:28They're at the same level of a hierarchy.
02:29So, when I activate the Spline Wrap, it's going to have an impact on the shark,
02:34the thing that's at the same level as it.
02:36The Spline Wrap needs something in order to actually start working on the shark
02:39and that's it needs a spline.
02:41If you look at the Spline Wrap Object properties, you can see that there's a
02:44Spline field here, and this Spline field is empty.
02:46So, it's looking for a spline in order for it to actually wrap this shark around it.
02:51So, let's go to the Orthographic views.
02:53I like to draw my splines in the Orthographic view so that I get a
02:57very predictable result.
02:58Now, let's draw our spline in the top view in this case.
03:01Let's back out just a little bit.
03:03I'm going to navigate out until my shark is kind of small in the frame.
03:09Let's add something called a B-spline.
03:11The B-spline is an amazing spline type that is not present in the normal Adobe products.
03:17It's something that I didn't really understand until I started using CINEMA 4D.
03:21The B-spline creates a very smooth path based on points.
03:24It's actually really hard to put a kink in the B-spline.
03:26That's one of the reasons it's great for making motion paths.
03:29I'm going to start here at the top of my top view and draw a series of points
03:33by clicking the mouse.
03:34I click once, click twice.
03:37The second time I clicked, I got a straight line.
03:40The third time I click, I'm going to get a nice, smooth arc.
03:42The fourth time I click, I get another smooth arc.
03:45The B-spline creates a smooth path based on three points or more.
03:51So you can see that these three points created this arc.
03:54These next three points in succession created this arc here.
03:57So, I can keep on adding points.
04:00That's enough for now.
04:01We can always change the spline later, but that's enough for our purposes for
04:04the dummy shark model.
04:06Let's call this shark spline.
04:07Now, in the Spline Wrap, in the Object properties, there's a Spline field.
04:15If I take the shark spline and drag it into the Spline field, something
04:19strange is going to happen.
04:21Now, let's go back to the Perspective view to see what happened.
04:25Here in the Perspective view, I'm going to hit the letter H on the keyboard.
04:28That's going to frame up my scene.
04:30So, I can see the entire scene now.
04:31My shark is looking a lot more like an eel than it is a shark.
04:35That's because the Spline Wrap, by default, does something called fitting the spline.
04:40It's taken that shark and it's stretched it along the entire length of the spline.
04:44I don't want that to happen.
04:45I want my shark to stay its normal length.
04:48So, if I go to the Fit Spline pull- down and select Keep Length, then my shark
04:53suddenly snaps right to the end of the spline.
04:57Now, the thing you'll notice about it is that, let's zoom in on that area right
05:01there, the shark is upside down.
05:04That's normal behavior for the Spline Wrap object.
05:07It doesn't really know which way is up.
05:08So we have to tell it.
05:10In the Object properties for the Spline Wrap, I'm going to go to the Rotation
05:12field and change the Banking option to be 180.
05:17That's going to flip my shark over exactly so that it's facing on the correct axis.
05:24The Spline Wrap is a really powerful tool.
05:26It allows us to animate objects along the spline and the setting you used to do
05:31that is something called the Offset.
05:33By setting keyframes for the Offset value, I can animate the shark and have it
05:37appear as it's swimming across the spline.
05:39So, I can input values numerically here.
05:41It's a percentage based on the length of the spline. Or I can just scrub this value.
05:45As I scrub the value, you can see my shark now swims through the scene.
05:50Now, we don't really need to set any keyframes right now.
05:54Hit the letter H on the keyboard again to frame my scene up.
05:58All we really want to do is just get the rig built, so that it is ready
06:02for rough animation.
06:04I think we've got that set here.
06:05I just want to check the animation along the spline.
06:08The Spline Wrap is a really amazing tool and it makes something like this
06:11swimming shark incredibly easy.
06:13Our dummy shark is now ready for the cameramatic.
06:15Because we'll be building the hero shark in the same size as our dummy,
06:19we'll be able to easily swap out the dummy for the hero when we get to the final animation.
06:23That's why it's very important to keep your sizes consistent throughout
06:26your workflow.
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4. Cameramatics: Blocking in Rough Animation
Setting up a project file for the cameramatic
00:01Our goal is to create a scene that is the same length as our shot one from the animatic.
00:05It should use a correctly formatted camera and the dummy shark that we created
00:08in a previous chapter.
00:09We'll be creating about 10-15 copies of this shark and then moving them around
00:13in the scene, along with an animated camera.
00:15Now, this process is a little bit time consuming, so we're going to break this
00:18into some smaller movies here to make the process more manageable.
00:22The first step is going to be to import the camera file that we're going to be
00:27using for that movie.
00:28So, let's go to the File menu and do an Open and load in the 16x9 camera
00:35with 4x3 safe file.
00:37What this is, is a project file with a camera in it and that's the only thing in
00:41the file, and that camera has a set of splines on it and those splines represent
00:46the 4x3 title action and frame safe regions.
00:50Now, when you do HD, you normally have to take into account the fact that
00:53some people out there don't have HD televisions and you need to frame up your shots accordingly.
00:59When a person at home watches a movie that is on an HD television, if they have
01:03their HD set up correctly, then they'll see the entire frame.
01:06When a person watches that same movie on 4x3 television, an old television,
01:11that has a square picture area, then they'll see an image that's framed up with this white line.
01:16Now, you have to keep in mind the bezel area on the TV, which is the little
01:20frame that's on the TV.
01:22Any title information that you put in the frame has to stay within this region.
01:26Any action that you have in the frame has to stay inside this region here and
01:30then this is the absolute edge of the frame.
01:32So anything outside this region will for sure get cut off and there's a good
01:35chance it'll get cut off in here.
01:36So you want to make sure that all of your actions, in this case all of our
01:40sharks, are going to be staying swimming inside of this center region.
01:44Now that we have our camera open, let's save this file as shot 1, so we go to
01:48File > Save As and let's call this one shot-001.c4d.
01:57Now that we have our camera and we have this file saved, let's load in our shark
02:00that we created in a previous chapter.
02:02I'm going to just merge that shark with the previous scene.
02:05Let's go to the Object Manager File menu and do a Merge Objects, and then go to
02:1404_01_start and load that in.
02:19What that is, is the shark spline and shark wrap and Spline Wrap that we created
02:24in the previous chapter.
02:25Right now we're looking through our camera file.
02:27Let's uncheck the Look through camera icon right here.
02:30If I turn that off, I now can see my camera body and as I zoom out in the
02:36scene, I can orbit around and see my spline and my camera file.
02:40Now, when we create copies of the shark, I want to make sure that the shark
02:44spline and the shark Spline Wrap and all of the other pieces stay together with the copies.
02:48So I need to group this shark spline and the shark wrap objects together.
02:52I'm going to use a Null object to do that.
02:54So, in the modeling objects, I'll add a Null object to the scene and I'll call
02:58this one, shark 001, and then I'll take the shark spline and the shark wrap
03:05objects and then parent them to the shark 001 Null object.
03:09Now when I grab the shark 001 Null object, everything moves together and that
03:13makes it really easy to reposition the shark in frame.
03:16Now, we have our scene file elements in position, but we don't know how long our
03:20shot is supposed to be.
03:21So let's go back to the animatic that we created in the previous chapter to
03:25check how long shot 1 is supposed to be.
03:27I'm going to move over to After Effects and under the File menu, do an Open
03:33Project and in the Chapter 4 folder, I'm going to select the 04_01_AEstart file
03:41and open that up and in here in the animatic composition, I can see my shot
03:47timecode for shot 1 is right here.
03:50If I look at the shot 1 timecode, you can see it starts at time 0 and if I hit
03:55the letter O on the keyboard, the time marker will jump to the end of that layer
04:02and I can see that my shot ends at Frame 160.
04:03So from 0 to 160 equals 161 frames.
04:07So that's how long shot 1 needs to be.
04:09So let's move back to CINEMA 4D and here in CINEMA 4D, we need to change the
04:13render settings for our file.
04:15If I click on the Render Settings icon right here, that brings up the
04:18Render Settings options.
04:20Under the Output options, that's where I control what resolution my frame is
04:25going to be, what aspect ratio my frame is going to be, and also how many frames
04:29I'm going to be rendering.
04:30So, let's start off with the frame resolution.
04:33Now our finished project is going to be 640x360 and I want to lock it to a 16x9
04:38aspect ratio and right now I have a setting in here for 1920x1080 and I know
04:43that that's a 16x9 aspect ratio.
04:45So I'm going to lock down that ratio and change the Width to 640 and when I do
04:52that and I hit the Tab key, that's going to change that height automatically to 360.
04:56You can see the Film Aspect is 1.778, which is the mathematical way
05:02of expressing 16x9.
05:04Now, the Frame Range needs to match our shot in the animatic, so we know that's
05:09going to be from 0 to Frame 160 and CINEMA 4D automatically calculates the
05:15number of frames for you as 161.
05:18The only other thing we need to change is the frame rate.
05:21Normally, when you're working in video, you use a 29.97 frame rate and CINEMA 4D
05:25can actually work at that frame rate, as long as you're working in version 11.5.
05:30If you have an earlier version, you're going to need to leave this frame rate at 30,
05:33but since I'm working in CINEMA 4D 11.5, I'm going to change that to 29.97
05:40and hit the Tab key to get out of there.
05:42Now, the last thing we need to do for our project file is set the preview range
05:46and the preview range needs to match our shot as well and if I change the start
05:51frame is going to 0, the end frame should be 160. Hit the Tab key.
05:56Now, this little slider bar here controls how many frames we see in the
06:00actual time slider.
06:01We want to see all our frames and now we're ready to go.
06:04So now that we have all of our elements in position, we've got our shark,
06:08we have our render settings done correctly, we're ready to start the
06:11animation process for shot 1.
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Animating the rough shark using the Spline Wrap object
00:00Our scene file for shot 1 for the cameramatic is ready to animate and the
00:06process for animating the shark is really straightforward.
00:08The Spline Wrap object has a wonderful feature called the Offset and the Offset
00:12option allows us to animate the shark along the length of the spline.
00:17In the Spline Wrap Object properties, there is an Offset field and right
00:22now it's showing 88%.
00:23That percentage is expressed as 100% over the length of the spline.
00:27So, when the field shows 0%, the shark will be at the start of the spline and
00:32when the field is at 100%, the shark is at the end of the spline.
00:35I can tell the direction of the spline using Point mode and selecting my spline
00:40and looking at the color.
00:41The white color shows the start of the spline; the blue color shows the end of the spline.
00:45So that makes it really easy to tell which direction the shark is going to
00:48travel when I'd animate that Offset property.
00:51Let's get out of Point mode for now and in the Spline Wrap, I'm going to set a
00:56keyframe at Time 0.
00:57So first, I'll make sure my Time slider's at Time 0 and it is.
01:01I'll drag the Percentage slider to 0% and next to the word offset is a black
01:06circle and that black circle indicates that this parameter can keyframe.
01:10So if I hold down the Ctrl key and click on that that sets a keyframe for the
01:14Offset function at 0% at Time 0.
01:19Now I can move my time slider to the end of the shot and move my slider to 100%.
01:25Then you'll see that the red dot has changed to yellow circle.
01:29That indicates that I have animation on this track but I'm not parked on the
01:32keyframe and I just change the value.
01:34So, if I Ctrl+click, again that changes the value to 100%.
01:38Now my shark animates over the length of the shot, and let's hit Play here for
01:43just a moment, so we could see that animation happening.
01:51Now the problem with this animation is that my shark starts off at the
01:53beginning moving very slowly and then comes to a very slow stop at the end,and
01:58that's something called an ease-out and an ease-in.
02:01It eases out of the first keyframe and eases into the second keyframe.
02:04So I need to fix that behavior.
02:06That's actually a normal behavior for CINEMA 4D.
02:08CINEMA 4D always try to create a smooth animation for you and in a lot of cases
02:13that's appropriate but this is one where we want to have a very linear movement.
02:16So I need to change that behavior using something called the F-Curve Manager.
02:20I'm going to switch my layout from the Standard layout to the Animation layout
02:25and it's still the same application.
02:26All I've done is rearranged the palettes, so that I can see the timeline and all
02:31of the keyframes that I've been setting.
02:33Now here in the timeline, I don't see all of my keyframes.
02:35I only see the first one and it's cutting off the end here.
02:38So I can hit the letter H on the keyboard to frame up all of my keyframes.
02:43The next thing I'd like to do is to clean up this left-hand view over here.
02:46CINEMA 4D by default shows you everything in the scene over here in the
02:50left-hand view of the timeline, but I'll really only care about things that
02:53have keyframes on them.
02:54So if I go to the View menu and do a Show > Animated, when I let go, it cleans
03:00up this left-hand side of the timeline and shows me only the things that have keyframes on them.
03:04And so you can see that my Spline Wrap now has a track on it for Offset.
03:09Now this Offset property's animating over the length of the entire shot.
03:13I want to see what happens in between the keyframes and that's where the
03:15F-Curve Manager comes in.
03:17If I hit the spacebar while I'm inside the F-Curve Manager or if I click on
03:21this little icon that has an EKG symbol on it, that will take me over to the F-Curve Manager.
03:28The Spline Wrap function now if I select the word Offset, that will show me
03:31the partial curve here.
03:33I want to be able to see the whole curve.
03:34So I'll hit the letter H again on the keyboard and that will frame up the entire curve.
03:39Now you can see that ease, there is the ease-out of the first keyframe and
03:43there's the ease-in of the end keyframe and that's happening because of
03:46these Bezier handles.
03:48CINEMA 4D always trys to make a smooth curve.
03:50Now, the easy way to get rid of these guys is to simply select one keyframe, so
03:55I've done that right over here and I can hit Command+A or Ctrl+A on the PC to
03:59select all of the keyframes in my curve.
04:03In this case, I only have two keyframes,
04:04one at the start and one at the end.
04:06If I right-click any place inside the F- Curve Manager, I get a contextual menu
04:10and I can go to Spline Types and do Zero Angle/Length and that's going to
04:16eliminate these curves.
04:18Now you can see I have a nice linear move for my animation and when I hit the
04:23Play icon here, you can see that my shark now animates smoothly over the
04:29length of the shot.
04:31Now, we've got the shark animating. You notice that we didn't worry about where
04:36the camera was or where the shark was moving in relationship to the camera and
04:39that's because the next step in the process will be to animate the camera
04:43movement and reframe the entire scene.
04:45But I wanted to get my shark moving first, so that I could easily use the spline
04:50in Point mode to reposition the shark.
04:53Any place I move that shark spline, my shark is going to follow and it's always
04:56going to animate along the length of that spline.
04:58So if I hit Play, I don't even need to stop playback.
05:02I can grab a single point and move it around and have my shark travel along the spline.
05:08So this technique makes it really easy to set up the scene file.
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Animating the camera
00:00Our shark has been animated and the next step in the process is going to be to
00:05animate the camera over the length of the shot.
00:07Now, I'm going to be using a camera parenting technique in this scene and
00:11that's going to make it a lot easier to set up the type of camera move that I'd like to do.
00:15Basically what I want to have happen is I'd to have the camera move through the
00:19scene while it's looking up at the sharks.
00:21The shark school that we're going to create is going to look a lot more
00:24intimidating if we see it from the underside as opposed to seeing it from above.
00:28When you look at a shark from above, the profile is kind of scary, but we don't
00:31get to see the mouth and the teeth in the shark.
00:34So when you're looking at a shark above, you really get to see those teeth and
00:36it looks a lot more intimidating.
00:39The first thing I need to do is to position my camera.
00:41Now we haven't been looking through our camera up until this point and let's
00:45switch the layout back to Standard to give ourselves a little more room to work.
00:49So, let's look through the camera and then switch our layout to a four-way view
00:55and now I can zoom out in each of the views a little bit so I can see my shark
01:01easily in each of the views.
01:04Now that I have my camera selected, I can reposition it easily.
01:09I'll do this in the right-hand view. I'm going to move it back on the Z-axis and
01:14then down on the Y-axis, and you see the ground plane come into view there.
01:18I was actually flush with the ground plane.
01:20That's why it wasn't visible before.
01:21Then I use the Rotate tool, R on the keyboard or click the Rotate tool icon up here.
01:27I'm going to click and drag.
01:28If you click and drag outside this yellow circle, it will rotate the camera on a
01:32plane that's perpendicular to the viewport.
01:35If I click and drag right outside here, you notice I'm not clicking on the
01:38yellow line. I'm clicking outside.
01:40That makes it really easy to rotate that camera in this view.
01:44Now I'm looking up at the shark and I can reposition the camera.
01:47I'll hit E on the keyboard to get the Move tool and then I'm going to grab
01:50just the axis band and drag it down just a bit, and I think that's a good
01:53position for our camera.
01:55Now, you notice I haven't really worried about where the shark is.
01:58We're going to be repositioning the shark later on.
02:01So all I really care about is kind of getting a general position for the camera.
02:04Now that I've got my camera positioned, I want to animate that camera
02:08moving slowly through the scene, but I really don't want it to change its angle of view.
02:12So, the easiest way to do that is using a Null object.
02:15I'm going to add a new Null object to the scene and call this Null
02:18object camera Parent.
02:22I'll take that camera and parent it to the camera Parent Null.
02:25Now, the camera Parent and the camera are not in the same location.
02:29If I select the camera Parent, you can see that the Null for it is at 0,0,0,
02:33but the camera is way down here, in this case, on the bottom-left in the right-hand view.
02:38Now, the great thing about this relationship is if I animate the camera Parent
02:42along the Z-axis, look what happens to my camera. If you watch the view here as
02:46I slide this Z-axis, my camera moves nicely through the scene and it doesn't
02:55change its angle of view.
02:56So by simply animating the Z position of this camera Parent, it makes it really
03:00easy to move the camera through the scene.
03:02So I'm going to undo that for a second, Command+Z or Ctrl+Z on the PC, and
03:07I'm going to set a keyframe from the coordinate's position of my camera Parent at Time 0.
03:12So I move my time slider to Time 0 and I move to the Coordinate properties of
03:17the camera Parent and Ctrl+click on the P column.
03:21You notice that I selected the entire column of Ps and then Ctrl+click on the
03:26first dot and that sets keyframes for all of the Ps.
03:28Let's do the same thing for rotation as well.
03:32If I hit the entire R column by selecting the R column and then I hold down the
03:36Ctrl key, that sets keyframes for the entire R column.
03:39So I've set a keyframe for my camera at Time 0.
03:41Now I can move it to the end of the shot at 160 and set keyframes again.
03:47So, all I need to do is grab the camera Parent and in the right-hand view I'll
03:52grab the Z handle and just drag it to the scene.
03:55It doesn't have to move very far. I want my movement to be kind of slow.
03:58So I'll move it about 2000 units or so, and you can see in the Z property of my
04:05coordinates for the camera Parent I've moved it in this case 2286 units, but
04:10this is one of those "your mileage may vary" situations.
04:12It really doesn't matter exactly how far.
04:14It's more about the feel of the animation.
04:17So I'm going to set a keyframe for that. You see that all these dots turn to
04:20circles and this one's yellow.
04:22That means I changed that value.
04:23So let's set a keyframe for that and then let's set a keyframe for the R as well,
04:28Ctrl+clicking on that dot again.
04:31And that gives us the ability now to play the animation.
04:34So I'm going to just preview that. Let's bring the Perspective view full-screen.
04:37I'll hit Play here in the interface.
04:40Now we can see the shark is moving through the scene and it's not doing exactly
04:44what I want, but that's okay.
04:45I'm going to pause this animation here.
04:47All I really care about is the camera movement.
04:48The camera's moving smoothly, but it still does that same ease animation that
04:53the shark was doing, and so I need to fix that using the F-Curve Manager.
04:56So if I switch over to the Animation layout, now you'll notice here in the
05:01timeline, because I changed my view to Show Animated, it only shows me the
05:07left-hand side of the F-Curve Manager that I have keyframes on them.
05:11So if I twirl open my camera Parent, you can see there is my F-Curves for
05:14Position and Rotation.
05:15So if I select the Position track and if you twirl it open, you can see
05:19the individual curves.
05:21But I don't really care about that. I only care about the whole track.
05:23I can see part of my curve here. If I hit the letter H on the keyboard, that
05:26frames up the entire curve and there is that ease again.
05:29So it eases out of this keyframe and eases into that keyframe.
05:32So if I select all, just hitting Command+A on the keyboard, that selects all
05:36of the keyframes and I can right-click now in the interface and go to Spline
05:40Types > Zero Angle/Length and what that's going to do is eliminate those Bezier handles.
05:45And you can see now I have a nice linear move and if I scrub through my
05:50animation, as I scrub through, you can see that my camera does not slow down as
05:56it reaches the end and it also didn't take off to a slow start.
06:00In this video, we animated the camera using the camera Parent and that gave us the
06:03ability to make a very smooth animation in a very short amount of time.
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Duplicating an animated rough model to create a school of sharks
00:01Now that we have our camera moving and we have out shark swimming through the scene,
00:04we need to create an entire school of sharks.
00:07That process is really easy.
00:08It's going to consistent of duplicating the original shark that we created, shark
00:11001, and making copies of it and repositioning those copies in this frame so that
00:17it appears there is a school of shark swimming through the scene.
00:19First thing I would like to do is to grab shark 001 and duplicate it.
00:25But before I do that, let's switch to a four-way view so we can see what's
00:27happening in our scene.
00:29Now we are going to be watching our layout here in this view and moving things
00:34in the Orthographic views to get a better position on them.
00:37So the first thing I would like to do is to position this for shark as I scrub
00:41through the animation, my shark swims through the frame you can see that.
00:44At the start of the animation, it's not out of frame and that's okay.
00:50The important thing is that it doesn't do an ease on its motions.
00:53So it's already swimming when we cut to this shot.
00:56I don't care about the fact that it's not out of frame. Instead of towards the
00:58camera I would like to have it swim across the shot.
01:01So if I take this sharks spline and make sure that I am in Point mode, so I can see
01:05the points that make up this spline, I can now grab the points and you can see
01:10that the points travel in sort of a little snake pattern towards the camera.
01:15As I scrub through it, if you watch the Top view, you can see that the camera is
01:18moving towards the shark.
01:20If I reposition these points, it's going to be really easy to reposition the shark.
01:25I'm going to select a single point by grabbing the Selection tool and clicking
01:30on a single point of the spline and then hitting Command or Ctrl+A and that
01:33selects all the points in the spline.
01:35Now if I use the Rotate tool, here in the Top view and this is really important,
01:39only do this in the Top view. Do not click inside.
01:42If I click inside, I can rotate that spline freely and I don't want my shark to
01:46move crazy like that.
01:47I am just going to undo this by hitting Command+Z or Ctrl+Z on the PC.
01:51What I really want to have is I only this shark to be swimming along a single
01:55plane, and that plane is the ground plane in this case, but I wanted to stay
01:59parallel with the ground plane for the whole animation.
02:01So as along as I click-and-drag outside of this yellow circle, it makes it
02:06really easy to reposition that shark.
02:08So I can just rotate this just a bit and now when I scrub the animation,
02:17my shark swims right through.
02:20Now it still comes too close to the camera, so let's reposition the points on
02:23the spline a little bit.
02:24I am going to grab this first point here and I'll just drag it and the great
02:29point about this process and the great thing about the Spline Wrap is that it
02:33leaves everything live for the whole animation.
02:36So anytime I don't like something, all I have to do is reposition the points on
02:39the spline and I can quickly tweak my animation.
02:44And you notice I haven't adjusted or changed any keyframes. All I've done is
02:48move their points in the spline and my shark animation changes.
02:56Now let's scrub that one.
02:57So now I could see my shark starts near the edge of the frame, does a little
03:03back-and-forth movement, and then swims out nicely at the side of the frame and I
03:08think that's a really nice animation.
03:09So that's the first shark.
03:10I am going to need a lot more to make this school really impressive.
03:13So I need to make a copy of this.
03:16Over here in the Object Manager I am going to Ctrl+Click and drag a copy of the
03:22shark 001 file and that gives me shark 001.1.
03:26Let's change the name of that and call it shark 002.
03:32Now shark 001 and shark 002 are in exactly the same position right now.
03:37If I twirl open the hierarchy here, I can see I have a new shark spline and
03:40if I take the points on the shark's spline and rotate them around, I am going to
03:44select all the points again, and this time when I use the Rotate tool, R on the
03:48keyboard, I am going to rotate them exactly the other direction.
03:52And then just move them over a little bit. I used the E keyboard shortcut to
03:56bring up the Move tool.
03:57I am just going to move those points around a bit.
03:59So now when I scrub through the animation, you can see I have two sharks
04:05swimming through the scene and I want to make sure that they don't cross paths.
04:09It would be kind of weird to have two sharks swim through each other.
04:13I think that's okay.
04:14Now I am going to be adjusting the keyframes for the Spline Wrap.
04:19In the Timeline it's really important to have distinct names.
04:22Right now this Spline Wrap and this Spline Wrap have exactly the same name and
04:27so I want to change the name on these.
04:29I am going to change the first one and call it 001 Spline Wrap, and I'll change
04:33the name on the second one and call it 002 Spline Wrap.
04:36And I'll repeat this process over and over again to make the entire school of sharks.
04:42Now this is a time-consuming process and so we are going to skip ahead in time a
04:46little bit to where we've got entire school of sharks.
04:48It's going to be about 12 to 13 or 14 sharks by the time it's all said and done.
04:54Now that I have got an entire school of sharks swimming through the scene,
04:57and you can see them moving all through the scene here, I want to preview the motion.
05:02But before I do a preview of the motion, I need to clear out some of the
05:06elements in the frame.
05:07It's a little bit confusing having the grid here, and so I would like to turn the grid off.
05:11Underneath the Filter option in the Perspective view, I'm going to uncheck Grid
05:18and now I want to get rid of the splines in the scene.
05:21I don't want to delete them. I just simply want to hide them from view.
05:23So under the Filter menu also is a Spline option.
05:26When I do that, that gets rid of my splines in the scene.
05:28You notice my green boundaries are gone as well and I don't really care
05:31about that right now.
05:32That's okay because they were made up of splines.
05:34I'm going to deselect by clicking over here in the right-hand of the Object
05:40Manager and get rid of everything.
05:42And now I am going to go to the Make Preview option and as a general rule you
05:45should never trust the Editor view for a judging animation speed and you always
05:50want to make a preview movie.
05:51In the preview movie, when you do it, it will be defaulted to Full Render, so
05:55you want to change that to Software Preview and Software Preview will show you
06:00exactly what you're seeing here in the Perspective view.
06:02So the Preview Range or Manual option would be checked if you were working at a
06:08different Preview Range then you're down here. Because we have our range set to
06:11be 0 to 160, the same as our shot length, we can just use All Frames.
06:15I am going to change the Image Size to be 640. The default is 320.
06:18And you will notice that it keeps in mind the aspect ratio. So I hit OK and I
06:21get a blue line down here at the bottom of the frame.
06:25That blue line shows me that the preview is calculating.
06:27So now when I hit Play, the image will cache and while it's caching,
06:33it will start to play.
06:35And in the second time through it will play at the correct speed.
06:39The first time through it caches the memory.
06:41So I can see now that my sharks are moving through the frame but you'll notice
06:45that as I scrub through this animation, the sharks are kind of all hitting the
06:48center at about the same point.
06:50So I'd really like to have them at varying speed so that they are not all swimming
06:55at exactly the same speed throughout their frame.
06:57So the best way to do that is by moving the keyframes around in the Timeline.
07:01So let's close the Picture Viewer up and I am going to switch my layout to the
07:06Animation Layout, so I can see my keyframes and curves.
07:09And let's bring the Perspective view to full and then raise this up.
07:14I am going to make the Perspective view very small here.
07:17Now I'm going to switch over to Keyframe mode by clicking on the key icon
07:20here in the Timeline and then I now can see all of my elements here that have keyframes on them.
07:26Let's twirl closed all of the Spline Wraps.
07:28You can see that I have the Offset Animation track visible for all these guys.
07:33I know that the Offset function I'm adjusting, so I don't need to see that.
07:37So I am going to twirl all of these close and that's going to make it easier to see
07:41each of the shark animation tracks.
07:44So I'll twirl each of those closed.
07:47Scrub down here and twirl that last one closed.
07:51Now I can see all 13 tracks without having to adjust my view up or down, like that.
07:57So you can see that all of the keyframes are exactly the same speed, from 0 to 160.
08:02So what I want to do is I am going to navigate out here and you can adjust these
08:06range of keyframes that you are seeing here in the timeline by clicking on this
08:10icon right here and dragging left or right, and that allows you to do a pan
08:15here and the next icon over allows you, when you drag left and right, that will
08:19zoom the range of frames.
08:21So if I zoom out just a bit, I can now take these keys one at a time and
08:25just slide them over.
08:26So I'll quickly just move them. And you notice I am moving them beyond 0 and beyond 160.
08:31And the important thing is that I want my sharks to swim a little bit slower and
08:35I don't want them all to be exactly the same.
08:37So the important thing is that the keyframes don't line up.
08:39So by just dragging a keyframe to one side or the other, I can easily adjust
08:45the timing on those.
08:46So I can just drag them.
08:48You can see I am going about 30 frames on either side of the animation and I
08:54just work my way down here.
08:56The important thing is that the keyframes don't need to be the same.
09:01So you don't have to be real precise about what you do.
09:03This is really a "flying by the seat of your pants" sort of moment.
09:06You can just quickly move the keyframes around.
09:11I would like to make sure that I don't actually touch the camera keyframes.
09:14So don't touch this keyframe track or this keyframe track. Just the keyframes
09:19for the Spline Wraps.
09:21So now as I scrub through the animation, you can see that the sharks are no
09:24longer swimming at exactly the same speed and they're not hitting their marks at
09:28the same time either.
09:29Let's make a couple more adjustments and we'll do another preview movie.
09:33Make one that swim really slow, there we go, so that will--
09:39There we go. It's going to look great.
09:42Let's do another preview movie to make sure.
09:44So I have got all my filter elements turned off, so I can go to the Make Preview
09:49option, select Make Preview, and leave all the settings as they were before and I
09:53hit OK and that blue line is going to come up and show us that it's calculating
09:58a preview, and now here in the Picture Viewer, remember the first time you hit Play,
10:01it's going to cache the frames.
10:03When it gets to the end of that caching processes, it's going to play it back in real-time.
10:07So I hit Play. You could see that 0 flashing on the left-hand side and that
10:12indicates that it's caching, and then when it gets to then end, boom,
10:15it starts to play back smooth.
10:16You can see that my sharks are no longer all at exactly the same speed and it
10:20actually feels pretty good.
10:21Let me pause playback for a moment here.
10:24I wanted to make sure as I was doing this animation that I kept at the center
10:28of the screen kind of empty and you can see that none of the sharks are really
10:32concentrated in this area here.
10:34There are sharks in the background in that area, but they're not in the
10:37foreground of this area, because that's where my type element is going to go.
10:40So I wanted to keep this area clear for the type.
10:43So now we've got our animation, we're ready to create the preview movie that we
10:47are going to be using in After Effects.
10:49The process for creating these sharks was straightforward, but a little
10:52bit time-consuming.
10:53But it's a really important step for getting the animation just right.
10:56And the beauty of working with dummy sharks is that you get very near real-time
10:59performance and you can create the animation in a very short amount of time.
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Creating a preview movie and importing it into After Effects
00:00Now that we've got our animation all timed out and looking pretty cool,
00:03we need to get this animation into After Effects so that it can become part of our cameramatic.
00:08And the way we are going to do that is by making a preview movie and then saving
00:10that preview movie out for After Effects.
00:13So we are going to go to the Make Preview option.
00:15So if I select the middle clapboard here and go down to Make Preview, when you
00:19first pull up the Make Preview option, it's defaulted to Full Render, which kind
00:23of defeats the purpose of making a preview movie.
00:25What I really want to see is just the same thing I am seeing here in the Editor window.
00:29That's going to give me a real fast render and it's going to be easy to get
00:33that into After Effects.
00:34So I'll change the Preview Mode to Software Preview and I'll leave the Frame
00:38Count to be All Frames and that's because I've set my Preview Range to be 0 to
00:42160, just the way I want.
00:44Image Size is going to be set to 640x360 and I'll hit OK.
00:48I get that blue bar at the bottom left of the interface and then the
00:53Picture Viewer pops up.
00:54So I don't need to worry about caching or playing back the animation again,
00:57because I know my animation is good to go.
01:00So all I need to do is save it out.
01:01Let's go to the File menu here in the picture viewer and do a Save As and we are
01:06going to save this as an Animation and we'll change the format from QuickTime
01:11Movie to an Image Sequence.
01:13And I like to use image sequences rather the QuickTimemovie because it makes
01:17the process in After Effects really foolproof.
01:21Let's say that you're rendering out a movie from CINEMA 4D and about halfway
01:24through the render process, your computer somehow shut down or the application
01:28accidentally quit or something happened.
01:30If you're saving to a QuickTime movie that image is no longer valid. You have to
01:35start the render process all over again.
01:36When use image sequences you can just pick up from what were you left off.
01:40So wherever the last frame was in the folder, you can just pick up from that
01:43frame and continue on with your rendering.
01:45So it makes rendering much more safe.
01:47So I am going to save this out as a Photoshop sequence and hit OK.
01:53And that's presented with the Finder window and I am going to navigate to my
01:57Chapter 4 folder and I am going to make a subfolder in here and call it shot001
02:03and this is preview.
02:06And then let's change the name structure to be shot001 - preview.
02:11When I hit Save, that's going to give me a blue progress bar here tell me it's saving out.
02:17So that's almost done and there it is. It's done.
02:20Let's move over to After Effects now and here in After Effects I want to import
02:25that image sequence.
02:26So let's import it into the Audio-Video folder.
02:29So I click on that folder and go to File and do an Import file and I have
02:34navigated to my shot001 preview folder, inside of my Chapter 4 files and the
02:39beauty of importing an image sequence in After Effects is I don't have to
02:43select the very first movie. I can select any of the images here and as long as
02:47I make sure that the Photoshop Sequence option is checked,
02:50I don't have to worry about Force alphabetical order,
02:53when I hit Open, it's going to import that sequence as in entire animation.
02:58So let's move this. I didn't have my video folder selected.
03:01So I can move that into the video folder. Let's put that right there, so
03:05everything is nice and neat.
03:07Now I need to change the Frame Rate. I can see that it's 00:05:11 here, but my comp is 29.97.
03:13If I bring up the Composition Settings, Command+K, you can see that I am working
03:17at 29.97 and my preview movie is at 30 frames a second.
03:21The important thing is that it's the exact same duration.
03:25That's the other advantage of working with the preview movie as I can change
03:27this Frame Rate here and it won't change the duration on such a short sequence.
03:32I am going to go to the File > Interpret Footage > Main menu and I'll change the
03:40Frame Rate from 30 to 29.97.
03:45Now, I want to have a cameramatic comp that's based on the animatic comp, so all
03:49I need to do is duplicate this animatic comp here in the working comps window.
03:53So I'll select it here and duplicate Command+D or Ctrl+D on a PC and change
03:59the name of this file, hitting Return on the keyboard, and I'll change that to
04:04sz-cameramatic-001.
04:11So now let's open that composition up and close up the old animatic.
04:15We won't need that again.
04:16It looks exactly the same as it did before but now what I want to do is bring in
04:20my first preview movie and I'll drag it right below the timecode elements and
04:25above all the JPEGs.
04:26And you can see when I do that, it comes in exactly in frame and it ends
04:33exactly when the shot does.
04:34And that's exactly what I want to have happen.
04:36So now I can do a quick RAM Preview of this by clicking on the RAM Preview
04:40option and I can see my animation caching. It will take a moment to cache this
04:46image sequence and then it will zip through everything else.
04:51That's enough. I don't need to see the whole animation. I only really
04:53care about shot one.
04:54(Male speaker: After 400 million years, they're still the scariest thing in the ocean.)
04:58(Male speaker: Get a little closer, if you dare.)
05:01(Male speaker: Shark Zone.)
05:02So that's feeling pretty good.
05:06I'm going to stop playback and just scrub through this one more time, verifying
05:12the timecode to make sure that everything is okay.
05:14I have my shot1 preview layer selected.
05:16If I hit O on the keyboard, it takes me to the out of that particular layer.
05:21If I use the plus key on the keyboard, I can zoom in on the Timeline here
05:25and see that my shot1 preview movie ends at exactly the same time as my shot1 timecode.
05:31So that process of creating the files for the cameramatic is
05:35really straightforward.
05:36It's essential though that you do this with dummy files and that will make your
05:40process much more quick and get you to the end result a lot faster.
Collapse this transcript
Assembling the cameramatic
00:00Our cameramatic process is almost complete.
00:03We prepared the shot one preview movie and place it into After Effects and
00:08behind the scenes I have gone through and completed all the other shots and you
00:11can see them here in the project files. shot001 is the one we did previously and
00:15then shot002 A, B and C are the shot transition.
00:19Shot003 is the hero shot with the logo that says Shark Zone, and shot four is
00:24the Adventure Channel logo with the shark swimming by.
00:26Now all of these shots were completed using the exact same techniques that we
00:31used in shot one, just a different application of those.
00:34The folders that you see beneath the project files here are all of the exported
00:38animation sequences.
00:40So if you see shot001 preview, that's an image sequence of PSD files for the
00:44shot001 and shot002 A, B and C. All of these are just image sequences and I
00:49always nest those inside their own folders.
00:51That way I wouldn't end up with one single folder with all of the preview images
00:55jumbled up together.
00:57Let's move back to After Effects and start importing those files.
01:01So I'll select my Audio Video folder, and go to the File menu and do an
01:06Import file and navigate to my Chapter 4. Now shot001, we've already imported.
01:10Let's switch the view here to Name and navigate down.
01:15Let's import shot002-A first and the shot002 A, B and C files are just the shark
01:23hitting the screen for the shark thrashing transition.
01:25So I'll import that one and then let's import all the other files, and we are
01:29going to change some settings on these imported files.
01:31So we have imported shot002-A and we'll import shot002-B and then we'll import
01:41shot002-C. Navigate up.
01:49Now always make sure that your Photoshop Sequence button is checked.
01:52Otherwise we'll only get a single image. We want to have the entire image sequence
01:56imported. File > Import and this is going to be 003. File > Import and the very
02:10last file will be shot004.
02:19There we go. Now that I have all those shots imported, you'll notice the settings on
02:23my shot001 file, I have a 29.97, but all these others came in at 30 frames per second.
02:28So I need to change them all.
02:30So I am going to select this first movie and right-click on it and go to
02:36Interpret Footage > Remember Interpretation and that's going to tell After
02:39Effects to take the settings from this file and store them in memory. And then I
02:44want to apply those settings to all these other movies.
02:46So if I click on the first movie and then hold down the Shift key and click on
02:49the last movie and I right-click one more time and go to Interpret Footage >
02:53Apply Interpretation,
02:54that's going to apply the same settings to all these movies at once. And save me a lot of time.
03:00Now when I click through them you could see that they all are 29.97 all the way through.
03:07Now I can begin the process of placing these into my After Effects timeline.
03:11I am going to raise this window up just a little bit and make sure that I can
03:18actually see all of my files here.
03:20So I will start off by placing in the transition and the way the shot transition
03:26is done, it's actually three shots all stuck together in rapid succession.
03:30You could see in the animatic, we did a thrash 1, thrash1, thrash 2.
03:35You can see it goes there is the first thrash, here is the second thrash, here
03:38is the third thrash, all in rapid succession.
03:41Now I made separate movies for those, so I can drag those movies in and put them
03:45in line in the timeline here.
03:46So I am going to drag those in right below my preview shot and then I'll do A, B
03:53and C. Now the order of these shots isn't so important right now, because I am
03:57going to tweak that in the final animation.
03:59The important is that they are there, taking up the space in the timeline.
04:03So if I hold the Shift key down, that's going to allow me to snap my movies to
04:07end to end and then highlight that one.
04:09It's a little bit tough sometimes when the movies are really short.
04:12So sometimes I'll zoom in on the timeline to make sure I am looking at things
04:17and I'll zoom in using the Plus key on the keyboard and then I'll butt all these
04:21guys up end to end and they should exactly fill the space that I have, which was 30 frames.
04:26Hence you can see now there is my transition thrashing, good.
04:33Now I can add in the shot003 file, so let's bring shot003 and we drop it right
04:38below the transition.
