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CINEMA 4D R11.5 Essential Training

CINEMA 4D R11.5 Essential Training

with Ian Robinson

 


CINEMA 4D R11.5 Essential Training covers all the important steps to get up and running with this easy-to-use 3D application. Designer and author Ian Robinson covers the essentials of 3D design, including modeling, animation, and integration with other design tools. Ian explores how to build objects with CINEMA 4D's basic primitives, and how to use light, shadow, and texture to give depth to a scene. He shows the proper use of the powerful animation tools, including MoGraph, to push 3D designs to the limit. Finally, Ian covers how to combine CINEMA 4D with other applications like After Effects and Motion. Exercise files accompany this course.
Topics include:
  • Using Deformers to revise and refine an object
  • Creating and saving selections with selection tool sets
  • Applying textures and materials to a complete model
  • Exploring render settings for stills and animation
  • Introducing and manipulating particles and pyro clusters
  • Working with BodyPaint for a smooth final look

show more

author
Ian Robinson
subject
3D + Animation
software
CINEMA 4D R11.5
level
Beginner
duration
9h 8m
released
Dec 10, 2009

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Introduction
Welcome
00:00(Music playing)
00:03Hi! I am Ian Robinson and welcome to Cinema 4D 11.5 Essential Training.
00:08Cinema 4D is a cutting-edge 3D modeling and animation tool.
00:12In this course, we'll cover everything you need to get started with creating
00:153D motion graphics, from modeling, to animation, to integration with other design tools.
00:21We'll start by creating simple models using Cinema's primitive objects, and move
00:25on to modeling with NURBS and Polygons.
00:27We'll finish with some advanced modeling techniques using HyperNURBS.
00:32Then, we'll explore how to texture and light your scene, even diving into the
00:35basics of BodyPaint, where we can create more advanced and detailed textures.
00:40Then we'll check out Cinema 4D's powerful animation tools including MoGraph,
00:44where you can push your 3D designs further than ever before with Cloner
00:48objects and Effectors.
00:50Finally, we'll wrap things up by exploring just how easy it is to integrate
00:54your projects for compositing and final output through After Effects or even Motion 4.
01:00I've been teaching and designing motion graphics for over ten years and I think
01:03you'll find Cinema 4D to be a very powerful part of your production toolset.
01:07So, let's get started with Cinema 4D 11.5 Essential Training.
Collapse this transcript
Using the exercise files
00:00If you are a Premium member of the lynda.com Online Training Library, or if you
00:05are watching this tutorial on a DVD-ROM, you have access to the exercise files
00:10used throughout this title.
00:11I have the files on my desktop in a folder.
00:14Let's go ahead and open the folder, so I can show you how things are laid out.
00:18You'll find a number of folders that correspond to the chapters throughout
00:22the title, and within each folder, you'll find Cinema 4D projects used as starting points.
00:28At the bottom, there is a Media folder that contains different pieces of media
00:32that we'll be using throughout the course.
00:35If you are a Monthly subscriber or Annual subscriber to lynda.com, you don't
00:39have access to the Exercise Files, but you can follow along from scratch
00:43with your own assets.
00:45So let's get started.
Collapse this transcript
Understanding CINEMA 4D bundles and editions
00:00 I am recording this video from the MAXON website, because I just kind of want to
00:04 show you the different offerings that MAXON has.
00:07 In this course, we'll be covering Cinema 4D and BodyPaint, but we'll also be
00:11 covering some of the different modules that don't necessarily come as a part of
00:15 the core of Cinema 4D.
00:17 So, I went to the maxon.net website and just clicked under Products, and you can
00:21 see here we have four main features.
00:24 Cinema 4D and BodyPaint actually come as one unit if you buy Cinema 4D as the core.
00:31 You can buy BodyPaint as a separate application, if you want to try and
00:35 integrate it with 3ds Max, or Maya, or Lightwave, as you can see here on the website.
00:41 But if you buy the core Cinema 4D, it comes with BodyPaint.
00:44 Now, there are individual modules.
00:47 Let's go ahead and check those out.
00:50 As you can see, the different modules allow you to create different things,
00:53 like Advanced Render goes into Global Illumination, so you can create some nice
00:58 photorealistic renders.
00:59 MoGraph, which has really kind of taken the broadcast industry by storm, is a
01:03 great motion graphic module to add to Cinema 4D.
01:09 Let's jump back to the Editions & Bundles section.
01:13 Under Editions & Bundles, you notice MAXON has actually created different
01:17 editions, depending upon what you are trying to do, whether it's engineering or
01:21 architecture or broadcast, which is one of the new editions.
01:25 But really the best bang for the buck are the bundles.
01:28 So, if we look here, there is an XL Bundle, which includes the Advanced Render,
01:33 MOCCA, Thinking Particles, and NET Render, but the version we are using for this
01:37 course is the Studio Bundle, which comes with a lot of the different modules.
01:41 As you can see, we have MoGraph and Dynamics and Sketch and Toon and Advanced
01:47 Render, all as a part of the Studio Bundle.
01:49 Now, if you have any questions about exactly what you'd like to purchase or what
01:54 each bundle comes with, feel free to give MAXON a call.
01:57 Their customer service is excellent.
01:59 But for now, I just wanted you to see, in this course, we are using the Studio
02:03 Bundle, just so we have access to most of the other modules.
02:08
Collapse this transcript
Exploring new features in R11.5
00:00 Cinema 4D 11.5 has a boatload of new features.
00:04 For example, the render engine has been completely overhauled.
00:07 Now, you'll receive faster and better renders using bucket rendering.
00:11 The Picture Viewer has been overhauled.
00:13 Now, you can add filters to your renders and compare different render settings
00:16 directly in the Viewer, before you ever send off your final render.
00:20 There is much tighter integration with external compositing applications.
00:24 For example, Motion 4 is now supported with true 3D space, lights, and cameras.
00:30 You can create solids for your After Effects project for placements in your
00:34 composites, and you can even export your Cloner information.
00:38 MoGraph has been totally rewritten with MoGraph 2, and the new Dynamics engine.
00:43 MoDynamics will help you create realistic object interactions with your MoGraph objects.
00:49 There are also new tools, like MoSpline, which will allow you to create new
00:52 flexible spline animations.
00:54 And finally, the Effectors have been much improved to help with deforming and
00:59 sorting your cloned objects.
01:01 Now, even though this list might not seem that long, wait until you actually
01:05 start using some of the new tools.
01:07 I often stop and think to myself, how did I ever do it before?
01:12
Collapse this transcript
Understanding 3D
00:00In this video, I am just going to give you a basic overview of some of the terms
00:04and objects we will be seeing as we move throughout this course.
00:07If you are brand new to 3D, some of these terms may not be that familiar.
00:11So I am not going to dive too deep into any specific area. I just want you to
00:15have a general idea of what some of these different terms mean.
00:19So, first off, this large center area in our screen is called the viewport.
00:24This is the area that we will go ahead and move around in to view and
00:29manipulate our 3D objects.
00:31Now, notice as I am moving around the scene here, I have this very faint green line,
00:36red line, and blue line.
00:38These are showing me the coordinates in three-dimensional space.