04:40And let's drag that layer all the way over to the right and then butt it up
04:46with that previous shot.
04:48You can see there it is, the camera drops down into frame and as it does so,
04:55the shark swims out from behind it. Whoops.
04:58That happen sometimes when you have a really short preview window here and I
05:01accidentally jump ahead a little bit. There we go.
05:05So the shark swims out from behind it and swims right to camera.
05:09Now you notice it looks like the shark is holding a cylinder here. I actually
05:12wanted to be able to tell where my dummy shark's mouth was and so I added a
05:16cylinder here to indicate the approximate position on the shark's body where the
05:19teeth was. So no, my shark is not playing fetch.
05:22It's actually a dummy object that's there on purpose.
05:25Now let's get shot004 placed in.
05:27Once we play shot004, we're going to then duplicate the thrashing transition and
05:32get it into position as well.
05:33So let's take shot four and drag that into the sequence down here and I use the
05:38Left Bracket key to get my shark to jump to the end there and really what I
05:43want it to do, this last shot should butt up with the end of the sequence.
05:46If I hold down the Option key and press the End key on the keyboard, that forces
05:50my movie to jump right to the end of the timeline.
05:53Now I have another gap here that I need to fill in with this short transition.
05:58So I am going to select all three of these shark transition movies and see I
06:01have those three layers selected and I am going to duplicate them, Command+D,
06:05and then I'll drag them down below that layer, and you saw that black line form there.
06:11And I can take these now and move them in time to that opening and as I zoom in
06:19with the Plus key, I want to make sure that my movies are all lined up and they
06:25don't have any black spaces there, and the things are looking good.
06:29Now in the final animation, I am going to be reversing this sequence so that I
06:33don't have the exact same transition.
06:35All I am going to do is just simply switch those shark animations around,
06:40so that instead of going A, B and C, it's going to go C, B A. I am not
06:44going to worry about that here for the cameramatic. I am just going to do
06:47that in the final animation.
06:48So let's do a quick RAM Preview of our piece and see how everything is fitting together.
06:53So I am going to back out the timeline here, click the RAM Preview option, and
06:57let that cache all the frames.
07:07And it's going to swim the camera and there's the thrashing transition and
07:10the Adventure Channel logo with the shark swimming by.
07:13(Male speaker: After 400 million years, they're still the scariest thing in the ocean.)
07:17(Male speaker: Get a little closer, if you dare. Shark Zone, all week long on the Adventure Channel.)
07:23(Male speaker: If it's out there, it's on here.)
07:27(Male speaker: After 400 million years, they're still?)
07:31So during this RAM Preview I noticed an issue with the movie and the issue is
07:37that at the end of the promo the Adventures channel logo comes up and the
07:43shark swims by, but we don't have enough time in the sequence to actually read the tagline
07:47that's going to be coming underneath the Adventure Channel logo, and that's
07:50going to say "if it's out there it's on here," and that's a very important tagline
07:54from a branding standpoint.
07:55So we want to give it plenty of time to be read in the animation.
07:59So what I need to do is to adjust some timing and the shots that I am going
08:05to need to change, I am going to need to make a change to shot003 and a change to shot004.
08:11The cameramatic process is really about flexibility and this is a great example of that.
08:16One of the reasons you do the cameramatic is so that you can discover issues
08:19like this, and this is a case where I have discovered an issue that's very
08:22important from a branding standpoint and I need to go back and fix it.
08:25So in the next movie, we are going to make some adjustments to shot003 and
08:28shot004 and then redo our cameramatic with those new shot previews.
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Fine-tuning the cameramatic timing
00:00The cameramatic process is a really flexible and powerful tool for understanding
00:05the timing of your animation.
00:07When I did a RAM Preview of this earlier, I discovered that I didn't leave
00:11myself enough time at the end of the piece.
00:14When this shark swims across, it's going to be revealing the tagline,
00:17"If it's out there, it's on here."
00:20Now there is sort of a general rule in the television and promo editing world
00:24that anything less than about 15 frames is considered a flash.
00:29The human eye needs about a second in order to register or read something on the screen.
00:35I can look at my shark timing and see that as it swims out of frame, my type is
00:39going to be readable about here.
00:42"If it's out there, it's on here" is going to be pretty much visible on frame.
00:46So if I give myself another second at the end of this shot, then that's going to
00:51give the viewer time to notice and read that copy.
00:54Now this end tag is going to be something called a see-and-say.
00:57Meaning that the voiceover is going to be saying the exact same thing that
01:01people are seeing on screen.
01:02That makes it much easier to understand everything that's happening.
01:05Now if this would just a read-only tagline, where there was no announce,
01:09then I'd need to leave a lot more time so that the viewer can have time to read
01:12the tag on their own.
01:13But since it's a see-and-say that gives me a little more flexibility in my timing.
01:17So what I need to do is I need to take time off of shot003, about a second, and
01:22add time onto shot004, about a second, and that's going to keep my overall length
01:27of my promo the same, but just move the end point of this movie and the
01:30in-point of this movie.
01:33So let's move over to CINEMA 4D and open up our project file for shot003.
01:39So I'll go to the File menu and do an Open.
01:41I'll navigate to my Chapter 4 project files.
01:46Let's switch the view to Name.
01:48That will make it easy to find my shot-003 file.
01:52There it is right there.
01:53Let's open that file up and in this file, I'm going to need to change the length of it.
02:01So I want to change the length in two places.
02:03In the Preview Range here, and in the final Render Settings.
02:08Now one of the great things about CINEMA 4D is I don't have to figure the
02:11math out for myself.
02:120 to 155 is the current frame range, but I want to take 26 frames off of that,
02:17just under a second.
02:18So if I take this 155 and go 155 minus 26, that's going to leave me with 129.
02:27And that is the exact adjustment that I need to make.
02:30So if I go back to my Render Settings now, and change my Range From 0 To
02:36129, that fixes it.
02:39Now I'm not quite done.
02:41My shark animation is supposed to go all the way to the end.
02:44You can see by cutting off that 26 frame, my shark doesn't quite get to the camera.
02:48So I need to make an adjustment in the Timeline.
02:50So let's make a switch to the Animation Layout and I need to adjust the keyframes.
02:56So I'll click on the keyframe icon here and then hit H on the keyboard to make
03:00all my keyframes visible.
03:01Then all I need to do is grab these two summary keyframes here and remember,
03:05the summary keyframe selects all the keyframes underneath it, making it really easy
03:09to grab everything at once.
03:10So I'll drag this back in, put it in position right here.
03:14Now I notice that when I scrub through my animation, my shark still doesn't
03:18quite reach to the end of the frames.
03:20That's because I've got a little overhang here and I noticed earlier that I
03:23accidentally moved a keyframe out of alignment.
03:25This happens from time to time.
03:27If I scroll down here, I can see that this one keyframe is sort of sticking out
03:30on the end and that keyframe is associated with the Spline Wrap, which is what's
03:34animating my shark, and that's what's causing the shark to not move all the way
03:39to the end of the scene.
03:40So if I take this keyframe and move it right back to the end, I've changed the
03:45position of these keyframes now and my shark, as you can see, hits the camera and
03:49actually passes through the camera.
03:50That's not exactly what I want.
03:52I want it to get really close, but not actually pass through the camera.
03:54So all I need to do is make a tweak to the F-Curve down here and that's going to
03:58allow me to adjust the position of that shark in a really fine-tuned way.
04:02I'll switchover here to the F- Curve layout and scroll down here on
04:07the left-hand side to make sure I select my Offset curve.
04:11Now if I grab this last keyframe, you can see that the Value on the keyframe
04:16when I select it is at 73%.
04:18If I just drag this down 1% at a time, in 1% increments, I can see where my
04:25shark will come out of the camera.
04:27That's about it right there.
04:28I'm just clicking 1% at a time. I want the shark to come right up into the
04:32camera's face and that's going to be our cut point.
04:35So let's add one more percent on there and that's pretty good.
04:38So that's the tweak I needed to make.
04:40Now I can do another preview movie, and export that for After Effects.
04:44So I'll go to the Make Preview option.
04:49Make sure that your Image Size is set for 640, and that you're set to Software
04:53Preview for the Mode and then hit OK.
04:58That's going to preview the animation, and then pop up to the Picture Viewer.
05:03Now I just scrub through real quick to make sure that it does just what I want, and it does.
05:08So now I can go to File > Save As.
05:10Before I do this, when I hit OK here, it's going to pop up the Finder and I need
05:15to navigate to my Chapter 4 files, and go to my shot003-preview folder.
05:22Now that already has an image sequence in it.
05:24This image sequence needs to get out of the way, so that I can override it,
05:28because the new sequence that I'm going to put down is only 0 to 129 and this
05:31sequence is 0 to 155.
05:34That's going to be a little bit weird for After Effects, because it's going to
05:37end up with extra frames on the end that I don't need.
05:39So let's go back out here to the Finder.
05:42Go into our shot003-preview folder.
05:44Select a single one, hit Command+A, and then move these guys to the Trash.
05:49I'm going to put those right in the Trash Can.
05:52Then go back to CINEMA 4D, and then save these. And it was
05:59called shot003-preview.
06:03Then hit Save and there it goes.
06:06Now I can do the same thing for shot004.
06:08Let's open up the shot004 project file.
06:10Close up the Picture Viewer.
06:11File > Open and navigate to the shot-004.c4d file.
06:17Hit Open.
06:18Now this shot needs to be 26 frames longer.
06:20So we're going to go and do a kind of the reverse process for what we did in shot003.
06:25So first thing I need to do is add 26 frames onto the end of the Preview Range. So I'll go 72+26.
06:34That gives me 98.
06:35Let's extend this slider range out as well.
06:38Now we'll change the Render Settings.
06:40Click on the Render Settings icon and add 72+26.
06:47That gives us 99 frames total.
06:50Now we can close Render Settings up and check our keyframes.
06:55Let's switch over to Keyframe view.
06:57I'll hit H on the keyboard to size everything up.
06:59Let's make the Perspective view full, and enlarge things so we can see
07:04the Timeline down here.
07:05I'll hit H on the keyboard to make sure I'm seeing all my keyframes.
07:08Then I can zoom out a bit so I can see the entire range of frames.
07:13And now all I do is take this last set of keyframes and move them to the very end.
07:18Then just scrub through my animation to make sure that it's all there.
07:22My shark does leave the frame. That's perfect.
07:28It doesn't matter that the shark's tail doesn't clear the frame, because the
07:31animation is going to be fading to black over the end of the sequence. So that's okay.
07:35It's actually a little more dynamic that the shark never clears the frame.
07:38So that's it for the tweaks that we need to make here.
07:40Now we can make a preview movie.
07:43So I'll go to the Make Preview option.
07:46Make sure that it says 640x360 here, Software Preview, and then hit OK.
07:53When that preview movie comes up, I need to do the exact same thing that I did
07:56for the previous shots.
07:57So I go to the Save As and do Animation. Hit OK.
08:02Then I'll navigate out to the Finder again and get rid of these shots in the
08:05shot004-preview folder.
08:07So I select that, select all the files, and move them to the Trash.
08:11Now let's go back to c4d, and then navigate to our Chapter 4, and then our
08:18shot004-preview folder and then call this one shot004-preview and that saves out.
08:27While that's saving, we can move back to After Effects.
08:29In here, we can just simply reload the footage.
08:32Watch what happens. When I reload this footage, the new shots that are incoming
08:35are going to be different length than the original shots.
08:38You'll see their in points adjust here in the Timeline.
08:42So I'm going to right-click on the Preview movie for shot003 and do a Reload Footage.
08:49You see that the endpoint jumped over here. That's okay.
08:52That's just what I wanted to do.
08:53I'll right-click on shot004, and do a Reload Footage.
08:57You'll see that end point jumped as well.
09:00It jumped off the Timeline.
09:02That's okay as well, because we're going to adjust that right now.
09:05So now I'll grab all three of these layers.
09:07Let's zoom in just a little bit to give ourselves a little more room.
09:09I'll make the Timeline active and then use the Plus key on the keyboard.
09:13Highlight all of these guys.
09:15Then move that over to the left, so that they butt up.
09:18Then double check the end of my animation and check my out point.
09:21You can see there my out point lines up nicely.
09:25Now we can do another ramp preview and check our animation.
09:37There comes the transition, there is our hero shot, and our shark swims
09:41to camera, and bam!
09:44There is our short transition and the last shot.
09:47The shark reveals the logo.
09:50(Male speaker: After 400 million years, they're still the scariest thing in the ocean.)
09:55(Male speaker: Get a little closer, if you dare. Shark Zone, all week long on the Adventure Channel.)
10:01(Male speaker: If it's out there, it's on here.)
10:04So this was a great example of the flexibility of the cameramatic process and
10:08how it gives you the ability to tweak your animation timing on-the-fly.
10:12It really is an important tool and it's a step in the process that cannot be overlooked.
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5. Modeling a Shark
Preparing for the modeling process
00:00The shark is a really beautiful and terrifying creature.
00:03The smooth flowing shapes haven't really changed in hundreds of millions of years.
00:07The process for creating these smooth flowing shapes can be daunting at first.
00:11It can also be kind of time consuming.
00:13In this movie and in this series of movies, we're going to be skipping
00:16through the tedious part and showing you the major elements of the shark modeling process.
00:21Creating the basic outline of the short body, extruding the fins out of the
00:25body, creating the mouth shapes, the gills.
00:27The goal for this, showing you the major steps, is that you'll understand all of
00:31the elements that are required for making this shark and without having to go
00:35through all the tedious process of actually making the shark from scratch.
00:39This is not really intended to be a modeling tutorial as such.
00:43It's really all about the process of creating a promo.
00:45So rather than I show you the entire shark modeling process, we want to take you
00:49through all of the major steps involved.
00:52I have a rule when I'm modeling that if it's an object that I can do within a
00:56certain amount of time,
00:57then I'll model it myself.
00:59If it's going to be more than a certain amount of time, then I'll buy it off of
01:02a web site and save myself the hassle of modeling it from scratch.
01:06The way I justify that is basically I assign my hourly rate to a modeling
01:10process and I say okay, if it's going to take me two hours to model something,
01:13and I pay myself $50 an hour to model it, can I find that same model for $100 or less?
01:19If I can't find that model for $100 or less, then I'll model it myself.
01:22If it's going to take me more than that amount of money, then I'll go ahead and
01:26buy it off the web site, as long as I can find it for cheaper than what it would
01:30cost me to make it from a time standpoint.
01:32One of the great websites for that is a website called TurboSquid.
01:35There is quite a few of them out there.
01:36TurboSquid is probably the most popular.
01:38So for a project like this, I would go to the homepage for TurboSquid and just
01:42type in the Search field shark.
01:43When I hit the Go button, it's going to present me with a whole bunch of options here.
01:48I'm only really concerned with the 3D models.
01:50So if I click on the 3D Models filter that will reset the page, so that I'm only
01:55seeing 3D models of sharks.
01:57I can also filter it even more.
01:59Now CINEMA 4D can use a lot of different model types.
02:02If I only want to see models created in CINEMA 4D, I can click on the CINEMA 4D
02:06filter and that will filter the page even more and I can see things that are
02:11either done in CINEMA 4D, or are compatible with CINEMA 4D.
02:15All of these object types that are listed here CINEMA 4D can open.
02:18So it's a really great selection of sharks.
02:20Everything from a crazy cartoon shark to some very realistic looking shark
02:23models. Any of these guys would be a pretty viable candidate.
02:27Although some of the geometry is a little bit what I would call suspect in
02:30cases and I don't want to get into it right here.
02:32But the most important thing to remember when you're buying models off of a
02:35web site like this is to take a look at the geometry and make sure that it's
02:38very smoothly flowing.
02:40We're going to be creating a model in CINEMA 4D that is made up of all
02:43quadrangles, four-sided polygons.
02:46Those four-sided polygons are really crucial to making these sharks swim in a
02:50very smooth fashion.
02:51So if you buy a model off a TurboSquid that has all triangles in it for example,
02:55or triangles that are in a really funky layout, then it's going to make this
02:59shark look funny when it swims along the spline.
03:01So you have to be very careful about how you buy those models.
03:04So let's switch back to CINEMA 4D and get our project files going here.
03:08The first thing I want to do is turn back on the grid lines that we turned off
03:12when we were making our preview movie.
03:13So I'll go to the Filter menu and turn on All.
03:16That gets me back to my normal view that I'd see here.
03:19So I can see the grid line and the coordinate system in there.
03:22I have a starting file that I'm going to open up.
03:24This is the starting point for this movie, but really all it is, is just the
03:27original dummy shark that we made.
03:30That's what we want to start with is just the shark itself.
03:32So if I navigate out to the Finder,
03:34I'm going to open up the C4Dstart file.
03:37Then you can see I have my dummy shark.
03:39I also have it already animated with the Spline Wrap.
03:41Now I don't need any of this animation or the rigging.
03:44All I care about is the dummy shark.
03:45So I'm going to delete the Spline Wrap object out of the scene.
03:48Unparent the shark wrap object, delete that now, and then delete the shark spline.
03:54So now all I have is my basic shark element and my HyperNURBS.
03:57I can actually remove the hyperNURBS from the hierarchy as well and delete
04:02that shark Null object.
04:04Now I want to get my shark back to the center of the world.
04:07So I'll zero out the coordinates for the HyperNURBS.
04:10You always want to model around the center of the world. It keeps the things
04:13lined up and makes the modeling process much easier.
04:16So I zero out the Position and Rotation for the HyperNURBS.
04:19I can turn my image plane back on.
04:21You can see that everything lines up nicely.
04:23So the whole goal for this project file setup is to make sure that you have the
04:28image planes in position and that when you put those image planes around that
04:32dummy shark that the dummy sharp lines up.
04:35We're going to be building our finished shark in exactly the same position as
04:38the dummy shark and we want everything to line up correctly so that when we
04:42substitute the dummy shark for the real shark, that all of over animation is
04:45still viable and everything lines up correctly.
04:48The last step for this project file prep is I want to just move the image planes
04:54around a little bit, so that they are easily viewable.
04:58Also, so our shark is easily viewable.
05:01When I switch to the four-way view, you'll notice that there is no
05:04perspective in any of the Orthographic views and that actually works very
05:07well for the modeling process.
05:09I want to have this image plane that I see here--
05:12Right now it's exactly in the middle of the shark.
05:14I want it to just be back on the Z-axis.
05:16So it's out of the way and I can see my shark separate from the image plane.
05:19In the Perspective view, if I grab the side image plane and move it on its
05:25Z-axis just out of the way,
05:29it's now clear the shark model.
05:31But you notice in the Front view here, it really didn't changed position.
05:34So I can still use that outline for modeling in this view without having to look
05:39at it in the Perspective view.
05:40That's very important.
05:41I'll do the same thing for the Front and move it back on its Z-axis this time,
05:46just so it's out of the way of the model and there we can see it.
05:50That also change the display on the Front mode to Gouraud Shading.
05:55Now I can see my shark model in position.
05:57So that's all the basic steps for setting up the project file for your modeling process.
06:03It's really crucial to follow these, because it sets you up for a success later on.
Collapse this transcript
Outlining the shapes using the Knife tool
00:00The polygonal modeling process is incredibly powerful.
00:03Starting from a simple cube, you can create just about any kind of shape you can imagine.
00:07For a symmetrical object like the shark, it's really important to look at your
00:11object from all sides during the modeling process and make sure that you
00:14haven't gone off-track somewhere.
00:16We're going to be roughing in the shape of this shark from the side view mostly.
00:20I have my dummy shark in there and really it was there for position to make sure
00:23that things lined up correctly.
00:25I really don't need that anymore.
00:26I'm going to start off from scratch again.
00:28I'm going to leave my HyperNURBS in the scene, but delete this original shark cube.
00:33Let's add a new cube to the scene, and this is going to become the first step in the process.
00:38So I'll add that to the HyperNURBS and you can see that makes it into a sphere.
00:42This cube, I want to make the cube the same size as the shark model.
00:47So if I go to the Object properties for the cube, and I go along the X-axis and
00:51stretch it out, let's check the side view real quick.
00:53I'm going to make this cube the same size on the X as the image plane behind it.
01:02Don't worry that the gray outline of the shark body is not touching everything.
01:07We're going to be fixing that as we go.
01:09Then the top of the object, I want to make the tops and bottom of the cube,
01:13I want to make them the same size as the body, not the fins, but the body element itself.
01:17So the bottom of the stomach here and the top of the back here, so I can just
01:22rough that in and I think that's close enough for now.
01:25CINEMA 4D does not have a construction history, and I've sort of developed my
01:29own construction history over the years of modeling.
01:32The way I do that is with something called a hider object.
01:35I'm going to add a Null object to the scene, and I'm going to name this
01:39Null object hider.
01:41Now, I move the hider object down to the very bottom of the scene, below
01:45everything else in the hierarchy, and I make both of its status dots red.
01:50I held down the Option key to make them both red at the same time.
01:53What I do is anytime I'm about to make a drastic change in an object, a major
01:57cut or making something editable, I will take a copy of that and put it
02:01underneath the hider.
02:02This gives me an out.
02:03If I mess something up and don't like the direction the model is heading, I can
02:07always go back a step and reposition that object by grabbing the old one out of
02:12the hider and starting over from that last step.
02:14So it's a really great way to sort of cover yourself and make sure that you
02:17don't actually get off-track and can't go back to a better state.
02:21I'm about to make a drastic change in this cube.
02:24So I'll take the cube down and drag it underneath the hider object and
02:28double-click on the name for that and call it 001, as in step one.
02:32Now, the drastic change I'm going to make in this cube is to make it editable.
02:36So let's go to our Perspective view and I want to access the points that make
02:41up this cube, and I will make that cube editable and now I can see the points
02:46that make up the cube.
02:49Just in case, you guys may be seeing something in here called Isoline Editing mode.
02:53If you are seeing something on the surface of your cube that looks like
02:56this where you have curved lines on there, go to the Tools menu and
03:02uncheck Use Isoline Editing.
03:04When you turn that off, that's going to make those curved lines on the surface go
03:08away and you'll just be left with the blue outline of the low polygon mesh.
03:12One more change I want to make is under the Perspective view, Edit menu, I'm
03:16going to go to Configure All, and make the points larger.
03:21You can see the point objects down here in the Editor view, they're very small
03:25and not easy to see.
03:26I want to make those much larger so I can see them.
03:28I go to the View options and let's raise that up just a bit, and I want to do
03:32the Point Handle Size to be 9, and I tab over and do the Select Point Handle
03:37Size to be 9 as well.
03:39You can see that when I did that, my points got much, much larger.
03:42That makes it a lot easier to see things as you're moving around and editing points.
03:46I've got my points visible and now I can switch over to the side view and start
03:51to make some cuts in the object.
03:53The first step in this process is to create a series of cuts along the length of
03:57the shark that are going to allow us to move these points around and reshape
04:00this HyperNURBS object so that it feels more like the shark body.
04:04I'm in Point mode, by the way, so that I can actually see and manipulate those points.
04:07I'm going to right-click in the Editor window and grab the Knife tool.
04:12The Knife tool has a mode and yours may be defaulted to Line mode, and that's the
04:17default orientation for the Knife tool.
04:19I want to make sure and set it to Loop and then uncheck all the options.
04:24That's going to allow me to make a cut all the way around my object without
04:27having to worry about messing up one side or the other.
04:30I want to keep my object symmetrical all through the modeling process and this
04:33will allow me to do it.
04:35Now, I'm going to make a series of cuts.
04:36I'm going to start with the nose and make a cut right about here, and the
04:41reason I make it there is that this cut lines up with a major surface detail of
04:45the shark where the nose kind of dips in like that.
04:48I'll make another cut right about here, and then another cut right about here
04:53at the peak of the back, and then another cut just before the fin, and another
04:58cut just after the fin.
04:59So you can see I'm outlining the major surface details, and make another cut here.
05:04Any place I want to have extra control, that's where I make those cuts.
05:09And as I cut that object, it changes the shape of the HyperNURBS and gives me a
05:15little bit more control for modeling.
05:17So now I've got a series of cuts there. I might need more later on.
05:21For now, this is a good start.
05:23I'm about to make another drastic change by pushing and pulling these points around.
05:26So let's take this cube and Ctrl+Drag a copy of it underneath the hider and call this 002.
05:33Then I go back to the original cube and start to push and pull those points.
05:37Let's switch to the Rectangular Selection tool and then this is very important,
05:41make sure that Only Select Visible Elements is unchecked.
05:45That means that when I select this point and I switch back to the Perspective
05:50view, I can see that even though I selected the point in the side view,
05:56I actually selected two points there,
05:58the one that was in front, and the one that was in back.
06:00That means that now when I move these around, I'll be able to move both points
06:04at once without having to worry about it.
06:06Let's switch back to the right-hand view which shows us the side of our shark.
06:11Now, I can move these points around.
06:13Now, this is a technique I like to use.
06:15I'm going to select the points with the Selection tool and then hit E on the
06:19keyboard to grab the Move tool.
06:21Now, when you're using the Move tool, you don't have to click right on the actual points.
06:25I can click-and-drag any place in the Editor window and my points will move around.
06:29Even if I click up here for example, I can still move those points around easily.
06:34Now, if I use the Spacebar, the Spacebar takes me back-and-forth.
06:37If you notice up here, I can Spacebar back-and-forth between the Move tool,
06:41and the Selection tool, and that makes it really easy to move these points
06:44around and quick too.
06:45So I can work through my model.
06:47I'm going zoom-in just on the head area and quickly work down the length of my
06:52shark, grab a point, switch to the Move tool, put it in position.
06:56Grab a point, switch to the Move tool, put it in position, and repeat that
07:01process over and over again, and just work my way down the length of the model.
07:05You notice I'm lining up not the blue line, but the gray line with the
07:08outline of my shark.
07:16The most important thing to remember about this process is that you're sort of
07:20roughing in the shape.
07:21It's a lot like sketching.
07:22You start with a very loose outline of your object, then gradually add detail to it.
07:26So that's what I'm doing as I'm modeling the shape. I'm roughing in the points.
07:31I'll grab both of those at the same time and I'm going to add detail to it.
07:37So I've gotten the shark just about as close in outline as I can, but I need to
07:41make a few more cuts just to get things a little more precise.
07:45So let's zoom-in on the head area in particular, and I need to have a little
07:48more detail in here.
07:49Every time I make a cut, I'm adding detail to the model.
07:52So I'll right-click and add the Knife tool again and you can see it's still in Loop mode.
07:56So I can make my cut here right about where the end of the jaw is, and I'll make
08:03another cut about here.
08:05The reason I'm making a cut is that I need more control on a particular area.
08:09You can see that by making that cut, it gives me the ability to flex this area a
08:13little bit more, and tighten that up just a bit to the mouth itself.
08:22As I move that down, I want to avoid straight lines, and I'll make one more cut
08:27in this fin area here.
08:30So I'll right-click and get the Knife tool and make a cut right about there.
08:36And then take these two points, move them back just a bit, and then the sharks
08:41always have this little gut down in this area here, and I like to make sure, and
08:47stay faithful to that shape by adding that stomach in there.
08:51Maybe they just got done eating a diver or something like that, and so you want
08:54to have that little bulge in their stomach.
08:57As we move that down, I see a couple more opportunities for cuts. We want to
09:04try and avoid little pinch zones like this where things come together and try
09:08and space them out as evenly as possible.
09:13I think that's pretty good. Got one more there, and one there.
09:19You can see I'm creating openings for the major fin elements, and the tail as well.
09:27I think that's pretty good.
09:30So that's a great stopping point for this part of the modeling process,
09:34because the goal of the modeling process is to break a really complex task
09:38down into manageable chunks.
09:40This part of the process was to outline the actual shape of the shark without
09:45getting too much detail in the fin area, and I think we've been able to do
09:48that really nicely.
Collapse this transcript
Creating the mouth using the Extrude tool
00:00The next step in the process is going to be to create the polygons that will
00:03become the mouth of the shark.
00:06If I select my cube object here, I have one extra step that I did in between
00:10these movies and I just want to tell you about it.
00:12It's really simple step, but it's crucial to understand why I did it.
00:16I added another cut using the Knife tool right along the length of the shark and
00:20then in the Front view, I expanded out the sides of the shark to match the edges
00:25of the outline in the front view and the way I did that was by selecting a
00:30point in the side view. In this case it's the Front actual Orthographic view but
00:35at the side of the shark.
00:36And then using the Scale tool in the Perspective view to scale those points out.
00:41So I hit T on the keyboard or grab the Scale tool up here in the toolbar and
00:46then use just the Z-axis to move those points out and you can see as I move
00:52those points out, my shark gets wider, but only in one spot.
00:56And so I work my way down the shark and gave it a nice, pleasing shape along
01:02the length of the shark, making a little tummy area and a nice rounded side to the shark.
01:09So that's the only difference between that and the previous version of the file.
01:12Now, I can start to focus on the mouth area.
01:15Let's switch back to the side view of the shark, which is actually the front
01:20view in Orthographic mode, and now the technique for making the mouth is I want
01:29to have a set of polygons that I can extrude outward to make the mouth area.
01:33So I need to move some points around. I'm going to switch to my Selection tool
01:36and grab this point here and move it up.
01:39This is going to become sort of his cheek region. And then take these points
01:43and move them up here.
01:46You'll notice what that does.
01:47That gives me a curvature here and opens up this area and this area is going to
01:51become extruded out to make the mouth, the lower jaw of the shark.
01:56So, let's push this up just a little bit more and bring these down just a
02:01little more, and then we'll make another cut right in this area to give us a
02:06little bit more control.
02:07So if I right-click and go to my Knife tool and then I'll make a cut right
02:11about here and you can see how that tightens up this jaw area. And then if I
02:17move these points around just to kind of open them up, you never want to have
02:24points pushing too close together, unless they're actually in a region where
02:29geometry needs to come together, and I push these points around, to cleanup
02:35that region and you can see how every time I push and pull, I open up this
02:40region just a little bit more.
02:41So now I can do my first extrusion.
02:44I'll switch to the Perspective view, and now for this next move I want to be in Polygon mode.
02:54I'm going to use something called the Extrude tool and the Extrude tool works in Polygon mode.
02:58It actually works in Edge mode also but it does not work in Point mode.
03:01So, I want to be in Polygon mode, which allows me to select the individual
03:05polygons of the object.
03:07If I click and hold down my Selection tool and get back to my Live Selection tool,
03:10the arrow inside the circle,
03:11it makes it much easier to switch and select polygons.
03:15I do that quite a bit. I switch between Selection tools, depending on which mode
03:19I'm working in. I use the Rectangle Selection tool for points and I use the Live
03:22Selection tool for polygons.
03:24So now I can grab these polygons and I can right-click in the interface and
03:29do the Extrude tool.
03:30The Extrude tool allows me to create polygons in a particular direction, based
03:36on the original direction of the selected polygons.
03:38So if I have these polygons selected and I click and drag. And now it's very
03:41important with the Extrude tool, do not grab the arrows. I want to click away
03:45from the arrows and drag to the right.
03:47Look what happens. I create geometry out to the side.
03:49Now, I haven't let go off my mouse yet.
03:52I just want to extrude out one time and then do a second extrusion, about
03:58halfway like this, and then I'm going to switch back to my Selection tool by
04:03hitting the spacebar, and I do that because I don't want to accidentally make
04:07any more extrusions.
04:09Now I can grab the axis band for these selected polygons to just move them up
04:13into place and look what I have. I have this little lip here for my shark, and
04:16that allows me to position that around.
04:24That makes it really easy to position the mouth polygons.
04:27Now, you'll notice that the shark lip is kind of rounded.
04:33it really doesn't look like a shark yet.
04:35So we're going to use the Knife tool one more time to make another cut.
04:38So I hit K on the keyboard, which is this shortcut for grabbing the Knife. I could
04:41also have right-clicked and gone to the Knife tool here.
04:45This time we're going to make a cut right around the mouth region.
04:48Now, this may be hard to see because of the X-ray on, so I'm going to turn off
04:51my HyperNURB by clicking on the green checkmark.
04:54You can also use the keyboard shortcut letter Q and that will turn off the HyperNURB.
04:58And now I can easily see this mouth region without the X-ray mode on.
05:05So I'm going to make a cut right about here, and if I turn the hyperNURB back on,
05:10the letter Q on the keyboard, you can see that every time I make a cut there
05:13my mouth gets a little bit tighter, and that's just what I want.
05:20I think I've got enough polygons to work with.
05:22I want to go into Point mode and start moving things around, so that my mouth
05:26will flatten out a bit.
05:29So let's go to Point mode and then switch to our Selection tool.
05:34That is rectangular shaped and that's the one I like to use when I'm in Point mode,.
05:37And I'm going to grab points and now I'm going to do this in the
05:42Perspective view and I'm going to be very careful about which points I'm
05:47selecting. I want to grab this one here and this one here and that gives me the
05:51ability to move this, oops!
05:54If I actually deselect something, I can undo that deselection by hitting
05:57Command+Z or Ctrl+Z on the PC.
05:59Now I want to grab the axis band and move those points around just a bit, just
06:04kind of tuck them up in here and then scale them inward.
06:08If I hit the letter T on the keyboard or grab the Scale tool, I can use
06:12that same technique I used for the side and just scale the mouth in and
06:14then look what happens.
06:15It gets nice and tight right in that region.
06:18Let's scale those points down just a bit on the Y-axis and then flatten that region out.
06:22Now I want to grab all of these points along the bottom here and sort of
06:29tuck his jaw up a bit.
06:30So let's hit the spacebar to get back to the Selection tool, grab these points,
06:36and then move them up.
06:38Now you notice I'm using the axis band here. You want to always be careful
06:41about what axis you're moving your points on. It's a really crucial observation to make.
06:47Now I hit T to get the Scale tool back and scale these points in and take a look
06:54at my mouth from several angles.
06:58Now the mouth shape is kind of bulbous in this region here and I want to get rid
07:03of that sort of lump there in his lower jaw. So, I take these points and let's
07:07grab the Selection tool again, and I'm going to grab just these points here.
07:11You notice every time I select some points, I always was orbit around to
07:14double-check which points I have selected. And move these guys up into position here.
07:20See how when I do that it gets rid of that sort of gullet that he had going on there.
07:26Now I got one more section to cleanup, which is this area here, and you see this
07:30tight row of points here?
07:31Remember you don't have points coming together like that unless there's a
07:34specific reason for it.
07:36The bottom of his jaw really is not a good place for that.
07:40I want to deselect that point I accidentally selected. I hold down the Control
07:42key and deselect it right there.
07:44Now I take these points just move them back and see how that opens up his
07:49lower jaw as I do that. Oops!
07:52I accidentally deselected. I can Control or Command+Z to reselect those polygons.
07:58Let's move those down and see how I moved that down to smooth things out right in there?
08:02And the mouth starts to get a little more shapely.
08:09And now I can grab this region here and the points that are on the other side
08:17and I'll switch to the side view and that's going to make it a little bit easier
08:19to grab those points, and I'll grab all those guys right there. And you can see
08:24that I have the right points selected by orbiting around this way.
08:28Let's turn the HyperNURB off for a second and see what I'm about to do here.
08:33I want to expand these points outward and I think actually what I want to do is
08:37grab all these points in this region and expand them outward to kind of open up
08:43his mouth a little bit more.
08:45So I hit T on the keyboard to bring up the Scale tool and now I'll scale these
08:48guys outward and I'm probably going to need to make another cut in his upper jaw
08:53as well to give myself a little more control.
08:55So hit Q on the keyboard to turn the HyperNURB back on and you can see that,
08:59if I render this, Command+R, Ctrl+R in the PC, that his mouth is looking not too bad.
09:05It needs to be tighter in this region here, but it's got the basic jaw
09:09shape pretty good.
09:13So now let's go back to the side view and move a few more points around.
09:20Grab my Selection tool and just move these guys and open up this region. I want
09:24to make sure I don't have a lot of tight points coming together.
09:27Let's now move that down there, move that down here, and I think
09:35it's starting to look really good.
09:38It's going to take some time to refine this mouth region a little bit.
09:41We'll be using the same techniques that we've done all along, but we'll skip
09:46ahead in time a little bit so we can get to the end.
09:49Now you can see that we've done quite a bit of refinement on the mouth
09:52region and we've got it to a pretty good state using all the same techniques
09:56that we had done before.
09:57So I'm finished about as much refinement on the mouth as I really want to do right now.
10:02I'm going to turn the X-ray mode off on the HyperNURB so that I can see the
10:06actual geometry that makes up the HyperNURB and you can see it has a nice flow
10:10to the polygons as they travel along the length of the object and everything is
10:14still quadrangles, which is really important. It makes that model animate much more
10:18smoothly inside the Spline Wrap object.
10:20So, if I select my low res mesh, you can see I've refined the mouth area and
10:25done my extrusion for the jaw and just about got the shape right on here.
10:31There's still a little bit of tweaking left to do but we're going to do that at
10:34a later stage in the process.
10:36So there's still more work to be done but I think the mouth is at a pretty good stage.
Collapse this transcript
Adding eyes using the Symmetry object
00:00Now that we've got the shark mouth pretty well roughed in, we need to
00:04start adding the eyes.
00:06A shark is symmetrical from left to right, meaning that there is an eye on each
00:10side of its head and there's also a nostril on each side of its head.
00:13Same thing for the gills and some of the fins.
00:16There's a great tool in CINEMA 4D called the Symmetry object that allows you to
00:19work on one side of your model and automatically duplicate the geometry onto the other side.
00:25I'm going to add a Symmetry object to the scene.
00:28It's underneath the modeling objects and it looks like an egg split in half.
00:33The Symmetry object is a generator, but it's very important to put it in the
00:36hierarchy in the right way.
00:37Before I do add it to the hierarchy though, I need to delete half of my model.
00:40So if I go to my cube object here, I'm going to delete all the points that are
00:47on this side of the shark.
00:49So let's go to our Selection tool and get into the Front view and I'm going
00:55to draw rectangle around all these points, all the way up right up until the edge of the axis.
01:02Now, you noticed I didn't select the points that are right along this axis here.
01:05I only grabbed the ones to the right-hand side of it.
01:08Let's double-check and make sure that we have all those points selected and if I
01:10look down the shark model, I can see at the tail especially that I don't have
01:15anything selected that I don't want and that's very important to do first.
01:19So, now that I've got those selected, I'll simply hit the Delete key.
01:22Now this is a drastic change I'm about to make.
01:24So before I do that, let's make a copy down here in the hider and call that 004,
01:30and now I'll go back to this model and then delete those points. And the reason I
01:35can still see my shark is that I accidentally left on the green status dots.
01:39That makes it show up even though the parent is still invisible.
01:43So let's make those both back to gray and now I'll see just half a fish here.
01:48Now this is where the Symmetry object comes in.
01:51I'm going to take the Symmetry object and place it into the hierarchy underneath
01:54the HyperNURBS and that's going to kill the effect of the HyperNURBS, because it
01:57tries to only smooth the first thing it finds.
02:00Then I'll take the cube and drag it underneath the Symmetry object.
02:03Now, the Symmetry object by default mirrors across the ZY plane.
02:09Now of course that it flops our shark over, so we have two mouth and that's not what we want.
02:12We really want to have a flop on this side of the axis.
02:14So let's go to the Symmetry and go to the Object Properties and change the
02:18Mirror Plane to be the XY plane and that's going to flip our shark over on
02:24one side of the axis.
02:26Now, the Symmetry object makes it very easy to work only on one side of the axis.
02:29So if I select my cube, you can see that I have all my points on one side of the
02:34shark and if I grab a point here and I move it out, look what happens on the
02:37other side of the model, which is great.
02:40It means I only have to do one eye and I'll automatically get the other eye on
02:44the other side of the shark.
02:45So let's take a look at where the eyes are going to go.
02:47Let's switch the X-ray mode back on on the HyperNURB and then switch to the
02:53Front view so we can see our shark from the side.
02:55Now I'm just using the middle mouse button just now to move back and forth
02:58between these views here.
02:59It's lot easier than clicking up and clicking on the view icon in the
03:03upper right-hand corner.
03:04So now we can zoom in on our model here in just the head area.
03:08Select the cube and take a look at where the eyes are going to go.
03:11I want to make the eye in the same location as the drawing, but I want to make
03:15sure that it's right in the center of the polygon.
03:17I already have one here that will work out nicely.
03:20So I'll take these points and I'm going to move them back just a bit.