00:41They are measured by Y, X, and Z. This area here, towards the center is
00:48known as the Origin.
00:50This is the center of the entire project.
00:53Now, the Cylinder that's floating in the center of the screen, if I go ahead and
00:56select it, this is what's known as a primitive object.
01:00Primitive objects are just basic objects you can use to get started in
01:04your modeling process.
01:06They are primitive because their parameters haven't been fully defined yet.
01:10Notice this little box right here on the edge. If I click-and-drag, notice I
01:14can drastically change the scale and size of the radius of the specific primitive object.
01:21You can see all the different primitive objects by clicking on this Cube button
01:25up here at the top of the screen, and you can see we have a bunch of different
01:29primitives we can start modeling our 3D objects from.
01:32Now let's explore some of the other objects.
01:34I will just turn off the visibility of my Cylinder here and I want to show
01:39you a Polygon object.
01:42Notice it's very similar to the Cylinder.
01:45That's because I used a similar primitive to actually get started.
01:50So modeling with Polygons works kind of like molding clay.
01:53You can sort of push and pull the different pieces of geometry around.
01:58And you might be thinking, well, what are the different pieces of geometry?
02:01Well, if I click on my Polygon object here, you notice you can see these lines,
02:06and these tools over here on the left- side of the interface allow me to select
02:10the different types of Polygon geometry.
02:13So this one here allows me to select the individual points along the Polygon.
02:20With the points selected, I can go ahead and change where these points live in
02:24three-dimensional space.
02:27Polygons are also made up of edges, as well as faces.
02:33And again, these are just different ways we can select this geometry, so we can
02:37go ahead and manipulate it and change the shape.
02:40Now, the next type of geometry I want to show you is called a NURBS object.
02:43NURBS stands for Non-Uniform Rational B-Splines.
02:50Now, what in the heck does that mean?
02:52Well, basically this type of geometry is created at its core from a spline.
02:59So let me go ahead and dissect it a little bit here, so you can see more of
03:02what I am talking about.
03:05As you can see here, I have got three different splines:
03:08my recycle text in the center, a first level of outline, and a second level of
03:12outline, and each one of these splines has been dropped into an Extrude NURBS.
03:19So if I go ahead and activate the outer green spline Extrude NURB, you can see
03:24now I have some geometry that's been created.
03:26Now, you might be thinking, "Well, what are splines?"
03:29Well, if you have ever used Photoshop or Illustrator, when I go into Point mode here,
03:33you might recognize these points with the handles coming out of them.
03:37These are called Bezier Splines, which are very similar to Bezier Paths in
03:42Photoshop or Illustrator.
03:43So it's these splines that are the core of NURBS objects.
03:51Now, when we view our different objects in the scene, there is something we need
03:56to do to actually add color and style, and that's called a Material.
04:01Now, we have covered the two core ways to model in CINEMA 4D, Polygons and NURBS.
04:08But there is another way, and that's called HyperNURBS.
04:11If I turn my Polygon object back on in the scene here, you can see it's a
04:17rather rudimentary model.
04:20But if I activate my HyperNURBS, notice it smoothes out that model, so now I
04:25have really, really nice, smooth geometry.
04:29To model something this smooth would take a fair amount of time, but
04:32HyperNURBS makes it easy.
04:34Basically, you can take your Polygon object and drop it into a HyperNURBS object
04:39and it kind of smoothes everything out.
04:41This is sort of a hybrid between NURBS and Polygon objects.
04:46So once we have our models built, we need to actually apply colors and that
04:52happens when we apply a Material.
04:54So let's jump to Materials.
04:58You may notice this is the same model that we had up a second ago for our NURBS
05:03object, and yes, it is.
05:06But if I go ahead and render the scene here, you notice I have a Material
05:11applied that made the inside look like bark and the color around the edge is
05:17also another kind of Material.
05:18You can see Materials down here in the bottom of your project.
05:23Now, the bark Material required something called a Texture.
05:27Now, the Texture was used as an integral part to actually create this bark Material.
05:33So with my rendered scene here, as you can see, I have other things going on in
05:38the scene, for example, lights and shadows.
05:43Now, you can create lights and shadows just by creating lights.
05:46And we can see the different lights over here in our Object Manager.
05:52If I pull way out in the scene, you can kind of see some of the lights here off
05:56on the sides, and these lights were used to actually light this specific scene.
06:04You can use a camera to move around your scene as well.
06:07Let me switch to the view from this camera, and you notice now I can actually
06:12move around the view through the eyes of this specific camera.
06:17This is kind of neat, because you can use the camera to actually change the type
06:21of view. Just like 35mm camera, you can change lenses with a camera in a scene.
06:28You can actually change the Focal Length or the Width and actually distort
06:32what you are seeing.
06:34So all in all, this concludes our quick tutorial of understanding 3D.
06:40Now rest assured, we are going to cover each one of these specific areas more
06:46in depth as we move throughout the course.
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1. Getting Started
Overview of the interface
00:00This video is designed to give you a basic overview of the interface of CINEMA 4D.
00:06In the overall sense, I want to show you just how well designed the interface is
00:10and how user-friendly the experience can be.
00:13Let's get started at the top.
00:15Obviously, we have typical pull-down menus you would find in just about any
00:18application, where the core features of the application are broken down.
00:22Now, if you have the basic CINEMA 4D bundle, you might not necessarily see
00:26things like MoGraph or Hair. Don't panic.
00:30These are just different sections created because of the expansion with the extra bundles.
00:36The next group of icons, down here, is called the toolbar.
00:39The toolbar is divided into sections.
00:41This area, down here in the left, allows for selection and manipulation of your objects.
00:46The center area here allows you to determine what settings you would like to
00:50output for your different files.
00:52For example, I could create a web video, or a video for a DVD, or
00:57high-definition video.
00:58This section, right here, opens up a bunch of sub-menus to allow you to create
01:03everything from lights, to basic objects, to particles.
01:08In the middle section here, we have our Render settings.
01:10This is where you can set the Resolution and file you would like to output from
01:14CINEMA 4D, for example, a still frame for a print piece or video for web.
01:20This is an area we will be coming to often, so I am just going to show you some
01:23of the different settings.
01:24For example, this left button right here.
01:27This will render the Active view in your Viewport down here.
01:31Let's press that button so I can show you what I mean.
01:33This is a pretty high preview as to what the file will look like when we go to output.
01:38So you will see me use this quite often in the course.
01:41The next set of buttons, right here, allow me to create objects.
01:44If you click-and-hold, notice I get different palettes that pop-up.
01:49I know this because of the little black triangle underneath of the specific buttons.
01:53So I can create everything from basic primitive objects, all the way to lights,
01:58to more advanced features, like deformations and particles.
02:01To jump over here to the Object Manager, this is an area where I can select
02:06individual objects in my scene.
02:08It's also a place where we can organize and create hierarchy for our animation.
02:12We are not going to get to that right now.
02:15But notice this area down below the Object Manager, this is called the Attribute
02:20Editor, and as I select different objects, the Attribute Editor will update, so
02:25I can see the different options available for each attribute.
02:29Also, notice when I select an individual attribute, sometimes I have
02:33different sections that are called channels, where I can choose the different
02:37attributes to select.