03:24Now, it's very important that you not move things with the Symmetry object.
03:28If I accidentally move these guys this way, you see I get a hole that opens up in my model.
03:33Let's undo that by hitting Command+Z or Ctrl+Z on the PC and I want to be
03:37careful not to do that.
03:38So, I'm always going to double-check my movement.
03:41So I'll move these points back a bit so that my eye is now more centrally
03:46located inside that polygon.
03:48I can do the same thing for these points and just move this back a little bit
03:52and get my eye right into the center there. There we go.
03:58And as I move these points around, I am keeping an eye on where that eye is going to be.
04:03So now I've got that eye lined up and now the process for making the eye is
04:07really straightforward.
04:08But we're going to use a new tool though.
04:10something called the Extrude Inner to do that.
04:13Now let's turn the HyperNURB X-Ray mode off and then go back to our cube
04:18and select Polygon mode and then switch my Selection tool back to the Live Selection.
04:24I'm going to grab this polygon here and what the Extrude Inner tool does is it
04:28creates an inset of the polygon that you have selected and we want to use that
04:32inset to make our eyeball.
04:34So, I'll right-click and do an Extrude Inner and then I'll extrude inward on this polygon.
04:41You can see when I drag that to the left it creates an inset version of the
04:45polygon without actually changing the shape of the polygons around it.
04:48And that's very useful because now I have the starting point for my eye.
04:52Let's switch back to the side view and go into point mode and reposition these objects.
04:58I'm going to grab my Selection tool and grab this point here and just move it
05:01around a little bit, and grab this point here and just move it around a bit and
05:07see as I move those points around, they start to form a little circle area.
05:13Now let's turn our HyperNURB X-Ray back on so that we can see where our eye is
05:19and you can see as I move these points around, I'm framing up the eye and the
05:23drawing and I don't have to be real super careful with it as long as it's
05:30about in the right region.
05:32Now I can go back to Perspective view and you can see that my eye is not in
05:36the right shape at all.
05:37So let's grab these two points and just move them straight out, so that they're
05:42lined up with the side of the shark and move these guys out just a bit more.
05:48So now we're going to use a combination of the Extrude and the Extrude Inner
05:51tool to make the eye.
05:55So let's start off by doing a little extrusion inward.
05:58I'm going to go to Polygon mode first and then right-click and grab the
06:03Extrude Inner tool.
06:05With the Extrude Inner tool active, I'm going to extrude in once just a bit
06:12and then I'll right-click and do the Extrude tool and the Extrude tool allows
06:16me to extrude in and you see here when I do that, if I drag that right it
06:23extrudes outward. If I drag to the left, that extrudes inward based on the normal direction.
06:29As I move that in, I now have a little indentation here.
06:32Now if I use the Extrude Inner tool one more time, I will create an inset
06:37polygon and now when I use the Extrude tool again and extrude back out again,
06:42I have a nice round eyeball that comes up right in this position.
06:45You can see that it's on both sides of the shark, right where it needs to be.
06:51So now, we've got our eyeball done and we can use the same technique to
06:54create the nostril.
06:55So let's go to the side view and the nostril's going to go right about in this area here.
07:00I need to add another cut so that I have a little more detail to work with.
07:04So let's go to our Knife tool and switch back to Point mode, right-click and
07:09grab the Knife tool, and I'm going to make a cut right around here.
07:12It's very important when you're working in the Symmetry object to cut right on
07:16this edge here so that you know you're cutting all the way around your object
07:19and so that gives me I think the detail that I need for my nostril.
07:24So if I switch back to the side view, then I can grab just these points in
07:31the center here and open them up just a bit to give myself a little more room for the nostril.
07:36And now I'm going to create the nostril right in this region here using the
07:39exact same technique I did for the eyeball.
07:42So let's switch to Polygon mode and grab these two polygons right here.
07:50We're going to start off by doing an Extrude Inner.
07:53An Extrude Inner will create an inset of those polygons and then let's move
08:03these points around a bit.
08:04I'm going to scale them using the Scale tool.
08:07So hit T on the keyboard to grab the Scale tool.
08:09I'm going to scale on just on the X-axis here.
08:12That's going to squish them together and then I'm going to scale them on the
08:17Z-axis, which is going to squish them together this way.
08:19You can see that it makes the polygons a lot more friendly for moving them
08:24around and makes our nostril not quite so wide.
08:28So let's squish them on Z-axis and then I think that's not a bad place.
08:32Let's move them out just a little bit to smooth things out a little.
08:36Now we can do an Extrude Inner.
08:38So we go to Extrude Inner and extrude inward by dragging to the left and then
08:44we're going to simply move these polygons in and that's going to create an
08:50inset for our nostril and then we can move those polygons forward just a bit,
08:55but the nose on a shark is actually set so that water doesn't come in as it's swimming forward.
09:02It sort of gets gathered up and pushed into this opening.
09:05So now I can smooth that out a little bit by just grabbing the points and
09:12switching to the Selection tool and just moving things around a bit.
09:15I'm being very careful about where I put my points at.
09:20I think that's just about got it.
09:23I just cleaned up that one little spot right there and moved this point out a
09:27little bit to get rid of that ridge.
09:29What I like to do is always look at the other side of the shark and you can see
09:32from this side I've got a nice little nostril going.
09:35I want to do a little bit of refinement here, but I think it's pretty darn close.
09:39Now that I've got my nostril in position and I've got my eyes in position,
09:44I think we're just about done with the head.
09:46We're in pretty good shape now to move on with rest of our shark.
09:48We're going to leave the Symmetry object in place because it's going to make
09:51things a lot easier in the modeling process for creating other symmetrical
09:54elements like the pectoral fins and the gills.
Collapse this transcript
Creating fins using the Extrude tool
00:00A shark has a lot of fins.
00:02We typically think of the one on a top that sticks out of the water and scares
00:05beachgoers, but they are really a lot more.
00:07We want to create them in a specific order so we can minimize how much
00:10backtracking and fixing we need to do on our model.
00:13In this first part of the fins we are going to create the pectoral and the
00:16pelvic fins, which run along in the size of that shark, and we are doing this
00:19because we already have the Symmetry object in place and that's going to make
00:21making those sets of fins really easy.
00:24Let's start off with the pectoral fin.
00:26I've select my cube object.
00:28Now, I'm about to make a drastic change.
00:29So let's Ctrl+Drag a copy of that down into the hider and call that 005.
00:34And let's hide it from view and let's fix that so we don't have to worry
00:38about that anymore.
00:39I'm going to make both dots gray.
00:44On my original cube object here, let's switch to the side view and you can
00:48see that I already have a nice base. The pectoral fins come right out of this polygon here.
00:55So that's a perfect place to start.
00:56So let's switch back to the Perspective view.
00:58Move into polygon mode and then use our Selection tool and grab this as
01:03polygon right here.
01:04And actually, I grabbed the wrong one.
01:05Let's make sure that I have the right one selected.
01:07I will grab this polygon in the Orthographic view and move back to
01:11the Perspective view.
01:13Now, we're going to use the same kind of technique that we did for the eyes,
01:15except this time instead of extruding inward to create an indentation we're
01:19going to extrude outward.
01:20But first we need to create some extra polygons for us to work with.
01:23So we use the Extrude Inner tool to drag and drag to the left here and then
01:28create an inset of polygons.
01:31Now, I can use the scale tool.
01:34T on the keyboard, and squish that down, because the fin is really thin on one axis.
01:39Let's move that polygon around and bring it down to right about there.
01:45Now, I can use the Extrude tool.
01:47D on the keyboard or you can right- click and grab Extrude and drag to the
01:54right to extrude outward.
01:56Now I need a little more detail, but this is going to for now.
01:59I'm going to just drag it out here.
02:01A lot of times what I do when I'm extruding I'd like to do one long extrusion
02:05and then use the Knife tool to make some cuts to shape things up. So let's do that.
02:09So I've got one long extrusion and now I can use my Knife tool,
02:13K on the keyboard, and make a cut up here near the top and you see how it
02:20tightens up the fin.
02:22Then I'll make another cut down here in that fin, as you can see from the drawing.
02:26Let's switch to the side view.
02:27It has sort of a leading edge and a trailing edge that has a little bump in it up here.
02:31So we want to make that bump.
02:34So let's switch back to the point mode and then grab just these two points.
02:40I used the Spacebar to grab the Selection tool and let's take these points here
02:46and move them on the Z-axis.
02:49That's going to shape that up.
02:51Then we'll take these two points here and move them this way on the Z-axis.
02:55That's going to create a nice little leading edge for us and take these guys and
02:59move them on their X-axis.
03:03Now that we've got those points moved around, we can just refine it just a little bit.
03:10There we go!
03:11I want to create a pretty aggressive shape to that fin, because it really is
03:20intended to slice through the water.
03:22So you want to create a very sharp and aggressive shape.
03:26Now, we don't want our fins sticking out to the side like that.
03:29It really kind of dangles down and they use that for steering.
03:32So if I grab these first groups of points, I want to grab all the points that
03:36are associated with the fin.
03:38So I'll go to the Selection menu and use the Grow Selection command.
03:42When I execute that, it grabs the next set of points up.
03:45I'll do that a couple of more times to get all the points for the fins.
03:48Selection > Grow Selection, Selection > Grow Selection, and now I have all those
03:54points for the fin and I can just move them out just a bit.
03:58Then I can rotate them down into position and then tuck that fin right
04:05into this side.
04:07You can see now I've got a nice pectoral fin.
04:14That really looks pretty good.
04:18So now we can move onto the second set of pectoral fins.
04:21And if I look at the side view of the shark, in the side view its actually
04:27looks like a single fin, but really it's two fins that are in this region.
04:30So I'm going to grab the polygons associated with that.
04:36So let's switch back to the side view and go to Polygon mode.
04:39Make sure you're using the Selection tool and grab just that polygon right there.
04:43That's the one I want to use as the basis for my second pectoral fin.
04:51If I right-click and do another Extrude Inner, you can extrude in to make that fin
04:58and then to another Extrude outward by dragging it to the right to make that fin.
05:03As you can see, it's starts off as a little bump.
05:06Then I can do another extrusion to get the fin a little bit longer and then I
05:11can just reshape it using the points.
05:13So let's start off by scaling that polygon.
05:16I will hit T on the keyboard to get the Scale tool and just scale that polygon.
05:20You know what, rather than use the Scale tool, I think it might be easier
05:25actually to just to move the points around.
05:26So let's switch to Point mode, grab a Selection tool, and then grab these
05:31two points right here.
05:32I'm going to move them on the Z-axis to kind of make that fin a lot thinner.
05:37Then move this one up like this.
05:39You see that how the fin gets a little bit thinner each time I do that.
05:43I am going to move those guys together.
05:45Now I want to just create that nice little shark-like indentation here in the fins.
05:51So I will grab these two points and I am going to move them back a little bit.
05:55I think I need to do one more extrusion.
05:59Grab these guys and move them up just a bit.
06:06I'm going to do one more extrusion.
06:08Let's tighten this up and so I can get that nice this little point right here
06:13on the leading edge.
06:14So I will switch back to Polygon mode and then right-click and grab my Extrude
06:17tool and do one more extrusion outward.
06:21Then I'm going to scale this polygon by switching to Point mode.
06:25Remember, whenever you're moving points you also moving the polygons.
06:29So as I move these points around I can switch up the shape of that polygon and
06:34just make it nice and smooth.
06:37So move those guys together there and adjust the leading edge of this fin.
06:46I think it's going to just about done.
06:54There we go! Let's take a quick rendering, Command+R, and we can see that we've got a great
07:00looking second pectoral fin.
07:02So the Symmetry object is a really important tool for modeling and it makes
07:05things like these fins and the symmetrical elements on the shark object
07:09really easy to create.
Collapse this transcript
Creating the tail and dorsal fins using the Extrude tool
00:00With the symmetrical elements out of the way we can now focus on the fins that
00:03run right down the center of the shark.
00:06So, the dorsal fin, which is the fin that goes across to his back and it's the
00:09most recognizable of all the shark fins, is going to come right about of this
00:14region of the shark.
00:15But making an element in the center line of the shark is really difficult with
00:18the Symmetry object in place.
00:20So, we need to make the Symmetry object of one whole shark again.
00:24So, that's a drastic change.
00:25So, let's take the Symmetry object and Ctrl+Drag a copy of it down into the hider.
00:29Then we are going to come back to the original symmetry.
00:33With the Symmetry object selected I am going to hit the Make Object Editable button.
00:36I can also hit the letter C on the keyboard.
00:39If I click on that, now I get a cube that has all the points on both sides of the axis.
00:48Now, it's going to be really easy to make that dorsal fin.
00:50So, let's go back to the side view and make sure that I have the right polygon selected.
00:55So, let's go into polygon mode and get the Selection tool and I am going to
00:59grab these two polygons here.
01:01You can see they line up very well with the dorsal fin.
01:04Now, let's switch to the full- screen of the Perspective view.
01:08We are going to use the same kind of technique that we did for the pectoral fins.
01:12We are going to simply do an Extrude Inner and then Extrude Upward and then
01:16moving some points around to make things look nice.
01:18So, I'll right-click and do an Extrude Inner tool.
01:21Let's extrude inward and we'll go quite a ways in.
01:24We are going to be moving these points around a bit. I want to make sure
01:26they are well off the side of the shark.
01:29Then I am going to use the Scale tool to scale these guys together.
01:32I can go on the Z-axis and then on the X- axis let's make them really long this way.
01:39There we go! Using the Scale tool again.
01:41Now, I have those guys selected already.
01:45So now I am ready to do my first extrusion.
01:47So, I'll right-click and do an Extrude.
01:49I am going to extrude upward just a bit and that gives me the first
01:54indentation of that.
01:56Now, I can extrude up one more time and that's going to give me a control
02:00point about halfway up.
02:02Then I can extrude one more time after that and that's going to be basically
02:05the top of the fin.
02:06I might need to make a cut with my Knife tool, but that's going to be really easy to do.
02:10So, now I don't want to have this wide.
02:12It looks like a radar bulge or something like that on top of the shark.
02:14I want this to be really thin.
02:16So, let's grab the Scale tool and scale it on the Z-axis and bring these points together.
02:23Then I'll flat them out a bit on the Y-axis.
02:25It makes them nice and round.
02:30I can scale them together even more to have a nice cut to that.
02:35Now, I want to do the same thing along the length of the object.
02:40So, I am going to grab my Selection tool and I am going to grab all of these
02:44polygons now and orbit around and grab the polygons that are on the back side as well.
02:52Then use my Scale tool once again.
02:54The letter T on the keyboard and just scale those guys in.
02:59By doing that I'm making my fin nice and slender.
03:04Now, I can go in the Point mode and grab this point right here and this point
03:11on the front side.
03:13I want those guys to line up.
03:15I can just use the Move tool and move them down so that everything lines up nice and neat.
03:21Now, I can just grab these points on the back here and adjust them.
03:26Let's go in the side view to do that so we get things to line up nicely.
03:31I'll grab my Rectangular Selection tool and make sure that Only Select Visible
03:36Elements is unchecked.
03:37Now, I can quickly line up this.
03:40I am going to need to make another cut I can already tell.
03:42But I am going to grab and put these points at the top. I put this point along
03:47the leading edge. I put this point along the trailing edge about halfway up.
03:51Now, I need to make another cut so I will get my Knife tool out and make sure
03:56that it's set to Loop mode and make a cut right about there.
04:00Then grab the trailing edge points and move them out here a bit.
04:05Let's go back to the Perspective view and see which points we are about to grab.
04:09Actually, I think I need to make one more cut.
04:14If I grab this point right here and this point right here, Command+Z, and this
04:22point right here, you can see I've got just those two points selected.
04:24I am going to move them up just a bit so that they are right about there.
04:28I need to have this little indentation right here.
04:31So, I am going to make one more cut with a Knife tool.
04:35Then that's going to give me exactly what I need to make that little
04:39extrusion right there.
04:41So, I go back and enter the side view and grab just those points.
04:50I want to make sure I only have those points selected.
04:52I don't want this point right here so I am going to Ctrl+Drag and deselect it.
04:56Now, I can take these points and move them back on the Z-axis.
04:58You can see that gives me a nice little extrusion there, a little dip.
05:04I can just shape that down a little bit and then grab all the points along the
05:08back and move them down into position. There we go!
05:15Then I can grab all of these points and then just tuck them right on in there.
05:21You can see it makes it really easy to line that up.
05:25Now, there is two more fins that I have to do along the dorsal line, which is the
05:31second dorsal fin right here, and then the tail.
05:42Now that I've got my dorsal fin done, I can do the second dorsal fin, which is
05:45right here in this area.
05:47Let's switch back to Polygon mode and this is going to be exactly the same
05:49technique that I used before.
05:51Except a little bit easier because I don't have that little indentation to worry about.
05:55So, I will grab both of these polygons right here, do an Extrude Inner,
06:04and then do an extrusion.
06:09Drag it upward, then scale those in, and move the points around to make it look pretty.
06:19Let's do that in the side view.
06:22I get my Rectangular Selection tool and grab that one and move it up right here.
06:30I will grab both of these points.
06:33Actually, let's move these point up out of the way a little bit and these points
06:38here and move up to make that nice sort of leading edge.
06:43Everything on the shark there is a leading edge and a trailing edge.
06:45They are very hydrodynamic which means they flow through the water nicely.
06:51So, you want to make sure there are no abrupt angles on your shark.
06:55You want to scale this together.
06:57It's kind of wide for a fin.
06:59So if I grab this point and this point and this one and this one,
07:08I can now use my Scale tool on the Z- axis only and squish those guys together.
07:15Then I can grab all these points and squish them altogether to make that nice and thin.
07:24So, there is that point. Now I can do the tail in exactly the same manner.
07:28So, if I grab this point here, this polygon here.
07:33I am going to first do an extrusion for the tail.
07:37I'll do an actual extrusion.
07:38Actually, let's do an Extrude Inner.
07:40Extrude Inner. That gives us a little more control and then do an extrusion.
07:46I'll do one extrusion up.
07:49Then in the side view just drag the polygon.
07:51So, I am going to switch to my Move tool and drag those polygons up a bit.
07:55Let's go up to about here.
07:57Then we'll take the Scale tool and scale them down.
07:59You can see I am scaling those polygons so they are just about flat.
08:03Now, I'm going to do another extrusion,
08:05Before I do that extrusion I am going to scale that tail very thin.
08:13Now, I can do one more extrusion.
08:14D on the keyboard, extrude upward, and then more extrusion after that.
08:21That's going to give me the ability to put this little notch in the tail.
08:25Every shark has a different type of notch and this one is particular to
08:29the great white shark.
08:30In Point mode, I can start to move things around really easy.
08:33So, I am going to grab these points here and move them up here and then up
08:40here and take these and move them right along here and create that leading edge again.
08:46I grab those and move them around this way.
08:52I'll need to make one more cut right about there to create that trailing edge
09:01to get this leading edge nice and smooth and there is the top half of the shark tail.
09:06The bottom half of the shark tail is done in exactly the same way, which will
09:09take a little bit less time, because it doesn't have that little notch in it.
09:14So, if I go to Polygon mode, switch to the Live Selection tool, grab these two
09:23polygons right there, do another Extrude Inner, and then do an extrusion.
09:30D on the keyboard and extrude downward.
09:32Then use the Scale tool to scale the polygons together and scale them flat.
09:39Dragging to the left to do that and then scale them together some more.
09:44Now, I can go to the side view and move these polygons in the position.
09:50Then switch to Point mode and grab my Rectangular Selection tool and move them
09:57into position, make two cuts with the Knife tool, one, two.
10:03Grab the points and move them into position, and my shark tail is done.
10:11So, the most important thing to remember about this process is that you want to
10:17do everything in a particular order.
10:19We waited until the last minute to remove the Symmetry object from the scene,
10:23because it made it easy for us to create the symmetrical fins down the
10:26length of our shark.
10:27As soon we didn't need it, when we needed to create single elements down the
10:30center of line of the shark, we got rid of that Symmetry object and that made
10:34the modeling process a lot more straightforward, a lot more easy to manage.
Collapse this transcript
Creating gums using the Symmetry object
00:00Our shark buddy is just about done, but now our shark needs the most important
00:03and scariest part of all, the teeth.
00:06But before we can create the teeth, we need some gums for the teeth to sit in.
00:09We are going to be using the Symmetry object again to reduce our modeling and
00:12make both sides of the gums at once.
00:14So here in my shark, I don't really need these profile images anymore.
00:18So I am going to hide the image planes from view, and that's going to make our
00:21scene lot less confusing to look at.
00:23So here in the mouth region, I want to create a simple shape that the teeth can
00:27sit in that's going to be lined up with the bottom portion and the upper
00:31portion of the jaw line.
00:33So let's add a new cube to the scene, and with that cube I am going to parent it
00:38into this hierarchy here.
00:40Now this Null object is called Symmetry, but it really isn't a symmetry anymore.
00:43So let's rename it and call it a shark.
00:48Now this HyperNURBS is way here in the middle.
00:51It looks kind of like as extra stomach here.
00:53We are going to move that up to the head region and then just start to
00:57change the size on it.
00:59Let's start with the Y and just squish it down really far and then on the Z.
01:04I basically want to make a little tube that I am going to cut up.
01:07So that tube is going to sit right about at the start of the mouth.
01:13Let's move it down into position, right about there.
01:18I can take this little tube object now and make it editable. C on the keyboard.
01:25In Point mode what I want to be able to do is use a Symmetry object to only have
01:31to model one half of the gums.
01:33My shark is pretty well identical from left to right.
01:36So by using a Symmetry object that'll give me the ability to only model one half
01:40of the gums and have it immediately flop over to the other side.
01:43The way this Symmetry object works is it's going to mirror everything across the
01:47Z-axis in this case.
01:48So I want to take these points that are on this side of the object and I want to
01:53get them to stick right to the exact center line of my shark.
01:59So if I take my cube here and select these points and in the Coordinate Manager,
02:05I can switch my mode to World mode.
02:08I am going to use the Coordinate Manager to move these points into position.
02:11So I want to move them on the Z-axis.
02:13So I'll select the Z position, make sure that my mode is set to World mode, and
02:18then change this value in this field to be 0.
02:21You're going to see those points snap immediately to the centerline of my shark.
02:25Now I have a polygon here.
02:28If I go in to Polygon mode, I can see that I have a polygon here on the end and I
02:31don't want that polygon there, because that's going to be problems when I use
02:34the Symmetry object.
02:35So I'll delete that and that opens up a little hole.
02:38So now I can add a Symmetry object to this scene.
02:41Now this is a great little trick.
02:42I am going to hold down the Option key and click on my Modeling tools and add a
02:47Symmetry object to the scene.
02:48When I do that, holding down the Option key, because I have my cube selected,
02:52it automatically made the Symmetry object a parent of the cube in the same
02:55location as the cube.
02:57Remember, the Symmetry object by default creates symmetry across the Z and Y plane.
03:04We want to switch that over to the X and Y plane so that it will flop it across
03:08this axis right here.
03:09So we switch that to X and Y and now we get a tube that's on both sides of the axis.
03:16Now I can take this Cube object and so I'd like to push and pull those points
03:20around and I probably want to do this in the Top view.
03:23So let's go into the Top view and zoom in on this region here.
03:27You could see that this line of polygons are the ones I want to keep track of.
03:32I probably should just change the display to Gouraud Shading and that will make
03:36it a little bit easier to see my cube.
03:38I lost that line, but I can always get it back.
03:41So I am going to switch over to point mode, right-click to get my Knife tool,
03:46I make sure I am in Loop mode, always, and just add a few extra cuts right here.
03:52Now I can take these cuts and simply move them around in space and I am going to
03:58move these guys on the Z-axis and then just rotate them in the Top view to make
04:03that a little bit larger and then just kind of move them out.
04:05I will repeat that process, creating sort of a horseshoe shape as I go.
04:14Now I am just using the Spacebar to get back and forth between the Selection
04:20tool and the Move tool.
04:23Now let's double-check our work here in the Perspective view.
04:28So now what we really need to do is I am going to hit Command+A or Ctrl+A and
04:33drag that down until it lines up and then work my way along the jaw, moving
04:38this up into position.
04:39So I'll start at the back of the jaw and move that up like that.
04:45I am using the Y axis only to move those up into position.
04:54Then do the same thing for this one. There we go.
04:59And now they're sticking out a little bit far.
05:03So let's select all the points and move them on the X-axis only, right into
05:07position, kind of tuck them in there.
05:12All I really need is just the gums to be sticking out just a bit.
05:16So I am going to make them a little bit thinner.
05:18So in the Top view, zoom in just a bit here and grab this point and move that in.
05:28Then grab this one and move it in.
05:30You can see I am moving it in the Top view, but looking at in the Perspective
05:35view to see what the effect is, and using that Spacebar command to move back and
05:41forth between those.
05:43Now on this last point, I want to be really careful and only grab the X-axis and
05:47move it into position.
05:52Now I have got a gum object in position.
05:55Let's grab these last points and move them out a bit and then raise them up and
06:02then tuck them in this way, there we go.
06:05We want them to follow the line of the jaw.
06:08You don't have to follow it exactly, just enough to stick up a bit.
06:15There we go! I think that's about it.
06:19So now you can see if I hit Command+R and render that, I have got a jaw element or
06:23a gum element that is sticking right to the jawline.
06:27It's got a little bit more lip here than I want.
06:28So let's grab these guys and move them forward just a bit. There we go!
06:34I think that's looking pretty good.
06:36Our lower gums are complete and I am going to be using the exact same process
06:40to create the upper gums and you'll see those show up if you continue on in the next movie.
Collapse this transcript
Creating teeth and finalizing the model
00:00With our shark gums built, we can now focus on the teeth.
00:03We're going to create a master tooth that we can then copy in a position
00:06all along the gums.
00:08When I'm working on a complex model like this and I'm going to create a small
00:11element for it, I usually like to do that in an empty document.
00:14That makes it lot easier to focus on just that one small element.
00:17So I'm going to make a new document, Command or Ctrl+N, and the tooth is a
00:21really simple object.
00:22Its going to be made from the cube, just like all the other parts.
00:25So I will add a cube to this scene.
00:26Now this cube needs to be kind of small and thin and we're going to make a few
00:32cuts on it, because we want to make it kind of shark tooth shaped and I think
00:37that's a good starting point.
00:38So I'll make this cube editable.
00:40Then using my Knife tool in Point mode, I'll right-click in the interface and go to Knife.
00:45Now because I'm in a new document, my Knife tool reverts back to the defaults.
00:49So I'll switch this to Loop mode and then uncheck all of the elements just like
00:53I did before and make a couple of cuts.
00:57Make a cut down the center, make a cut here near the bottom, and make in a
01:02third cut right there.
01:04That's pretty much all I need to do.
01:05Let's switch to the Rectangular Selection tool and uncheck Only Select Visible Elements.
01:10In the Front view, we're going to shape this into something that's kind of
01:13shaped like a shark tooth, kind of a diamond with a fat bottom on it, and we
01:17don't have to be really precise about it because it doesn't need to be
01:22completely symmetrical.
01:23It just needs to have kind of a shark toothy shape.
01:27Do it, so I can quickly move these under position here.
01:31And there we go and it doesn't even have to be straight.
01:42Great!
01:43Now I'll select all of these points and I want to get them flush with the ground
01:46plane so that my axis for the tooth is right at the base.
01:49That's going to make it really easy to rotate the tooth.
01:52Now let's make them really thin by using the Scale tool on the z-axis.
01:56That's going to thin my tooth out.
01:59Now I can grab just the points that are in the center of the tooth and drag
02:05them out just a bit.
02:06That's going to give my tooth a little bit of indentation, some curvature.
02:10See that when I do that, that makes the tooth curved on one side.
02:14So this will be the back side of the tooth here.
02:17This will be the front side of the tooth here that you see out of the shark's mouth.
02:21Let's make it just a little more pointy at the top and I think we'll be in a good shape.
02:24I will just use the Scale tool there, and just bring those guys in.
02:32I think that's a great place to stop with the tooth.
02:34So let's rename this and call it Tooth, and copy it and move back to our shark
02:43file and paste it down, Command+V. Now that tooth is really big. Oviously it's too big.
02:49So I'm going to switch to Model mode and use the Scale tool to scale it down.
02:55Scale that tooth way down and let's move it in position, here inside
03:01the shark mouth.
03:04So I'll get it to about in position here in the center of the shark mouth.
03:10We're going to be using the symmetry that we have built with the gums to only
03:14have to build one-half of the shark mouth.
03:16So let's rotate that into position here and move it over just a bit.
03:20Then scale it down. We're going to start with the bottom row of teeth and
03:29then move it into position.
03:38Now I'm not going to worry about whether or not the tooth overlaps. I'm just
03:41going to move it up and kind of embed it in the gum and just rotate it just a bit.
03:50It's okay if it sticks out.
03:53One of the cool things about a shark mouth is the teeth are just everywhere and
03:56that's what makes it so scary, is there is so many teeth and they're pointing in
03:59all directions, but generally kind of arranged so that they can pull their prey
04:04inward towards the back of the throat and that's what makes it so scary.
04:08So we can do our teeth in kind of the same fashion.
04:10So now I'll take this tooth and move it into the lower gums hierarchy and make
04:16it child of the Cube.
04:17And because I put it in there, you see that it becomes affected by the
04:20HyperNURBS now and gets smooth and it looks a lot more like a shark tooth
04:23than it did before.
04:25So I can take this and move it up.
04:27Now, I can start making copies of this.
04:29I'm going to Control+Drag a copy of this tooth and move it over here and then
04:34move it down this way in and then just rotate it just a bit.
04:37Now I can repeat that process over and over again and I'm going to be filling up
04:47his mouth with teeth.
04:48I'm just going to do that a few times here and kind of work my way around.
04:58You can see that great thing about having that symmetry object in position
05:01is each time I do this I want to rotate these guys so they are not all exactly lined up.
05:05They're kind of generally lined up, but they don't all have to match exactly.
05:15Each time I Control+drag, I want to move that tooth a little bit farther around the gum.
05:22We'll come back and we can add an extra tooth in there.
05:35The letter S on the keyboard allows me to focus on a single object or single
05:40selected element, in this case just the tooth.
05:42I can move that in position, rotate, and let's do one more tooth here, there we go, great.
05:53So the process of creating the teeth is really time consuming and I think
05:55you get the gist of it.
05:57Well it's basically repeating the same procedure over and over again.
05:59You copy the tooth, move it into position, copy the tooth, move it into position.
06:02So in order to speed things up here, I've created a final_shark model that has
06:07all the teeth and gums placed in position.
06:10And along with some extra touches. Let me go ahead and open that file up so you
06:13can see what it looks like.
06:14I'm going to go open up the file and go to the final_shark model.
06:18Now here in the final_shark it's got those extra touches I mentioned and you
06:22could see I created gills among other things and just kind off tweaked the
06:26shape of the geometry a little bit, just to smooth things out from our earlier modeling.
06:31The way I created the gills was to make a series of slices right here on the
06:35neck just behind the head.
06:37I made six slices in the geometry using the Knife tool.
06:41Then use that same extrude inner technique that I used to create the eyes and
06:46just about everything else on the model.
06:48Instead of extruding outward, I extruded inward and then scale the polygons in,
06:52to create the gill shapes.
06:53So the six cuts gave me five gills by extruding their polygons that were
06:58in between the cuts.
07:00If you look around the other side, you can see that the gills are looking pretty good.
07:09I've zoomed in on the teeth area and you can see that the teeth are in position
07:14with the gums and if I twirl open the hierarchy, you can see I've got a Lower
07:17Teeth and I've parented those lower teeth to a Null object.
07:21And there underneath the symmetry object you can see that the Symmetry object
07:24is only creating one half the teeth.
07:26You can see I turned off the symmetry and now half of the gums are gone and half
07:29of the teeth are gone. I can turn that back on in anytime.
07:32So that gives me a great-looking set of teeth inside of a great-looking shark.
07:37So this shark modeling process is a really complex one.
07:40But by breaking it down into manageable chunks, we really were able to create a
07:44great looking shark in a relatively short amount of time.
07:47Just remember one simple rule. If it's going to take you more than a certain
07:51amount of time to do it and you have the budget to buy a model, sometimes
07:54its okay to do that.
07:55There's nothing wrong with that. There's some great-looking shark models online
07:58and you don't have to go through all of hassle of building one from scratch.
08:01But if you do, just make sure to follow these simple steps and you'll be
08:05in great shape.
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6. Rigging the Model for Animation
Understanding the rigging process
00:00In addition to swimming, our shark will need to open and close his mouth.
00:03Now to make this happen we're going to need to create something called a rig.
00:06Now anytime you hear the word rig in relationship to an animation inside of 3D
00:10applications like CINEMA 4D or any other application, it really relates to a set
00:14of controls that are used to make your object do something specific.
00:17Now those controls could be very complicated or they can be very simple.
00:20Now in the case of our shark their controls are very simple.
00:23What we need to do is to create a relationship between the movement of the jaw
00:28geometry for the actual shark body and the rotation of the gums.
00:32I've have done this ahead of time and I can show you guys what I'm talking about here.
00:35On the shark geometry, which is this cube body right here, I have
00:39something called a Morph tag.
00:40The Morph tag allows us to create a state of geometry that reacts to a slider.
00:44I'm going to of a switch my Morph tag over to Edit mode and click on the word Open here.
00:48The Open is what's called a morph state, and when I do that, you see that my
00:51geometry actually pops open.
00:53This morph state is a direct manipulation of the original base morph state.
00:57So what I did was I took the points of the shark model and moved them around to
01:01get his mouth to actually open.
01:02Now when I switch to Animate mode, I have now a slider that is linked to that state.
01:08When I move that slider, the shark mouth opens and closes.
01:12Now you'll notice that the gums are actually moving along with it and what I've
01:16done for the gums is I've added something called an XPresso tag and this
01:20XPresso tag, when you double-click on it, it brings up the XPresso Editor.
01:23You can see that this node here represents the Morph tag and I've linked the
01:27open slider to something called a Range Mapper, which translates the values
01:31from the open slider into rotation values that are linked to the lower jaw symmetry object.
01:37So, by moving the slider on the Morph tag, the values here from 0 to 100%
01:42get translated into rotation parameters that will move the shark's mouth open and closed.
01:47That's really all there is to it. The rig process can become very very
01:50time-consuming and intensive, but for our shark, this is really all we need.
01:54Now I've prepared this shark ahead of time, but in this chapter we're going to
01:57go back a step and really recreate this rig from scratch.
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Opening the shark mouth using the Morph tag
00:00A morph is how an object changes from one state to another.
00:03Morphs are normally using character animation to control facial expressions,
00:07for example to make a character smile or look sad.
00:09We're going to use that same technique to open and close our shark's mouth.
00:12This is just our shark, as it was left off at the end of the modeling chapter,
00:15and it's got the body here as polygonal object and the gums for the upper and
00:21lower parts of the mouth.
00:23Now, what we want to do is create a morph for this lower jaw that gives the
00:28illusion that the shark's mouth is opening and then closing back up again.
00:32So in order to do that, I need to add a Morph tag to my cube.
00:35I'm going to right-click on the cube and go to Character Tags > Morph.
00:38When I do that, I see the properties for the Morph tag and it already has
00:43Morph Target highlighted.
00:44Now this Morph Target is what's called a morph state.
00:46The Base Morph is how your object look before you edit the Morph tag and the
00:51Morph Target is the state that you'd like your object to change to.
00:54So let's rename this and call it Open.
00:58We need to edit the polygons in the geometry of this shark and make his actual
01:03mouth open so that it will match the word Open here on the state.
01:07So, in order to do that we're going to, in Point mode selection geometry for
01:13just the lower part and then drag the points down and open the mouth up.
01:17So first thing I need to do is select all the geometry that is on the lower jaw.
01:21So I'm going to go into Polygon mode. I think that's going to be little bit easier to do.
01:25I'll select the first few points on the object.
01:29Now double-check and make sure that you have Only Select Visible
01:32Elements selected for your Selection tool and I will grab just these
01:38polygons on the front of the shark.
01:41Now I'm going to use a command under the Selection menu called Grow Selection.
01:45I'm going to tear off this menu, so I can repeatedly hit the Grow Selection command.
01:49I hit Grow Selection and look what happens. My selection expands to
01:53the adjoining polygons.
01:54Now I'm going to hit Grow Selection one more time, it expands one more time and
01:58I'll hit it one more time after that.
02:00Now I need to double-check and see which polygons are actually selected.
02:03I want to start to add in any polygons that aren't there.
02:06I want this little triangle right here and I want this little guy right here on the other side.
02:14I want to be very careful that only select the polygons that I want, but more
02:19importantly I have to make sure that I have them on both sides of the object.
02:22Now I've orbited inside the shark here. I want to HyperNURBS off for just a second.
02:26Now let's hide the selection palette and I'm going to hold down the Shift key
02:32and grab those polygons right there underneath and grab these two polygons at
02:38the back of the throat and I think we've got just about everything we need.
02:44So if I orbit around to the outside, if I grabbed the axis handle for these
02:49and on the y-axis and drag them down, I should be able to see all of those polygons moving.
02:56Now if I'd the missed a polygon, you'd see one left behind there and it could
03:00create a weird deformation in my object. So I'll undo that.
03:03Now I know I've got all the polygons selected. So all I have to do next is rotate them.
03:07So I'm going to some to rotate these polygons down a little bit and then move
03:11them just a bit so that my shark looks like his mouth is open.
03:17You can see that as I orbit around, it looks pretty open.
03:20It's a little bit jutted out though.
03:23I really want to have it pushed back a little bit.
03:24So I'll switch to Point mode and make some fine adjustments of these guys. I want
03:30to add in Point mode, grab just these points that are inside the mouth and just
03:36drag them down so that the gullet opens up a little bit.
03:39Then grab the points that are in the front part of the mouth and pull them back a little bit.
03:44His jaw is extending too far forward as it opens and so I want it to actually be
03:48just a little bit tighter, and closer in to the back of the throat.
03:51So let's grab the Rectangular Selection tool and in the side view, I'm going to
03:56bring that to the foreground here and grab just these points and then move them
04:02back a little bit. There we go.
04:03I think that's looking pretty good.
04:05Now I'm going to get out of Point mode and then go back to my Morph slider.
04:09You can test your morph,= by clicking on the Animate button.
04:13When I click on that as I move this slider, it leaves you in the 100% mode
04:16which is the morph state, and as I move this back to zero now, it goes back to
04:20the original state.
04:21So when 100% is open, 0% is closed.
04:25Now I think that open is looking not too bad.
04:28It's a very normal part of the process to need to go back and forth between the
04:32Edit and Animate state.
04:33Sometimes you get lucky like I just did and hit a pretty good morph on the first try
04:37and then other times you need to go back and tweak it.
04:39All you need to do to do that is to click on the Edit button,
04:41select the Open state and then continue moving your polygons around and your points.
04:46Let's turn HyperNURBS back on and just see how our shark looks as it's morphing
04:50with the HyperNURBS on.
04:52If I twitch my mode back to Animate, I can adjust that slider and you see it gives a
04:55very smooth transition from the open state to the closed state and back again.
05:01So a morph is a really powerful tool for animation and it really makes
05:05something that would seem complicated, like opening a shark's mouth, very easy
05:08to accomplish.
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Using XPresso to link the jaw to the Morph animation
00:00In order to get our shark's jaws and mouth to move together, we need to
00:03establish a relationship between the Morph slider and the rotation of the lower jaw.
00:08The rotation of the lower jaw is going to be driven by the Morph slider.
00:10Now in order to do that we're going to use something called XPresso.
00:14XPresso is the node-based language for creating expressions inside of CINEMA 4D.
00:19An expression is really just a relationship that's been established between
00:22two or more parameters.
00:24Now the shark file that we have here has the Morph tag on it.
00:26I'm going to click on the Morph tag and just adjust this slider open and closed.
00:31You can se that we already have that morph working pretty well.
00:34Now what I want to do is create relationship between this open slider here and
00:37the rotation of the lower gum object.
00:40So let's move the Morph slider to the open position and select the gum
00:45object for the lower jaw.
00:47Then I'm going to use the Rotate tool and just rotate it around the z-axis.
00:52As I rotate it open here, you can see that it doesn't quite rotate into the
00:55position that I'd like.
00:56So I'm going to modify the rotation axis for this gum symmetry object.
01:01So in order to do that let's undo and get our rotation back to the starting point.
01:06Then I'm going to switch to Axis mode.
01:08Let's move to the four way view and then using the Move tool, I'm going to drag
01:12this only on the x-axis here in the Front view.
01:16As I move that back, I'm going to move it back to a point where I think that the
01:19jaw ought to rotate from and we'll probably have to do this couple of times,
01:23just to the see if we got it right.
01:24So I'll move it back to about there, then I'll switch out of Axis mode.
01:27That's very important. And grab the Rotation tool.
01:29Now in that Front view, I'm going to click outside the yellow band, just to rotate it down.
01:33You can se that my jaw now rotates from a very different position.
01:36It rotates in a more natural way for a shark, and then I can move it back and
01:40forth here and it really looks convincing from a directions standpoint.
01:43Let's rotate it down and kind of tuck it into the geometry here.
01:46Now let's look at that from the Perspective view.
01:49And I think that's okay from a rotation standpoint.
01:54The next in the process is to establish relationship between the Morph slider
01:59and the rotation of that jaw.
02:00So right-click on the gums lower Symmetry object and add something called an XPresso tag.
02:06And in the XPresso Editor here that pops up when I add the XPresso tag, you can
02:11see the XPresso tag looks like kind of a flowchart here.
02:14When you double-click on that it brings you to the XPresso Editor.
02:17Now the XPresso Editor wants to have some nodes in it and so we're going to need
02:20a node for the Morph tag.
02:22So I'd grab the Morph tag drag it right into the XPresso Editor.
02:25Then we're going have to have a node for the gums lower Symmetry object, so I
02:29drag that object into the XPresso Editors as well and I get another node.
02:33Now the blue side represents the input side; the red side represents the output side.
02:37Now I want have the open slider for the morph drive the rotation for the
02:43lower Symmetry object.
02:44So let's start by clicking on the red side and going to tag Properties and
02:48finding the word open.
02:49This word open relates to that open slider that we have in there.
02:53The next thing we need to do is to get the rotation parameter for the
02:56lower Symmetry object.
02:57So I'm going to click on the blue area here and go to Coordinates > Rotation > Rotation Bank.
03:04Now I know what's the bank, because it's the blue band on my jaw object and you
03:08can see its going to rotate around the z-axis and I know that's rotation bank.
03:11So now I've got these two parameters here and what I'd like to do is to create a
03:15relationship between this slider and this rotation.
03:18But the slider value is expressed in percentages.
03:21The rotation of the lower jaw object, the gum Symmetry object, is expressed in degrees.
03:27So what we have to do is create a translator between the percentage values of
03:31the slider and the rotation degree values of the lower symmetry object.
03:36So the node that you used to do that is something called Range Mapper.
03:39I'll right-click here in the XPresso Editor and add a new node, XPresso, and then
03:45under Calculate > Range Mapper.
03:47In a Range Mapper when you click on the node here, you see the parameters for
03:51the Range Mapper show up in the Attribute Manager.
03:54Under the Node property, we're going to specify what types of values we're going
03:57to be using in this.
03:58So the Input Range is the value that's going to come in from the Morph tag and
04:03so that's percentages.
04:04So I move that, pull down to Percent.
04:07The Output Range is the value we'd like to send out to the lower symmetry object.
04:11So I'm going to click on that one and go Degrees.
04:14So we're going to convert percentages into degrees.
04:17The Parameter option is the actual values that are going to be contained in this node.
04:22So the input value here is going to get controlled by this relationship between
04:26these two red and blue dots.
04:28Now the Input Lower and Upper are the ranges that you'd like the values to react to.
04:33So this is the range of the slider that's going to be coming in.
04:37So our Morph tag slider, if I click on that, it goes from 0 to 100%.
04:41So on my Range Mapper node, I want to have the Input Upper and Lower set to 0
04:46and 100% and they already are by default.
04:48Now the Rotation value that I would like to have come out of this node are the
04:53values that will affect the gum lower symmetry object.
04:55So the Output Lower is the state that I'd like the rotation object to be when
05:01the slider is at 0% and so when the mouth is closed, I'd like my symmetry
05:05object to be at 0 degrees.
05:07If I move the slider to zero and rotate my symmetry object bank to zero, you see
05:13that the mouth looks closed.
05:15So on my Range Mapper the Output Lower at 0 degrees is just fine.
05:19Now the Output Upper is what I'd like the rotation of the gums lower Symmetry
05:22object to be when the slider is at 100%.
05:25So let's move the slider to 100% and then rotate the bank on our gums
05:30lower Symmetry object.
05:31Now I'm just going to scrub that value, I'm clicking and dragging up on the scrubber.
05:35And rotate it down until it just intersects the geometry.
05:38I think that's pretty good.
05:40That's about 40 degrees.
05:41So now, I go back to my Range Mapper and I put in the Output Upper 40.
05:46Now I'm ready to establish my relationship between these objects.
05:50The relationship has not been established yet and in order to do that I have to
05:54drag a little line from the red dot to the blue dot.
05:58So you just click on the red dot and drag across to the blue and you see a
06:01little green line form. That indicates it's okay to let go.
06:04When I let go, I now have a red line that connects these two nodes.
06:07I'll click on the red dot from the output of the Range Mapper to the input of
06:12the Rotation _ B and now I have a line that connects those nodes.
06:15Now when I go to the slider on the shark, when I drag that slider left and
06:20right, you see the shark mouth rotates open and closed.
06:23Now the next step in this process is going to be to tweak the morph a little bit.
06:28Sometimes when you create this morph relationship, you need to make some adjustments.
06:33As I open the slider, open and closed, you can see that my jaw and when it's open
06:37is not quite lined up with the lips on the shark morph.
06:43And so rather than move the jaw element I'm going to adjust the morph.
06:47So if I go above from Morph tag and click on Edit mode and select the open
06:51slider, I can just take the points that make up the geometry.
06:55I click on the actual shark body object and take these points and just move them
07:00and tuck them in just little bit and here we go.
07:05I'll take the other points on the outside here and bring those in just a bit.
07:09Let's say I go to the Side view, grab those points there, and then I just use the
07:16Scale tool, T on the keyboard, and just scale those in just a bit and you can see
07:21by making those scale adjustments, you can easily tweak the morph.
07:25Now when I go back to the slider and switch on the Animate mode. That gives me a
07:30much better relationship between the teeth.
07:32Now those guys are actually moving outside the morph.
07:35That's a normal behavior.
07:36The morph when it moves from position to position does not rotate. It moves
07:40in a straight line and so you have to tweak your tag repeatedly just to make
07:44sure that things aren't passing in and out of one another.
07:46So the process is really straightforward and simple but it takes a little bit of
07:49fine-tuning to get it right.
07:51Our shark can now open and close its mouth.
07:53The model is really looking great and it's ready for animation.
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7. Texturing the Model
Using BodyPaint to prepare the model for texturing
00:00Our shark model looks pretty darn good, but to put it over the top and make it
00:04really realistic, we need to create a convincing skin.
00:07C4D's BodyPaint tools will make this job a snap.
00:09So our shark model has a set of geometry associated with it and that's this cube object.
00:16When you're going to create texture maps for an organic shape like this,
00:20you need to consider something called the UVs.
00:22The UVs relate to how a texture is wrapped around a model, and this information
00:26is covered in the Essential Training.
00:28So it's really important to go back and watch those if you don't understand what
00:30I'm talking about here.
00:31But C4D has a module that's built into the application called BodyPaint.
00:36BodyPaint is used for manipulating the UVs and then painting in real-time on the
00:40surface of a 3D model.
00:42To access those tools, I'm going to switch my layout to BP UV Edit.
00:47When I do that, it rearranges the interface.
00:50Still the same application, but it has changed some of the menus and icons and
00:54so you can see that across the top I now have a different set of menus that I
00:57had before and a different set of tools in the toolbar.
01:00And also, my windows are laid out differently.
01:02If I ever want to get back, I can always go back to the Standard layout and
01:05reset the interface to what it was when I first started.
01:08Now, on the right-hand side, I have my Texture window. On the left-hand side, I see my model.
01:12Because I have my model selected, it's showing me the UV layout in the Editor window.
01:16If I un-highlight Show UV Mesh, it'll be blank.
01:19If I re-highlight Show UV Mesh, it'll show me the UV Mesh.
01:22Now, the UVs relate to how a texture is wrapped around an object.
01:26If I back out here just a little bit, you can see that the UVs that are there in
01:32the window are really not very recognizable as a shark.
01:35What we're going to be doing next is using the Paint wizard to rearrange these UVs,
01:39so that it will look a little bit more recognizably as a shark and also
01:43allow us to paint on this without having sections overlap with one another.
01:47So I'm going to click on the UV Paint Setup wizard and when I do that, I get
01:52this BodyPaint 3D Setup Wizard window that opens up.
01:56In there, it list objects and so I can twirl open the HyperNURBS and this
02:00represents all of the actual elements that are in your Object Manager.
02:04I'm going to deselect all and then select Cube.
02:07I don't want to create materials for anything except for the cube right now,
02:10which is the actual shark body.
02:13When I hit Next, I get the UV Setup window and I'm going to leave all of the
02:18options as default and hit Next again and then I'm going to make sure that I
02:23turn on Color, Diffusion, and Bump.
02:26And these three channels are what we're going to be using to actually texture
02:31our shark and we want to add those.
02:33Change the Maximum size to 2048, which is 2048 pixels.
02:39That's going to give us plenty of resolution so that our shark material have a
02:43pretty good image quality when it gets close to the camera.
02:45Then I hit Finish and you'll see that as I close up the Paint Setup Wizard window,
02:52we now have over in the UV window, a much more recognizable layout
02:59of our shark parts.
03:00Now, this layout is really not very good from a true texturing standpoint, but
03:05it'll be good enough for a model today. If this were really a hero shark that I
03:09was creating for a high-end special effects project, I would do a much more
03:12accurate UV unwrapping for the shark.
03:14There's also some issues with the UV unwrap that you'll see in the window here,
03:18and there are some overlaps.
03:19When BodyPaint unwraps the model, it doesn't really know where the important
03:23areas of the shark are, and so it just rips it apart and rearranges the
03:27polygons the best way it can figure.
03:29Sometimes that works great and sometimes there's some issues.
03:32If I make a paint mark down here in the Editor window, like that, and I
03:36orbit around my shark,
03:37let's zoom-in just a little bit and orbit around, you can see that paint mark
03:42represents a surface on the shark.
03:44But there's areas where it cuts off.
03:46You can see that there's a spot right there where it cuts off on the bottom of shark.
03:49Let me undo that. Command+Z or Ctrl+Z on the PC.
03:52Also, if I orbit around to the side of the shark, there's a spot right here
03:59where polygons overlap, and you can really see it well.
04:01Let me zoom-in right on this fin, and I have the Paintbrush tool selected.
04:06When I move my mouse over, you can see that it's trying to stretch that brush
04:09over two different areas.
04:11And I can tell that is an overlap in the UV polygons and I can see that overlap
04:16right here in the editor.
04:18So if I zoom in on that area, it's really easy to fix in this case.
04:24And what I'm going to do is switch from the Paintbrush to the UV Manipulation tool
04:29and then I'll get the Selection tool out and that's going to allow me to
04:33click on UV polygons.
04:34If I grab with these polygons right here along with this polygon right here,
04:39so I'm going to select more polygons than I actually need and hold down the Ctrl key
04:42to deselect these others, and then I can switch to the Move tool, E on the
04:46keyboard and just drag these out.
04:48All I've done is moved these polygons to a different place in the Editor window.
04:53You can see they are still connected here in the Perspective view.
04:58But now when I use the Paintbrush tool, if I switch back to Painting mode,
05:01you can see that I no longer have that overlap and that's a really important thing
05:04that we'd be able to fix.
05:05Now, there are some cut spots here where polygons don't match up and that's
05:10that ugliness that I was talking about where the UV model is not unwrapped as
05:14well as it should be, but for our purposes today it's going to be great.
05:19Now that we have an acceptable arrangement for our UV polygons, the next step in
05:23the process is to save our file.
05:25BodyPaint does not save materials until you actually save the files.
05:29So it's very important to save your work and then save it often.
05:32The first time you save it, it's going to name the materials, the texture that
05:36it's created, based on your material names.
05:38So if you go to the Material palette, and you can see that there's a material
05:41here and it's just called the Mat right now.
05:43Let's rename this material, and call it shark_skin.
05:49Then we're going to go to the main File menu and do a Save As and I'll call
05:57this one 07_01_sharkUV.
06:00That way I know the UVs have been addressed in this file.
06:03Then hit Save and it's going to ask me, Do you want to save changes to the
06:08textures of project 07_01_sharkUV.c4d?
06:10I'll hit Yes and my file is now saved.
06:14Now, let's check in the Finder and show you what it did.
06:17In the Finder is a tex folder and I had already crated that tex folder and it
06:23saves the bump color and diffusion images as TIF files.
06:29Now, you see that it's named Mat_Bump, Mat_Color, Matt_Diffusion, and that
06:34Mat is based on the original generic name of my file, and I really want to change this.
06:38I'm going to call this Shark_Bump, Shark_Color, and Shark_Diffusion.
06:42So let's just change these file names real quick.
06:47Once you've changed the file names you're going to re-link those files back
06:51inside of BodyPaint.
06:52So if I go back to BodyPaint, it's still open in the background here.
06:56Here in my shark_skin, I'm going to go, and raise the interface up a little bit.
07:01So I can see what's going on here.
07:02I have my material selected and I'm looking at the Material attributes.
07:05In the Color channel, you can see that the texture is still pointing at that old Mat_Color.
07:10So let's click on the Load Image button. Navigate to our tex folder.
07:14So we're going to go to Exercise Files > Chapter 07 > tex and then this is the
07:20Color channel, so we want to link this to Shark_Color.
07:22Nothing is going to change except that name here. Now it's correctly linked.
07:27I'll repeat that process for the Diffusion channels and then repeat that
07:33process again for the Bump channel.
07:37I accidentally clicked inside the Shader properties, so in the Shader
07:40properties, I can easily click on the Load Image button there as well and this is the Bump.
07:48Now that I've re-linked the materials, it's really important to save your work,
07:51and it's crucial to save often where you're using BodyPaint, not because
07:56it's unstable, but you want to make sure that your materials are updated with
07:59the latest information.
08:00So I'm going to go to the File menu, and just do a save because I've already
08:04saved my file one time. So I hit Save.
08:06Every time you save now, it will save changes that you've made to the materials
08:09along with the file.
08:11That way, next time you open the file from the Finder, everything will be all
08:15linked up correctly.
08:16Our shark is now ready for 3D painting.
08:18BodyPaint 3D has made the UV setup really easy.
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Applying color to the shark using BodyPaint
00:01With our shark UV layout complete, now we can move onto the process of painting
00:05textures on the surface of the shark.
00:07I am going to switch my layout to a BP 3D Paint.
00:10And in the 3D Paint Layout, that gives us a little more room to work and also
00:14tucks the Texture panel right behind the View panel so we can have a little
00:17more room to see our shark.
00:19Our shark has a camouflage pattern on it
00:22that's evolved over millions of years and it is a white underbelly with a gray
00:29top and that makes it easy for the shark to be hidden from view.
00:32when a fish looks up, they see a white underbelly which matches the light color
00:36of the water. When a fish looks down on it, they see a dark grey top that makes
00:40the shark blend into the water below it.
00:42So we want to be faithful to that layout.
00:44So we are going to be painting in the Color channel right now just white on the underbelly.
00:48We will leave the top of the shark essentially just flat grey.
00:51Then we'll move on to the Diffusion and Bump channels to give our shark skin
00:56some personality and some wear and tear like all sharks have.
01:00So let's start off with the Color channel.
01:01I am going to be activating 3D Paint mode and then clicking on the Brush tool to
01:07enable it and bring the attributes forward.
01:10I don't want to really paint a very soft airbrush pattern. I'd like to
01:13have something that feels a little more natural, and I'm going to select a brush preset.
01:18I click on the Brushes palette, and go down to the BodyPaint presets and go to
01:23Brushes, and then scroll down to Long Weekend.
01:26In Long Weekend, there is a Brushes folder and I will select Brush 5 inch Big.
01:32Brush 5 inch Big has a square edge to it and you can see the shape of the brush there.
01:36But it has a very nice sort of rough edged texture, and you can see that here in
01:40the attributes for the brush itself.
01:42Some brushes are designed to paint in multiple channels and you want to be very
01:46careful about which channel you're painting in.
01:47So I am going to deactivate the Bump channel by clicking on the little
01:51pencil mark and the white line around the box shows me which channel I am
01:56currently looking at.
01:57The pencil shows me that I'm actually painting in that channel.
02:01So by making that pencil gray, that deactivates the painting options for that channel.
02:05So now I am going to activate the Color channel by clicking on its pencil and
02:10making the pencil active.
02:12With the Color channel active now and the other channels deactivated, I can move
02:16on to painting the shark, and now BodyPaint has a really amazing feature called
02:20Projection Painting.
02:22That enables us to paint on the shark in the Perspective view and apply the
02:26angle of view that we are painting in directly to the shark. On an object that is
02:30very complex surface like a shark, even though it's smooth, the UV layout on it
02:34is very complex and so it enables us to get around the fact that our UV layout
02:39has a lot of boundaries and chunks in it.
02:42So it's going to make our shark look smooth no matter what angle we are
02:44painting on it from.
02:45So I am going to enable Projection Painting by clicking on the Projection
02:50Painting icon right here, and then I am going to orbit around.
02:55Now, when you are projection painting, you have to be very careful about
02:57undos, because the Projection Painting layer is stored in memory and when you
03:05activate Projection Painting, anytime you undo it's going to undo all your
03:08brushstrokes at once.
03:09So I want to be very careful about the brush strokes that I do. If I do multiple
03:13brushstrokes here, and then I orbit my view, and then I undo,
03:16Command+Z or Ctrl+Z on the PC, it's going to undo all the strokes that I did.
03:22So I have to be very careful about how I paint.
03:24Another technique that's very important is I want to use layers.
03:27I am going to go to my Layers menu and I'm going to disable Projection
03:31Painting, and I'm here in the Color channel and I know I am in the Color
03:34channel because I have the Color channel active here in the Channels palette.
03:37So in the Layers, I am going to make a new layer by going to Function > New
03:41Layer, and I am going to paint.
03:42This is just like painting in Photoshop.
03:44So I am going to call this one white, and with this layer active now I am gong
03:50to re-enable Projection Painting.
03:52So now when I enable Projection Painting, you can see that layer goes away and
03:55now I will be painting in the Projection layer.
03:57But all my paint brushstrokes are going to go into that layer that I had active
04:02before I enabled Projection Painting.
04:05So let's orbit around to a nice, straight on underside view of our shark and
04:08then just start painting down.
04:10This is a very sort of artistic process, and one of the beautiful things about
04:15the shark, which makes it really easy for us as artists, is that the colors on the
04:20surface of the shark are not flat.
04:22They're very uneven and naturally occurring, and so that makes it really
04:27simple for us to paint.
04:28We don't have to be really precise about it.
04:30All we need to do is make sure that we get it all in the right areas.
04:37Now, when you get really close to an edge, you have to be extremely careful.
04:40If I paint right up to the edge, Projection Painting will smear our shark texture.
04:44So I just painted accidentally over the edge there.
04:47As soon as I orbit around, the Projection Painting layer is committed to the Paint layer.
04:52So I orbit around.
04:53If I were to undo that brushstroke, it would undo all the strokes that I did.
04:57So I want to be careful with that.
04:58Instead of undoing, I am going to erase that stroke using the Eraser.
05:02So I am going to select the Eraser and make sure that under the Brushes options
05:08for the Erasers under the Standard tools, I've got the Chalk one selected.
05:12The Eraser tool does not work in Projection Painting.
05:14So you need to disable Projection Painting, and then erase the edges of that
05:21mistake, and this chalk will help it blend into the sides a little bit better,
05:24and help me get rid of all of those little nasty bits that I mistakenly painted.
05:30So that's essentially all the techniques we are going to use.
05:33I'm going to skip ahead to a finished version of the Color channel and do all of
05:36the grunt work of painting the white all around our shark in the background.
05:42So here we are with our finished Color channel for the painting, and you can see
05:46I've actually done quite a bit of work while I was away, and it's all really
05:51straightforward stuff.
05:52just painting white where there needed to be white, and then I added some extra
05:56layers to my material.
05:57Let's disable Projection Painting, so I can see that I actually have a black
06:01layer, and a red layer.
06:02There is a little bit of red inside the mouth here.
06:04That's going to be where the gums go, and I painted black inside.
06:07You can see I just opened his mouth up using the Morph tag slider which makes it
06:10really easy to paint those textures in there.
06:12It was all the same techniques that I showed you earlier on, just being very
06:16careful about the angles that I was painting from, and using the Eraser tool to
06:20clean up any smears and just generally painting the shark.
06:23So don't forget that while you're working
06:26it's very important to save your work.
06:28The BodyPaint when it saves the textures will automatically ask you if you'd
06:33like to save the texture changes along with it.
06:35So always make sure to save your texture changes along with the project file as you're working.
06:39The Color channel is done.
06:41Now, we can move on to the Diffusion and Bump channels.
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Giving the shark character by painting in the diffusion channel
00:00With the Color channel complete we can move onto the Diffusion channel.
00:03The Diffusion channel is often called the dirt channel in a lot of 3D circles
00:08and the reason for that is it's the place where you give your objects character
00:11and add dirt to your materials.
00:14Now for our shark, we are going to be adding things that basically just look like
00:17modeling on the surface of the shark and scratches and just general texture that
00:22sort of breaks up the flatness of the gray on the shark, so that it's not just a
00:26perfect flat color all the way around.
00:28So we are using the Diffusion channel for that.
00:31So here in my layout, I'm going to select a brush and I am going to be working
00:37in Projection Painting just like I was before, but I want to be careful about
00:40which channel I am painting in.
00:41So let's start off by selecting the right brush.
00:44I will go to the Brush tab and scrub down.
00:46I will close up Long Weekend and scrub all the way down to the BodyPaint
00:503-D Artist Brushes, and these are some excellent presets that are included with CINEMA 4D.
00:54We are going to go to the Dubtastic collection.
00:58For the Diffusion channel we are going to use Dumpster 05 and the Dumpster 05
01:04is really just a grunge pattern and that's going to be perfect for just adding a
01:08sort of mottling to the surface of our shark.
01:10Before we switch to Projection Painting mode, we have to double check our layers
01:14and go to the Colors option, and then remember the Colors is where you determine
01:17what channel you are painting in.
01:19So I am going to turn off Color by clicking on the pencil there and then click
01:24on the Diffusion channel and make sure that its pencil is active.
01:27So now the D stands for Diffusion, so I am painting in the Diffusion channel and
01:32I am going to be painting a color.
01:33Now I can go to the Layers palette and let's add a new layer to our diffusion.
01:38So I will go to the Function menu > New Layer, and I don't need to name
01:42this layer because it's really going to be the only layer that we have in
01:44the Diffusion channel.
01:45So now, I can go back to Colors and check what color I am painting and let's
01:48paint a fairly dark gray pattern.
01:50Now when you move your brush over the surface of your object when you're not in
01:54Projection Painting, you really get to see that breakup of the UVs and so
01:57Projection Painting fixes all that, so it's always a good idea to paint in
02:01Projection Painting.
02:02So I am going to switch to Projection Painting and now when I paint across the
02:05surface of my shark, it's going to paint a single pattern.
02:07So let's switch to a more side-on view and then just click one time with the brush, boom!
02:16Now, our shark looks like it is a crack sidewalk now, but that's okay because
02:20we are going to be cleaning up this material a little bit and really just
02:23adjusting the Opacity on everything so that it blends a little bit better with
02:26our other channels.
02:27So let's orbit around to the other side and do the same thing.
02:31I orbit to another kind of side-on view, and then just click one time, boom!
02:36And then just check the top. You can see that there's a little bit of a seam
02:41there on the top and this time I'll need to add a new layer.
02:44So I am going to disable Projection Painting, go to my Layers palette, and then
02:48let's add a new layer.
02:51This one we are going to call Top.
02:56Then we'll switchback to Projection Painting mode and we are going to
02:59just click one time.
03:01I don't want to paint in here on the tail. I am just going to click right in
03:03this area, so you can see my brush is not overlapping the tail area at all.
03:07So I will click one time right on that, and then we can do the same thing for the underside.
03:12So let's disable Projection Painting and then go to the Layers and let's go
03:17Function > New Layer and let's call this one Bottom.
03:21Then go back to Projection Painting.
03:26We will orbit around all the way to the underside of our shark and then with
03:32Projection Painting active, I am going to click one time, bam!
03:37Now I have got this sort of mottled pattern all over the surface of my shark, but
03:41it's overwhelming everything.
03:43So I just need to adjust the opacities of these layers now.
03:46So let's get out of Projection Painting mode so that we can see our layers.
03:49Now we can adjust the opacities on them.
03:52So on the bottom layer, by moving the slider to the left, I can adjust that.
03:57So let's switch around in orbit, so we can see the underside of our shark.
04:01And I'll just drag that down to about I don't know. Let's call it to about 17% or so.
04:08Let's do that for the top and the sides as well.
04:11So I will click on the top, let's orbit around so we can see the top, and bring
04:17that down a little bit as well. There we go.
04:20It's always a good idea--
04:21You should never really trust what's happening-in in the Editor view.
04:23I always like to do a Command+ R, so I can see my material.
04:28Now, we still haven't done the sides yet, so let's go to the sides which are in
04:32this layer here, and let's rename this layer so we know what we are looking at,
04:34and then call this Sides.
04:36In the Sides layer, let's drag this down to about 17% or so.
04:41There we go, and actually a little bit less.
04:45That's quite a bit of mottling on our shark.
04:48So now when we orbit around, we can see that these layers blend together quite a bit better.
04:52Now, you know 17% when I render is still a little bit heavy I think, but it's not too bad.
04:59I am just going to dial them down just a little bit more.
05:01I am going to take them all to 10%.
05:03So the Sides is already at 10, and let's bring this down to 10, and this
05:08one down to 10 as well.
05:10Then just do another render in Command+ R. You can see that just smooth things
05:14out a little bit better.
05:15So the great thing about working in the Diffusion channel is that it allows you
05:18to keep these scratch marks and dirty sort of modeling on the surface of your
05:22shark separate from the Color channel, and it really allows you to subdivide the
05:25texturing process in some manageable chunks.
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Roughing the surface using the bump channel
00:00Our Diffusion channel added a lot of character to the surface of our shark, but
00:04the skin still feels really smooth.
00:06Now, shark skin from a distance doesn't really have a bump or roughness to it,
00:10but when you are up close you can really see the rough pattern in the shark's skin.
00:14It's made up of little tiny teeth.
00:16Almost like a little serrated edge that runs all along the length of the shark.
00:19So we want to make sure that our shark kind of catches light the same way that a
00:23real shark skin would.
00:24So we are going to add bump to the material and that bump is going to break up
00:28the light as it falls across the surface of our shark.
00:30I'm still in the BodyPaint 3-D Paint layout.
00:33Let's select the Brush.
00:36This time for the brushes, we are going to go to the Brush, and we're still
00:39going to use one of the Dubtastic brushes, but we are going to use Dumpster 2 this time.
00:43Let's click on Dumpster 2.
00:44Dumpster 2 you can see has a finer pattern to it and it's still going to give
00:48us I think a really nice look for our object.
00:51You can see as we move over, we are not in Projection mode, but it has a very
00:54fine pattern to it that is fairly random.
00:57Before we switch to Projection Painting, always double check your layers.
01:00Let's switch to the Layers palette and right now I am looking at the Diffusion.
01:04So let's go to Colors, and make the Diffusion layer inactive, and enable the
01:09Bump channel by clicking on the pencil.
01:12So now that we have got the Bump channel active, we can go back to the Layers
01:16option and in the Bump material, we are going to add a new layer.
01:20So we go to Function > New Layer, and the same way that we did in the Diffusion
01:25channel we will call one of the layer Sides and we will make a Top and a Bottom
01:30layer as well as we go along.
01:32So now in the sides, let's orbit around to a nice side view of the shark and
01:37then enable Projection Painting.
01:41Then in the Projection Painting mode, I am just going to click one time, boom!
01:44You can see that it added a very rough surface and never believe what you see
01:50in the Editor view. Let's always do a render.
01:52You can see the surface of the shark
01:56it's now got a very tiny bump roughness to it.
01:59It's not a super fine pattern.
02:01It's just enough to give the shark some character and some personality.
02:04So it looks like the skin has been aged and weathered over the years.
02:08So let's switch now to the other side.
02:10I will hit A on the keyboard to redraw the screen and orbit around to the
02:14other side of the shark.
02:17Just get the side like that and then click one time with the brush again and
02:24now we can add our Top and Bottom layers.
02:27So let's disable Projection Painting and then in the Layers palette, let's go to
02:33Function > New Layer.
02:35Let's do a Top layer first, Top.
02:38And then enable Projection Painting and orbit around.
02:47Just like we did for the Diffusion, I am going to skip the tail and just get
02:52the top of the shark. Pow.
02:55Now, we can disable Projection Painting.
02:58Let's add a new layer.
02:59Function > New Layer and call this one Bottom, and orbit around to the underside
03:07of the shark and then enable Projection Painting and then click one time to
03:17skip the tail again, boom!
03:20Now, let's just take a quick tour around our shark.
03:24We will disable Projection Painting and let's switch to the Selection tool,
03:29so that we don't get this crazy brush overlay every time we orbit around our object.
03:33So I am going to orbit around here and let's just do a rendering from each of
03:36the side to check our texture and that looks very, very realistic.
03:40You can see that the Bump pattern really breaks up the surface of our shark and
03:44just gives it a much more realistic look.
03:46Now, there is some smearing like right on the fin there.
03:48But I am not going to be too concerned about that because our shark isn't going
03:51to be getting too close to the camera with relation to its fin.
03:55So I am not going to obsess over subtle details like that.
03:58A lot of times the goal in motion graphics is to get the shark to look basically
04:05just cool enough from one angle, so that it can pass.
04:08If this were a hero shark, if I were doing a very budget-oriented special
04:12effects movie, I would do a much more accurate UV unwrap of the shark and be
04:16much more particular about how I painted the different channels.
04:21Check the underside. I think it looks pretty good.
04:26So the texturing process for the shark's skin is complete.
04:29We still need to add a texture for the eyes, teeth, and gums.
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Texturing the eyes
00:01We've got the skin texture looking really good.
00:03Now we can move on to the eyes.
00:04Our eyes right now are a flat gray color.
00:06They basically have the same skin texture just kind of overlaid on top of them.
00:10What we want to do is create a new material that's going to be called Shark
00:14Eyes, and that material will get stuck on top of the skin texture but only
00:18affect the polygons where the eyes are.
00:21Let's switch our layout from the BodyPaint 3-D layout back to a standard layout,
00:26and in the Material Manager, we are going to make a new material.
00:29So I will go to File > New Material.
00:32Let's double-click on the word Mat and call this Eyes.
00:38Now, with the Eyes material active, I am going to make the color just black.
00:47Now, our shark object is called Cube, and that's the actual body of the shark
00:55and what I want to do is create something called a Selection tag.
00:58Now, Selection tag is going to allow me to limit how a material applies to an
01:02object and it's only going to have the black material show up on the eyes.
01:06The process of creating a Selection tag involves selecting the polygons in the
01:11region that we need to limit the material to.
01:13So let's switch to Polygon mode and I am going to use my Selection tool and make
01:18sure that Only Select Visible Elements is turned on.
01:21That's very important.
01:22I don't want to select polygons all the way through my object.
01:25I only want to select this one polygon right here, boom!
01:29Now I am going to go around to the other side and select just the polygon that
01:34is on the other eye, boom!
01:35So now I have two polygons selected.
01:38Now I want to expand my selection out a bit so that it adds the material to the
01:43polygons that are on the sides of the eyes as well.
01:45So I am going to go to the Selection menu and do a Grow Selection and the Grow
01:50Selection command expands that selection area out a little bit to the
01:55surrounding polygons.
01:57Now, with the polygon selected, I'm going to go to the Selection menu and do
02:03Set Selection way down here at the bottom.
02:05When I activate this command, it's going to add a red triangle here at the
02:09end of the tag column.
02:11That red triangle is called a Selection Tag.
02:14Now, let's rename the Selection tag in the basic properties and just call it Eyes.
02:17Now you can see our shark skin is this Material tag right here.
02:24I'm going to click on the Eyes material and drag it right onto the cube.
02:28Then when I do, my entire shark turns black.
02:32That's because CINEMA 4D evaluates these materials from right to left.
02:35So the black eye material is currently covering up my shark skin.
02:39So now what I can do is in the Eye Material tag, the Texture tag that's applied
02:44to my shark body, there is a field called Selection under the tag properties.
02:48If I drag this red triangle into that field, it will limit the material to only
02:54showing up in the location of that selection.
02:57Let's get out of Polygon mode and take a step back and you can see that our
03:01shark looks like it's just a flat gray with a black texture on the eyes, but our
03:05shark skin is still there.
03:06When we render, you can see our shark now has black eyes and the regular shark skin.
03:11You might be asking yourself, why did we use a Selection tag when we could have
03:14also painted the eyes inside of BodyPaint?
03:16And that's because I really like to have a separate material for the eyes so
03:20that I can control how shiny the eyes are.
03:22Right now you can see the eyes are a little bit dull, and I can actually add a
03:25little bit more specular highlight to these guys independent of the skin.
03:29So if I click on the eyes and I can go to the Specular channel and turn the
03:33Height up, and now when I do a little test render, Command+R, you can see the
03:38shark eyes now have a nice specular highlight on them that's much more intense
03:42than the surrounding skin.
03:44So the Selection channel is a great way for adding additional materials to your
03:47objects without actually covering up the materials that are already there.
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Texturing the teeth and gums
00:00Our shark skin is great.
00:01Now we can add some more touches like the teeth and gums.
00:04These are much more simple than the body, so we can just use the default
00:07texturing tools in C4D to get this done, just like we did for the eyes.
00:10So, let's in the Material Manager go to the File menu and do a New Material.
00:15Double-click on the word Mat and let's call this one gums.
00:20The gums are going to be kind of a dark red material, and let's go to the
00:24Color channel and click on the color swatch and in the color picker we're
00:29going to scroll over to a nice, dark sort of red material, right about like that, and hit OK.
00:37That's pretty much all we need to do to them.
00:39Now we want to apply this to the gums geometry.
00:44So, you notice in our shark hierarchy here we have the gums symmetry object,
00:48and then we have the gum geometry right below it.
00:50When I apply this to the Gums Lower, let's zoom in on this area so we can see what happens.
00:54Right now, our teeth are all default gray and so are our gums.
01:00So, if I select this gum material and drag it right onto the gums symmetry,
01:04everything below it turns red.
01:06That's okay for now, because we're going to add a new material for the teeth.
01:09I don't really want this to sit on the symmetry object though.
01:11I'd really rather have it sit on the actual gums object.
01:14So, I'll move this tag down one level.
01:17Then I can use the same technique to apply it to the Gums Upper.
01:21So, I'll hold down the Ctrl key.
01:22There are two ways to do this.
01:23I could take this gums material and drag it from the Material Manager all the
01:27way across to Gums Upper, or I could just hold down the Ctrl key and drag a copy
01:31of this material up onto the Gums Upper object.
01:34You see that all the upper teeth turn red too, actually kind o -- ugh!
01:38Gets kind of gross looking!
01:40So, let's make these teeth look white now.
01:43So, let's make a new material in the Material Manager.
01:45I did that by double-clicking, by the way.
01:47I could also go to the File menu and choose New Material.
01:49Now let's double-click on the word Mat and call this TEETH.
01:53Now with the TEETH material active, let's go to the Color channel and it's
01:57going to be a basic white, but let's add a little bit of modeling in that Color channel.
02:02I'm going to go to the Texture and do a noise pattern.
02:06You can see the noise pattern, by default, kind of makes it almost look like a
02:09speckled egg, and that's way too intense in noise pattern.
02:12So let's pick something different.
02:14I'm going to click on the swatch down here for the Noise and that takes me
02:18into the Noise options.
02:19Now, there is a really cool button. I want to enlarge my layout here a little bit.
02:22The Noise names don't necessarily make sense.
02:26They are named after a couple of things, in some cases the person that
02:30invented the noise pattern or something that the noise pattern reminded the programmer of.
02:34So, rather than do that, there is a really great icon here.
02:37If I click on this little triangle, that shows me a picture of all the noise patterns.
02:41So, if I click on-- let's use I think VL Noise, and we click on that.
02:47This pattern is still too dense.
02:49So I want to make it really large and call it, let's make it 500% for now.
02:53That just enlarges our noise pattern.
02:55It's almost like zooming in on it.
02:56I'm going to click on the up level arrow and that's going to take me up one
02:59level to the Basic properties for the Color channel.
03:03Now, in the Color channel, I'm going to just dial down the noise pattern.
03:08Let's raise this up a bit, so we can see it better.
03:10By dialing down the Noise Mix Strength, I can limit how intense that noise pattern is.
03:17Now I can take this TEETH material and apply it to the teeth.
03:21So, here in the Object Manager, I'm going to drag my TEETH material and I'm
03:25going to put it right on to the Null object that contains all my teeth.
03:29Then I'll twirl-open the Gums Upper, and then twirl-close that upper teeth and
03:35hold down the Ctrl key and drag a copy of that TEETH material up.
03:38You can see now my teeth turned back to more of a white gray.
03:42You can see now when we render our shark, we have red gums which blend nicely
03:46into the jawline and then white teeth, which stand out great.
03:49One more tweak I'm going to make and while we're here in the shark, when I
03:53render this, I think my Bump pattern is a little bit too strong.
03:56So I'm going to go into the shark skin and in the shark skin I'm going to change
04:02the intensity of the Bump from 20% down to about 10%.
04:06Now, when I render, Command+R, you can see the bump pattern is still there, but
04:11it's just not quite as intense as it was before.
04:13Our shark has really come together and the skin is looking fantastic.
04:17We've got texture for the eyes, teeth, and gums now, and our shark is ready to animate.
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8. Creating the Final Animation
Replacing the rough shark model in the intro shot with the finished model
00:00Our star, the shark, is ready to be placed into the scene, so we can
00:03finalize the animation.
00:04We use the dummy shark to set up all the shots, so we might need to make some
00:08tweaks once we get the hero shark into place.
00:10In this video, we're going to load the shark into the scene file and then start
00:13swapping out the dummy sharks and replacing them with the hero.
00:15After that, we'll make a preview to check animation speed and make sure that any
00:18changes necessary to the shot are all looking great.
00:21I'm going to open up the shot-001 scene file.
00:24So, let's go to the File menu and do an Open, navigate to the Chapter 8
00:30Exercise Files, and open up shot-001.c4d.
00:33Now, before I do anything else, I want to save this shot as a new name.
00:39I'm going to go to the File menu and do a File > Save as, and call this one
00:43shot-001-finanim as in final animation, and then hit Save.
00:48That way, in case I'm make any mistakes I'm covered. I can always get back to my
00:52original shot-001 file.
00:53Now I need to copy and paste the hero shark, the finished shark, into the scene file.
00:57So I'm going to go to the Window menu and go to my finalshark scene file which
01:02is open, select the HyperNURBS and copy it to the clipboard, Command+C or
01:05Ctrl+C. Go to the Window menu and do shot-001-finanim and then I'll paste down
01:10our hero shark, Command+V or Ctrl+V on the PC.
01:13With our HyperNURBS selected, I'm looking through the camera.
01:17It'd be a lot easier to do this process if I wasn't looking through the camera file.
01:19So, I'm going to uncheck the Look Through Camera option so I can see my scene.
01:24Now, I'm going to start with the very first shark here.
01:28You should do this process with the Spline Wrap off.
01:30So I'm going to click on the active icon here, which is this green checkmark.
01:34If I click this green check mark off, my Spline Wrap disables and my shark for
01:39the shark 1, the dummy shark, jumps right back to the center of the world.
01:42So now I can twirl-open the hierarchy for the shark and drag my new HyperNURBS,
01:46and let's rename these and let's call this one dummy HyperNURBS.
01:51I'm going to be deleting this one soon.
01:52I just want to be able to tear them apart when I get them into that hierarchy.