02:40Down here at the bottom, we have the Coordinates Manager, where I can type in
02:43specific attributes for whatever object or objects I have selected.
02:47For example, with the Cube, if I were to move its position, I can go ahead and
02:52type, I don't know, any number, like 500, on the x-axis and when I click Apply,
02:58it's going to move 500 units on the x-axis.
03:02And again, with the Cube selected, the Attribute Editor up here has updated,
03:06letting me know it's now 500 units down on the x axis.
03:12Let's go ahead and undo by pressing Ctrl+Z or Command+Z on your keyboard.
03:16Now, since the Cube is selected in the Viewport, if you look in the lower left
03:19area of the interface, notice we have the Materials Manager, and there's a white
03:24box around this turquoise Material that's letting me know that that Material is
03:28actually a part of that Cube.
03:30I also know that because in the Object Manager I have this thing up here called
03:35the Material Tag, and it's applied to the Cube.
03:39If we deselect the Cube, you will notice I have no more white box around the Material.
03:45If we select the Sphere here, notice again, there's no white box around this Material.
03:49So if we want to apply a Material to the Sphere, we can just click-and-drag it
03:53right onto the object in the Viewer.
03:56And notice the tag is now updated in our Object Manager.
04:00Now, to get back down to the lower left portion of the interface, just above the
04:04Material Manager, I have this thing that looks sort of like a ruler, and that's
04:08called the Timeline.
04:10If you look in the Timeline, there is a green box with a 0 next to it.
04:13That's letting me know that I have my playhead placed at Frame 0.
04:17If you click-and-drag that green box, notice it moves down the Timeline.
04:22Now I have moved 35 Frames down the Timeline, and I know that, again, because
04:26the number right next to my playhead.
04:28Also, there is this well over here letting me know exactly where my playhead is,
04:32where I can just go ahead and highlight the number and type any Frame, for
04:37example, 50, and press Enter on my keyboard to move my play head down.
04:42To jump to the left side over here, this area is called the toolbox.
04:46This is where I can select different tools that will allow me to select
04:50different parameters of each object.
04:52For example, right now, we are in the model tool.
04:55So if I clicked on the Cube, I could easily select the Cube, and you see I have
04:59these things on the Cube called Control axes.
05:03And to move the Cube around, all I have to do is click on any of these axes and
05:08I can move the Cube.
05:10Notice as I am dragging the Cube, I am getting a number in the center,
05:13letting me know exactly how far I am dragging it, and that is also updating
05:17in my Attribute Editor.
05:19Now, what about the rest of these tools?
05:21Well, they work for Polygon objects.
05:24This object here is called a parametric primitive, which we will cover later
05:28on in this chapter.
05:29But Polygons have their own specific set of parameters that you can select, and
05:35those are points, edges, and faces.
05:38If we click on the Polygon tool, it doesn't look like much has changed, but with
05:42my Live Selection tool selected, if I just click-and-drag anywhere on the
05:47Polygon, I can select the specific faces.
05:50Now, with those selected, if I click on one of the control vertices to move
05:54things, it's only moving those faces of the Polygon.
05:57You can do the same thing with edges and points on the Polygon.
06:01I am just going to Undo that last move.
06:04So to cover one last major feature of the interface, let's look up at the upper
06:08right-hand corner of our Viewport.
06:10These are the Control tools that allow us to move around and view our objects
06:15from different points in the scene.
06:17Just so we can see how they work in the default manner, let's choose our
06:20model tool and make sure to click anywhere else in the scene to deselect all the objects.
06:27Now, to cover the tools, go ahead and click-and-drag on this one tool with the
06:31two circular arrows and the dot in the middle.
06:33If you click-and-drag around, notice we are orbiting.
06:37This lets us orbit around the origin of the scene, which is actually in the center here.
06:43If we go ahead and click-and-drag our next tool here, this moves us closer or further away.
06:49If we grab the last tool to the left, this will allow us to pan around the scene.
06:53Now, there are many more controls in the Viewport, and we will cover those
06:57features in depth in our next video, as we move throughout the chapter, going
07:01more in depth into all the different features of the interface.
Collapse this transcript
Using viewports
00:01 As you begin to learn CINEMA 4D and create bigger and more complex models,
00:05 it will become increasingly more important to feel comfortable navigating around your scene.
00:09 That's where the Viewports come in, this large area here in the center.
00:12 It's going to help you view and navigate your scene.
00:15 So to show you what I mean, let's get started by looking at these icons in the
00:19 upper right hand corner here.
00:21 We will work our way from left to right.
00:23 The first icon in the upper left, here, is the Pan tool.
00:26 If we click on that, we can pan up and down, left and right, in our scene.
00:32 This center area, here, is actually called the Origin.
00:35 This is the center of everything that we are building in CINEMA 4D.
00:40 This next tool, here, allows you to Track In and Out.
00:43 So you can zoom in and out of your scene.
00:47 The next tool will Orbit Around.
00:49 If I click on that, we can orbit around the scene, and notice, it's
00:52 orbiting around the origin.
00:54 If you select an object in the scene with this Live Selection tool in the
00:57 model tool, now when we click our Orbit Around tool, we are orbiting around
01:01 the selected object.
01:04 This last button, here on the right, is called the Full Screen button, and
01:07 it allows you to view your scene full screen, or when you click it in different views.
01:13 So, up in the upper left corner, you see here we have the Perspective View.
01:17 Over here, we have the Top View, Front View, and the Right View.
01:21 As you can see, looking at all three of these different views, in addition to
01:25 our Perspective View, we have a much better idea as to the organization and
01:30 placement of our objects in 3D space.
01:33 So, for example, if we would like the Sphere to line up with the Cone, it's very simple.
01:39 You just click on your Control vertices and you can move it in the scene,
01:43 and you notice now I am starting to see a little bit better exactly where the objects are.
01:49 Now, we will go more in depth about manipulating your objects in a later video.
01:53 I just wanted you to see in the different Viewports.
01:56 You can see the different placement a little bit better when you view your scene
02:00 from these different angles.
02:02 One more note about these other windows.
02:04 These are called Orthogonal View windows.
02:07 That's because they actually live in two-dimensions.
02:10 If we click on the Orbit Around tool and drag, notice I am not orbiting around the scene.
02:16 I only have the ability to zoom in and out and Pan around.
02:19 Now, if I wanted the Top View to be full screen, I would just click the Full
02:23 Screen button in the Top View.
02:25 To get back, we just click the button again and select our Perspective View.
02:30 It's important to understand when you are in the multiple views, if you select
02:34 the other window by clicking anywhere in the Viewer, when you go to Render
02:39 your scene by clicking the button, it renders the scene of the window that you had selected.
02:44 I know I have them selected when I click in the scene, because I can see
02:48 this faint white line that's highlighted around each window when I select in the Viewport.
02:54 So let's go back to Full Screen here.
02:58 If you are coming to CINEMA 4D from Maya, you might be wondering if there are key commands.
03:02 And yes, the key commands are actually the same.
03:05 You just have to hold down Alt or Option.
03:07 If you right-click and drag while holding down Option, you can zoom in and out.
03:12 If you left-click and drag while holding down Option, you can Orbit.