01:55Now let's take new HyperNURBS and drag it right down into the hierarchy.
02:00So now if I zoom in on this, zoom in just a little bit here, I can see that when
02:06I was modeling my shark and doing all the texture mapping and stuff, I was doing
02:09it around the center of the world, which is absolutely correct.
02:11But our dummy shark is lined up with the tip of its snout right at the center of the world.
02:16So I need to take my new shark and just drag it back on the x-axis so that the
02:22tip of the snout lines up with the old tip of the snout.
02:24Let's zoom in in the right- hand view and double-check that.
02:28You can see if I move this shark out of the way, there is my dummy shark and
02:31I'll bring my old shark in.
02:33Let's check the position on that.
02:34The coordinates on the Y should be 0.
02:36That way it will line up nice and neat.
02:39I think we're ready to go.
02:40Now I can delete this dummy HyperNURBS, just delete it from the scene, and when
02:44I go back to the Perspective view and I turn the Spline Wrap back on for 001,
02:49my shark jumps right back to the spline just like it should.
02:53That's exactly the behavior that we want.
02:55I don't really want the shark to swim with his mouth open.
02:57So let's go to the Final Shark hierarchy, select the Morph tag, and bring the
03:02shark mouth back to closed by moving the slider to 0.
03:06So that's really all there is to it for the shark replacement. Let's do it one
03:09more time on shark 002.
03:11This time, rather than copy and paste it from the other scene file, we can just
03:14Ctrl+Drag a copy of it into the other hierarchy.
03:17I don't even need the old shark hierarchy, because I know that I built all of
03:20the sharks exactly the same.
03:22So, all I have to do is delete this old one.
03:24You notice I deleted the HyperNURBS, not the actual shark Null object.
03:27Now if I take this HyperNURBS from the previous shark hierarchy, shark-001, and
03:32hold down the Ctrl key and drag a copy into the shark-002 hierarchy and make it
03:37a child of the shark Null object there, look what happens.
03:40It drops right into position right where it needs to go.
03:42Let's look through the camera, and then I'm going to deselect that by clicking
03:46any place in the Object window over here.
03:48I'm just going to scrub through this animation and see that my sharks are moving
03:51just the way I want them to.
03:53So now I'm going to repeat this process for all the other sharks.
03:56Now, I've replaced all 13 sharks.
03:58You can see that in my hierarchy I've got everything all twirled-open here.
04:02There is a great command in the Object Manager.
04:04I'm going to go to the View menu and go to Folding and do a Fold All.
04:07That's going to twirl everything back closed again.
04:09Now, the last step in the process is to make a preview movie.
04:13As I scrub through this animation, the geometry of the sharks is much, much,
04:17much heavier than the geometry of the dummy shark.
04:22So, that's one of the reasons you work with a dummy shark, is that having the
04:25high-res geometry in the scene file makes it very difficult to scrub through
04:28animation and preview it.
04:29So you will notice as I scrub through this animation, it really chunks along.
04:33In fact, it takes a few moments for it to update the screen every time I move the cursor.
04:38So we're going to make a preview movie of this and drop it back into the
04:41cameramatic to check the animation speed.
04:43Before I make the preview, I want to clean up this view a little bit, because
04:45you can see I've got all my splines. I've got the grid in there.
04:48I'm going to go to Filter menu here in the Perspective view and turn off the
04:53Grid and then turn off Splines.
04:57These elements aren't deleted from the scene.
04:59They are simply made invisible.
05:00Now that makes it a lot easier to see my shark swimming.
05:03Now I'm going to go to the middle Clapboard icon here and do a Make Preview.
05:07I'm going to double-check all my properties.
05:09The Frame Range is set for All Frames, which is 0 to 160, just the way it needs to be.
05:14I'm going to check my Image Size, 640x360.
05:17I need to make sure that my Frame Rate is going to be set to 30 frames per second.
05:21I'll set my Frame Rate to 30 here and then hit OK.
05:24This calculating preview process is very processor-intensive and the speed of it
05:29will depend widely based on the type of computer you have.
05:32On a 8-core Mac, it will go much faster than it would on an iMac or an 8-core PC
05:36would go much faster than it would on a single-core PC.
05:39It really depends on the speed of your CPU.
05:42Once the Picture Viewer pops up, let's take a look at our animation and make
05:45sure it's all complete.
05:46I'll hit the Play button here.
05:47Remember the first time it goes through it's going to be caching.
05:50That's what this red 0 means.
05:52It's caching to memory.
05:53Then the next time it plays through, it's going to be real time.
06:01That's not too bad.
06:02I think it's looking pretty good!
06:03So I'll stop playback.
06:05Let's go to the File menu > Save as, and we're going to save this as an animation.
06:09A Photoshop PSD sequence is just fine.
06:12So I'll hit OK and navigate to my Desktop to Exercise Files to Chapter 8.
06:17I'm going to make a new subfolder.
06:18These are the old preview movies that we made when we made the cameramatic.
06:22I'm going to make a new folder and let's call this one shot001_finanim.
06:31Then in the Save as field, I'll call this shot001-finanim-preview.
06:36Hit Save, the blue bar caches across the bottom, and our file is saved.
06:40That's pretty much it for shot one for the animation.
06:43We've got our sharks in position, we've replaced everything, and the
06:45animation is looking great.
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Replacing the rough shark model in the transition shot
00:00Shot 02, which is the thrashing shark transition, is actually three
00:03separate shots that will be used in rapid succession to make that thrashing shark transition.
00:08We are going to need to replace the shark, but we won't need any of the Spline
00:11Wrap or hierarchy elements in these.
00:12We'll also need to animate a little bit of mouth movement for these shots.
00:15I'm going to go to the File menu and open up shot-002-A and scrub through
00:22it just for a moment.
00:23You can see that my shark is leaning towards the camera and I want to have that
00:27mouth open up as it leans towards the camera.
00:30So, let's go to the finished shark file, get our HyperNURBS, copy it, just like
00:35we did before, and paste it down into shot-002-A.
00:38So I'll paste down.
00:39Now, we don't have any of the Spline Wrap elements in here. We do have the same shark Null.
00:44So I'm going to drag my HyperNURBS down into the shark-002 Null.
00:49Let's name the one below it, we can call it old, just so we can tell
00:52the difference between them.
00:53We're going to be deleting this one.
00:54That's the dummy shark.
00:55Before I make any other drastic changes, let's do a File > Save as.
00:58File > Save As, and we'll call this one shot-002-A-finanim.
01:04We can always get back to our original shadow 002-A if we decide we don't like something.
01:07So now, all I need to do is go to the Coordinates properties and zero out the
01:11position and rotation.
01:12Don't change the scale. Just the position and rotation.
01:150, Tab, 0, Tab, 0, and tab all the way across to the rotation fields 0, 0, 0.
01:22Now, let me uncheck the Look Through Camera option and show you what's happening here.
01:27Our final shark was built at 0, 0, 0, and our dummy shark has an offset to it,
01:31just like it did with the previous shot.
01:33So, all I need to do is take the X-axis for the hero shark and move it into position.
01:38So, the tip of the snout is right where it needs to be.
01:41Then I can delete the old shark and we're left with just the new shark.
01:45Then when we look back through the camera, there is that mouth. Yikes!
01:49Right at the camera!
01:52That actually works out pretty well.
01:53I want to have the mouth open up just a bit over the course of the ten frames.
01:57So, let's go back to time 0 and then twirl-open our hierarchy and select the
02:03Morph tag that's on the cube.
02:05In the Morph tag, we're going to animate the open slider.
02:08I'm going to drag the slider down to 0, maybe not quite 0, maybe about 13% or so.
02:16Then if I hold down the Ctrl key and click on that black circle, that adds a
02:21keyframe for that at time 0.
02:22I'll slide forward in time to the last frame, and then drag the slider forward,
02:28and there is the open mouth and then I'll add another keyframe.
02:32Then just scrub back through it.
02:36There's our shark opening its mouth.
02:38That's pretty much all it needs to do in this shot.
02:40Remember, because we have the final geometry in here, we won't really be able to
02:43hit the Play button. We should always make a preview movie, plus we're going to
02:46need to export that out.
02:47So, I'll go ahead and go to the Make Preview option and then check my Frame
02:52Range, Image Size, and Frame Rate, and that's all set correctly.
02:55I'll hit OK and this one I'll preview pretty quick.
02:59Now, I can hit Play, and there is my shark thrashing and biting the screen. That looks great!
03:05That's just what I want to have happen.
03:06Let's stop playback, go to the File menu, do a Save as, Animation, and as a
03:12Photoshop Sequence, and hit OK.
03:14Then just like I did in the previous movie, I'm going to go to the Chapter 8
03:17folder, and make a new subfolder in there and call it shot002-A-finanim, and
03:25then hit Create, and then call this one shot002-A-finanim-preview.
03:31And that's it.
03:33Now, shot002-A, shot002-B, and shot002-C are nearly identical.
03:37So, I'm going to use the same techniques here that I used for shot A to finish
03:41up shot B and C off-camera.
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Replacing the rough shark model in the hero shot
00:00In this video we are going to be animating the hero shot that reveals the name
00:03of the program block Shark Zone.
00:05Now I call this the hero shot, because it's really the first time our viewers
00:08are going to see the word Shark Zone, which is the whole point for the promo.
00:12The hero shots would always be the most iconic and visually stimulating of the
00:15piece, because you really want to draw your viewers in at that point.
00:18So what I am going to do is I am going to open up the start off point for this
00:21file, which is the shot-003 that we created during the cameramatic Process.
00:25Let's go to the File > Open, navigate to the Chapter 8 files and open up shot-003.
00:31Now I want to make sure that I protect myself, in case I need to get back to
00:34shot 3 I will be okay.
00:35So let's go to the File menu and do a Save As and in the Chapter 8 folder,
00:39let's call it the shot-003-finanim.
00:43Now that I have got that file saved, I am protected in case I need to go backwards.
00:47Let's go and get our hero shot from the final shark file.
00:50I have this open already, but this is the same shark file that you have in your
00:54Chapter 8 files folder.
00:55I am going to copy and paste the HyperNURBS object from this document into the other one.
01:00So I will select the HyperNURBS, hit Command+C or Ctrl+C, and then go to
01:04shot-003-finanim and past it down, Command+V. Now let's uncheck the Look Through
01:09Camera option and zoom in on this area.
01:12I want to turn off the actual Spline Wrap object and I am going to twirl
01:16open the Shark Uber hierarchy and turnoff the Spline Wrap by clicking its active checkmark.
01:20Now I can rename the old dummy hierarchy and let's call it old.
01:24We are going to be deleting that soon, so we don't need to pay attention to the name.
01:28But we want to make sure we can tell these guys apart.
01:30I am going to drag this HyperNURBS down into the shark hierarchy.
01:34Now I need to move it back so that it lines up with the dummy shark.
01:36So I will drag it on the X-axis only until it lines up with the dummy shark.
01:41Now let's zoom in and double-check.
01:43I will get really close to the snout here and navigate-- there we go.
01:46So that's lined up really nice.
01:48I can delete the old shark and turn the Spline Wrap back on, and then let's look
01:53through the camera and see how it is looking.
01:55Now that we are looking through the camera, I will scrub through the animation.
01:58Our shark comes out from behind the logo just fine and swims toward the camera.
02:01Now I don't want the mouth to be open for the entire time.
02:04So I am just going to go to about frame 109 or so, and I want to have his mouth
02:10closed up until this point.
02:11So let's open up the shark hierarchy.
02:13Select the Morph tag that's on the shark body object, and drag that slider closed.
02:20When, I drag that slider to 0 that closes his mouth up.
02:22So I want have his mouth closed up until that point.
02:24So let's set a keyframe for this slider at 0% a time 109.
02:29Now when I navigate forward in time, I want to have his mouth open right about
02:36here, just before it hits the camera.
02:38So I am going to drag the slider open most of the way and then hold down the
02:44Ctrl key and add a keyframe for the open slider at that point in time.
02:48Now I did mine to 92%, but you can adjust yours to your taste.
02:52Now as I scrub through the animation, you can that he comes out from behind the
02:54logo with his mouth closed and then opens it up as he swims towards the camera.
03:00There's our cut point right there.
03:01So now I think we have got the animation done.
03:03Let's take a preview movie of it and see what looks like.
03:06I am going to go to the middle clapboard and do a Make Preview and double-check
03:09the Preview Range, which is All Frames and the Image Size.
03:13Now the Image Size, make sure it is 640x360.
03:16My Frame Rate is 30 and I'll hit OK.
03:17I will get my blue progress bar.
03:19It's calculating the preview for me.
03:22Now remember, the speed of this preview will be depended on your processor speed.
03:25So for example, on iMac, will go a lot slower than an 8 Core Mac.
03:29A single core PC will go a lot slower than an 8 Core PC.
03:32So it really depends on how fast your computer is.
03:35Once this pops up, I am going to hit the Play button.
03:38You can see my camera drops down, and it is caching those frames to memory.
03:44And the second time is plays through,
03:45it is going to be playing back at the correct speed.
03:47So there is my shark animation and it's looking great.
03:50I am going to stop playback and go to the File menu and do a Save As.
03:55I want to save it as an animation and the format is a Photoshop Sequence.
03:58So I will hit OK, and navigate now to my Chapter 8 files folder.
04:03In the Chapter 8 files, I am going to make a new subfolder and call this
04:07shot003-finanim-preview, and I will call the file shot003-finanim-preview, and
04:19I get the blue progress bar and now it's file saved out.
04:22So our hero piece is looking great.
04:24The animation is all done and we are ready to move on to the next shot.
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Replacing the rough shark model in the end page shot
00:00The last shot of the piece, shot-004, is called the end page in promo land.
00:04It is the final shot of the entire piece and it is used to brand the network.
00:08Depending on the type of promo it is, it can also be used show the viewer any
00:12tune-in information.
00:13That lets folks know when the show is coming on.
00:15In this case we are just going to be branding the network and then revealing
00:18the tagline at the end.
00:19So let's open up that starter point for the file.
00:21I am going to go to the File menu and do an Open, navigate my Chapter 8 folder,
00:27and open up shot-004.
00:28So I am going to save this file as a new name.
00:31So File > Save A, shot-004-finanim , and save it in the Chapter 8 folder.
00:39Now I am protected in case I mess something up. I can always get back to
00:42my original shot-004.
00:43In this piece, we have got our sharks swimming through the frame.
00:46But it is the dummy shark.
00:47We need to replace that dummy shark.
00:49Let's uncheck the Look Through Camera option, and get to the Perspective view full screen.
00:54I am going to first turnoff my Spline Wrap object and get my shark back to 000.
01:00Now let's get the hero shark and copy and paste it into the scene.
01:03I am going to go to the Window menu and navigate to the 08_01_finalshark file,
01:07and this is the same shark file that you have in your Chapter 8 > Project Files folder.
01:12So I am going to select the HyperNURBS and copy it to the clipboard.
01:16Command+C or Ctrl+C and then go to shot-004-finanim and paste it down.
01:22Command+V. Now my shark doesn't quite line up.
01:25Before I move it into the hierarchy though, let's rename this HyperNURBS,
01:28and we'll call it old.
01:29Then I am going to close this HyperNURBS up and just drag it into the shark hierarchy.
01:35They don't quite line up yet.
01:36So I need to move my shark on the Z-axis until their snouts line up.
01:40Let's orbit around to the backside.
01:42It will be a little bit easier to see what's happening.
01:44Our logo is in the way here.
01:45So I will just drag it on the X- axis until the snouts line up.
01:49I think that's looking pretty good.
01:50So now all I really need to do is turn the Spline Wrap on.
01:53But before I do that, let's delete the old shark and then turn the Spline Wrap
01:57back on and then look through our camera.
02:00You can see now we have our sharks swimming through the frame just right.
02:04Except his mouth really should be closed.
02:06Let's go ahead and go to the shark hierarchy and twirl it open until we can see
02:11the shark body object, which is this cube.
02:13I am going to select the Morph Tag and bring the slider back to 0.
02:18Now I can deselect everything by clicking on the gray area over here.
02:21Now I when I scrub through the animation, the shark swims into frame and reveals
02:25the tagline exactly how it's supposed to.
02:28So now we have got the final animation done.
02:31Let's go and make a preview of it so we can have it for After Effects.
02:34I am going to go to the middle clapboard and go to Make Preview option,
02:38double-check the Frame Range, the Image Size and the Frame Rate and hit OK, and
02:44my preview is going to start calculating.
02:47Once again, this preview speed is going to be dependent on your processor.
02:51When the preview window pops open, I will be able to hit the Play button and
02:56preview my animation.
02:57It is caching it for the first time through and when it plays back again, it is real speed.
03:01I think that's looking pretty good.
03:03So let's stop playback and go to the File menu and do a Save As and we are
03:07going it as an animation, a Photoshop sequence.
03:09Then I'll hit the OK, navigate to my Chapter 8 folder, and I am going to make a
03:13new subfolder here and call it shot-004-finanim-preview.
03:22Call the project file, shot-004- finanim-preview, and there we go.
03:28That file is saved out.
03:30Now we have got all of our shots done.
03:31We have got finished animation in every single piece and we have saved our
03:34preview movies, and now we are ready to redo the cameramatic with the finished
03:38animation, so we can make sure that everything fits together just right.
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Updating the cameramatic with the final animation
00:00In this video we are going to be updating the cameramatic with finished
00:04animation files that we created in the previous chapters.
00:06The cameramatic is a really dynamic document and the whole point of it is that
00:10it progresses along with your animation.
00:12So it starts off with the dummy animation and then it gets gradually updated
00:17with more-and-more detail as the shots progress.
00:20So let's open up the cameramatic file.
00:22I am going to go to the File menu, and do an Open Project and navigate to my
00:25Chapter 8 files folder and open up the 08_05AEstart file.
00:29This is all of the cameramatic information that we had before.
00:33You can see it's got all the same shots in it with the dummy shark.
00:36What we are going to be doing is replacing this footage with the correct files
00:40from the newly updated final animation.
00:43Let's twirl closed the production elements and then we are going to go to
00:46the Audio-Video folder.
00:48All we really need to do is just replace these files.
00:51All these files have exactly the same frame count as our final animation files.
00:55So if we just replace footage not only will the file name change, but the shots
00:59will change here in the cameramatic.
01:02So let's start off with the first shot, shot001.
01:05These are sorted alphabetically so it's no big deal.
01:07Honestly, it doesn't really matter what sequence you do it in because we are
01:10going to be replacing all the shots.
01:11But I'd like to start with the first one just because it helps me sort through
01:14things a little bit be easier.
01:15So I will select this and right- click and go to Replace Footage.
01:19I could have also used the shortcut Command+H or Ctrl+H on the PC.
01:23I will go to file and then I am going to navigate to my Chapter 8 folder.
01:28Here in Chapter 8, I am going to navigate to my shot001_finanim_preview folder
01:32and then select any one of the files.
01:34Make sure that Photoshop Sequence is checked.
01:36That's very, very important.
01:38Hit Open and that file is changed.
01:40Look, here in my open comp you can see I now have the finished sharks in
01:45position, swimming just like they did in the cameramatic.
01:48Now I am going to repeat that process with the other shots.
01:51Let's go to shot002-A and then do Replace Footage and then go up one level to
01:55shot002-A-finanim and then select any of them, make sure Photoshop Sequence is
02:00selected, and then repeat the process for shot B. I am going to hit the keyboard
02:04shortcut Command+H and navigate to the 002-B-finanim, and make sure that you
02:10grab the right file here.
02:13There is the finanim-preview for C, and then I am going to go to shot003 to get
02:19the finanim, and then do the same thing for shot004.
02:22There we go. So now we've got all the shots replaced. Let's do a quick RAM
02:27preview and see how it looks.
02:29It's going to take a moment to cache those frames to RAM.
02:34Now that we've checked the RAM preview, you can see that the animation for our
02:37Shark Zone promo is looking fantastic.
02:39So now we can move on to the next step, which is lighting and creating a
02:42convincing underwater scene.
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9. Lighting and Shading
Creating an underwater look using Global Illumination and atmosphere
00:00For setting up our lights we are going to start with shot003, the hero shot.
00:04We are doing this because since it's the iconic shot that will really be
00:07defining the viewer's perception of the programming block,
00:09we want this shot to drive the look and feel of all the other shots.
00:12We are going to be using Global Illumination to render this.
00:16Global Illumination combined with Environment Fog is a great way to give us the
00:19underwater look we need to make the sharks look very realistic.
00:22Let's move over to CINEMA 4D and I am going to go to the File menu and do an
00:26open and navigate to my Chapter 9 Exercise Files.
00:31Let's start off with shot003.
00:32Now this is the final animation file that we created in the previous chapter and
00:37it has our shark moving through the scene and our Shark Zone type at the center
00:41of the world to kind of flush with the ground plane.
00:44This scene if I render it, Command+R, really doesn't look very interesting.
00:49So what we want to try and do is create an underwater feel for it.
00:53There is several techniques to do this.
00:55But the one that I'd like to use in this case is something called Global
00:59Illumination and it's going to be combined with Environment Fog to really give
01:02us a lack of depth in the scene.
01:04Typically when you are shooting underwater with a camera, the particle matter in
01:08the water, plankton and dirt and all kinds of other stuff that's floating
01:11around in the water, that obscures your vision so that you don't see very far
01:15back into the water.
01:17So Environment Fog is a great way to simulate that lack of vision in the water.
01:21So let's start off by adding Global Illumination to the scene.
01:24I am going to go to the Render Settings, click on the Render Settings option, and
01:28under the Effects I am going to add Global Illumination.
01:32Global Illumination is a render setting that's part of the Advanced Render
01:35module in CINEMA 4D.
01:37Now there are several different modes and the mode I am going to be using is
01:42IR+QMC combined with Still Image.
01:45You might be thinking, well, why won't you use full animation or camera
01:48animation because we are moving the camera and we have animated objects in the scene?
01:51But this technique gives a much faster render than those two options and
01:55because we have very few objects coming in close proximity between one
01:58another, this will give us the look we need without flicker and without the extra render time.
02:02So it's a better way to work.
02:04I am going to add IR+QMC into the image.
02:07I am going to change the Diffuse Depth.
02:09The Diffuse Depth controls how many times the light calculation is bounced in the scene.
02:14A calculation depth of 1 doesn't give us enough bounce and when you set it to 2,
02:18it's going to give us one more level of bounce, which brightens up the shadow
02:21areas in the scene a little bit more.
02:23So I am going to change that to 2.
02:27Let's close up the Render Settings for now and take a look at what our
02:29render looks like now.
02:31When I hit Command+R, it's going to go through this process of-- first it
02:36analyzes the scene and then it renders it.
02:38My scene is black and you are probably thinking that really doesn't look very cool.
02:43Why is that?
02:44The reason that my scene is black is that Global Illumination does not provide
02:47any lights in the scene.
02:48There is normally something called an Auto Light that's on.
02:50As soon as you activate Global Illumination, the Auto Light turns off.
02:54So what we need now is a way to illuminate our scene.
02:57So I am going to use something called an HDRI image to light our scene with.
03:02An HDRI image is a High Dynamic Range image and that's created using a
03:06combination of photography techniques.
03:08I don't want to get into it too deep right now.
03:10But there are some really great HDRI image presets inside the Content Browser.
03:14So I clicked on this icon, it looks like a globe here.
03:16This is the Content Browser.
03:19Underneath the Presets, I'll twirl all these close so you can see how I got here.
03:22I opened up Presets and then CINEMA 4D, and then I opened up Materials and in
03:28the Materials is an HDRI folder.
03:29When I click on this folder, I see the contents of it over here on the right,
03:33and I can make these icons larger if I want.
03:36The HDRI we are going to use today is HDRI 002.
03:40You can see that this is a cityscape and it's got a bright sky above and
03:44dark concrete down below, which is very similar light layout to an underwater
03:48scene where you have light coming in from above the water but no light at all down below.
03:52So this gives us a great starting point.
03:54So I am going to double-click on this to add it to the scene.
03:58Global Illumination has the ability to use the light information in an image to
04:02illuminate your scene.
04:03So what we need to do is get this HDRI to surround our scene.
04:07So I am going to add a new sphere to the scene.
04:11I am going to call this envirosphere.
04:20The envirosphere needs to surround our scene.
04:22You can see it's very small at the center of the world right now.
04:24I want to make it enormous so that it encompasses everything inside my scene.
04:28So I am going to go to the envirosphere and make the Radius 25000.
04:34How large you make the environment sphere really depends on the type of scene
04:36that you are creating.
04:37But in this case, 25000 should be just fine.
04:40I might need to double-check it in some of the other scenes to make it a little larger.
04:43But for this scene it will work just fine.
04:45So I am going to take the HDRI object and add it to the envirosphere.
04:50When I do you can see the HDRI image now on the environmentsphere in the scene
04:54and when I render, Command+R, look what happens to my scene now.
04:58It's going to use the light and dark values of that image to light our scene.
05:02It looks like our Shark Zone type is now floating in a parking lot.
05:05You can see that not only does it light the scene, but it adds color to it as
05:08well and that's another reason I chose this image, because it has some subtle
05:11blue values to it that really give it a more water-like feel.
05:15We don't to be able to see our image in the background and also we don't really
05:18want it to be quite so sharp and focused either because the sharpness of this
05:22image adds to the lighting effect.
05:25We want to kind of soften this up, so the lightning feels a little bit more diffused.
05:29So the first thing I will do is in the HDRI Material, I am going to adjust the
05:35Blur Offset and change that to about 50%.
05:39You can see that that blurs out the image and when I render it again,
05:46it really feels a lot softer.
05:48The light has a much more diffused look to it and you can see also in the
05:51surrounding image it actually looks really nice back there.
05:54We are going to be hiding this from view next.
05:56In order to hide this from view I am going to use something called a Compositing Tag, [00:05:5882] and a Compositing tag is accessed by right-clicking on the
06:02environmentsphere and going to CINEMA 4D tags and going Compositing.
06:05When I add that to the scene I want to turn off Seen by Camera.
06:09That's going to make my envirosphere still affect the object in the scene,
06:13but now it won't show up in the render.
06:14So when I do another render, you can see I see my Shark Zone type and I see my
06:20shark and they are lit very well.
06:22But I now have a black background.
06:24Now that we have our light looking pretty good, I am going to add the fog effect
06:27that I spoke about earlier.
06:29So the way you do that is underneath the Scene Objects is something called an
06:32Environment and the Environment object is used to generate the fog that's
06:37seen by the camera.
06:38If you select Environment object and go to the Object properties, there is an
06:41Environment Color and the Environment Fog.
06:46When I enable Fog, turning it on, look what happens.
06:50Now my scene turns immediately white, and when I render that it's going to
06:53be blown out, because the Environment Fog has an impact on the lighting in the scene.
06:58What I want to do is change the color of the fog to something a little more blue.
07:02So I am going to click on the color swatch here and move this over to the blue
07:09range of the Color Spectrum and just kind of eyeball in something that has a
07:14more deep watery blue. Not too deep blue because I still want it to be light.
07:17So now when I render this, you will see that the shark and the Shark Zone now
07:23will take on the blue light of the water and it feels a little more tropical.
07:27I want to make this feel a more North Atlantic.
07:28So I am going to darken that down just a bit.
07:33Then I also want to adjust how far the fog extends into the scene.
07:38The Environment object has a distance associated with it and that distance
07:43controls how deep the fog is in the scene.
07:45As I scrub this value, I am going to scrub it down so the fog gets closer to the camera.
07:50When I let go of this fog, you are going to see the shark become obscured.
07:56It becomes obscured in the Editor window.
07:59The closer the fog gets to the scene, and I'm going to dragging this down.
08:02You can see it's a very subtle effect here in the window, but you can see now my
08:07shark is becoming more-and-more obscured.
08:09I don't want to do it too much.
08:10I just want to have a little bit of fog in the scene.
08:12So I am at 4900 roughly on the units for the distance and I will do a test render.
08:16that might be too much.
08:17There we go and I think that is just a little bit too much.
08:22Let's back it up to about 6000, and then do a test render.
08:28You can see it evaluates the lighting first and then it renders the fog
08:31along with the lighting.
08:33I think that's looking pretty nice.
08:35My shark is back in the scene.
08:37The scene feels a little bit brightly lit. I am going to adjust the intensity of
08:40the HDRI first before I call it done.
08:44In the Luminance channel for the HDRI material, I am going to dial down the Intensity.
08:51I'll start by adjusting the Brightness slider for the color to about 50% or so
08:56and then the Mix Strength Brightness I am going to adjust down to about 70%.
09:01And that's going to darken up my material.
09:03That has the effective dialing down the exposure on the entire scene.
09:06I will do another test render, Command+R. Remember, Global Illumination, when it
09:11uses the lighting, it evaluates the intensity of the light from the image on the
09:15environmentsphere and uses that to illuminate your objects.
09:18Our scene is looking pretty good.
09:20I think we are done with the Global Illumination part of it.
09:22So before we move on, let's do a File > Save as, and I am going to call this
09:27shot-003-lighting, and I am saving it into the Chapter 9 files folder.
09:35There we go.
09:36Global Illumination combined with Fog really make our scene feel like it's underwater.
09:41The next step in the process is going to be to create some lights in the scene
09:44that give our objects a little bit of separation.
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Lighting the objects and creating shadows
00:00I'm starting off with the shot-003- lighting file that was created in
00:03the previous movie.
00:05Now this is not included in your project files.
00:08If you'd like to get to this point, you'll need to complete the previous movie.
00:11Global Illumination and Fog set the atmosphere of our shot.
00:14But our text and shark are blending together a little bit and needs some separation.
00:18We're going to use lights to get that separation using the scene lighting
00:21options so that light for the shark doesn't influence light for the type and vice-versa.
00:25Now with the project file here, I'm going to add something called a Target Spot Light.
00:30I'll click on the Scene Objects here, and go to Target Light.
00:33This Target Light is simply a spotlight that's being forced to always point at a
00:37Null object called Light.Target.
00:39This little tag right here is called the Target Expression.
00:42That Target Expression says always look at Light.Target, so wherever I move that
00:46Light.Target, the light has to follow.
00:48Let's undo that by hitting Command+Z or Ctrl+Z on the PC.
00:52Now I'm going to leave that Light.Target at the center of the world and move my light around.
00:58Let's select the light, and position in the scene.
01:01I'm going to switch to the 4-way view.
01:03Now my environment sphere is getting in the way of things.
01:06I wanted to still show up in the render and the Compositing tag prevents it from
01:10being seen by the camera so that it still influences the scene.
01:12But I don't need to really look at it anymore.
01:14So let's go to the envirosphere and turn its top dot red.
01:18That makes it invisible in the Editor window, and makes it visible still in the render.
01:23You can see the bottom dot is gray.
01:25So that means that it will show up in the render still.
01:28Now we can actually see the elements in our scene.
01:30So let's take the light here. Let's move it on the Z-axis.
01:34I'm going to back it way, way out.
01:37I'll zoom in just a bit.
01:40Now the field of view for the spotlight is this cone that's surrounds it.
01:46I'm going to drag the center dot, and let's zoom in a little bit on this.
01:49So you can see exactly what I'm grabbing.
01:51In the Top view, if I grab the center dot and drag it,
01:56that extends the cone of light outward.
01:58Now because I'm not using falloff for that light, the cone really doesn't
02:03mean anything, except that it allows me to see where my light is falling much more accurately.
02:08So I'm going to drag this light on its Z-axis out a little bit more.
02:13As I drag it out, I'm going to repeatedly drag the cone down towards the center.
02:19That makes it a lot easier to understand what the light is hitting.
02:22I want to make sure that it's covering my entire scene.
02:25So now that it is, let's do a little quick test render here, Command+R. You can
02:31see it analyzes the scene first.
02:33Now it's blowing out all my elements.
02:34So I'm going to that make adjustments to the light.
02:36But first, I want to have this light only affect the Shark Zone type.
02:39So let's go to Light.
02:41First, let's change the name and call it text light.
02:44In the Scene option for the text light, I'm going to change the Mode to Include.
02:49Then drag my sharkzone parent, which is the object that has my Shark Zone type it
02:55into the Include field.
02:56When I do that that means now this light is only affecting the type and not the shark.
03:02So when I render, you can see the shark is actually not illuminated in the
03:06scene and it will show up darker than the sharkzone type.
03:10So that's my text light.
03:11We'll duplicate this light.
03:16We'll call the new light shark light.
03:20Let's take the shark light.
03:22Underneath the Scene option, we'll change the objects out.
03:25So I'll delete this object, the sharkzone parent.
03:28Notice, I'm on the shark light, not the text light.
03:30Let's drag the Shark Uber object into the Include field.
03:34Now this light, the shark light, is now only affecting the Shark Zone type.
03:37That gives me a lot of control over the scene.
03:39I can now light these objects independently.
03:41So let's take the text light object and dial that down to about 30% or so.
03:46So I'll go to the General properties for that and drag the Intensity down.
03:50You can see the Shark Zone type getting darker, but the shark does not get darker.
03:54So let's drag that down to about 30%.
03:56Then let's take our shark light and dial its Intensity down to about 40% or so.
04:04Now when I render the scene, you can see that type is now starting to pop out a
04:12little bit and my shark has a lot better light on it.
04:15The scene is still a little bit too bright.
04:17So in order to dial it down, I'm going to adjust the material on the HDRI.
04:22That's more of like an Exposure setting.
04:23The lighting affects individual objects and brightens them up.
04:26But for the entire scene to get lighter and darker, I'm going to adjust the HDRI.
04:30So if I click on the HDRI material in the Material Manager, and under the Luminance,
04:35I'm going to add black to the Color channel. What that's going to do is,
04:39the Mix Mode when it's set to 64%, means that this object, means that this HDRI material
04:45that we have in the Texture channel is now mixing back into whatever you have
04:49in the Color channel.
04:50But in this case, it's mixing into white.
04:52So let's make it mix into black.
04:53So I'll drag that down.
04:55I clicked on the swatch to get the color picker up and made the color black.
04:59You can see that the entire material got darker and so did my scene.
05:03Now when I render, you can see the entire scene got darker, but our shark and
05:10our text are now starting to pop a little bit more off the background.
05:14The next thing we're missing is a little bit of shadow information.
05:17You can see that the areas in between the letters here are bright.
05:20They really should be in the dark.
05:22Also, the text should be casting a shadow onto our shark as it passes by.
05:26So let's duplicate this light one more time.
05:29We're going to duplicate the shark light and call it shadow light.
05:37In the options for the shadow light, we're going to go to the Scene property.
05:41We're going to delete the shark uber object out of there.
05:44Then this is very important.
05:45We're going to change the Mode from Include to Exclude.
05:49When you do that now, because it's excluding nothing that means it's going to
05:53affect all the objects in the scene.
05:55Right now, our light is casting light on our objects.
05:58But we really only wanted to cast shadows.
05:59That way we have two lights for light and then one light for just shadows.
06:03That gives us a lot of control over the scene.
06:06So we have to tell this light to be a shadow caster.
06:09So let's go to the Details property, and tell it to be a shadow caster by
06:12turning on the Shadow Caster button.
06:14This light is no longer affecting our scene from an illumination standpoint, but
06:18it's also not casting shadows yet.
06:20So we have to turn shadows on.
06:21We go to the Shadow page, and then change the Shadow type from None to Area.
06:28An Area shadow is the most accurate type of shadow that's CINEMA 4D can draw.
06:33When I render this now, you're going to see--
06:35You can actually already see it in the analysis pass.
06:37But you can see now we have some nice dark shadows in the in between on the
06:42letters, and our shadow being cast onto our shark.
06:45So this Lighting setup gives a lot of flexibility and control over how our
06:49scene is illuminated.
06:50Our underwater look is really coming together.
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Shading the text using materials
00:00Now I'm starting off with the scene file created in the previous movie.
00:04Now if you are following along and you haven't completed the first two movies,
00:07this file is not included in the project files.
00:10So you'll need to complete the first two movies in order to get to this point.
00:13Our underwater look is really coming together, but our type can use a bit more help.
00:17Let's do a quick rendering here and talk about what's going on.
00:21So when our scene renders, the Shark Zone type here is very, very flat.
00:28You can notice that especially here on the Z and the S. The face of the Z blends
00:32back into the sides.
00:34That makes the type a lot less legible than it really should be.
00:38Promo and motion graphics in general are really all about communication.
00:41You want your viewer to be able to absolutely read the type that's on screen.
00:44That's the most important thing.
00:46The shark is cool in all, but the promo is really all about the Shark Zone block.
00:50That's what this type represents.
00:52So I want to make this type very, very legible.
00:54What we're going to do is create a set of materials that are going to lift the
00:58face off the surface of the type and darken down the sides so that the face of
01:02the type really pops out of the scene.
01:04I'm going to in the Material Manager create a new material.
01:07I'll do the File > New Material.
01:10Let's call this one text face.
01:14Now I don't need to add any color to this, because all of the color in our image
01:18is coming from the HDRI material that's surrounding our scene.
01:21So I can leave it flat gray.
01:22I'm going to punch up the Specular on it though just a bit.
01:26So it has a little more sheen to it, about there.
01:31I'm going to apply this to our Shark Zone type.
01:35Now this is the face material.
01:37The next thing I'd like to do is create a material for the sides that is based
01:43on the text face material.
01:44So the easiest way to do that is to hold down the Ctrl key and drag a copy of
01:49text face right to the right here.
01:51I'm going to click on the Material and drag right to the right.
01:53See that thick white line indicates I'm dragging? And when I let go, I get a new
01:58material right next to it.
01:59I'm going to double-click and call this material text side.
02:05This text side material needs to be darker than the face because I want the face
02:08of my letters to really pop out of the scene.
02:10So let's darken this down.
02:12I'll go to the Color channel and bring the Brightness slider way down in the 30% range.
02:19Let's apply this to our Shark Zone type as well.
02:22Drag across from the Material Manager onto the sharkzone Extrude NURB.
02:26The order of the tags here is very important.
02:28CINEMA 4D evaluates the materials here from right to left.
02:32So whatever materials on the right- hand side is what gets evaluated first.
02:37Everything else is considered underneath it.
02:39So right now, our side material is covering up the face.
02:42You can see our Shark Zone type got much darker here in the Editor view.
02:46Let's reverse this order.
02:47When I do that, you see my Shark Zone type brightened up.
02:51But now if I render this, it still doesn't have the pop that I'm really looking for.
02:58The sides still blend into the faces.
03:00What I need to do is limit this material to only showing up on the face of the object.
03:05So underneath the Texture tag that's applied to the Shark Zone type, there is a tag property.
03:10In that tag property is a Selection field.
03:13Now on the text object sharkzone, it's an Extrude NURB.
03:17There is a built-in Selection tag.
03:19The Selection tag allows you to limit how a material shows up on the surface of an object.
03:23There is a built-in one to the sharkzone Extrude NURB object.
03:26This is something that's particular to the Extrude NURB.
03:29If I type the letters C and the number 1 in that field, suddenly now my
03:35Shark Zone type will have a face that's brighter than the sides. Let's render that.
03:41You can see it really makes the face pop out of the background.
03:46The sides of the type now are much, much darker than the background.
03:50So now that I've got that type to pop out a little bit, I want to add a
03:53little bit of edging to the letters to help them stand out a little bit more from the sides.
03:57So let's create a new material that's going to be called the bevels.
04:00We're going to limit that to showing up only in the bevels on the type,
04:03the edges that connect the face to the sides.
04:06So let's duplicate the text face material.
04:08I'm going to hold down the Ctrl key and drag a copy over.
04:12Let's call this one text edge.
04:16The text edge material now needs to be quite a bit brighter than the face.
04:20So let's go back to the Color channel for that text edge material.
04:24You can see that the Brightness is set at 100%.
04:26There is really no way to get that brighter than that, except by changing
04:30the Color value here.
04:31So if I change this color, you'd see it's at 204x204x204.
04:35If I bring this to all the way to 100% white, it's going to get brighter.
04:41I want it to be even brighter still.
04:43So another technique I like to use is adding the Luminance channel to the mix here.
04:47So I'll go to the Basic properties and add Luminance.
04:50My material goes completely white. That's normal.
04:53The Luminance channel in the situation will usually override the Color channel.
04:58When I select the word Color here in the Properties and hold down the Shift
05:00key and select Luminance,
05:02I can see both channels together.