03:17 If you middle-click and drag, that will allow you to Pan around your scene.
03:22 Now, on occasion, you will have your scene set up where you can't see
03:26 any specific objects.
03:29 Let's say, for example, I want to center this specific object.
03:33 Well, we have pull-down menus in our Viewports as well, where I can just come up
03:38 under Edit and say, Frame Selected Object.
03:42 Notice the key command is O. You can do the same thing with Frame Selected
03:46 Elements, but we will get into that in a later video, because that has to deal
03:51 with actual geometry.
03:53 To go back to the default scene, you can just say Frame Default, and your window
03:57 returns to the default scene where the origin is back at the center.
04:01 Lastly, in your Viewports, it's important to understand this pull-down.
04:05 This is called the Filter menu.
04:07 This will allow you to turn on and off the visibility of different objects.
04:12 Now, I know this Sphere object is a Polygon object because of this triangle icon.
04:18 If I go to Filter, I can turn that off by just deselecting.
04:22 Notice when I go to Render the scene, the object is still there.
04:25 It's just filtering the view in the specific Viewport.
04:30 To turn it back on, I could select All and turn everything on, or I could just
04:34 select the specific geometry.
04:36 Now that we know a little bit about how to move around and view our scene, it's
04:39 probably going to be important to understand how to move objects in your scene,
04:43 which is exactly what we will be covering in the next video.
04:46
Collapse this transcript
Translating and moving objects in the viewport
00:00As you saw in the first video in this chapter, creating an object in the scene
00:04is really only the beginning of the process.
00:07In this video, I am going to show you the different ways you can manipulate your
00:10object once you've added it to your scene.
00:13These are typically called Translations.
00:15Let's select a cube in the center of the scene.
00:17Notice we have these arrows sticking out.
00:19These are called Control Vertices.
00:22If you click on any of them and drag, while holding down your mouse button, you
00:25will move that specific object just on the Control Vertice.
00:30So if I click on this blue one, I'm moving in Z. If I click on the green one,
00:34I'm moving in Y. If I click on the X, you guessed it, I am moving in X.
00:38Now, there are tools that can help you control the translation of objects.
00:42They are up here in the upper left-hand side.
00:45We have the Move tool.
00:46With the Move tool, if just click and drag anywhere in the scene, you notice I'm
00:50moving everywhere in three dimensions.
00:52I know this because, down here in the Coordinates Manager, it's updating as I click and drag.
00:59So, that being said, I could actually type numbers into the Coordinates Manager.
01:03Let's just type 50 and I am going to hit tab to move to the next field and then
01:0780, tab and 200, and then if we click Apply, we've now applied that translation.
01:14Now, back to the Move tool, and for that matter, any of these tools.
01:17When they are selected, you can lock off specific parameters.
01:22So, for example if I only wanted to move the box on the X-axis, I could deselect
01:26both Y and Z, and then click anywhere in the scene and drag holding my mouse
01:31button down and the object only moves on X-axis.
01:34Let's turn Y and Z back on, and you can also make adjustments to your object
01:39using the Scale tool.
01:40With the Scale tool selected, again, if I just click anywhere in the scene and
01:43drag, I can automatically scale the size of the object.
01:48Now, with these handles in the Scale tool, if I just click directly on the Y
01:53handle and I bring up and down, you would think I could just scale this object
01:57as well and it would only scale on the Y-axis.
02:01That's just not the case with a primitive object.
02:03You have to go into this tool called the Object tool.
02:06When you select the Object tool, then you can click on the different handles and
02:10resize the specific object.
02:13This is translating just as objects and I only use this tool when I am trying to create models.
02:20Let's go back up to the Use model tool and select this sphere.
02:24Now, notice the Scale tool is still selected.
02:27Again, if I click and drag anywhere in the scene, I can go ahead and make an adjustment.
02:30If I click on one of the axis handles, I can distort this specific object
02:35without having to use the model tool, because this object is a polygon object. Now, don't worry.
02:41We will be going more into the different types of geometry later.
02:44So the last tool is Rotation tool.
02:47Let's select cube again.
02:49With Rotation tool, you'll notice we have all these different axis bands now.
02:54If I just clicked anywhere in the scene and started dragging around, the
02:58rotation happens oriented to my specific view.
03:02If I click within this yellow circle and drag around, I can freely rotate the
03:07object around the scene.
03:08Now you guessed it.
03:09With the bands, if I click specifically on the different axis bands, the object
03:14will rotate only on that specific axis.
03:17Now, with a cube off-center like this that, let's switch back to the Move tool.
03:20Now, if I wanted to move on the X-axis, let's just deactivate Z and Y, click and drag.
03:27You'll notice the object is moving on its X-axis.
03:30That's because we're actually using the Object Coordinate System.
03:33The button right next to Y and Z allows you to switch to World Translation mode.
03:38World Translation mode works based on these axes that you can see on the origin.
03:43Let me go ahead and move this object up here by clicking on its Y handle.
03:48Let me zoom in, so you can see a little bit better, and rotate.
03:51This axis is Z, this red one is X, and this green one is Y. If I pull out here,
03:57you can actually see the letter Y and underneath the sphere here is X. So let
04:02me rotate back around and if we want to move this object only on X-axis,
04:07according to the Worldview, make sure we are in the World Coordinate System,
04:12and just click and drag anywhere in the scene, and now you notice the handles are being ignored.
04:17It's just moving along the X- axis in the World Coordinate System.
04:21Let's reactivate our locks so we can translate on all X, Y, and Z, and switch
04:26back to the Object Coordinate System.
04:29So with these nice buttons in the toolbar, I can easily switch between the
04:32different tools, but if you want to just use key commands, there is E for the
04:37Move tool, R for the Rotation tool, and T for the Scale tool.
04:41You can also deactivate the different channels by clicking X, Y, and Z. You can
04:48toggle between the World and the Object mode, just by pressing W.
04:51Now, that we have covered the key commands, let me show you one other button
04:55right here in the toolbar.
04:57If you click and hold on a button, you notice we get a menu that pops up, giving
05:01us the last several tools that we've used.
05:03This is a great way to quickly switch back and forth between different tools
05:07because there are a plethora of tools under each one of these different menus.
05:12So, whether you want to control an object directly, or control its place in the
05:15World, Translations will get you there.
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Touring the Attribute Manager
00:00The Attribute Manager is the one thing I use the most when working in Cinema 4D.
00:05Basically, anytime you want to change something, whether it's the parameters
00:08of an object or how the tool functions, 90% of the time, you'll use the Attribute Manager.
00:12To show you what I mean, let's make sure we have the Live Selection tool
00:16selected and we're in the model tool.
00:19Now, let's click on the cube object in the center of your Viewport.
00:23Notice when I selected the cube object, the Attribute Editor updated over here.
00:27So, needless to say, the Attributes Editor is located in the lower right-hand
00:31corner of the interface, and you'll notice it's clearly enabled attributes.
00:36So with the cube object selected, we can easily manipulate the object just by
00:40changing these different values.
00:43So I can quickly and easily change the position of the cube on the Z-axis by
00:47clicking twice to highlight all the numbers and you can just type, let's say, 200.
00:51Now, we have moved the cube in the scene.