05:04What I'd like to do is just dial down the Brightness on the Luminance so that it
05:09is much, much darker than the Color.
05:12That will give me the benefit of having a Luminance channel in there.
05:15So my material gets brighter, but it still has all the shading of the Color channel.
05:20So let's bring this down to about 10%.
05:24Now let's apply this to our Objects.
05:28I'm going to drag the text edge over to the sharkzone.
05:30Remember now it's sitting on top of all my other materials.
05:34If I render this, my type will be a lot brighter.
05:38So what I like to do is use another one of those built-in Selection tags and to
05:43limit the material to only showing up on the bevels.
05:46That Selection tag that I'm going to use is called R1, capital R and the number one.
05:51They are case-sensitive.
05:52So it has to be uppercase R and the number one.
05:55When I hit Return now and then render one more time, you'll see that my edges
05:58are now going to pop off the edge of the type.
06:00You can see that on the edge of the letter Z that my edge really stands out now.
06:08It makes the type much, much more legible than it was before.
06:11Even though the shark is really cool, and the whole promo is called Shark Zone,
06:14it's really not about the shark.
06:15It's about the type.
06:16It's about the message that people should tune into the Shark Zone.
06:19So it's really crucial to make sure the viewer sees our number one priority.
06:24Now with our shading in place, our type element really jumps out at you.
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Creating a reflective floor for the underwater scene
00:00I'm starting off with the shot-003- lighting file that was created in the
00:04previous three movies.
00:05If you are following along at home and would like to get to this point,
00:08you will need to complete the first three movies, in order to have his progress so far.
00:12Right now, our scene looks pretty good.
00:13But the type and shark feel like they are floating somewhere.
00:16This shot really needs to feel more grounded, as if we were at the bottom of the ocean.
00:20But it should still feel like a graphical environment, and not a real ocean floor.
00:24In this video, we'll add a reflective floor element to the scene to add a visual
00:27foundation for the type and the shark.
00:29In order to create a floor object, I'm going to go to the Scene Elements and
00:33add a floor to the scene.
00:35The Floor object is a special type of primitive.
00:38It looks like a very small plane, but it actually extends out to infinity in all directions.
00:43It only does that at the time of render.
00:45So when I render this now, Command+R, you're going to see I now have a natural
00:49floor in my scene, and my shark is casting a shadow on to it.
00:53So is my type element.
00:55That really adds a foundation to our scene that missing before.
00:58The shark and the type no longer feel like they're just floating in space.
01:01I want to add a little bit of spice to this by adding a reflection to the floor.
01:05That's going to add a quite a bit of style to the scene that isn't there yet.
01:08Let's create a new material for the Floor object.
01:10I'm going to go to the Material Manager. Do New Material.
01:13Let's call this material floor by double- clicking on the word Mat and typing in floor.
01:19This floor only needs one thing on it.
01:24It needs reflection.
01:25I'm going to a turn off the Color, turn off the Specular, and turn on Reflection.
01:31With Reflection channel in the floor material turned on, now I need to apply it
01:35to the Floor object.
01:36So I'm going to drag that material from the Material Manager over to the Floor object.
01:42Then when I render, Command+R, you're going to see a very different scene
01:46than we had before.
01:47You can see our shark is reflected, and the Shark Zone type is reflected in the scene.
01:56It really changes the character of the entire shot.
01:59I don't really want to see the Shark Zone shark and the reflection at 100% intensity.
02:05I'm going to be dialing that up and down inside of After Effects in order to control that.
02:09It's a much better to do that sort of thing inside of After Effects.
02:11One thing I do want to do here in CINEMA 4D though is to add a little bit of
02:14blurriness to the reflection, so that it isn't as sharp.
02:17That's going to also add a nice style to the image that would be a little more
02:21difficult to get in After Effects.
02:22So in order to do that, I'm going to go the floor material.
02:26Under the Reflection property is a feature called Blurriness.
02:30Blurriness will blur the reflection that shows up in the surface of the object.
02:34So if I adjust that Blurriness,
02:36I'm going to change it to about 10%.
02:38Now you have to be very careful with this Blurriness option.
02:41The reason is that it adds a lot of render time to your scene.
02:44So I'm going to go to 10%. The higher the Blurriness factor, the higher the render time.
02:49So when I render, Command+R, you're going to see my render is going to take quite
02:52a bit longer than it did before.
02:55But when it finishes rendering, my shark and Shark Zone are very, very
03:05diffused in the reflection.
03:06Now that's probably a little too diffused.
03:08So let's dial that back down again.
03:10That's actually going to save some render time.
03:12So let's go back to the Blurriness option, and change that from 10% to 5%.
03:15I'll do another test render, and see how that looks. There we go.
03:21So now, we have a nice foundation for our scene.
03:24Our shark is showing up in the reflection.
03:26Our Shark Zone type is showing up in the reflection.
03:28But they're very diffused.
03:29You can see that the diffusion extends downward into the scene.
03:33So here next to the Shark Zone type it actually is pretty crisp.
03:36Then it gets more diffused the farther the objects are away from the reflection source.
03:40So it's a great way to add some visual style to your scene.
03:43But be very careful, because it does add render time.
03:46The lighting for the scene and the shading for scene is now complete.
03:49The great part is we don't need to do all that over again for the other shots.
03:53We can use this shot as the foundation for the starting point of each of
03:57our other shots.
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Lighting shot 1: Copying and pasting a lighting setup from another project
00:00Now that we have a working light setup that we created in previous movies,
00:03we can use that light setup as the foundation for all of our other shots.
00:07And it's really important when you're working in a production environment to try
00:11to minimize your workload.
00:13It saves you time and saves you money.
00:14And this is one of those cases.
00:16It's really not you being lazy.
00:17It's all about being efficient.
00:19Rather than do things twice it's always better to use what you have if you can.
00:23Let's start off by opening the final project file that was created in the
00:26previous four movies.
00:27Let me go to the File menu and do a Open.
00:31And I'll navigate to my Desktop, to my Exercise Files, and then Chapter 9.
00:35And let's start off by opening the shot-003-lighting_END file.
00:40Now remember this is the file that was created in the previous four movies.
00:44So this is the starting point and this will be the foundation for all of our other shots.
00:48Now let's open up the shot 1 file.
00:51File > Open and shot-001 final animation.
01:00There we go. It takes a moment to redraw the screen because there are so many sharks in here.
01:04All I really need from the other file are a few elements.
01:07I need the environment sphere.
01:09I need the shark light and I need the environment object.
01:12So I am going to go back to the Window menu.
01:15And in this scene I am going to copy the shark light, hold on the Ctrl key,
01:20select the Light Target, the Environment object and the envirosphere.
01:27And now I'll go Command+C, Ctrl+C on the PC and go to the Window menu and go to
01:32shot-001 finished animation.
01:34And then wait for it to redraw and paste down those objects. Command+V. Now you
01:39can see that immediately the Environment object has an effect on the scene.
01:44Let's do a quick render to see what things look like.
01:49And you can see that our scene isn't very interesting yet.
01:52The element that we are missing is the Global Illumination.
01:54Our envirosphere is not really having an impact on the lighting is this shot.
01:58So let's go to the Render Settings here.
01:59Click on the Render Settings icon, which is that white clapboard there.
02:03And we are going to delete that Sketch and Toon object that's in your scene.
02:07That was left over from my template file that we started this project with.
02:11So I'll delete that effect and go to the Effects menu and do
02:14Global Illumination.
02:16And with the Global Illumination in the scene now, don't forget to change
02:20your Diffuse Depth to 2.
02:22That's going to give us a little more bounce in the scene.
02:26And then close up the Render Settings. Oops, sorry. One more thing to double check on
02:29the Render Settings.
02:31Let's go back there.
02:32Make sure that you do IR + QMC (Still Image). That's very important and I
02:37shouldn't have forgotten that.
02:38The IR + QMC (Still Image) will give us a good clean render with all of this motion.
02:44So now I'll do a rather render test and you see that sharks will look very different.
02:48It's going to analyze the scene.
02:49And now we can start to see our sharks.
02:52We've got two issues. One is that the Environment object is too strong.
02:56We need to push the fog back a little bit so we can see more of our sharks.
03:00The other issue that we have going on is that the shark light is not really
03:04affecting any of the sharks in the scene.
03:06And the reason for that is the Scene option.
03:09And remember the Scene option was set to Include in the other file and when we
03:12copied and pasted in here it remember that mode.
03:14So we need to change that mode from Include to Exclude.
03:18And now it's going to start hitting these sharks.
03:21But the falloff region for the light is probably too small.
03:25So let's double check that.
03:26I am going to switch to the 4-way view.
03:27And you can see that in the Top view in fact the light is only hitting some of our sharks.
03:33So let's take the Light Target object and move it back into the middle of
03:38that school of sharks.
03:41And then let's take the light itself.
03:43I'll back out just a bit.
03:46Select the shark light object and on its z-axis.
03:49And you know as I am doing this in the Top view. I am going to drag this
03:52straight back on its z-axis.
03:54That's going to make sure that this is hitting all of our sharks.
03:58Now when I go back you can see that my sharks have in fact gotten brighter.
04:01Now let's push that Environment Fog back.
04:04The Distance is set to 6000 and that's 6000 units is based on the camera position.
04:09So if I add about, let's try 2000 units.
04:13Sorry, don't change the Distance to 2000. Add 2000 to 6000 which of course makes 8000.
04:19You could also if you wanted to do a little bit of math here.
04:21I'll go 6000 units, which was the amount that it was before, plus 2000 and hit Enter.
04:28That gives me 8000 units.
04:30And you can see immediately my sharks became more focused.
04:35And the environment pushed way back.
04:37Remember you should never trust what's going on in the editor window here.
04:40You should always do a render.
04:41So I am going to go Command+R and see how many sharks I can actually see in the scene.
04:46And you can see I can't really see any of the ones in the distance.
04:50The ones close to the camera are looking pretty good.
04:52Let's push this fog back a little bit more.
04:54So we'll do 8000 plus another 1500.
05:00And then there we go. Do another test render. And here we go.
05:03It's starting to open up a little bit.
05:08Now you can see I am right about the middle of the shot.
05:11Let's check the end of the shot and make sure that as we move through the scene
05:15we can still see all of our sharks.
05:17And it looks we can.
05:19Let's do another test render here closer to the end.
05:25Excellent!
05:27So I now know I can see all my sharks.
05:29The light on them looks really nice.
05:31I think the shot looks great.
05:33Let's go ahead and do a File, Save As and call this one shot-001-lighting.
05:44Excellent!
05:45The lighting and shading for our shot-001 is now complete.
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Lighting shot 2: Pasting a lighting setup and making adjustments
00:00The thrashing light shots are going to get the same lighting setup as shot 3.
00:04We will copy and paste this setup into shot A, make our tweaks, and then repeat
00:08that process for shots B and C. Let's start by opening up the starting point for shot 2A.
00:13I'll go to File > Open.
00:15In my Chapter 9 Exercise Files folder, I'm going to go to
00:19shot-002-2-A-finanim and open that up.
00:23So that's got our shark attacking the screen and it has just the regular
00:27default render setup in it.
00:29So let's open up the end file for shot 3 lighting.
00:31We go to the File menu > Open and let's open up shot-003-lighting_END.
00:38This file was the end result of the first four movies of this chapter
00:41and it's included in the project files.
00:43Just like in the previous movie what I'd like to do is copy and paste certain
00:46elements from this file into shot 2A.
00:48So the elements I am going to need are the shark light, a Environment object,
00:55holding down the Ctrl key, oh don't forget the Light Target, the envirosphere,
00:59and I think that's it.
01:01So I am going to copy those to the clipboard, Command+C. Open the Window menu and
01:05move down to shot-002-2-A finanim.
01:09And I am going to twirl close that hierarchy and paste down those elements
01:13Command+V. Remember the shark light in the previous scene was set to Include and
01:20it had an object in here.
01:21So we need to change that to Exclude so that it actually affects our shark.
01:25Then we should double check where it's actually shining.
01:28If we back up just a bit and we can look from all four angles just to see
01:33where things are and looks like our shark is falling pretty squarely inside
01:38the range for the object.
01:40But I am going to move the Light Target just a bit.
01:42So I am in the Top view and I am dragging that Light Target to about where the shark is.
01:48You see it's-- zoom in just a bit and drag that right there to about the tip
01:55of the shark.
01:57Now I know my light is hitting that shark square on.
01:59So the next thing I'd like to do is to turn on Global Illumination.
02:02Let's go to Render Settings and go to the Effects and add Global Illumination.
02:09And in the Global Illumination field I am going to change the GI Mode to
02:13IR + QMC (Still Image).
02:16The Diffuse Depth is going to go to 2.
02:19And then we can close up the Render Settings and then do a little render test.
02:22So let's go Command+R. And you can see it takes a little bit longer because the
02:33shark is so big in frame.
02:35And I think that's looking pretty good.
02:37We've got our shark right in frame up close to the camera.
02:39Now these little elements, you can see that for example his gums intersect with
02:45the top of his mouth here.
02:47And honestly that's not really crucial.
02:49If this were going to be a really long hero shot, I'd want to fix that.
02:52But when we do our shark transition this is going to be only 10 frames long.
02:56But also it's going to have a lot of bubbles and thrashing water on top of it,
02:59so little details like that aren't totally necessary to fix.
03:02The lighting for our scene is looking great.
03:04The next thing I'd like to do is to go to the File menu and do a Save As.
03:09And this is going to be called shot-002-2-A-lighting.
03:14And I save that in the Chapter 9 project files folder.
03:17So now I'm going to off camera repeat that process for shots B and C.
03:22So here I am in the finished shot-002-B-lighting file.
03:24And now you can see I've saved that as shot-002-B-lighting.
03:26So you can see I have the shark light and the Environment and envirosphere all
03:31setup as well as the Render Settings for IR + QMC (Still Image).
03:35And I repeated that process for shot-003-C-lighting.
03:38And here it is as well. Same lighting, Environment elements along with the Render Settings.
03:45And I am using this shortcut Command+B to bring up those Render Setting windows.
03:48By the way that the same as clicking on the icon right here.
03:52So that's it for shot-002.
03:53The lighting is looking fantastic and we are ready to move on.
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Lighting shot 4: Separate elements in a shot (the shark)
00:00The lighting for the end page is a bit different than the other shots.
00:03It's going to get two completely different lighting setups, one for the shark
00:06using the Global Illumination options that we've been using for the other shark scenes.
00:10And then one lighting setup for the logo that's a traditional render using a
00:13three-point light setup.
00:14Because of this we are going to split up the shot into separate files, one for
00:17the logo and one for the shark.
00:19Let's start off with the shark.
00:20I am going to open up the final animation file for shot 4.
00:24Let's go to the Open menu and negative to the Chapter 9 Exercise Files and open
00:29up shot-004 final animation.
00:32You can see that our logo and shark are existing in the same space.
00:36And all I am going to do for the shark scene is to turn off the logo.
00:41And using the status dots here in the middle column, I am going to make the top
00:45dot red and the bottom dot red by clicking twice on the gray dot each time.
00:50And that makes the logo invisible.
00:52I didn't delete it from the scene.
00:53All I did was make it invisible.
00:54Now when I render you can see I only see shark.
00:57And that's just how I want it.
00:58Let's get the lighting setup that we used in the other shark scenes and paste it into this shot.
01:03I'm going to go to the File menu and do an Open.
01:07And let's grab a shot-003-lighting_END file, which is part of the project files.
01:13This file was created in the first four movies of this chapter.
01:16So if you are following along at home those first four movies led up to this file.
01:21The elements that I need are the shark light, the Light Target, the Environment
01:27and the envirosphere.
01:28And I am holding down the Ctrl key to select all those individually.
01:31Now I am going to copy those to the clipboard, Command+C. Go to the Window menu
01:35and move back to the shot- 004 final animation file.
01:38And let's paste down those elements, Command+V. Make sure that you are in the
01:41Object Manager when you do that.
01:43I clicked in the Object Manager then hit Command+V. And now when I render
01:47you can see that my scene renders but I don't have any Global Illumination and also
01:52my shark is not lit.
01:53So I need to change two things.
01:54I need to go to the shark light and turn the Scene options from Include.
01:59Remember in the previous file we had it set for Includes so it would only affect the shark.
02:03And we are going to change the Mode to Exclude.
02:05And look, my shark now has light on it.
02:08Then the next thing we need to do is turn on the Global Illumination.
02:11Go to the Render Settings by clicking on this white clapboard and underneath the
02:16Effects I am going to add Global Illumination.
02:19Let's change the Global Illumination Mode to IR + QMC (Still Image) and change
02:25the Diffuse Depth to 2.
02:27Now with that set, let's double check our rendering, Command+R, and you can see
02:32it renders really quick and our shark looks great.
02:34That's pretty much it for the lighting for this shark on the end page.
02:37I am going to do a File > Save As and call this shot-004 and then shark and then lighting.
02:48That way I know it's there out with the shark and it's got the final lighting in it.
02:53I'll save that to the Chapter 9 folder and we are all set.
02:56That's it for the shading of this shark for shot 4.
02:59And you'll notice I haven't done anything with the logo ye. That's because the
03:03whole point of this process was to separate those elements so that they can be
03:06composited inside of After Effects.
03:09Now the next thing we are going to do is create the shading and lighting for the logo.
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Lighting shot 4: Separate elements in a shot (the text)
00:00The end page is going to use two different files composited together inside of After Effects.
00:05So we've created the first file for the shark lighting, and now we're going to
00:08do a similar process for the logo.
00:13Let's go to File > Open and select shot- 004-finanimation as our starting point.
00:19Now this has the animation of the shark going through the scene and the logo inside of it.
00:25We don't need the shark for this project file.
00:27So let's turn off the Shark parent.
00:29I'm going to make both its dots red by double clicking on the gray dot there
00:33in the Status column.
00:34That makes the shark invisible in the editor and invisible in the render.
00:38First thing I'd like to do is to create a light setup for the logo and I'm going
00:42to add a Target Spot Light to the scene.
00:47Then I'll switch to the four-way view.
00:49In the four-way view, I'm going to drag the light on the Z-axis.
00:55And then I'm in Point mode right now.
00:57Let's move out of Point mode into Model mode.
00:59So I can see the handles for the cone of the spotlight.
01:03And I'm going to back out just a bit and then drag that center cone downward.
01:10Now I want to make sure that my light travels through the cone of light for the object.
01:17As I scrub back through the animation where the logo starts off, you can see
01:21that at this top of the animation it starts here behind the camera.
01:25So I want to drag my logo up.
01:27I don't want the logo to be completely dark.
01:28I want to have it sort of pass into the light early on.
01:32So I'll drag my light cone back a couple of times to make sure that the logo is
01:37right at the edge of the cone. There we go.
01:40So now, at the very start of my animation, my logo is just barely getting hit
01:49by the light, and then it travels right into the light field and hits its final mark.
01:55So let's rename this light and call it Key.
02:01The key light now becomes the main source light for our object.
02:05We want to have a little bit of fill detail.
02:07Let's bring the scene full-screen.
02:10If I render this, you can see that my logo looks kind of flat and what I'd really
02:13rather have is a little bit more falloff across the surface of it.
02:17So let's do two things.
02:18We're going to duplicate the key light and switch back to the four-way view.
02:21And the other thing I'm going to do is I'm going to move the key light a little
02:26bit before I duplicate it.
02:27So let's move it over here just a bit.
02:29So it's coming more across the face of our logo.
02:32Then I'll hold down the Ctrl key and drag a copy of the key light.
02:35Let's rename it filllight.
02:39In the Top view, drag straight across to the other side.
02:44So now it's opposite our key light.
02:46But I'm also going to drag it down.
02:47So in the Front view, let's back out a bit and drag straight down and that
02:52brings our light about even with the logo.
02:56Now the key light and the fill light should not be at the same intensity.
02:59So I'm going to drop the filllight down to about 25%.
03:02Under the General Properties, bring the Intensity down to about 25.
03:08There's no magic formula for this.
03:10We really are kind of eyeballing things.
03:12But now when I render with my logo, you can see that it looks a lot more interesting.
03:15I have some light hitting the edges of the logo and a little bit more
03:19fill across the face.
03:21One more thing I need to do is make a back light.
03:23I want to get a little bit of kick off these edges here.
03:25So I'm going to take the key light now and duplicate it one more time and
03:29call this back light.
03:32The back light needs to be behind the logo.
03:35So I'm going to switch to the four-way view and drag this light right straight
03:39on back and then same thing again.
03:42I'm going to make it down and about even with it.
03:45So you can see now it's hitting the logo from the backside.
03:49As I render this, now you can see I'm getting a lot of kick on the back edges of
03:53my letters and it really helps to define the shape of the logo.
03:57I don't want this quite as intense as it is.
03:59So I'm going to change the Intensity down to about 60% or so.
04:05Do another test render, Command+R. You see that it helps to define things
04:08a little bit better.
04:09Next thing I'd like to do is to give a nice metallic sheen to our logo.
04:13To do that, I'm going to use an anisotropic material.
04:16An anisotropic material is something that's very particular to a metallic surface.
04:20And it really makes a great looking stainless steel texture.
04:22There's a great preset we're going to use as our starting point.
04:25I'm going to go to the Content Browser, and when I click on the Content
04:28Browser, in that window, I'm going to go to the Material Presets and I'll show
04:33you how I got here.
04:33I went to the Preset options and I went to CINEMA 4D and twirled that open and
04:39then I went to Materials, and then I went to Anisotropic.
04:42We're going to start with radial5 as our preset.
04:46When I double-click on radial5, it shows up in the scene.
04:49Now it's not applied to anything right now.
04:51So let's drag that radial5 to the Extrude NURBS object that is underneath our Logo parent.
04:57Now the default projection method for this type of material is a spherical map.
05:01So we want to change this to flat.
05:03If I render this right now, you'll see that my logo has this cool
05:06metallic texture on it.
05:08It's not quite the look that I want.
05:09So I'm going to make some tweaks to that.
05:11The first tweak I'd like to make is in how the material is projected on the logo.
05:15Let's change the Projection method from Spherical to Flat and then do
05:19another test render.
05:20But it doesn't look that different because we're going to be making some tweaks
05:23to the material, but that's okay.
05:24The important thing is to change that Projection method to Flat.
05:27Let's go now to the Material options and adjust the Roughness.
05:32I don't want this squiggly pattern on the surface of my object.
05:35So I'm going to go to the Roughness setting and change the Function to None and
05:39notice that cleans things up there.
05:42Then I want to go to the anisotropy, which is what's creating those beautiful
05:46radial patterns on there.
05:47And I'm going to adjust the Amplitude a little bit, which is going to change
05:51the scaling of that.
05:52Let's go to about 50%.
05:56Now when I do a test render, you can see I have this great line now that's
06:01across the surface of my object.
06:02I have this really cool kick highlight right here.
06:04And that's exactly how I want it to look.
06:07You have a nice bright transition in the middle of my logo and it's
06:12looking really good.
06:13So now let's just double-check the light.
06:16Do a couple of tests in our scene here.
06:18I'm going to see what it looks like up close.
06:20And you can see that as it passes through the light field, the logo gets a
06:25little bit brighter as it goes through and that's exactly what I want it to do.
06:29So I'm just hitting Command +R each time to the scene.
06:32You can see this scene file renders very quickly.
06:34So the logo looks great.
06:36But I want to have a little bit of motion across the surface of it.
06:38So we're going to animate the lights here.
06:41Now the best way to do this, I want to have the key light and the back light and
06:44the filllight travel across the surface of this logo.
06:47So the easiest way to do that is to take all three of these lights.
06:50I'm going to draw a rectangle around them and I'm going to parent them to the light target.
06:54The light target now is going to be used to animate the rotation of these lights.
06:59If I switch to my four-way view now and I use the Rotate tool, if I click and
07:03drag and then rotate, you can see that my lights now all rotate underneath that Null object.
07:08And the cool thing is it makes the key light travel right across the surface,
07:12and that's exactly what I want.
07:13I'm going to animate the rotation of this Null object over time so that the
07:18light travels across the surface of my logo.
07:20So let's move to Time 0, and at Time 0, I'm going to select the light target
07:25here and go to the Coordinate properties.
07:26And I only want to keyframe the heading rotation.
07:29So I'll hold on the Ctrl key and click right next to the letter R on that black circle.
07:34And that sets a keyframe just for the heading rotation.
07:36Then I'm going to move to time 98 which is the end of the shot and then
07:42adjust that rotation.
07:43I don't want it to go all the way around.
07:44I just want to have it travel across the surface a little bit.
07:47So let's get about straight on or so. About 40 degrees roughly.
07:52I have mine set to 42.
07:52And hold down the Ctrl key and set a keyframe for that parameter.
07:57So now over the course of the animation, you can see the light traveling across
08:00the surface of the logo.
08:01The only thing left to do is to fix the F-curves on that.
08:05I'm going to switch to the Animation layout.
08:06And in the Animation layout, I'm going to adjust the F-curves on the light target.
08:11Let's go to the F-curve Manager.
08:13I'll hit H on the keyboard to frame things up and then I'm going to click on
08:16this little F-curve icon here.
08:18And then I'll select the Rotation H keyframe.
08:20Hit H on the keyboard HGGto frame up my entire curve.
08:23Draw a rectangle around the single keyframe, then hit Command+A or Ctrl+A to
08:27select all of the keyframes.
08:29I'm going to right-click in the Editor here and go to Spline Types > Zero Angle/Length.
08:34And then you can see now I have a nice linear move with no more ease-out and ease-in.
08:39So my light will travel smoothly over the length of the animation.
08:42The last thing we should do before we get out of this is to do a quick preview
08:45render just to make sure that things are moving right.
08:47So I'm to switch back to the Standard layout and I'm going to deselect my Light Target here.
08:53And let's double-check the motion by doing a preview.
08:56I'll click on the middle clapboard here and go to Make Preview and All Frames is on.
09:03The Image Size is set correctly and then I'll hit OK.
09:07Watch the progress bar down here in the bottom left and remember that progress
09:11will be dependent on your CPU.
09:13And once that pops up, I can now do a little preview of my movie and I'll
09:18click the Play button.
09:19The first time it goes through it's going to cache the frames and then play back in real-time.
09:25Excellent!
09:29The thing I'm watching for here is I'm really watching for the speed of this
09:32light, as it's traveling across the surface.
09:34Now I can't actually see the light traveling across the surface in the shaded view,
09:37but what I can see are these lines passing back here.
09:40Those lines are the cones of my spotlights that I have shining on the logo.
09:45I can tell that that light is going to be traveling in a nice speed as it moves
09:49across the surface of my logo.
09:53I'm going to close up the Picture Viewer here and do a File > Save As.
09:58And let's call this shot-004-logo and then lighting, using the same name format
10:05that we've been using in the other files.
10:07I'm going to save that into the Chapter 09 folder. So that's it.
10:10The lighting for all of our shots now is complete.
10:13Everything is looking really great and we're ready to move onto the render setup
10:17so that we can get these out of CINEMA 4D and into After Effects.
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10. Rendering for After Effects
Preparing shot 1 for rendering to After Effects
00:00In the previous chapters, we've modeled, lit, and animated the elements for
00:04the Shark Zone promo.
00:05But it won't mean anything unless we can get them out of C4D in a way that makes
00:08it easy for us to put them together in After Effects.
00:11It's extremely rare that the rendering that you get out of C4D is the final image.
00:14There's so much more you can do to enhance your images in After Effects that
00:17will take your animation to the next level and beyond.
00:20In this movie, we'll be setting up our setting up our C4D project file to use
00:22Multi-Pass so we can control the makeup and intensity of the image without
00:26having to go back to C4D.
00:27We'll also be setting up Object Buffers so we can color-correct different
00:30elements stuck together in the same shot.
00:32I'm going to start off by opening up the shot-001 project file.
00:35File > Open, I'm going to navigate to the Chapter 10 Exercise Files.
00:41And in those Exercise Files is the shot-001-lighting_END.c4d file.
00:46This is the project file as it was left off in the previous chapter.
00:50What I'd like to do is to start off the render setup process by establishing
00:55Object Buffers for my sharks.
00:56An Object Buffer is an alpha channel for an individual object within the scene.
01:00It allows you to isolate that object inside of After Effects and apply effects
01:05without affecting the rest of the image.
01:06It's a really important tool for compositing.
01:08So I'm going to right-click on the shark 001 object and go to CINEMA 4D Tags and then do a Tag.
01:16And a Compositing tag is where we establish the Object Buffer for the file.
01:20I'm going to select Object Buffer and do Enable Object Buffer 1.
01:24Now the number that you have here can be any number in the world.
01:27The important thing is that this number matches the Object Buffer setting that
01:30we're going to be placing in our Render Settings.
01:33And that's really what's going to matter. It could be 1.
01:35It could be 10,000.
01:36As long as there is a 1 or a 10,000 in the Render Settings, you're good to go.
01:40Now the next step is to apply this Compositing tag to all the other sharks.
01:44I have shark 001 already set with a Compositing Tag.
01:46I want to have Compositing Tags on all my other sharks.
01:49So the easiest way to do that is to hold down the Ctrl key and drag copies of
01:54this Compositing tag down to each of the sharks. There we go.
02:01So now I have the same Compositing tag on each of the sharks.
02:04And so they'll all show up in the same Object Buffer which is Object Buffer 1.
02:08With the Object Buffers set up, I can now move on to the Render Settings.
02:11I'm going to click on the Render Settings icon here.
02:13The General setting shows us a basic summary of the type of render we're going
02:16to be doing, in this case a full render.
02:19The Output option shows us how large our rendering is going to be, what Aspect
02:23Ratio it's going to be, and then what Frame Rate we're going to do.
02:26Now we set up all this information in an earlier chapter when we were
02:30creating the file animation.
02:31So we don't have to worry about this right now.
02:33Next up is the Save option.
02:35The Save option is where you control where your files are going to go.
02:39We're not going to be needing Alpha Channel or Straight Alpha.
02:41Normally these are unchecked.
02:43They were turned on in the starter file that was used as the starting point for
02:46creating these shots.
02:47We don't need to worry about the Save here because we're going to be turning on
02:50Multi-Pass rendering.
02:51So we can leave this File Save field blank.
02:54We do want to, though, twirl open the Compositing Project File and check all
02:58three of these options.
03:00It's very important we turn Save on, Relative, and Include 3D Data.
03:03That way you make sure we get a properly formatted After Effects compositing
03:06file when we finish our rendering.
03:08The next thing we need to add is the Multi- Pass and the Multi-Pass is off by default.
03:13I'm going to turn it on and click on the Multi-Pass option now.
03:17There's a lot of options here.
03:18We don't need all of them, but what we are going to add is we're going to
03:21start off by adding all of the image layers and then we're going to delete
03:24the ones we don't need.
03:25I know which ones to delete based on the types of materials that I have in my scene.
03:30I know that I'm not going to need Refraction because I don't have any
03:32transparency in my scene.
03:33So I can delete that.
03:35I know I'm not going to need Ambient Occlusion because I don't have Ambient
03:38Occlusion turned on.
03:39So I can delete that.
03:40I also don't have Caustics.
03:41I can delete that, and I'm not really running any Post Effects.
03:45So I can delete that as well.
03:47In this particular file, I don't have Shadows so I can delete that pass as well.
03:51Now with the Multi-Pass option set, I need to add one more channel.
03:54I'm going to click on the Multi-Pass and go to RGBA Image.
03:58Now RGBA Image is the actual finished render.
04:01All of these layers are the different image components that make up the final image.
04:05So what I'm going to have is the finished image plus all of the sub
04:08channels that will allow me to manipulate the finished image if I don't
04:12like certain aspects of it.
04:13So it's sort of like the best of both worlds.
04:15Next I need to add in the Object Buffer.
04:17I'm going to click on Multi-Pass one more time and go to Object Buffer.
04:20And the Object Buffer shows up with the Group ID of 1.
04:22And if you'll remember from our Compositing tag over here, the Compositing Tag
04:27uses an ID of 1 as well.
04:28So as long as these two numbers match, my Object Buffer will be
04:31generated properly.
04:33Now that I have the Multi-Pass set up, I need to go back to the Save option.
04:37And when I activated Multi-Pass, I now have a Multi-Pass Image Save option.
04:41And now I can tell it where to put the Multi-Pass images it's going to save.
04:45I can also tell it what format to put those images in.
04:47I generally render Photoshop PSD files.
04:50It's very important if this Multi-Layer File is ever turned on.
04:53You always want to make sure and turn that off when you're going to be
04:55working with After Effects because After Effects will not read that image
04:58sequence correctly.
04:59So make sure Multi-Layer File is turned off.
05:02Now I need to tell it where to put those files.
05:04So I'm going to click on the Save Image button here and navigate out to the
05:07Finder to my Desktop to my Exercise Files to Chapter 10.
05:11In this Chapter 10 folder, I need to make up a new folder to put my
05:16rendered images into.
05:17Now we're rendering an image sequence which is going to be a numbered
05:20sequence of Photoshop files, and it's always a good idea to put those in
05:23their own subfolders.
05:25So I'll make a new folder here and call it shot001.
05:30Then I'll go up to Save As in the Save field and call it shot001.
05:34So now when I hit Save, I can see the directory path right here.
05:40It's going to go out to my Desktop folder, Exercise Files and into the shot001 folder.
05:44That's pretty much it for the Render Settings.
05:46The next thing I need to do is save this file.
05:48I'm going to go to the File menu and do a Save As.
05:51And in the Save As field, I'm going to call this render, meaning that it's ready to render.
05:57And then I'll hit the Save button.
05:58I'm not actually going to render the file at this time.
06:00We're going to be using a process called batch rendering to render all of
06:03our files together.
06:04So it's very important when you're doing a batch rendering to make sure that
06:07your file renders correctly so you have to get all your Render Settings set up
06:10ahead of time and then you'll launch each of the files together at the same time
06:14and then it will render them down one after the other.
06:17So that's it for shot001.
06:18Now we can move onto the next shot.
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Preparing shot 2 for rendering by saving and using render presets
00:00The render setting process can be really time-consuming, especially when you
00:03have a lot of shots to do.
00:05We're going to use a render setup preset that we're going to create using the
00:10shot-001 file that was created in the previous movie and then apply that shot to
00:14each of the successive movies.
00:16Let's go ahead and open up File > Open and navigate to our Chapter 10 Exercise Files.
00:22And let's open up the shot -001-render_END.c4d file.
00:24And that was the end result of the previous movie.
00:27And in this file, we're going to go to the Render Settings, clicking on the
00:31Render Settings icon.
00:32And down at the very bottom of the Render Settings window is a Render Setting tab.
00:37And when I click on that, I'm going to go Save Preset.
00:41And when I do Save Preset, it's going to say what would I like that preset to be called.
00:45And I'll call this one sharkzone.
00:47And the sharkzone render preset now, when I hit OK, is stored in memory.
00:52And if I click on Render Setting, you can see now there's a Load Preset option.
00:55And there it is, sharkzone which is a user render setting.
00:59Now we can close up this file.
01:00We don't need it open anymore and we can go to the File menu and do an Open and
01:04then open up shot-002-A-lighting_END file.
01:08We open that up and here's our shark attacking the screen.
01:11Now we can bring up the Render Settings here.
01:13Now this is a very important thing to remember.
01:15We're going to apply this Render Setting to the file, but before we do that,
01:19we need to make a very special note of how long our scene was.
01:22This Render Setting is going to change all of settings here in the window to
01:25match the previous shot and we want make sure we keep the shot length the same.
01:30So let's go to the Output options here and check and see that it's From 0 To 9.
01:35Now that I know how long this shot is, I can add in my Render Setting.
01:39Click on the Render Setting option, go to Load Preset, and watch what happens to
01:42the From and To range when I click on sharkzone.
01:45You see that it changed to the same length as shot001.
01:48And also in the Save field, it's showing us that it's going to save shot001.
01:52We're going to change both of these settings.
01:54So let's go back to the Output option and change that first.
01:57Remember our shot was 0 to 9.
01:59So I'm going to change this to be 0 to 9, which is 10 frames total.
02:03And then I'm going to go to back to the Save field.
02:05I'm going to double-click on the Save Image button and then navigate out to
02:09my Chapter 10 files.
02:11I'm going to create a new subfolder and call this one shot002-A.
02:16And then in that folder, I'm going to call the actual filename shot002-A.
02:22So now I know that my output option is 0 to 9, which is the correct for this file.
02:27And I know that my Save option is going to save the file as the right name.
02:31And I'm pretty much done with the Render Settings.
02:32And that was a lot faster than the existing shot.
02:36The last step in the process before you save this file is to delete the old
02:40Render Setting that was there.
02:42When we added our sharkzone preset, it added a new render setting here,
02:45and you can actually have multiple render settings inside of C4D.
02:48Sometimes that can get really confusing.
02:49So it's best to delete the one you don't need.
02:51So I'm going to click on this top one, and then just right-click and then go to
02:55Remove, and that removes it from the scene.
02:57Now you can see that our sharkzone render preset is all set there and it's
03:01going to save it to shot002-A and it's also going to be under the Output options 0 to 9.
03:05So now let's go to the File menu and do a Save As and we'll call this
03:09one shot002-A-render.
03:15And if I double-check my scene file, I've got one more step to do.
03:19And our shark does not have a Compositing tag.
03:21Let's go to the Shark A mover, right- click and go to CINEMA 4D Tags > Compositing.
03:27And with our Shark Compositing tag on the shark file, I need to turn on Object
03:31Buffers and then Enable Object Buffer 1.
03:33And you can see I have an Object Buffer 1 here, and if I go back to my Render
03:37Settings and go to the Object Buffer field, I've got Object Buffer 1 here,
03:42Object Buffer 1 here.
03:43I know they'll render.
03:44Now our Render Settings for shot002-A are complete, we can apply these same
03:48settings to shots B and C. I'm going to do that off camera and come back and
03:52review them with you.
03:53So now I've got all three shot002 files set up and I'll just review them with you.
03:58You can see I'm in here into shot-002-C-render.c4d.
03:59And in my Render Settings, I've got my file path saved correctly.
04:05I also have under the Output the same Frame Range as I had before.
04:09So it's very important to check those.
04:11I'm done with this file.
04:12I can move on to shot002-B-render.
04:15Verify it's 0 to 9, and then go to the Save option and check that it's going to
04:19render shot B into the shot B folder.
04:22And that's it for shot B. Now we'll go to the last one, shot A, and double
04:26check that one more time.
04:27We've got a place for our file when it renders, and then we've got under the
04:32Output options 10 frames total, 0 to 9.
04:35So using the Render Settings can be a really helpful tool for speeding up your workflow.
04:40Now that we have shot002 all completed and ready for rendering, we can now move
04:43on to the other shots in the promo.
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Preparing shot 3 for rendering
00:00Now shot-003 is a little bit different than all of the previous shots and
00:04the reason for that is that there are two elements in there, the shark and
00:08the Shark Zone text.
00:10We are going to need to have two Object Buffers here.
00:12One for the shark, one for the Shark Zone text. Otherwise the render settings are exactly same.
00:16So let's start-off by opening up the shot-003 file.
00:19File > Open navigate to the Chapter 10 project files in that folder we going to go
00:24to the shot-003-lighting_END file, open that up and now we can start with the render settings.
00:29And actually before we do the render settings let's make sure and add our Object
00:33Buffers first. That way we don't forget them.
00:35I will right-click on the sharkzone parent go to CINEMA 4D Tags and then
00:40Compositing and then we'll set this to be Object Buffer number 2. So it's a good
00:44rule of thumb, when you are creating Object Buffers across multiple shots to put
00:47the same kinds of objects into the same number Object Buffer.
00:51That way when you're working in After Effects, you know that Object Buffer 1
00:53will always be related to the sharks for example.
00:56Object Buffer 2 is going to be the type element.
00:58So now I'm going to add an object buffer tag to the Shark Uber object so I'll
01:02right-click on the Shark Uber > CINEMA 4 CD Tags and then go Compositing and
01:07let's activate Object Buffer 1 for the Shark Uber.
01:10Now, we can load up our render settings.
01:12I am going to go to the Render Setting icon and then go to Render Settings
01:18preset, Load Preset > sharkzone.
01:20Now, before we delete the old render setting we want to make sure and check
01:24how long shot the shot was. This shot was going to be from 0 to 129 F or 130 frames total.
01:30So now I can go delete the render setting here and under the sharkzone render
01:34setting go to the Output option and change at from 0 to 129 F.
01:38Now, I know my shot is going to be the same length.
01:40Now we can go to the Save option and navigate for our renders folder and go to
01:44Chapter 10 and I need to create a new subfolder for this file.
01:47I am going to make a new folder and call this one shot003 and in this shot003
01:53folder, I will call this one shot003. Hit Save.
01:56So now I know my save is set for their correct name and my frame range is set
02:01for the correct name.
02:02Now all I need is to make sure my Object Buffers are correct.
02:05I already have an Object Buffer for number 1 and that's going to cover my sharks.
02:08I need a new Object Buffer for the text.
02:11So I'm going to go to the Multi-Pass option and select Object Buffer and in that
02:16Object Buffer field, I'm going to Click on Group ID 2 and now I have an Object
02:21Buffer for number 1 and an Object Buffer for number 2 and that's going to cover
02:24both my shark and my type.
02:26Now, I can go to the File menu and do as Save As and I will save this as shot-003-render.
02:34That's it for shot-003.
02:35Now we can move on to the final shot.
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Setting up shot 4 to render in two passes
00:00Shot004 we divided into two separate project files.
00:03So in this movie I am going to start off with a shark, because that gets the
00:07exact same render setting except for the frame range and file save information
00:11as the previous shots with sharks in them.
00:13So let's open up our starting point which is under the File menu > Open and
00:17navigate to the shot-004- shark-lighting_END file.
00:21I'm going to first add an Object Buffer to the Shark parent.
00:24So I right-click on that and go to CINEMA 4D Tags and then Compositing and
00:29make sure and activate Object Buffer 1 under the Compositing tag Object Buffer property.
00:34Now I can load in the render settings.
00:35So let's click on the Render Settings button and navigate to the Render Settings
00:39folder and Load the Preset.
00:42You see I've two render settings here sharkzone and the original Render Setting.
00:45If I click on the original Render Setting, you see it changes all the options.
00:48So I'm going to go to the Output option and double-check my Frame Range, which was 0 to 98.
00:53So I'll change that here in sharkzone and go 0 to 98 right here inside the sharkzone.
00:59Now, I can delete this old Render Setting and underneath the Output option I've
01:03got my range correct, now I can go to Save and change the file names.
01:08I'll click on that and navigate to the Chapter 10 folder and within this folder
01:13I'm going to create a new subfolder.
01:14I will call it shot004-shark and then the file names here I'll call it
01:20shot004-shark as well. There we go!
01:24So now I've got my Output range set correctly, I've got my Save set correctly,
01:29and I've got an Object Buffer for my shark.
01:32This file is ready to rock and roll.
01:33So let's save it our as File > Save as, and in the Chapter 10 folder let's call
01:38it shot004-shark-render.
01:42Now we can move on to the logo file for shot004.
01:44So let's go ahead and open that up.
01:46File > Open and then shot-004-logo-lighting_END.
01:51In this file we have our logo, and we don't have anything else in there.
01:54Now, the logo doesn't need to be rendered out with Global Illumination.
01:57We've got a really good lighting set up on it right now that makes the
01:59logo looks fantastic.
02:00So, all we really need to do is to set up a new render setting that does not use
02:05Global Illumination, and really don't even need Multi-Pass for this.
02:08All we need is just the logo with an Alpha Channel as an image sequence.
02:12So it's a really simple render setup.
02:14Let's go to the Render Settings and under the Output, so you can see our Frame
02:18Range is 0 to 98.
02:20I'm going to click on the Save option.
02:22In this one we are going to be using an Alpha Channel.
02:24When I do render an Alpha Channel, I always render a Straight Alpha which gives
02:27me a little haloed edge around my object that gets clipped off very nicely in
02:31the compositing package without any kind of ghosting around the edges.
02:35Now, I'm going to go to the File Save button, click on that, and navigate to my
02:39Chapter 10 folder and go to New Folder and call this shot004-logo.
02:46Then in the Save As box I call it shot004-logo.
02:50Now activate Compositing Project File. Make sure that's all on.
02:54So now we've got the Output option set correctly. We've got the Save option set correctly.
02:59Let's double-check the anti- aliasing settings on this logo.
03:02Because it has this anisotropic material on there, we want to be really careful
03:06about the anti-aliasing.
03:07Anti-aliasing creates a smoothing effect on the surfaces of your objects when it
03:11renders so that you'll don't get crunchy lines that make your animation look
03:14like there are ants crawling across the surface of it.
03:16So anti-aliasing is very important.
03:18In our shark animation the default Anti-Aliasing setting should work just fine,
03:21because of all the environment that's in there and the smooth lines on this shark.
03:25Anti-aliasing isn't nearly as crucial as it is on a logo.
03:27So let's go to the Anti-Aliasing options and we are going to set this to be
03:31Best and Animation.
03:32Now I have it set here already.
03:33The normal option is Geometry and Still Image.
03:38And that will give you an edge on your objects that's a little too crisp and crunchy.
03:43So it really doesn't look good in animation.
03:45So we are going to set this to Best and then to Animation.
03:48I will close up the Renders Settings now.
03:51And let's do a File > Save as in the Chapter 10 folder and call this one
03:55shot-004-logo-render and Save.
04:00I think that's it for all of our render setups.
04:02Now we can move onto batch rendering.
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Performing a preflight check to ensure clips are ready to render
00:00With our render files all set up and ready to go, it's a really important thing
00:04to preflight check your render files.
00:07And when I say preflight check I mean double-check all of your render settings
00:10before you hit the Render button.
00:12We're going to using the technique called batch rendering.
00:14In batch rendering typically you start a whole series of render files and then
00:18walk away from the machine.
00:19The last thing you want to have happened if you walk away for machine overnight
00:22and comeback and find that only one of the renders or maybe none of your renders
00:26went off, because you'd forgotten to set something correctly.
00:28So what I like to do is I open each one the files in my batch up and then hit
00:33the Render command, activating the render, and then let that thing render for
00:36just a frame or two and then stop it.
00:38I delete those test frames out of the folder to make sure there's no
00:41confusion and then as long as everything went off correctly, I know my file
00:44is ready to render.
00:45So I'm going to do that for shot number 1.
00:47I will go to the File menu and Open, navigate to my Chapter 10 folder, and in
00:52there I will open up shot- 001-render_END. Hit Open.
00:56Now, here in the shot-001-render_END file all I have to do is click on this
01:00icon right here, the middle clapboard, and go to Render to Picture Viewer and
01:04that's the actual render command that you use when you want of render
01:07something out for the final.
01:08Now, if I have all my Render Settings set up, when I let go of this my render
01:12should start with no error messages.
01:13Now, some of the possible error messages are missing texture for example or an
01:17incorrectly set file path for your Save option.
01:20As long as I don't have anything set incorrectly, my rendering should go
01:23off without a hitch.
01:24There goes the very first frame. Excellent!
01:27So now I know that my rendering is working correctly, all I've to do now is stop
01:31this rendering, and do you want to stop the rendering? Yes, I do.
01:35Excellent! Now I can go out to the Finder, delete the files in this folder so that there's
01:39no confusion about these test renders there versus the finish ones.
01:42Let's hide CINEMA 4D.
01:43Command+H. I'm going to open up shot001 and all of the files that are in there,
01:48these are the render files that it was creating.
01:50You can see there is a different file for each one of the render passes that I had.
01:53I will select all those and right- click and move them to the Trash.
01:58Now I can go back to C4D, close this file up, and repeat the process for the next file.
02:03Now, I'm not going to do that in this movie, but it's really important for you
02:06to double-check all your files prior to batch rendering.
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Batch-rendering
00:00Now that we have all our files preflighted and the render settings were all
00:03correct, we can set up something called batch rendering.
00:06A batch rendering is a way for CINEMA 4D to render several files without you
00:11having to come back and start each one individually.
00:13It's really important to be able to do that for efficiency's sake.
00:16You want to be able to start something at the end of the night and then walk
00:19away with confidence that when you come back in the morning it will be ready to go.
00:22And batch rendering is a way to accomplish this.
00:24Another way of rendering is using a render farm is a CINEMA 4D's way of
00:28distributing the render across multiple machines, and that's a very different
00:32from the batch rendering process.
00:33In a batch render, the renders all happen on a single machine and that's what
00:36we're going to do here today.
00:38I'm going to go the Render menu and go to Batch Rendering and go to Job 1, and
00:43this is the first job we are going to do.
00:45So I'll just load up the shots one at a time in the correct order.
00:48So I'll start with shot-001-render_END and then I'll go to shot-002-A-render_END
00:53and then shot-002-B-render_END, shot-002-C-render_END, and then
01:02shot-003-render_END, and then for the Job 6 it'ds shot-004-logo-render_END and for
01:10Job 7, shot-004-shark-render_END.
01:14Now, you'll notice that it cuts off the filename here.
01:17If you just click once and then drag to the right you'll see the file names.
01:20I like to this on each of the jobs so that I can make sure that I have
01:24all those render files in there, and I am not accidentally rendering something twice.
01:27So now I've got shot-001 render, shot- 002-A, shot-002-B, shot-002-C, shot-003,
01:33the logo and the shark all ready to go.
01:35So that's it. All we do is the hit the OK button, and if we have everything set
01:39up correctly when I hit OK the Picture Viewer will pop-up and it will start
01:42rendering the first shot.
01:43You can see now it's preparing, and there it goes on the first shot.
01:47Now, usually I wait around for a few minutes before I walk away to make sure
01:50that everything is going correctly.
01:51And as long as I know more than a couple of frames have gotten off okay then
01:54you are free to go.
01:55So that's it for the batch rendering process. This is going to take quite a few
01:59hours to render depending on the speed of your machine, and try to work your day
02:02so that you set up renders and have them go overnight.
02:05That way you can go spend time with your family or relax for a while and then
02:08come back in the morning and collect all your renders and bust out the project.
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11. Compositing in After Effects
Importing assets and setting up the After Effects project for final compositing
00:00All right, we've got all our renders done and we can finally begin the
00:04compositing process.
00:05Now I've organized the Chapter 11 project files a little bit to kind of clean up
00:09the folder and let me show you what I've done here.
00:12In the water footage folder are all of the QuickTime elements that were
00:14provided for us by iStock.
00:17In the psd elements folder I've got my animatic sketches and the brighter.psd,
00:23darker.psd and grain.psd files and we'll be using these inside of After Effects.
00:27In the c4d renders folder, I've got both the finanim-preview movies and
00:32the finished renders.
00:33Now I move those here from the Chapter 10 folder and these are exactly the same
00:37things that were generated when we rendered out the batch.
00:41So if I open up shot001, you can see that I've got 1450 items here and if I
00:45scroll down, the very last thing in the file is the shot001.aec.
00:49This is the file we're going to be importing into After Effects and it contains
00:53all of our camera and multipass information inside of it.
00:57Now, I'm going to go up one level, right- click on the icon up here, and go to c4d
01:03renders, and so I've got a separate folder for the finished render for shot001
01:09and then a folder for the finanim_ preview for shot001 and I've got that same
01:13situation for all of the shots.
01:15So, I have everything I need inside the c4d renders folder.
01:18Let's go up one level to the audio folder and in the audio folder I have
01:22both the scratch VO read that I had done and that's what all of our timing
01:26has been done to, plus the finished Shark Zone mix, which we'll be adding in
01:29at the very end of the process.
01:31And at the top level, I've got the 11_01_AEstart file and this is where
01:35we'll begin the process.
01:40So here inside of After Effects, I want to make a couple more folders in here
01:43to organize things a little bit better and I'm going to make a new folder and
01:47call it CINEMA imports and I'm going to put this CINEMA imports into the Video and Audio folder.
01:57Now all of my CINEMA 4D renders are going to go into this folder and let's
02:03organize this a little bit better as well.
02:04I'm going add another sub-folder and call this one previews and take all my
02:09preview renders and move them into this folder and then put this preview folder
02:13into the CINEMA imports folder.
02:16And now I've got a separate folder for previews and I'm going to end up with a
02:20separate folder for each of my shot renders as well.
02:22So let's import the first shot render.
02:27I double-clicked in the Project window to bring up the File Import screen
02:31and I'm going to navigate to my Chapter 11 and go to c4d renders and to go
02:37to shot001 and if I navigate all the way down to the bottom, there is my shot001.aec file.
02:42I'll hit Open and it's going to import the selected item.
02:47If you try to import this file and it's grayed out, that's because you don't
02:50have the correct plug-in installed inside of Adobe After Effects.
02:54Now, to get this plug-in, we're going to first need to quit After Effects and
02:58I'm going to go to Maxon's web site.
03:00Now, this plug-in is free and ships with CINEMA 4D, but to make sure that
03:05you have the absolute latest version, we're going to pull it down off of Maxons web site.
03:08So I've gone to maxon.net and I'm going to go to the Downloads and then I'm
03:13going to go to Updates and then I'm going to go to Plugins and then I'm going
03:19to twirl open the After Effects plug- in and I'm going to take the plug-in for
03:23CS5 and download that.
03:25Now, if you're working with CS4 or CS3, then you can take the
03:30appropriate plug-in.
03:31It is gone down to my Downloads folder.
03:33So I'll navigate out to my Downloads folder.
03:36I've got a choice between OS X and Windows.
03:39Now, the OS X file is zipped and I'm going to unzip that and this is the file
03:45that we're going to put into the After Effects plug-ins folder.
03:48So I'm going to open up a new Finder window and go to the Applications folder.
03:54In the Applications folder, I'm going to go to Adobe After Effects CS5 and
03:58Plug-ins and I'm going to drag that file right in to here.
04:02Now, I already have it installed, so I'm not going to overwrite that file, but
04:06that is the place that you put the plug-in.
04:08When you relaunch After Effects and go to import your file, you should be good to go.
04:12Now on the PC, the pathway is you go to Program Files > Adobe > Adobe After
04:17Effects CS5 and then in the Support files there is another Plug-ins folder and
04:23that's where you put the AE plug-in and the file that you're going to be putting
04:27in that folder for Windows is this AEX file.
04:30So first, download the plug-in, quit After Effects, install the plug-in into the
04:36appropriate folder, then re-launch After Effects and begin the import process all
04:40over again, and you should be good to go.
04:42Now, the length of that import process will depend entirely on how many
04:45keyframes you have in your scene.
04:47In a fairly long shot like this five seconds with lot of camera movement in it,
04:52will have quite a bit of keyframes and will take a little bit of time to import.
04:56Now, what's happened is it's imported some folders for us and in the Special
05:01Passes folder we've got our Object Buffer and the rgb pass.
05:05So let's double-click on this, and now you notice that the blue background of
05:09our water environment is missing.
05:11That's because After Effects when it imported the aec file is thinking
05:15that this rgb movie has an alpha channel, when in fact it doesn'tSo I'm
05:19going to right-click on this movie and go to Interpret Footage > Main and
05:25tell it to Ignore the Alpha Channel and when I hit OK, there is our file the
05:29way it's supposed to look.
05:30And we'll be using this file for most of the shot001 footage, so we want to make
05:34sure that it looks great and it does.
05:36Now we can move the Special Passes into the shot-001-render_End folder and
05:40this has all of our multipass layers, plus the actual comp for our After Effects project.
05:47Let's move this folder now into our CINEMA imports and we'll repeat this process
05:52for the other files.
05:54Now that I've got everything imported, you can see I've organized things a
05:57little bit more and I have all of my shots inside the CINEMA imports folder.
06:02Next thing I want to do is import the finished audio. We'll be needing that
06:05later on in the process.
06:07So I'll double-click again to get the import and I'll go to the Exercise Files
06:12and go to Chapter 11 and import from the audio folder the sharkzone finmix.
06:17Let's move that into the Audio- Video folder and close things up.
06:22The next element we want to import are the PSD files that we're going to be
06:26using to kind of texture and give some character to our screens.
06:30So I'm going to double-click again to Import and navigate out to my Chapter 11
06:34folder and go to the psd elements folder and in here I've got my brighter.psd,
06:39darker.psd and grain.psd files.
06:41Let's go ahead and hold down the Shift key and select all three of those and
06:44then just hit Open and those will import as merged PSD files and I'm going
06:48to drag those into the Production Elements folder and we'll just leave them right there.
06:53Normally I put these into another sub- folder, but since these are only PSDs
06:56we're going to be using I'll just leave them loose in the Production Elements.
06:59The last set of files I'd like to import are the video elements that we're going
07:04to be using and these were provided for us by iStockphoto.com.
07:07When I go to the Chapter 11 and import the water footage.
07:13So if I'd click on this folder and select all the elements and hit Open and it
07:18imports them all in, I'm going to drag all these.
07:20You can see they're already selected. I'll drag them onto the New Folder icon
07:24and call this Water Footage, and put this into the Audio-Video folder, there we go.
07:35Now that we have all of our elements imported, let's save this file as 11_01_working.
07:40File > Save As and in the Chapter 11 folder, I'm going to call this one
07:4611_01_working. Save.
07:52With all of our assets imported and our project file organized, we're ready to
07:55begin the compositing process.
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The intro shot: Using Photoshop elements and noise effects to add atmosphere
00:00All right, here we are, ready to begin the compositing process.
00:04We're going to start off with shot 1 because it's the longest shot and what
00:07we're going to be doing in this video is using Photoshop elements and a
00:11little bit of Fractal Noise, which is an effect, to give our shot a little
00:14bit more character.
00:16So let's start off by opening up the composition for that and what I'm going to
00:20do is go to the Video and Audio folder CINEMA imports, and in the
00:24shot-001-render_END folder, I'm going to duplicate this composition.
00:28And let's go Command+D to duplicate it and let's call this one shot-001, just
00:36delete all the extra stuff off it.
00:37I like to always keep an extra copy of my comp around just in case, and so I'm
00:42going to call this shot-001 and we want to move this into a new sub-folder.
00:47And let's enlarge our window here a little bit. And in the Working comps folder
00:50is where we're going to store this and let's go to shot-001 and drag it into the
00:56Working comps folder.
00:57Now we can double-click on this and open that up and you can see we've got our
01:01camera and we've got our original shark light, which we used.
01:04We're not going to be needing the shark light in this shot, so we can just turn it off.
01:07So now, what you see here in this composition are all of the multipass layers.
01:12Now, we're actually not going to be using these in this shot, but I always
01:15like to render out the multipass layers just in case, and you never know
01:19during compositing process what layers you might need to work your magic on your composition.
01:25So I always render those out anyway.
01:27In this case, we're just going to need the rgba pass.
01:29So let's turn these all off, leaving a black comp.
01:32And then in our shot-001-render_END file, in the Special Passes folder, is our rgb pass.
01:38Let's go and drag that into the composition and we can scrub through and there's
01:44our sharks swimming through the scene.
01:46It looks awesome, except that it really doesn't have a lot of character to it.
01:51It's very sort of flat, featureless landscape.
01:54We want to have a little bit more drama and intensity.
01:56So we're going to use some Photoshop elements to do that, along with
01:58some Fractal Noise.
01:59So let's go to the Production Elements folder and drag in brighter, darker
02:04and grain, and I'm going to drag those right into the top of the composition
02:08above our shot-001.
02:10Now, those coming at full Opacity and normal blending modes.
02:13Now before I mess around with the opacities on these, let's take a look at these
02:16images one at a time.
02:18The brighter image, if I double-click on it, is simply a Photoshop file that
02:22I've used a paint brush on and I've brushed a little bit of a cyan color here,
02:26just kind of randomly around and I gave a little bit of brightness to the upper
02:30right-hand corner of the frame, and I actually generated these files during the
02:34storyboarding process and then saved them out as individual layers to be used
02:38here in After Effects.
02:39The darker element, when I double- click on that, it looks like black but I'll
02:42turn on the transparency grid and now you can see that it's sort of the opposite
02:47effect of the brighter.
02:48It darkens up certain areas of the frame.
02:50And the grain layer is simply just a grain element that's going to sit on top
02:56of everything to kind of give a general noise pattern to the entire scene.
03:00So now here in the composition, let's go back to our Composition window, give
03:04myself a little bit more room to work here.
03:06We're going to make some changes to these blending modes and opacities.
03:09Now I'm going to be setting the brighter layer to a Screen blending mode and
03:14that's going to add a little bit of brightness to our scene and the screen
03:21can't really be seen right now because of all the stuff that's underneath it,
03:24but we're going to tweak these guys.
03:26I'm going to turn off these other two layers just so you can see what happens
03:28when I adjust that brighter.
03:30So you can see that when I changed the blending mode from Normal to Screen, here
03:34it is on Normal and it's kind of sitting there, and when I change it to Screen,
03:37it doesn't look that different, but I'm going to adjust the scale on this just a bit,
03:40because it needs to come down to about 75% or so. I did mine at 69%.
03:48The important thing is that it's just outside the boundaries of the frame image
03:51and you can see that it's now blending in with the background.
03:53It's kind of brightening up this upper corner of our frame.
03:57Now I'm going to take the grain layer and add this to the mix, and in the grain layer,
04:02we're going to leave it set on Normal.
04:04When I turn it on, you can see that it completely overwhelms the Screen, but
04:08when I set the Opacity, hit T on the keyboard to bring up the Opacity
04:12settings, I'm going to set the Opacity to be about 20%, and then adjust the Scale down a bit.
04:17Hit S on the keyboard to bring up the Scale.
04:19Let's bring the Scale to about 70% also.
04:23Let's zoom in on the frame just a bit.
04:24You can see I'm going to turn off the grain layer and then turn it back on again.
04:30Let's back out one more layer, so now I've enlarged my window nice and big.
04:33So I'll turn off the grain layer and turn it back on again.
04:36You can see it gives a very subtle darkness overall to the image and adds a
04:40little bit of noise to everything and kind of takes away the
04:43computer-generated feel.
04:45We're going to save the darker layer for just a moment and we're going to be
04:49using that darker layer for another purpose.
04:50So let's leave it off for now and I'm going to create a new solid.
04:54Under the Layer menu, New > Solid, and the color doesn't really matter.
04:58We are going to call it, though, fractal noise.
05:03And we want to make sure that it's the same size as the comp, so I'll hit OK.
05:08I'm going to add the Fractal Noise effect and it's here in the Noise &
05:11Grain Effects under Fractal Noise and when I add it to the frame, I get
05:14this noise pattern that replaces the gray that was my solid, and now I can
05:19change some settings on here.
05:20I'm going to change the Fractal Type from Basic to Turbulent Smooth.
05:25That's going to give a very different type of pattern here.
05:27That's got some light and dark values that I really like, and then I'm going to
05:30change the Noise Type from Soft Linear to Spline.
05:34That really softens things up a lot.
05:36Next I'll adjust the Brightness up to about 20% or so, maybe 22 roughly.
05:44There we go, and that brightens up the image overall and now I'd like to
05:48change the Complexity.
05:50The noise pattern is really kind of dense right now and it has a lot of
05:53detail that I don't want.
05:54I'm going to set that Complexity down to be about 1.5 or so, and that really
05:59makes it a lot more simple and takes away all the extra detail.
06:03Now I can twirl open the Transform options and I'm going to set the Scale to be about 300%.
06:09That's going to zoom in on the noise, so now it's just a very random sort of
06:12light and dark pattern here, and I think that's good for the settings.
06:16Now what I like to do is have that noise animate over the entire length of the shot.
06:20So if I change the Evolution, that has the effect of animating the noise
06:24pattern and I'm scrubbing through, just twirling this dial on the Evolution
06:28setting, and you can see how it changes the noise pattern over time and that's
06:33just what I want to do.
06:34So, I'm going to set this back to zero and at time zero I'm going to set a
06:38keyframe for Evolution.
06:40So I click on the stopwatch. That sets the keyframe.
06:42Now I'm going to move to the end of the shot and at the end of the shot I'm
06:46going to set the Evolution to be about 250 or so.
06:51And over time, my noise pattern is now changing.
06:55So now that I've got my noise animated, I'm going to use the darker layer to
06:59kind of limit where that noise shows up on the screen.
07:02Let's back out of the composition a little bit and give ourselves some room to
07:05work with the layers and I'll just take the Fractal Noise pattern and move it
07:08down below the darker.
07:10I'm going to set the darker layer to be the track matte for the Fractal Noise.
07:14So I'll click on the Track Matte options and do an Alpha Matte "darker.psd".
07:18So now it's using that darker layer as an Alpha Matte for the noise and you can
07:21see when I scrub through the file, I now have a light and dark pattern that's
07:25kind of moving across the surface of my scene, giving the water a murky feel.
07:31Now this noise pattern, it's kind of sitting on top and it's not really
07:34interacting with the footage below it.
07:36So I'd like to change the blending mode on the Fractal Noise.
07:38Let's change that to Overlay, which emphasizes the midtone in the image, and I'm
07:44going to go to Overlay and you can see now the dark values went away and we
07:52have midtones and a little bit of highlights in the scene and that's just how we want it.
07:59So my Fractal Noise pattern is mixing in really well with the footage, but let's
08:03scale the darker layer down just a bit.
08:06I'm going to hit S on the keyboard, for the darker layer and just adjust the
08:10Scale down to about 70% again or so.
08:12You can see what happened was it scaled the PSD file down, so now we have a
08:17little better pattern for our Fractal Noise.
08:19These PSD files were generated oversized on purpose.
08:22so that I have a little bit of resolution to play with in case I wanted to
08:25scale them over time.
08:26So now the first step in the process for this shot is complete.
08:30We've added a little bit of murkiness. We're going to be adding a little more
08:33character to the scene and creating our type elements in later movies.
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The intro shot: Compositing in stock video footage to add character
00:00Shot 1 is looking pretty cool but we still have a little bit more character to add to this.
00:04Let's start by adding some bubble movement.
00:07The Fractal Noise gives a very large sort of movement to the water.
00:11But we want to add a little more subtle detail.
00:13Ocean water has a lot of like plankton and all kinds of particular matter that
00:16is moving through the water and a really nice bubble image would give us that
00:20movement that we are looking for.
00:22We happen to have one provided by iStockphoto.
00:23We're going to go into the Audio- Video folder, and drag into the
00:28composition. Twirl that closed.
00:31Let's actually give ourselves a little bit more room to work here.
00:35In the WATER FOOTAGE folder we are going to use the tiny_bubbles.
00:38I am going to drag tiny_bubbles into my composition and place it right below the grain.
00:44Actually, I'll place it below the Fractal Noise and above the RGB shot.
00:48You can see tiny_bubbles is moving through the scene.
00:53Let's double-click on that so we can see what that actually looks like and
00:56tiny_bubbles is really just a sort of general watery movement.
01:00You can see it has a beautiful flowing pattern to it that is really difficult to
01:04duplicate with a Particle Emitter.
01:07So we are going to use this to our advantage.
01:10I think the worst part of this movie looks the best and so we can leave-- in Composition:
01:18shot-001, let's move to the beginning here.
01:20You can see that it's moving through the frame really nice.
01:23Now, it's covering everything up.
01:25So let's now change the blending mode for it.
01:27I am going to change the blending mode to Overlay, and there it is.
01:32You can see now it's sitting on top of the footage and interacting with that footage.
01:36Now, it's a little too heavy.
01:38So let's adjust the Opacity down.
01:39I'll hit T on the keyboard to bring up the Opacity for that layer, and let's
01:44bring this down to about 10%.
01:46See how that looks. There we go.
01:47You can see now when I scrub through the shot, there is just a general sense of
01:52tiny movement sitting on top of the frame, and it really adds a lot of character
01:56and personality to this water and makes it feel a lot more realistic.
02:00Now, the next thing we like to do is draw a little bit of more attention to the
02:03center of the frame and a technique I like to use is called a darkening layer.
02:08The eye tends to wander around this frame, because there isn't really a
02:12solid thing to look at.
02:13We are going to be adding type to the very center of the frame and so I want
02:16people to focus on the center of the frame.
02:18So we'll add a solid layer with a soft edged mask that will kind of darken out
02:24the outer edges of the image and draw our eye towards the center of the frame.
02:28Let's go to the Layer menu, and do a new solid and this time we'll make the solid black.
02:36Let's call it More Darker which I know isn't grammatically correct, but it
02:41works for this purpose.
02:43So I'll add that layer, and it's going to sit on top of everything.
02:46So now it's completely covering everything up.
02:48So let's add a mask to this.
02:50I am going to hit G on the keyboard, which brings up my Pen tool, and I am going
02:53to change it to RotoBezier mode.
02:55That's going to allow me to draw a very smooth flowing mask on this layer.
02:59Let's start drawing.
03:00I am just going to loosely trace out a mask and you don't have to be real
03:09precise with this because we can always go back and tweak it later on.
03:13So I'll just close that one up right there.
03:15You can see the RotoBezier makes very smooth flowing shapes and it's very easy
03:19to create a sort of amoeba like outline here that will work well for our purpose.
03:23Now, we don't want the black to be on the inside, we want the black to be on the outside.
03:26So we are going to invert this mask.
03:28So on the More Darker layer, I'll hit the letter M which brings up the Mask
03:32properties, and I am going to check the Inverted box.
03:35That's going to invert my mask.
03:36Now, I can adjust the Feathering.
03:38If I twirl the mask open and closed, I can see all the options for the mask and
03:42the Feather options, if I scrub those to the right, let's bring those to about...
03:46I don't know. 200 or so.
03:50Maybe about 150 actually I think will work well.
03:53You can see that edge got really soft.
03:56Now, we can adjust the Opacity of the whole layer, and because I don't want the
04:00outer edges to be completely black. I just want them to be a little bit darker
04:03and to have it be a little more subtle so that our eye is just drawn to the
04:06center of the frame without noticing that darkness on the side.
04:09So if I hit the letter T on the keyboard to bring up the Opacity and let's
04:12dial it down a bit. There we go.
04:16About in the 30% range or so. Maybe a little bit darker, 40%.
04:21Let's set the blending mode from Normal to Multiply which will help it interact
04:25with the footage a little bit better. Excellent!
04:28Now, when I scrub through, you can see--
04:29Let's turn that off and on, so you can see the effect that it had.
04:33That's without the More Darker layer, and that's with the More Darker layer.
04:37You can see that it really helps to draw your eye towards the center of the
04:40screen and that's really the whole purpose.
04:42With the darkening and the character added to our frame now, we're ready to
04:46move on to the type elements that are going to go along with the voiceover.
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The intro shot: Adding text elements to the composite
00:00The last step in the process for shot- 001 is to add the text elements that will
00:04go along with the voiceover.
00:06Now, this technique is called a see-and-say.
00:08You're seeing the copy at the same time the voiceover announcer is saying it
00:12on-screen and it's a good technique to reinforce the message.
00:15Now, our type elements are going to be very simple, just in the center of the
00:19screen in a very simple font, and they are going to cross-dissolve between each other.
00:23So, I need to find out when that cross- dissolve happens and so I am going to go
00:26back to the cameramatic.
00:28I have that open and that is inside the Working comps folder by the way.
00:31So, here in the Working comps you can see there is the cameramatic-001 file.
00:35So, I open that up, scrub through my animation.
00:38If I hold down the Command key, I can hear the scratch VO track.
00:46So, what I am trying to do is find out where the dissolve happens and so
00:49let's scrub through this.
00:54So, here is where the type has to come in. After.
00:59So right there where the voice-over says "after."
01:06Then the dissolve out happens.
01:07Boom, right about there.
01:10So, frame 95 for the dissolve and it comes in about frame 40 or so. Maybe 35.
01:16So, we'll call it 35 and 95 for the dissolve.
01:22So, 35 for the in, 95 for the dissolve.
01:24So, let's go back to shot-001 and add a marker at frame 35, 1 second and 5
01:30frames by the way, and we'll add a marker there.
01:34Then 95 for the dissolve and I'll add a marker there.
01:37That will help to remind us when those two events are supposed to happen.
01:40Now, I am going to add text to the scene.
01:43I am going to grab the Text tool here and just click any place in the Comp window.
01:46I am going to type out in caps "After 400 million years" and then just hit Enter
01:54on the numeric keypad to finish things off.
01:57Now, this type is aligned left.
01:58I want to align it center so I'll click on the Paragraph options and center the text up.
02:02Then let's get it into the center of the frame.
02:04If I hit P on the keyboard I can go to the Position frames and this is X and Y positions.
02:09So, on the X-axis I'd like to have it at 640, which is my frame width, divided by 2.
02:15And then there it is in the center of the frame.
02:17Now, I can hold down the Shift key.
02:19I don't want it to be exactly in center of the frame vertically.
02:21I want to just eyeball.
02:22So I'll switch to the Move tool, V on the keyboard.
02:25Then just hold down the Shift key as I am dragging this so that will constrain
02:28the motion so it doesn't drift over.
02:30So, I'll drag this down a bit.
02:32Now, my text is really big in frame.
02:33I need to make sure that it doesn't extend beyond the boundaries of the 4x3 frame.
02:38So, let's activate the Title/Action Safe and then just scale things down a little bit.
02:43I'm going to go to the font options and then adjust my font size down.
02:49Let's bring it down to about 22 pixels.
02:53I think that's good.
02:54Then let's move it up just a bit more in frame by holding down the Shift
02:57key, right about there.
02:58So, now our type is going to come in at that point in time.
03:02So, we are going to set a transparency keyframes.
03:04So, I hit T on the keyboard, set an Opacity keyframe for 100% at that time.
03:10We want this dissolve in fairly slow.
03:12So, I am going to backup about maybe 20 frames or so, from 105 to 15, about there
03:20and drag that Opacity down to 0.
03:22So, now our type will dissolve in, After 400 million years, and then it's going
03:27to have to dissolve out.
03:28Now, I want these two text elements to be exactly the same size.
03:31So, the easiest thing to do is to just duplicate this text layer.
03:34But rather than duplicate it, I am going to just split the layer off.
03:37So, the Shift+Command+D is the keyboard shortcut for that and that splits my layer up.
03:42So, now I have the copy of it above it and I have my main text down below it.
03:46So, I am going to on the second layer, change this to read "they're still the
03:51scariest thing in the ocean."
03:53Grab the Text tool.
03:55Let's click inside the text layer.
03:57Select all, Command+A, and then type out in all caps "They're still the
04:04scariest thing in the ocean."
04:08That's too much to have on one line so let's break it up.
04:11I want to break it up right at the word scariest.
04:14There we go and that's a nice arrangement for the type I think.
04:16So, they're still the scariest thing in the ocean.
04:18Now, if I want to create a dissolve between these two I am going to have to
04:21get a little overlap.
04:23So, the layers are not overlapping right now.
04:25Let's deselect our type to commit it and now I have my Caps Lock on.
04:28So, let's release the Caps Lock so we can see the frame drawn.
04:31Right now our type just cuts.
04:32So, if I zoom in using the Plus key on the keyboard to this area,
04:36I want to just create a little bit overlap by dragging the In and Out points
04:39to the right and left.
04:40I already have keyframes for Opacity on the outgoing layer, which is the
04:43"After 400 million years."
04:44So, let's set a keyframe for Opacity at that point in time.
04:47I'll just click on the Keyframe button and then have it disappear about there
04:52and drag that down to 0.
04:53Now, on the incoming layer, I am going to hit T on the keyboard to bring up the Opacity.
04:58Set a keyframe for 100% there and then 0% at the other end.
05:02So, now we are going to have a cross-dissolve between these two.
05:06Now, that cross dissolve is kind of boring.
05:07I'd like to add a little bit of personality to this so we are going to add an effect.
05:11The effect that I'll like to add is a Blur and I am going to on my topmost layer
05:16go to the Effect menu and then go to Blur & Sharpen and add a Directional Blur.
05:21The Directional Blur has a rotation handle that allows me to set the direction.
05:25I'll set this to 90 degrees numerically.
05:27Now, you can see when I blur the type out, it blurs horizontally.
05:30So, what we want to do is set keyframes for this Blur.
05:33I'm going to have the type start very blurry and then finish solid.
05:37So, at thein point of the frame let's blur it a whole bunch.
05:41So, it's invisible right now but I am going to blur this to about maybe 30 units or so.
05:46Then set a keyframe for Blur Length and then scrub forward to the outgoing point.
05:50You can see that it's pretty blurry.
05:52If I set a keyframe now for Blur Length to be 0, our type resolves to sharp.
05:57So, now it cross-dissolves to sharp.
06:02So, next thing I want to do is take these keyframes and put these keyframes on
06:05the beginning of my 400 million years layer.
06:08So, If I select this and hit U on the keyboard that shows me all of the
06:13keyframed elements.
06:14I'll click Blur Length and that selects the keyframes.
06:16I'll just double-check by selecting those two and hit Command+C to copy them.
06:20Hit Home on the keyboard to go the very start of the frame.
06:23I want that where my type element dissolves in to add that effect.
06:27So, if I hit Command+V now to paste that effect down, you can see my Directional
06:30Blur is now on that layer.
06:32I'll hit U on the keyboard just to show that and let's back out just a bit.
06:35Now, the length of that dissolve is much longer.
06:38Let's drag just this keyframe over to the right.
06:41So, now over the course of that dissolve, it's going to blur in.
06:46But you notice that it blurs the wrong direction.
06:48That's because when you copy and paste the keyframes it resets the direction here.
06:51So, let's change that Direction back to 90 degrees and now it should dissolve in nicely.
06:57Then we want to set that dissolve out on the other end.
07:01So, I go to the outgoing keyframes.
07:03I have a feeling that dissolve is not going to be long enough but we'll do a
07:05RAM Preview to check.
07:06I'll set a keyframe for Blur Length at 0 there and have it blur out as it dissolves out.
07:12So, let's set this back to 30.
07:14We want that to go to 30 before it dissolves out. Let's just adjust that
07:17keyframe right there.
07:18So, now we have our type element in place.
07:20Let's do a RAM Preview and see what the shots looks like.
07:22I have a general rule.
07:24I never ever do a RAM Preview without saving first.
07:27So, let's go to the File menu and do a Save As and call this 11_04_working and there we go.
07:35After Effects is pretty good about not crashing but if it is going to crash,
07:39a lot of times it will happen during a RAM Preview.
07:40So, you got to be really careful about that.
07:42always before you RAM Preview.
07:44So, now I am going to do zero on the numeric keypad to do a RAM Preview and it
07:48should go pretty quick.
07:49(Voiceover: After 400 million years they're still the scariest thing in the ocean.)
07:53So, that dissolve is too quick.
07:55So, let's make that dissolve really long.
07:58I'm going to take the keyframe, let's zoom in on the area, and let's make it
08:01about twice as long.
08:02So, the easiest way to that, I can grab all these keyframes and hold down the
08:05Option key and then scale the keyframes to the right.
08:08Then also scale them to the left just a bit and I'll just drag this over just to another frame.
08:13But we want to make sure the outgoing layer and the incoming layer overlap their
08:16keyframes just right.
08:18Let's back out just a bit. Yeah, I think that's going to feel a lot better.
08:21Let's do another RAM Preview.
08:22Zero on the numeric keypad, there it is.
08:24After 400 million years they're still the scariest thing in the ocean. Excellent.
08:29Shot-001 is complete now we can move on to the rest.
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The hero shot: Controlling the look using precomps
00:00The next most challenging shot in our piece is shot-003.
00:05We are going to be utilizing some of the elements from shot-001 to make the shot look great.
00:10But before we do that we've have a few things we need to do.
00:12I am going to start off by closing up my Working comps folder and opening up
00:17my Audio-Video folder.
00:19Let's drag ourselves a little more room.
00:21We can close up the WATER FOOTAGE for now.
00:22In our CINEMA 4D Imports, I am going to open up the shot-003-render-END.
00:28Let's duplicate this composition, Command+D, and hit Enter on the keyboard and
00:33just delete everything off of that name so that it just call shot-003.
00:37Let's move this shot-003 into the Working comps folder.
00:40So, I'll drag that down and put it into Working comps and then I'll open that shot-003 up.
00:47Now, I can see my shot-003 here and in the composition, I've got all
00:52these multi-pass layers.
00:54We don't need them right now so I am going to turn them all off and then drag in the RGBA pass.
00:59The RGBA Pass is here in the Special Passes folder of the shot-003.
01:02I'll drag that in and put it right below the shadow lights.
01:06We are not going to be needing the shadow lights. I'll just turn those off.
01:11Now, what I'd like to be able to do is to separate the shark from
01:14the reflective floor.
01:16So, I am going to be using Object Buffers to do that.
01:18I have an Object Buffer for the shark and I have an Object Buffer for the shark type.
01:22So, let's start off by isolating the shark.