00:54We can also change this value just by clicking on the arrows to the right, up, or down.
01:00If you hold down Shift as you click Up or Down, notice it moves in increments of 10.
01:05Even if you make adjustments to other parameters, for example, this is the scale
01:09marked with this S. If I click on the Up Arrow here, notice it's moving in
01:14hundreds, but when I hold down Shift, now it's moving in increments of tens.
01:19Now a really fast way to change parameters is to leave your mouse hovering over
01:23the specific area and just scroll with your Scroll Wheel up and down, and that
01:28will change the values as well.
01:30Now, notice these buttons right here.
01:31These are called Channels.
01:33Anytime an object has a lot of different options you can adjust, you'll see
01:37different channel buttons.
01:38As you click through the different channel buttons, you can change different
01:41parameters of the specific object you have selected.
01:45Now, let's select the sphere in our Viewport.
01:46With the sphere selected, notice now we have the polygon object selected in
01:51the Attribute Editor.
01:53So, again, we could go ahead and make different changes just by hovering and
01:57scrolling with our Scroll Wheel.
01:59Now, let's say, for example, I want to go back and change the parameter of
02:03our cube object, but I don't necessarily want to have to go select it in the Viewport.
02:08Well, you can do that using this back arrow here.
02:10As you click the back arrow, it moves back through the different parameters and
02:14options that populated the window.
02:16So as you can see, now we have the options for the cube object, even though the
02:20cube object is not selected.
02:22So if we go ahead and adjust the Z-axis one more time, you'll notice I am making
02:28adjustments to my cube, yet I don't have it selected.
02:31Now, if you select other objects around the scene, the Attribute window will
02:35update with those as well.
02:37For example, if I click on the Move tool, now I have Move tool options.
02:41Notice the different channels.
02:43If I select on an object, in the Objects Manager, for example, this red
02:47object here, this is called a texture tag and it's applying the red material to our sphere.
02:53So, again, notice the channels within that object.
02:56Now, if I want to see the object that this material is applied to, obviously I
03:01could look up here in the Objects Manager, but there is an easy way to jump to
03:05the different attributes of the parent object just by clicking this up arrow.
03:10This moves you up to whatever object is the parent of the item you
03:15currently have selected.
03:16Now we've covered the different arrows, if you click the Search field, you could
03:20search for a specific parameter.
03:23Notice as I start to type length, now it's only giving me the specific
03:26parameters for length.
03:28Let's go ahead and clear that field by clicking the X button to the left.
03:32You can toggle on and off, the Search feature just by clicking on the magnifying glass.
03:37Now, I think it's excellent how the Attribute window updates as you click on
03:40different objects, but sometimes you want to be able to selecting another object
03:44while still seeing what's going on in Attribute window.
03:46So, for example, if I select this cone, but I still want to go back and make
03:51adjustments to my sphere.
03:53Well, notice when I clicked on the cone, I don't have anything in
03:56Attributes window, but if I click on the sphere, notice now I have the
03:59options for the sphere.
04:01So, if you want to keep a window from changing in Attribute window, you can
04:04click this Lock button.
04:06Notice now, the top line here has gotten dark-gray.
04:08Now, I can still go in and make adjustments to the individual parameters.
04:13That's fine, but notice as I click on the different objects in the scene,
04:17they're still getting selected in the Object Manager, but the Attribute Manager
04:20is still dealing specifically with the sphere.
04:24That's because I have locked this window and it will no longer update.
04:27Let's unlock that and I want to show you one other scenario.
04:30Sometimes, you want to have more than one Attribute window open.
04:34So, it's pretty easy to do that you, just click this Plus button, and the new
04:38Attribute window will automatically open up.
04:40So now, if I select another object, for example, the sphere, I can now compare
04:46the coordinates of the cone object to the coordinates of the polygon object,
04:52because I have both Attribute windows open at the same time.
04:56And for that matter, I could go ahead and re-doc this window, but that's
05:00something we'll cover in a later video.
05:03For now, as you can see, the Attribute Manager is an integral part of completing
05:07any project in Cinema 4D.
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Using the Object Manager
00:01I just had to create a scene that contained a lot of different elements so I
00:05could show you some of the features of the Object Managers, which is in the
00:09upper right-hand corner over here.
00:10It's going to move the Attribute Editor slightly out of the way, so we can go
00:14ahead and make some adjustments here.
00:16Now if you watched the last movie, I told you that Attribute Manager was the one
00:20thing that I used most in Cinema 4D.
00:21Well, that was only partially true.
00:23In most cases, when I select an object to work on, I am selecting it in
00:27the Object Manager.
00:28Object Manager is kind of the Attribute Manager's yin to yang, its peanut
00:33butter to its jelly.
00:34When I select something in the Object Manager, it's usually to change its
00:38parameters in the Attribute Manager, but the Object Manager is more than a handy
00:42way to select things in your project.
00:44It's really your project's central nervous system.
00:47It's usually the first place you go when you want to look at how a project is build.
00:50For any of you who might be previous Maya users, it's very similar to using the Outliner.
00:56So let's look at our scene here.
00:57As you can see, we have a floor object and then we have our JetCart, and I am
01:03just selecting these by clicking right on the text.
01:06And then we have a robot in the little JetCart here, and then we have a
01:10three-point light stage.
01:11Now anytime you see this Plus button here, what that's letting us do is minimize
01:16and maximize the objects contained within that specific object.
01:20So, for example, let's click the Plus button next to the three-point light stage.
01:25As you can see, it contains all these different lights.
01:28Let's open up the robot.
01:31As you can see, there is another Plus button next to the body geometry.
01:34If we go ahead and click on that, it'll open up everything contained within the body.
01:39So not only is this a handy way to minimize and maximize things, but this is
01:43actually a hierarchy where you can control different things in the scene.
01:48For example, if I selected a head, and I click on the Control Vertice, I can go
01:53ahead and move the head.
01:54But then, if I click on the body, I can choose the Y Control Vertices and you
01:58notice everything that's below the body also gets moved in the scene.
02:03Let's just undo that really quickly.
02:07So you might be wondering how to create something underneath something else.
02:13Well, it's pretty straightforward.
02:14For example, let's select the JetCart here, and just click and drag on one of
02:20the control vertices, and you notice that robot is not working with the JetCart.
02:24So let's undo that by just pressing Command or Ctrl+Z, and let's drag and drop
02:29the robot into the JetCart.
02:31The way you do this is to click on whatever object you'd like to move, click and
02:35hold with your mouse button down and move down over the object you'd like it to
02:39be contained within.
02:41Notice, as I move down over the text JetCart, I get this box with an
02:44arrow pointing down.
02:45That will let me know, when I let go, the robot is now contained within the
02:50JetCart, and as you can see with the JetCart expanded, I've got a lot of things
02:55going on within that specific object.
02:59So let's minimize the JetCart, here, just by clicking the Minus button, and
03:03now when we select the JetCart and move on its parameters, the robot is moving with the JetCart.
03:09Now, we'll get more into hierarchy later on, but I just wanted to give you
03:13that, so you could understand how things are getting moved around in the Objects Manager.
03:17Let's undo the move.
03:20Let me move our robot right back into the JetCart there.
03:24Okay, so with the JetCart selected, if you wanted to expand the parent and all
03:30the children, if you hold down Ctrl when you click, it expands absolutely
03:35everything so you can see the entire hierarchy of everything that's contained
03:40within everything else.
03:42So let's show you, for example, if I Ctrl+Click on the body, it'll
03:46minimize everything.
03:47Now if I just open it up just by clicking, notice the other objects below have not expanded.
03:53Again, if I just Ctrl+Click and Ctrl+Click, everything is expanded.
03:57So now that we know a little bit about the hierarchy and how to expand and group
04:02different things together by dragging one object onto the other, let's look at
04:07some of these other options here.
04:09This circle we will get to later, when we get to the Layers video, but these two
04:13circles, here, determine some important things.
04:16If we click once on the upper circle here next to the JetCart, go ahead and click once.
04:21That green is letting me know that this will be viewed in the scene.
04:24If we click again, notice I get a red button.
04:27Now I can't see the cart in the scene, but if we go to Render by clicking this
04:32button up here in the top-center, the cart and the robot are still visible.
04:37That's because the top button controls the visibility of the objects in the
04:41Editor, whereas the lower button, here, controls the visibility of the
04:45objects, when you render.
04:46So, go ahead and click twice on the lower button and re-render the scene and
04:50you'll notice now, we have an empty scene.
04:52Notice we can turn on and off all these options all the way through
04:57each individual object.
04:59Now, what if you want to turn a bunch of these on, or a bunch of these off?
05:03Well, if you just click and drag down, notice I get a Paintbrush, and as far as
05:08I drag my mouse, it'll keep turning those individual buttons on.
05:12If I click and drag down again, now I am turning them all off.
05:16Click and drag down again.
05:17We're back to our normal default state.
05:19Now, what if I want to turn both the Editor and the Renderer on and off together?
05:26If you hold down Alt or Option on your keyboard and then click, notice they will
05:30both update, as you click in one of them.
05:33If you keep mobbing to the right here, notice these different objects.
05:37If we click on them, their name pops up in the Attribute Editor.
05:41So, when we select this, this is called a Phong Tag, which we'll get too later
05:45when we get into materials.
05:46And if we click on the next one, it's a Texture Tag, which helps control how
05:50the materials apply.
05:52Okay, now, as you can see, this scene gets very, very deep, very, very quickly,
05:58as you create multiple objects.
05:59So, sometimes you want to be able to just search for something.
06:03So, let's minimize the JetCart and go up to the top area here, and you notice we
06:09have a Search feature.
06:11It's the same search feature that you found in the Attributes video.
06:14So if we go and click on that, let's say, I want to look for eyes, like the eyes of the robot.
06:19Notice as I start typing eye, the eyes pop up here.
06:23Now, I can select that object very quickly.
06:26Let's go ahead and clear the Search field.
06:28You can toggle the visibility of the Search field just by clicking on and off.
06:32Notice on the right we get the same option that we had in the Attribute window,
06:36where we can create another Objects Manager.
06:40Let's go ahead and close the additional Objects Manager.
06:44Let's move on to some key commands.
06:46Let's say I'd like to duplicate this JetCart with the robot and everything.
06:50If you hold down Control as you click and drag, you can automatically make a
06:54duplicate of whatever you had selected.
06:56Notice now I have two JetCarts.
06:58And so, as you see, we have a pretty complicated scene building.
07:02If I go ahead and expand all of the different things contained within this new
07:06copy, you can select different objects within the Objects Manager, just by
07:10clicking your up-and-down arrows.
07:12So, as we continue to work our way through this series, you will come to know
07:15and love the Object Manager.
07:17We will continue to explore some of the more advanced capabilities but for now
07:21you've got the basics to get started.
07:23So let's keep going!
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Customizing the interface
00:00The interface of Cinema 4D is very user- friendly in its standard configuration,
00:04but I'm sure there is going to be a time where you'll want to actually add a
00:07custom layout, designed just to your own specific liking.
00:11And it's really nice because Cinema 4D makes that really easy and really versatile.
00:16Let's get started by looking in the upper left corner of the Attributes Editor.
00:20You have this little icon here.
00:21It's called the Grasp icon.
00:23If we click on that and start to drag, we can move this window anywhere in the interface.
00:29So, for example, if I wanted Attributes to be over on the left-hand side of my
00:32Viewer, I could just drag and drop it right there.
00:36Notice since I moved that, the Objects Manager has just taken up the rest of the scene.
00:41If we want to move that back, just, again, click on the Grasp icon and drag back
00:46down towards the bottom.
00:47Notice I know I am at the bottom when that white bar appears at the bottom,
00:51and we could let go.
00:52So as you can see, this Grasp icon is all over the interface
00:58Now if you're coming to Cinema 4D from Maya, you might be familiar with
01:01the concept of shelves.
01:03You can create the same kind of thing in Cinema 4D using tabs.
01:06So for example, across the top of the page here, I have a toolbar.
01:10Now if we go to the Grasp icon just to the left of the toolbar and
01:15right-click, we can make a tab.
01:17Go down and choose Make Tab.
01:20Now since we've turned this into a tab, we can add a bunch of other tabs all the
01:24way across here and create our own sets of buttons.
01:28So to do that, let's actually create a tab for our primitive objects.
01:33If you come up to the Primitive Object icon in the toolbar, click and hold,
01:37notice we have a list of all of our primitive icons, and sure enough, we have a
01:42Grasp icon going across the top of the menu.
01:44If I go ahead and select that, I've now separated the menu from the pop-up window.
01:51So if you notice, the Grasp icon here is on top of these buttons and the Grasp
01:56icon here is to the left.
01:58Since we're going to be dropping this in like a tab behind the toolbar, let's
02:02move the Grasp icon to the left.
02:05Go ahead and right-click on the Grasp icon and choose Transpose.
02:10Now, with the icon on the left, my buttons will be laid out left to right.
02:16Now, I am sure you've noticed I haven't really changed anything as far as the
02:19layout, but if we right-click back on our Grasp icon and go to Rows and Columns
02:24and change it to 2, now you notice we have a much longer set of buttons.
02:30So to go ahead and turn this into a tab, go ahead and click on the Grasp icon
02:34and drag it directly onto the standard tab.
02:36Just make sure you are on the right side of the Standard tab.
02:39That way, when you let go, the new palette is created behind the Standard
02:43tab, on the right side.
02:45If I go ahead and select the Standard tab, now you notice we have a new palette.
02:50If you want to rename the palette, go ahead and right-click directly on the
02:53text and choose Rename.
02:55Let's rename this Primitives.
02:58Now, when we click OK, we've updated the name of our tab.
03:01Now that we know how to create tabs and move different parts of the interface
03:05around the scene, I want to show you how you can actually add individual
03:08buttons to the scene.
03:10If you go up under Window, go to Layout and choose the Command Manager.
03:15Now let's look at the Command Manager.
03:18This is actually a collection of all the commands within Cinema 4D.
03:21Now, as you can see, there are a lot of commands here.
03:25So, if you're looking for a specific command, for example, I want to find the Loop tool.
03:30I'll just click right here in the Search field and type loop, and as I bring
03:35that up, here is my Loop Selection.