01:25I am going to drag Object Buffer 1 into the shot and put it right above the rgb layer.
01:31Now, I am going to set the Object Buffer 1 to be a track matte by clicking on
01:34the Track Matte column and going to Luma Matte for Object Buffer one.
01:40My shark comes out from behind the type element over a black background, which is great.
01:45Now, what I can do is let's raise this up just a bit.
01:49I'd like to be able to able to isolate the type and an easy way to do that is to
01:52simply duplicate these two layers by hitting Command or Ctrl+D on the keyboard.
01:58Now, I'll replace the object buffer one with Object Buffer 2.
02:02So, I'll select that Object Buffer below on the secondary layer.
02:07I got two sharks right now and they are both on top of one another.
02:10I'll drag an Object Buffer 2 by holding down the Option key.
02:13So, hold down the Option key and replace Object Buffer 1 with Object Buffer 2
02:18and there is my SHARKZONE type.
02:19So, now as I scrub through this scene I can see I have both elements and I can
02:24turn them off and on, at will.
02:26That's just what I want. I no longer have the floor.
02:28I am going to be adding some effects to these guys so I need to pre-compose them
02:31so I can treat them as one layer.
02:32So, I'll select the Object Buffer 2 and the rgb pass that it goes with.
02:37Then use the Pre-Compose command, Shift+ Command+C on the keyboard, and we'll call
02:41this shot003-sharkzone PRE as in pre-comp.
02:51Now, when I hit Enter, that sharkzone pre-comp went some place.
02:55So, if we scrub down you can see that it went into our sharkzone PRE folder.
02:59So, let's close these guys up to give ourselves a little bit room to work here.
03:03I am going to deselect everything and create a new folder here and let's call
03:08this one 4-Pre Comps.
03:14The reason I put a 4 on there is I want all these things to show up in order and this
03:18relates back to the folder structure in the After Effects template that I showed
03:21you guys very early on in the chapters.
03:23I am going to take that pre-comp and put it into the Pre Comps folder.
03:28Then I am going to do to the same thing for the Object Buffer 1 file.
03:31So, let's select these two guys.
03:33This is our shark, Shift+Command+C, and call it shot003-shark PRE and then move
03:42that one into the Pre Comps as well.
03:44Now that we have both of those pre-comps in there,
03:46we can turn them off and on at will and we can now add effects to the shark
03:49and Shark Zone type.
03:50I'd like to have the shark and the Shark Zone sitting on top of a gradient
03:54background that kind of looks like what they rendered on top of originally.
03:57So, let's add a new solid to the scene.
03:59I'll go to Layer and do a New > Solid.
04:02We are going to call this solid BG gradient and the color doesn't matter
04:11because we are going to be adding a gradient effect to this.
04:13So, let's just leave it black and I'll hit OK and then it shows up on top of everything.
04:20Let's go to the Effects menu and add the effect gradient.
04:23So, we are going to go to Generate.
04:25In After Effects, they don't call it the gradient. They call it a ramp.
04:28So, we are going to go to Generate > Ramp.
04:31The ramp has controls on it that allows to control the direction of that.
04:36I'll like to have the direction go from the top-left down towards the bottom-right.
04:43We'll adjust that a little bit.
04:45I want to change the colors so that they match our backgrounds.
04:49So, we are going to have it go from kind of a darker color on the left to
04:52darker blue color to a lighter blue color down here.
04:55In order to get that to match up, let's go and take the gradient layer and drag
04:59it down below everything so we can get a sample of blue from here.
05:03So, I'll click on the eyedropper and grab a dark blue from inside the type.
05:08Then click on the end color and grab a lighter blue from the face of the type, there we go.
05:16I think that's not too bad.
05:18We can always tweak the position of the gradient with these two handles.
05:24Now that we have our gradients in place, we can add back in the reflective floor.
05:28The great thing about this is we'll be able to control the intensity of the
05:31reflective floor here in After Effects without having to go back to CINEMA 4-D.
05:35So, that layer that we need is already here inside the composition and it's
05:39this shot003_reflection pass.
05:42I am going to drag that up above the gradient and then turn it on.
05:46You can see it's on an Add for its blending mode.
05:49So, if I take that now and adjust the intensity of it by changing the Opacity.
05:54Let's bring that down from 100% down to about 20 or so. There we go.
06:01You can see now we have a scene that looks very much like we had before but we
06:05have complete control over the elements in it.
06:07Let's zoom in on that so you can get a better feel for it and I'll drag this
06:10down and open it up.
06:11So, you can see have our SHARK ZONE type. We have our shark.
06:16As we scrub through that we can see a little bit of reflection on the floor and
06:20that's just how we like it.
06:21Now, our shark has a little but of the halo on it and we are going to adjust
06:25that after we add in the character layers from the shot-001 comp.
06:29So, I am going to go back to shot-001 and let's raise the frame up a little bit.
06:35I'll select all and twirl it closed.
06:37The layers that I'd like to get off of here are the More Darker, and I'll hold down
06:43the Command key and select grain, brighter, darker and fractal noise.
06:48I'll copy those to the clipboard and then go to shot003.
06:53Select the camera object and paste them down, Command+V, and look what happens to our scene.
06:59Looking good.
07:00It instantly changes the character of that scene.
07:03Now it has all the same elements as shot-001.
07:05When we go back and forth between the two, they blend together a lot better.
07:09Now, I can tweak the halo on that shark a little bit by going to the shark layer,
07:14which is the shark PRE Comp here, and going to the Effects and adding a Color
07:19Correction > Levels.
07:21There is a lot of ways to do this.
07:22I can go to the Levels and in the Alpha Channel, I am going to grab the Input
07:27Black slider and drag that to the right just a little bit.
07:30Let's enlarge the Effects palette so we can see the other side of the histogram.
07:34I am going to drag the Input White slider to the left.
07:39As I tweak that, there we go.
07:41Drag the mid-tones just to the right a bit.
07:43You can see that halo go away.
07:45If I turn the effect on and off again,
07:47you can see it just tweaks a little bit to get rid of it, excellent.
07:52That's the first part of creating our hero shot.
07:54Next, we can add the bubbles that will get us out of our thrashing shark transition.
Collapse this transcript
The hero shot: Using stock video footage to add character
00:00The hero shot is coming together.
00:02The next thing we'd like to do is to add some water elements that are going to
00:05get us out of the thrashing shark transition that leads into the shot.
00:09The bubbles that we're going to add on top of this shark are going to help
00:12blend the thrashing shark transition into this shot in a very seamless way, and
00:17also give the camera move the feeling that it was dropped into the water.
00:20So, I'm going to add in some water elements to start off with and let's go to
00:24the Project window and close-up these guys here, and in the Audio and Video
00:29folder I'm going to open up Water Footage.
00:32And let's start off by adding in the tiny_bubbles_iStock. movie.
00:34And tiny_bubbles_iStock is going to sit on top of all of the elements, kind of
00:39just add that general sense of motion, just like we had in Shot 1.
00:43So, let's set that blending mode to Overlay, and then adjust the Opacity way down.
00:51Let's call it about 10%, there we go.
00:56And so that just sits on top of everything and gives us some general
01:00movement through the scene.
01:01Now we'd like to have a really intense bubble sensation that gives the camera
01:06the illusion that it was dropped into the water.
01:08That's going to happen at the top of the shot and gradually fade out over the
01:12first 20 or 30 frames of the piece.
01:14So, let's start off by using the waves_iStock.mov.
01:17So, I'll go to the water footage and drag in waves_iStock and I'll put that
01:21on top of everything.
01:22And I'm going to once again set the blending mode to Overlay.
01:25But before I do, let's just look at this footage and see what it looks like.
01:29It's actually a camera shot from underneath the crashing wave at the beach, and
01:34it had some great bubbles that kind of dissolve out over time.
01:40And let's double-click on it so we can look at the entire clip.
01:42You can see that it's pretty intense and then they fade away to nothing,
01:49over the course of shot.
01:50So we're going to use this intensity at the top and then have it fade out, but
01:53it takes nearly 3 seconds.
01:56And so, what we're going to do is time remap this so that it will happen a lot sooner.
02:01Let's go back to our composition and turn on Time Remapping.
02:04I'm going to go to the layer, and then go to Time and Enable Time Remapping.
02:09You can also use the keyboard shortcut, Command+Option+T. Now with Time
02:14Remapping on, it shows us the first keyframe here and I'll scrub through it a
02:18bit and find the Out point, somewhere about here, there we go.
02:25And I'm going to set a keyframe for that Out point right there.
02:29And next I'd like to drag this keyframe to the left.
02:33But before I do, I want to make sure that I have all the keyframes that come
02:37after it, because there is a secondary keyframe that's at the very end of this layer.
02:41So, if I drag this to the right, I can see there is that second keyframe.
02:44So, let's bring that over to the left and then drag the layer back again so that
02:51it's lined up with the front of the comp.
02:53And drag both of these now way back to about 20 frames or so.
02:59So now, what happens is the clip dissolves away very quickly.
03:04We're going to be adding some Opacity to this as well, but I think that's
03:08just to what we want.
03:09So now, let's set the blending mode to Overlay and it's going to interact with
03:14the footage below it and that's a little too intense, so let's adjust the
03:19Opacity down just a bit as our starting point.
03:22So, I hit T on the keyboard and adjust it down about maybe 80% or so, and
03:28then back up in time to time zero.
03:32We're going to keyframe this Opacity over the first 20 frames or so of the shot.
03:36So, all I've to set a keyframe for Opacity at time zero and then drag it forward
03:45to about the one second mark and then have this dissolve away to nothing.
03:48So now, it's going to start off very intense and then disappear over the first
03:5625 frames or so, leaving us with just sort of a general bubble motion.
04:00The next thing I'd like to do is to add some bubbles that give the camera the
04:04illusion that it's being dropped into the water.
04:07So, it's going to rise up with the camera, these bubbles are.
04:10In the water footage, I have this great rising stock.
04:14These guys are traveling up and, they're just sort of rising up through the frame.
04:20Let's double-click on this rising_ iStock and bring it up in the Footage window.
04:23And these are going to give our camera a great sense of motion, so that it
04:27feels as if it's been dropped into the water.
04:30Let's go back to the composition and drag in the rising footage into the
04:36window and now, as we scrub through that, you can see the bubbles are just
04:41rising up to the frame.
04:42We don't really need to time remap this or anything like that. We're just going
04:44to adjust the Opacity a little bit.
04:46But before we do that, let's set the blending mode and we're going to
04:49use Overlay once again.
04:51And with an Overlay, we really want these bubbles to be gone somewhere around
04:57the two second mark, just before the shark goes out.
05:01But they're a little too strong right now.
05:02If I let go, you can see how intense they are on top of the frames.
05:05Let's adjust the Opacity down a little bit so I hit T on the keyboard and bring
05:09the Opacity down to like maybe 20% or so. There we go, feels a lot better.
05:13Now, we're going to keyframe that Opacity.
05:15So, at about frame 10 or so, let's set a keyframe for Opacity at 20%, and then
05:21about just before the shark comes out render around where the shark comes out,
05:24let's set the Opacity down to zero.
05:28So now, over the course of that frame, our bubbles, our rising bubbles disappear.
05:34You can see they're gone by that time.
05:35Now, I also want to set some keyframes for this, but before I do, let's scale that up.
05:40I'll hit S on the keyboard to bring up the Scale option and scale it up a little bit.
05:44This gives me some room to move this around.
05:47Let's back that composition a little bit.
05:49I hit the Comma button on the keyboard and now I'm going to set a keyframe
05:53for the position.
05:54So, let's scale up just a little bit more, there we go.
05:58At time zero, let's set a keyframe for this, these bubbles, about here.
06:04Notice I dragged them down so the top edge was even with the top edge of the frame.
06:08And now I'll set up keyframe for position, P on the keyboard and click on the stopwatch.
06:12And then I'll move forward in time, and have these guys animate up into frame
06:19about here, and then I'll hold down the Shift key so they move straight up
06:24to the frame and animate them just to the edge of the frame, so they don't
06:29ever cross over again.
06:30So now, they animate up along with the camera and it gives it a little
06:34more sense of motion.
06:36So, we've got all our bubble elements, we've got our shark, and our Shark Zone
06:39on our reflective floor.
06:40Let's do a RAM Preview, and see what it looks like.
06:43Before I do that, I'm going to do a File > Save As, and call this 11_06_working
06:52and then activate the RAM Preview by hitting zero on the numeric keypad.
07:01You can see our shark, our camera drops right into the frame, and the bubbles
07:05go away and we're left with those general sort of movement bubbles in the background.
07:11Excellent! I think that looks great.
07:13With the composting our shark zone hero shot complete, now we can move on
07:16with the rest of the shots.
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The end page shot: Combining multiple passes to form a final composite shot
00:00The rnd page is the next shot we are going to work on.
00:02So, let's go to the Audio-Video folder and open up the CINEMA imports and get
00:11shot-004-shark as our starting point.
00:12I'll duplicate the composition, Command+ D on the keyboard, and hit Enter and get
00:19rid of all that extra stuff, so it's just shot-004, and let's move that to the
00:23Working comps folder.
00:27And then we can open up that composition, shot-004, and in shot-004 we are going
00:34to drag in the RGBA Pass from the Special Passes, let's get that in here, and I
00:41put it down on top of everything else.
00:42We could turn those other layers off just in case so there is no mistaking
00:45that we don't need them.
00:47And now if we scrub through this we can see that there is our shark swimming through.
00:50Next thing we need to have is our logo on top of that.
00:53And our logo is in a separate render folder so let's drag in the logo-render and
00:59that is just a single file, and we don't need the composition for it. All we
01:02need is the actual logo-render tif sequence.
01:07If we drag that in here, we can see there is our logo on top of everything, whoosh!
01:12It animates right into position and then there is a slow push.
01:14I'd like this logo to blend into the background, so let's adjust this Opacity downward.
01:19I am going to hit T on the keyboard and bring this down to about 40%. There we go.
01:25That's a little too much. We should bring that back to about 55 or 60%, there we go.
01:30And now our logo comes in a frame and it feels as if it's in the water as well,
01:38and that's just how we need it.
01:39Now we can get our murky and character elements from the shot and copy and paste
01:44them into this scene.
01:45So I go back to shot-001 and I have that open already, but just in case you don't,
01:49it's going to be in the Working comps folder, shot-001.
01:51And I am going to take some layers from this.
01:54So, I'll take the More Darker and hold on the Command key and get grain,
01:59brighter, darker, fractal noise and tiny_bubbles.
02:03Let's copy this, Command+C, and go to shot-004 and paste it down, Command+V.
02:11And now our shark looks really nice.
02:15I've got the logo in there, we've got our shark swimming through and it feels
02:20really murky and has a lot of character just like the first shot's. Our goal for this
02:25movie was to get our shot-004 put together, combining the shark element and the
02:29logo element into the frame, and giving a logo a little bit of transparency so
02:34that it blend it into the scene, and adding some character using the layers from
02:38shot-001, and I think it's looking fantastic.
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The end page shot: Adding text elements to the composite
00:00With our logo and shark in position for shot 4 what we need to do next is add in
00:04the type element which is forms the tagline,
00:06"If it's out there, it's on here."
00:08Now that tagline is going to be revealed by the shark as it swims through the frame.
00:12So let's go ahead and get the tagline in position first.
00:14Then we'll create a mask element that will reveal the type, giving it the
00:17illusion that it's being revealed by the shark.
00:19I am going to go to the Type tool.
00:21And here inside the shot-004 composition I am going to click and type out the
00:27tagline with all caps, "If it's out there, it's on here."
00:36Hit Return on the keyboard.
00:37Now that's a little bit big for the tagline. I don't want that to fight with the logo.
00:41So I am going to scale this down a bit and scrub it down into position. That's about 14.
00:46I think that's looking pretty good.
00:48Now I'll go to the Move tool and move this into position.
00:52I want this to be centered up right in the frame.
00:54So I'll get the position information and for the x-position I'll go 640
00:59divided by 2, there we go.
01:01And now I want it to line up vertically with the shark.
01:03So let's move to a point in the animation where the shark is in frame.
01:07And hold down the Shift key and set it right there where the shark swims through.
01:13Our types in position. Now we need to create a matte layer that's going to give
01:16the type the illusion that it's being revealed by the shark.
01:19I am going to make a new solid Command+Y on the keyboard.
01:22And we will call this, instead of Black Solid ,let's call this one text reveal.
01:27And I'll make it the same size as the composition and just hit OK on the keyboard.
01:31I want to be able to see the shark underneath so I am going to temporarily
01:34adjust the Opacity of this text reveal layer.
01:37So hit T on the keyboard and set the Opacity down to about 20% or so.
01:42Now I am going to draw a mask on this layer.
01:46Let's give ourselves a little room to work.
01:50I'll use the Rectangle tool and then draw a rectangle around the whole
01:56layer, revealing it.
01:58So it encompasses the entire layer text reveal.
02:02Now we want to set keyframes for this so that the leading edge of this, the
02:05right hand side, travels along with the fattest part of the shark.
02:09So let's backup in time to about here where the shark comes on to frame.
02:16And let's start setting keyframes for the mask.
02:18So I'll hit the letter M on the keyboard and set the Mask Path keyframe.
02:24And about here we are going to transform this mask.
02:27I'll hit Command+T on the keyboard.
02:29That gives me the Transform tools for the mask.
02:31And I am going to drag the right-hand side all the way across until it's off [00:02:39.36 the frame.
02:41And then I am going to scrub forward to a point a few frames away and then I'll
02:46hit Command+T one more time again.
02:48And then I am going to zoom in because it's a little bit hard to grab that handle.
02:52So if I zoom in and pan over using the Hand tool, then I can reach in and grab that.
02:58That moved the anchor point.
02:59Let's zoom in one more time.
03:00Sometimes you have to get kind of close.
03:02And now you can grab that and move it over.
03:05And let's back out one more time, pan over here, there we go.
03:09Now we can put that right about the middle of the shark.
03:12And then it's really easy to sort of scrub through a few frames, Command+T,
03:18drag that across, and just keep it lined up about with the leading edge of the dorsal fin.
03:24Command+T and move it across. Scrub forward.
03:30Command+T, move it across, move time forward, Command+T, move it across, and
03:40then one more to get the shark out of the frame. Command+T, move it all the way across.
03:47So now let's just double check and see how it sticks.
03:49It sticks perfectly to the shark now.
03:52And that's going to be great to reveal our type.
03:54So next thing I want to do is bring the Opacity for the layer back up to 100%.
03:58So let's hit T on the keyboard and change the Opacity to 100%.
04:01And we are going to use this as a travel matte for our text.
04:06So let's go down to our text layer and the text reveal layer is already above it,
04:11so let's set the Track Matte to be an Alpha Matte on text reveal.
04:16And you can see now our type is there and as we scrub through it gets
04:21revealed by this mask.
04:24Now we want our shark to sit on top of the type, but our shark doesn't have an Alpha Channel.
04:29So what we are going to use is an Object Buffer for the shark to have it sit
04:32on top of the type.
04:34Let's go to the shot-004-shark folder and grab the Object Buffer 1, which has our shark.
04:40So we'll bring that into the file and I just put it above the camera for now.
04:45And you can see there is our shark layer.
04:47And what I am going to do is duplicate the shark RGB pass and use the shark
04:55Object Buffer as a Track Matte for that.
04:57Let's go back up and get that.
04:59I'll drag that Object Buffer down through the layers, oops there we go and put
05:04that right above the RGB pass.
05:08Now we can use the Object Buffer to isolate the shark.
05:11And I am going to go to the Track Matte settings and do a Luma Matte on that.
05:16And it looks like nothing is changing in our file, but if I use the Solo button I
05:20can solo out my shark.
05:22And that looks just how I want it.
05:24I am going to take this and move it up above my type layer.
05:28But more importantly I want to move it up above my type reveal.
05:33So let's twirl this closed so we have a little more room to work.
05:36And I'll take this Object Buffer and the RGB pass and move them up all the way
05:41above the text reveal.
05:44I don't want my shark to pop out like that so I am going to take all four of
05:48these layers and drag them down below all of the character elements that we have
05:54in the scene, the More Darker and the Fractal Noise.
05:56Now my type blends into the scene and my shark does too.
06:00Let's go down, just give ourselves a little more room here.
06:03And as we scrub through now we can see the type is being revealed by the shark.
06:07The last step in the process for this shot is to get the water elements that
06:12are going to be the leading transition element out of the shark transition that comes before this.
06:16So let's go back to shot 3 and just grab the bubble elements that are the
06:21rising waves. Copy and paste those into that scene file.
06:25So let's go Command+C and go over to shot-004 and paste them down above
06:30the camera, Command+V.
06:32Now we can see what's going on.
06:39We don't really need the keyframes on the rising layer.
06:41So let's go to the rising_iStock movie layer and hit U on the keyboard to
06:46reveal the keyframes.
06:47And we want to just kill the Position keyframes and leave the Opacity keyframes.
06:51So now our bubbles come into frame and then leave. They are gone and plenty of
07:01time for the shark to reveal the tag ine.
07:02I am going to do a RAM Preview now.
07:04But before I do I'll do a save, File > Save As, call this 11_08_working.
07:13And now with the 11_08_working saved I can do a RAM Preview.
07:16So hit 0 on the numeric keypad and its going to preview that shot.
07:21And there is our type element being revealed. "If it's out there, it's on here."
07:26Here comes in real time.
07:35And we are out. Excellent!
07:38The end page is really popping now.
07:40And the shark revealing the tagline supports the branding image and that
07:42worked really well.
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Compositing the transition shots
00:00The thrashing transition is the last element that needs to be composited.
00:04Let's go over to the Audio-Video folder and into the CINEMA imports and open up
00:10shot-002-A-render and duplicate the composition file here and change the name to shot-002.
00:17I'm going to drag that down now and put it into the Working comps folder and
00:24open that composition up.
00:25Oh I'm sorry. Let's change that name to shot-002-A, just so we can tell the
00:31difference between those guys.
00:33Let's open that up and we can see we have our shark come into frame and it
00:38looks pretty good, except that we need to now replace the layers here with the RGBA pass.
00:45So I'll turn those guys off and go back to the folder and grab the rgb pass and
00:49drag it in, there we go.
00:51Now we can get the texturizing elements that we used in the first shot and copy
00:55and paste them into this.
00:56And I'm going to go to the shot-001 file and grab the grain, the brighter,
01:05the darker and the fractal noise. Bring tiny_bubbles in as well.
01:09Copy and go over to shot-002-A and Paste it down, Command+V, and now our shot
01:15looks quite a bit better.
01:17But what's really missing is a really strong sense of a thrashing water.
01:21When the shark is in a feeding frenzy, it's shaking its head around the water,
01:25swirling around, and so we have a couple other video elements that are going to
01:28give us that feeling.
01:29Let's bring those into the composition now.
01:30Let's close up the CINEMA imports and in the Water Footage folder, we're going
01:37to add in diver and boiling and let's start off with the diver.
01:42Drag that into the top of the composition.
01:45What this is, is a shot overhead of a diver and he's releasing bubbles from his
01:49air valve and those bubbles are coming up towards the camera, and what those do
01:53is give us really a lot of bubble action, over this 10 frames.
02:00You can see there is a little bit of a diver. You can see the hoses from the
02:03diver down there and those are going to kind of disappear when we change the
02:07blending mode on this.
02:08So let's change the blending mode now to Overlay, and then adjust the
02:15Opacity down to about 35%.
02:18So I'll hit T on the keyboard and go to the Opacity and bring it down to about 35%.
02:22Actually, let's bring that up a little bit. Let's make it about 50%.
02:26So now we have that sitting on top of our frame and it gives a lot of motion to
02:32the water and now we want to have some more intensity to that.
02:35So we're going to add the boiling movie in.
02:37So let's bring the boiling movie in and that is just water boiling in a
02:43clear glass container.
02:45And so I'll set that blending mode to Overlay as well and then adjust the
02:52Opacity a little bit.
02:54Bring it down to about 50% or so again, there we go, and scrub through that animation.
03:01There we go. So now, you can see our shark is thrashing the water and as he bites the screen,
03:07we have a lot of movement in the water, and I think that's looking great.
03:11The next step in the process is going to be to copy and paste these settings
03:14into the other two transition shot files.
03:16So now I've got the other two shots composited, shot-002-B and shot-002-C.
03:21Let's close this up.
03:23And I went through the exact same process of duplicating the composition file.
03:26I ended up with two compositions, shot -002-B and shot-002-C, and if I scrub
03:33through these guys, you can see there's shot-002-B. The shark is grabbing the
03:38camera and shot-002-C, it's charging right towards the lens there.
03:42So now we've got those shots all done and we're ready for the final assembling.
Collapse this transcript
Assembling the final composition
00:00All right, here we are at the final assembly.
00:02This is where we really get to see all of our shots put together in
00:06their completed form.
00:07Now we have some steps we have to follow in order to get there, but it's
00:10going to be a lot of fun.
00:11I'm going to go to the Project window, and I'm going to make another new folder.
00:15Let's call this one +++Render.
00:19Now I put the pluses in there to force it alphabetically just jump to the top of the frame.
00:25We're going to put our final render composition in here.
00:27This is going to be the comp that actually gets rendered out for the finished product.
00:30The way we're going to create that finished product is by going to the
00:34Working comps folder, and grabbing the cameramatic, and using that as our starting point.
00:38I'm going to duplicate that file Command+D. Let's rename this one sz as in
00:43shark zone finrender.
00:46I'm going to move that into the Renders folder.
00:49Now I can open that up.
00:55This has all of our cameramatic layers.
00:57Now we're not going to need the timecode anymore.
00:59So let's just delete that out of the composition.
01:04Delete and we're going to need these other files as guides.
01:08The great part is we can just drag and replace these footage elements to rebuild
01:12this sequence with the final images.
01:14So the way I'll do that is I'm going to enlarge this so I can see the final names here.
01:19So I need shot-001.
01:20So let's go to the Working comps folder.
01:22I'm going to hold down the Option key, and drag shot-001 into this file.
01:26When I do that, it replaces with the shot-001 composition.
01:30I'm going to repeat that process for each of the other shots.
01:33So I select shot002-A and then drag in shot-002-A.
01:38Do the same thing for shot002-B, shot002-C.
01:45Then this is shot003. There it is.
01:49And here is 002-A, B and C again.
01:55shot-002-B, shot002-C, and then shot004.
02:12Now you can see all of our shots are together.
02:14It's really looking pretty darn cool.
02:19Next what we want to do is create a little bit more of a transition between the
02:25first shot and the shark transition.
02:28So what I'm going to do is create something called an adjustment layer.
02:31I'm going to go into a Layer > New and new Adjustable Layer.
02:35That adjustment layer comes in at the top of the scene.
02:37An adjustment layer affects everything that happens below it.
02:40So I'm going to put a filter on that adjustment layer and have it affect all
02:43the layers below it.
02:44The effect that I'm going to use is Glow.
02:46So I'm going to go to the Effect menu, and go to Stylize, and then grab Glow.
02:52You can see the Glow effect blooms out the footage based on the light and dark values.
02:58Lighter stuff gets bloomed more, darker stuff gets bloomed less.
03:02Now I only want this Glow affect to happen in a very small window where the
03:05shark transition is.
03:07So let's drag the In point and Out point of this layer so that it's just before
03:12and just after the shark transition.
03:14Let's zoom in a little bit on the transition region.
03:17Let's drag this closed just a bit. Give ourselves a little bit more to work.
03:22I'm going to hide the Parent column.
03:24Right-click, and go Hide This.
03:26That's going to give us even more room to work.
03:28We're not going to be parenting anything up right now.
03:30So we don't need to see that.
03:30Now I want to have the Glow transition happen about five to ten frames
03:35before the transition.
03:37Then five to ten frames after the transition.
03:39So I'll use the Page Up command to backup five frames from the out point of this layer.
03:44So I'll go one, two, three, four, five, six, seven, eight, nine, and ten. There we go.
03:49Now I'm ten frames before the transition cut point.
03:52I'm going to hold down the Shift key, and drag that layer in point to where
03:57my Timeline marker is.
03:58Now I'll do the same thing at the end, and go one, two, three, four, five, six,
04:03seven, eight, nine, ten.
04:04I'll just hold down the Option key and Right bracket to make the out
04:07point happen right there.
04:09So now that effect only happens over this area. The first thing I'd like to do
04:13with this is to set a keyframe for the Glow Intensity at the midpoint.
04:16This is the midpoint of the transition.
04:19That midpoint of the transition actually is right on the cut point.
04:22This is going to obscure the cut so that it feels like a more
04:25seamless transition.
04:27I'm going to go to the Glow effect, and adjust the Glow Intensity.
04:31Let's bring the Glow Intensity up to about 2 or so.
04:34Then I'm going to go to the Glow Threshold and expand the threshold outward.
04:39The Glow Threshold controls how much of the image gets glowed.
04:45The lower this Threshold value gets, the more of the image gets glowed.
04:49So let's bring this down to about here.
04:52Then I'll adjust the Glow Radius.
04:55There we go so that it expands outward, and that really helps to bloom our image a lot more.
05:04So that's going to be the midpoint of the transition.
05:06That's really going to help to hide the cut.
05:08I'm going to set keyframes for the Glow Threshold, Radius, and Intensity at
05:11that point in time.
05:12So I'll turn on all these stopwatches.
05:15So that's going to be the midpoint of our transition.
05:17Now I'm going to backup in time to the starting point.
05:19I want to have this Glow sort of ramp up over those 10 frames.
05:24I'm going to adjust the Glow Threshold to the right.
05:30That's going to make the Glow happen in a smaller area.
05:33Then I'll adjust the Glow Radius down to 0.
05:38Then I'll adjust the Glow Intensity down to 0 as well.
05:41That's going to have the effect of killing the glow.
05:44So now our glow ramps up over time, bloom to the cut point.
05:49Then we want to have it ramp down again.
05:50So let's go forward a little bit.
05:54Then have those effects keyframe back down to 0.
05:56Actually, we don't even need to do that.
05:58We can just copy and paste those keyframes.
06:00Let's go U on the keyboard, and copy these keyframes, Command+C, and paste them
06:05down right at this point in time, Command+ V. So now our effect ramps up and then,
06:12we're into the shark transition.
06:13Now we can get out again by grabbing these keyframes, Command+C, and pasting them
06:18down right here at the midpoint of the transition.
06:21That's where it's the most intense.
06:23Then we can copy and paste the zero keyframes all over again.
06:28So we can take these guys, copy them, paste them down right here.
06:31So now during this section, our Glow effect has no effect.
06:35Then it ramps up really quick.
06:37Then it should ramp out a little bit slower.
06:39Copy these intro frames, and paste them down here so that they are outgoing,
06:44Command+V. So now our transition goes out.
06:49Let's do a little quick RAM Preview just to make sure that looks okay.
06:53I'm going to isolate this region. mMove to a little bit before, and hit the
06:56letter B on the keyboard to move the work area.
06:59Then I'm going to go to the Out point and just hit the letter N on the
07:02keyboard to move the area.
07:04Now I'm going to hit the RAM Preview button.
07:07I'm about to do a RAM Preview.
07:08So I should probably save first.
07:10So I'm going to go to the File menu and do a Save As.
07:13I call this 11_10_working.
07:18Now I can hit the RAM Preview button, and see what that looks like.
07:26(Male speaker: They're still the scariest thing in the ocean.)
07:28(Male speaker: Get a little closer? still the scariest thing in the ocean.)
07:32(Male speaker: Get a little closer? still the scariest thing in the ocean.)
07:35(Male speaker: Get a little closer? still the scariest thing in the ocean.)
07:37So that transition looks fantastic.
07:39Now we can duplicate this adjustment layer, and move it to the second transition.
07:43So let's do that right now.
07:45Go to the adjustment layer.
07:48Hit Command+D to duplicate the whole thing.
07:50Let's back out just a bit so we can see where it needs to go.
07:53I'm going to take this transition effect and move it right down in time.
07:58Let's zoom in on this area.
07:59I've got my Caps Lock key.
08:00I'm going to remove that, and scrub to the midpoint of the transition, which is
08:05right where the cut happens. Let's zoom in.
08:07I'll drag this over so that the keyframe lines up.
08:11Then what I need to do is check the outgoing and just scrub over with the Hand
08:16tool and check the outgoing.
08:18So that's pretty good.
08:19Now one thing I would like to do.
08:21My shot A, B and C files are in the exact same order as they are at the first transition.
08:26I like to reverse that a little bit just to change it up for some variety.
08:29So all I need to do is to hit V on the keyboard to get out of the Hand tool, and
08:34select shot B. I'm just going to reverse them.
08:36So I want to take shot B, and move it here.
08:38Shot C, move it there, and shot A. Actually, just take shot A and go C, B, A.
08:45Basically, just reversing the order.
08:48Now double-check the In points to make sure that they all line up.
08:51We have a slightly different transition with no trouble at all.
08:56We've got all the elements of our promo in position.
08:59We're ready to move on to final touches and rendering.
Collapse this transcript
Adding the final audio to the composition and rendering
00:00Everything that we've done so far really leads up to this, the final render.
00:03It's a really satisfying feeling to hit that button at the end of the day,
00:06knowing you've got something cool. But we have a couple more steps to do before
00:09we can hit that button.
00:10I want to have a fade up from black and a fade out to black at the top and
00:13bottom of the spot respectively.
00:15So, in order to do that, we're going to create a black solid. Let's zoom out
00:18just a bit and I'm going to double- click on the work area to reset it back to
00:23the full composition, and then I'm going to go to the Layer menu and add a new
00:27solid layer, and let's call this one, Black and make it the same size of the
00:33composition and hit OK.
00:35This only needs to be 10 frames long, so let's go to frame 10 of the
00:39animation, hit Home and then Page Down 10 times, one, two, three, four, five
00:43six, seven, eight, nine, ten.
00:45I'm going to hold down the Option and Right bracket to movie the end point of
00:48that layer to the current time, and then I'm going to zoom in on that area.
00:52Now we want to have this fade up from black, so at time zero I'll set the
00:57Opacity for this layer at 100% and add a keyframe and then I'll go to the out
01:02point of the layer and then set the Opacity to zero.
01:07So now our promo fades up from black over 10 frames.
01:11Now I can duplicate this layer, Command +D on the keyboard, and move it to the
01:16end of the timeline.
01:17I'll hold down the Option key and hit End on the keyboard.
01:19And let's zoom out a bit and see where things are at, and there it is right there.
01:24Now I just need to reverse these keyframes.
01:27So I'm going to zoom in a little bit, using the plus key on the keyboard and
01:32just reverse these frames. There we are.
01:40Now, it starts with nothing and fades out to black at the end.
01:44So I've got the fade up and fade down. I've got my transitions.
01:49The next thing I need to do is final audio.
01:51We already have our final audio imported into the project, so let's go and get
01:55it from the Project window.
01:56Let's enlarge this a bit, close up the Working comps folder, and in the
02:02Audio-Video folder, let's grab sharkzone -finmix, and I'm going to drag this into
02:06the composition and all the way to the bottom, and then delete the scratch vocal,
02:11and let's enlarge the Layer Name column, so that we can make sure we
02:15delete the right one.
02:16Select the scratchVO and delete.
02:18Now that I've got the audio in, I've got my fade up and fade down. We're ready
02:22to do a final RAM preview before we do our final render.
02:25Before I do a RAM preview, I always like to save.
02:27So let's go to the File menu, do a Save As and call this one 11_11_working.
02:36Now I can hit the RAM Preview button and away we go.
02:39Now the RAM preview process can take quite a bit of time depending on
02:44your computer speed and also what kinds of effects and things you have in your compositions.
02:48So we're going to fast forward through the RAM preview and get right to the good stuff.
02:51(Male speaker: After 400 million years, they're still the scariest thing in the ocean.)
02:58(Male speaker: Get a little closer, if you dare. Shark Zone, all week long on the Adventure Channel.)
03:04(Male speaker: If it's out there, it's on here.)
03:07(Male speaker: After 400 million years, they're still the scariest thing in the ocean.)
03:13(Male speaker: Get a little closer, if you dare. Shark Zone, all week long on the Adventure Channel.)
03:19(Male speaker: If it's out there, it's on here.)
03:23So our RAM preview looks pretty good and we're ready to do the actual final
03:26render and get it out to the hard drive so that the world can see it.
03:30So I'm going to go to the Project window and close up all of the folders except
03:35for the Render folder and select this finrender composition and go to
03:38Composition > Add to Render Queue, and that brings up the render queue with my
03:43movie already queued up there.
03:45I have to specify where it's going to go.
03:47So let's send this out to our Chapter 11 folder.
03:50So I'm going to click on the Output option.
03:51That brings up a Finder window. Go to the Desktop to my Exercise Files and in
03:56Chapter 11, I'm going to call this one sz-finrender, just like it says right
04:01there, hit Save, and now the default Render Settings, it shows up as Best
04:08Settings and Lossless and that's the highest quality, and using the animation
04:11codec which is an uncompressed codec that's really good for working with motion graphics.
04:15It gives you a very clean image quality.
04:17The default Output Module does not have the audio included, so we need to turn
04:21that on. Otherwise we'd have a movie with no audio and that wouldn't be cool at all.
04:25So let's go to the Output Module, click on the word Lossless, and here in the
04:29Output Module settings we're going to turn on Audio and make sure that it's set
04:33to 48k, 16 Bit Stereo, just like it is here, and then we can hit OK.
04:38We're ready to render.
04:39You should never hit the Render button until you've saved.
04:42The reason is that in case After Effects crashes or something happens to
04:45your computer, you'll still have your Render Settings all set and ready to go,
04:49when you re-launch your file.
04:50So I'll do a File > Save As.
04:54Instead of saving this as 11_11_working, I'm going to save this as 11_11_final.
04:59So I know it's the final render file. 11_11_ final, and in the Chapter 11 folder hit Save.
05:05After Effects, when it does a rendering, you should always close up all your
05:08composition windows.
05:10When After Effects tries to render a composition, it will redraw the frames to
05:14the comp window as it's rendering, and that slows down the rendering.
05:17So we want to close this up, so all After Effects has to think about is
05:21rendering the frames to the hard drive.
05:22So I'm going to click on the first composition here. I'm going to go to
05:26Command+Opt+W on the Mac, Ctrl+Alt+W on the PC, and that's going to close up all
05:31of our open compositions, leaving us with just the render queue.
05:35Now, we can hit the Render button.
05:38Now the rendering process can take a lot of time, so we're going to fast
05:41forward through this and get right to the end and take a look at our finished
05:44QuickTime Movie file.
05:46Now let's go out to the finder and take a look at our finished product.
05:48I'm going to hide After Effects and navigate to our Chapter 11 folder and there
05:54is our sharkzone-finrender movie.
05:56Let's double-click on it to open it up in QuickTime Player and play it back.
06:00I'm going to go to the View menu and Enter Full Screen.
06:04Now, I'll hit the Play button and this will go away after just a moment.
06:09(Male speaker: After 400 million years, they're still the scariest thing in the ocean.)
06:15(Male speaker: Get a little closer, if you dare. Shark Zone, all week long on the Adventure Channel.)
06:21(Male speaker: If it's out there, it's on here.)
06:24That's a promo so nice I'd like to play it twice.
06:26Let's do that one more time, just to see how cool it looks.
06:29Go back to the beginning and hit Play.
06:31(Male speaker: After 400 million years, they're still the scariest thing in the ocean.)
06:37(Male speaker: Get a little closer, if you dare. Shark Zone, all week long on the Adventure Channel.)
06:43(Male speaker: If it's out there, it's on here.)
06:46That is it.
06:47We finally got to see all of that hard work come together in an amazing promo.
06:51Now that were done, you can really see that this spot has a huge wow factor and
06:54it's really fun to watch and attention getting, just what you want in a promo.
06:58The primary goal of a promo is to keep people captivated so they won't change
07:02the channel, and the secondary goal is to tell them about upcoming shows so they
07:05want to watch the network even more.
07:07I think this promo does both really well.
Collapse this transcript
Conclusion
Goodbye
00:00Thank you very much for joining me for CINEMA 4D: Creating a Promo.
00:04This series showed you the process from start to finish for creating a promo.
00:08And really the goal for it has been to show you the tools necessary for you to
00:12create your own work.
00:13I really hope that by watching this, you have the inspiration and also the
00:17motivation to go out there and create amazing works of your own.
Collapse this transcript


Suggested courses to watch next:

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