03:37So, if I want to add the Loop Selection into my Primitives tab, let me go ahead
03:42and just select the Primitives tab here.
03:43All you've to do is just drag the Loop Selection icon right into the toolbar.
03:49Now when we let go, the button has been added.
03:52Let me go ahead and close the Command Manager.
03:54Now, if you remember, everything got highlighted with the blue line.
03:58If I go ahead and right-click within my toolbar, I can choose Edit palettes and
04:03I get those blue lines back.
04:04This will allow me to select individual buttons and move them around within
04:08placement of the other buttons.
04:10Always make sure to go back and turn Edit palettes off.
04:14Now, if you want to delete an individual button, all you do is just right-click
04:18on top of that button and choose Delete Command.
04:22That way that individual button has been deleted.
04:24So now that we know how to create different layouts and tabs and things like
04:29that, it would probably be pretty good to learn how to save them.
04:32Well, we can save our layout by going up under Window>Layout and choose Save
04:37Layout as, and you'll notice if I click on the folder here, there is a folder
04:43that's already been created in the Cinema 4D Library for this preference.
04:47So I can go ahead and change the layout name.
04:50Let's call it ClassLayout.
04:54When we click Save, if we go back under Window in Layout, you'll notice the
04:59ClassLayout is now an option.
05:01And you might be thinking to yourself, " Well, what are all these other options?"
05:05Well, as it turns out, Cinema 4D has a bunch of other preset layouts.
05:09Let me show you Animation.
05:11Go ahead and choose Animation and you will notice, now, the layout of the window
05:15has completely changed.
05:17I have the Timeline down here on the bottom, and things have been optimized for animation.
05:22You can easily get to these different window layouts with this button in
05:25the upper left corner.
05:27If you click and hold, notice here, all the different layouts.
05:30Now, if you have the BodyPaint module, you can easily switch to BodyPaint just
05:33by selecting that different layout.
05:35If I go ahead and click here, you can go back to our Standard layout.
05:40And for that matter, if you start moving palettes around and create some kind of
05:44mess where you can't tell exactly where you are, just come back up under here
05:48and choose your Standard layout.
05:51And if by some chance you've hidden this button, remember, you can always go up
05:55under Window>Layout and choose your Standard Option
06:00Now, these other options underneath, actually just change the pull-down menus at
06:04the top of the page.
06:05So for those of you who have BodyPaint, you can switch to BodyPaint, and then,
06:10if you click again, notice that the menu set has changed as well.
06:14So let's go ahead and change back to Standard, and I hope you've enjoyed the
06:20tour of how to customize and save the interface in Cinema 4D, and I hope you
06:25find it as flexible and helpful as I do.
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Adjusting render settings
00:00So, creating a project is just one part of the process.
00:03In order to actually create any files, like a JPEG or a QuickTime or Windows
00:07Media, you actually have to go throw a process called Rendering.
00:11So, as you can see, I have a scene here containing some of the things we will be
00:14creating, as we move throughout this course.
00:16Now, if you look in the center of your toolbar, at the top of your screen, you
00:19will notice there are three buttons that have clapboards.
00:22Let's start by clicking the leftmost button.
00:25This is called Render Active View, and this will give us an idea as to what our
00:28scene will look like when we actually go render it.
00:30This is perfectly fine about 90% of the time when you are trying to preview your
00:35project, as you are manipulating different settings.
00:38Sometimes, you actually have to go in and create an actual Render.
00:42But before you do that, you need to set up your Project settings, and you do
00:45that by going to the Render Settings.
00:47Click the button on the right with the clapboard, and it opens up a
00:50Render Settings window.
00:51First thing you will notice is Render Engine.
00:54We will just leave this at Full Render, but it's important to note that CINEMA
00:574D does support external Render engines like CineMan and 3Delight.
01:01So let's go to the Output Settings.
01:05This is where we actually set the resolution of our project.
01:08If you click on the Arrow button, right next to the word Preset, under
01:11Output, and you notice we get a dropdown menu, with options from Screen, to
01:16Web, to Film/Video.
01:18Notice CINEMA 4D even supports Print.
01:21If we choose Letter, notice it will even render a 300 DPI image.
01:25This is kind of nice, because you can not only set the Size, but the
01:28specific Resolution.
01:29Let's go back up to the arrow and go to Film/Video, and let's set our Project
01:34Settings for the rest of this course.
01:35I want to choose DVCPRO HD 720 23.976.
01:41This is commonly referred to as DVCPRO HD 720p24. 00:01:47.38] Now, if you don't know anything that I said, don't sweat it.
01:49This is just an HD setting that we are going to use that I think is a great
01:53balance between being HD, but not necessarily being so large that it's going to
01:58bog everybody's systems down.
02:00Now, there's one little issue we have to correct, and that's called the
02:02Pixel Aspect Ratio.
02:04If we want to render this scene on our computer monitors, everything would look
02:08kind of squished, and since we are not going back to HDV Tape, let's just go
02:12ahead and change the Pixel Aspect Ratio to 1.
02:16This way, when we render things, they will be in proper proportion.
02:19The next setting, down here, is called Frame Range.
02:21This is where you can tell CINEMA 4D to render the Current Frame, All Frames, or
02:26just the Preview Range.
02:27Let's leave this set to Current Frame right now, just because we are not going
02:31to get into animation very much until the animation chapter.
02:35For you video folks, this is where you can set your Field setting.
02:38Again, we will just leave that at None.
02:40If we go to Save, this is where we can specify where we would like to save our file.
02:45If you want to choose a folder, click the button with the three dots on
02:48the right-hand side.
02:49This will open up a window, asking us to type a name for our file.
02:53So I will just call this Class, and click Save.
02:58Now we can jump to Format.
03:00This is where we can specify everything from Photoshop, to JPEG, to QuickTime
03:05Movie, or Windows Media, if you are on a Windows machine.
03:08You can even change the Depth settings.
03:10But let's leave all this set to the default settings, because, again, we are not
03:14going to get much into this until we get into the animation chapter.
03:18The next setting I want you to look at is Anti-Aliasing.
03:21By default, Anti-Aliasing is set to Geometry, which is a low setting.
03:25It's usually perfectly fine, but I like to work with Best.
03:28This way, when we render our images, we are seeing everything at the best
03:31possible resolution.
03:33Now, there is a Filter setting that I do change when I go into animation, I
03:36change it to Animation.
03:37This just changes the Filter to kind of optimize the image, to take into account
03:42the motion that happens when you are playing back frame after frame.
03:45Let's go ahead and leave this to Still Image for now.
03:48Now, just so we don't have to go back through all these settings again, we
03:51should save these settings as a Preset, and you do that under the Render Setting button.
03:56If you go ahead and click the Render Setting button on the lower left-hand
03:59corner, we can go ahead and choose Save Preset.
04:04When you choose Save Preset, go ahead and type the name.
04:07We can call it C4D Class.
04:10Now, I have already saved this as a Preset, so I am just going to click
04:13Cancel and show you.
04:14But go ahead and press OK to save your Preset.
04:18Now, when we go to the Render Settings button, if you go to Load Preset, there
04:22is where our Preset is.
04:24Now, when we choose that, we are halfway there.
04:26To actually render out of these settings, you need to click this little target
04:30button, to the left.
04:32Once that button is highlighted white, now you know when you go to render your
04:36project, it will be set to these settings.
04:39So, anytime, from now on, when you create new projects, automatically open your
04:43Render Settings, go to Render Setting, and load the Class Preset.
04:46Then, just make sure to click that one button, and we are good to go.
04:51When you are in your project and you have made different adjustments, you don't
04:55have to worry about going up to File and saving your render settings.
04:58They are automatically embedded within each individual project.
05:01So we can go ahead and just close the Render Settings window, and I know that
05:04setting is embedded within this 01_07_Render_Settings project.
05:09Now, there is one last thing I need to show you, and that's how to create
05:12preview renders as you are working through your scene.
05:15This center button here, if you click and hold, this is where we can turn on an
05:20option called Interactive Render Region.
05:23What this does, it draws a box around the scene, so if there is a specific
05:27area that we are tweaking, we can go ahead and just choose that specific area to render.
05:33We can change the Resolution by clicking on this arrow.
05:36Yours might be down here in the middle.
05:38If you click and drag to the bottom, notice it's going to preview at a low Resolution.
05:42As you click and drag to the top, it will preview at a high Resolution.
05:46What's nice about this window, as I continue to rotate around the scene, or
05:50move, or make any adjustments in my Object Manager, those adjustments will be
05:54reflected in the Interactive Preview Render.
05:58Let's go ahead and turn that off by clicking on the same button, in the top of
06:01the screen, and turn off Interactive Render Region.
06:04Now, to actually create the file of your project, you don't click this
06:08button here on the left.
06:09This is just giving us a preview as to what it would look like.
06:12To render your project, you have to click and hold on the center button and
06:16render it to the Picture Viewer.
06:18When you let that go, you will see the Picture Viewer pop-up.
06:21Now, we will be getting more into detail about the Picture Viewer later in
06:24this title.
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Introducing primitives
00:01Primitives are one of the basic building blocks for creating models in CINEMA 4D.
00:04If you come to the top of your screen, you will see a blue Cube.
00:07Let's click and hold to open up the Primitives palette, so we can continue to
00:11refer to this through the rest of this video.
00:14I am just going to rip the palette off by clicking on the top up here, and
00:17dock it just above the Attributes by clicking and dragging, until I see that white line.
00:21Now, let's get started by creating a Cube Primitive.
00:24Just click on the button, Cube.
00:26Now, the first thing you will notice.
00:28We have our axis handles, but we also have these orange Cubes.
00:33Now, the orange Cubes are letting me know I can resize that primitive object.
00:37So, if you click and drag on any one of these Cubes, it will allow you to adjust
00:41the size along the X, Y, and Z-axes.
00:45Now, these objects are named primitive because they are actually being computed
00:48within CINEMA 4D, and a typical 3D model is made up of polygons or NURBS.
00:54So as we continue going through the course, we will actually convert these
00:57primitive objects into Polygon objects for further editing.
01:02But for right now, let's just focus on what we are doing with primitives here.
01:05If you want to scale the entire object in proportion, just grab your Scale tool.
01:09Click anywhere in the scene, off of the primitive object.
01:12If you click and drag, you can dynamically resize your object and it stays in proportion.
01:17Let's go back to our Live Selection tool here and look at another primitive object.
01:23Let's delete the primitive Cube, just by selecting it in the Object Manager, and
01:26pressing Delete on your keyboard.
01:28Let's go on to check out a Capsule.
01:31Capsule makes a basic pill shape, and you notice here, there's a lot of lines
01:35over the capsule, and those are called Segments, when it's a primitive object.
01:39So you can change the amount of Segments and it changes the amount of detail
01:43in the object itself.
01:45You can also adjust different things like the Radius, as well as the Height of the object.
01:50Now, again, we have these orange Cubes that we can click and drag to dynamically
01:54adjust, in our scene.
01:56Now, look in the bottom of your Attribute Editor.
01:58There's also an option for Orientation.
02:00If you click on +Y, you can orient the object.
02:03So let's say, for example, we want it to be oriented on the Z-axis.
02:08Now, if you look at the blue Z-axis, you will notice the object is completely
02:11oriented to the Z-axis.
02:13Let's look at one more primitive object.
02:15I am just going to select the Capsule and Delete.
02:19This is called the Cone.
02:21If you click on the Cone, you'll notice we have some options for Radius,
02:25Segments, and Rotational Segments, and again, there's the Orientation.
02:29So, we can dynamically resize, again, by clicking on the orange handles.
02:34Now, I know I am being redundant here, but I just want to show you all
02:37the different options.
02:38Now, there is a sneaky hidden thing about Cones.
02:41If you go to your Attribute Editor, under the Top Radius, and click and hold on
02:45the arrows, notice now we are making a little bit more of a cylindrical shape.
02:49And now we have a new control handle.
02:51If we click and drag on that control handle, we can dynamically resize.
02:55With objects like the Cone and Cylindrical objects, oftentimes there's a channel
03:01called Caps, and if we click on that, we can round our Caps.
03:05So let's go ahead and select the top box right here.
03:07And you notice now the top part of the Cone has become rounded, and we get the
03:12same dynamic handles.
03:13If you click and drag, you can bring it up, or you can adjust the other side.
03:20So I encourage you to go through all the different primitive objects and see
03:24what other shapes you can make.
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Modeling with primitive objects
00:00Now that we know a little bit about how to adjust the parameters of our
00:03primitive objects, let's build a model with it.
00:07Go up to the primitive objects button at the top of the page.
00:09Click-and-hold and let's create a Cone.
00:12We're going to use this cone to create the body of a robot.
00:17Drag it up in the scene by clicking on the Y-axis handle, and orbit around using
00:22our Control tools in the upper right-hand corner.
00:25Let's go ahead and zoom in so we can see the scene a little bit better.
00:29With the cone selected in the Attribute Editor, make sure you are under
00:32the Objects channel.
00:33In the Objects channel, let's increase the Top Radius so that we actually have a
00:38wider cylinder on the top and on the bottom.
00:41Let's decrease the Bottom Radius.
00:42This way, we have a good taper to our body.
00:46Now that we have our body set with our first cone object, let's create a head for the body.
00:51And I want to use a cone object for that, as well.
00:53So rather than going back up to the top palette, let's hold down Ctrl, click on
00:58the Cone, in the Object Manager, and drag down, and you'll notice you get this
01:03Plus symbol with an arrow pointed to the left.
01:05If you let go, now we have a second cone created.
01:09Now that we have more than one cone, let's double-click right on the text and rename them.
01:15So this one we'll rename 'Head', and the upper Cone we can rename 'Body'.
01:21Now, select the Head cone in your Objects Manager.
01:24Let's move it up in the scene by clicking on the green arrow.
01:27Now, if you accidentally click on the dynamic adjustment square, don't sweat it.
01:31Just let go over your mouse and then click on the green arrow to move it up.
01:36If you want to frame the object that's selected, press S and now we have
01:40automatically framed ourselves on the view of the Head.
01:43So since most people's heads aren't nearly half the same size as their body,
01:47let's go ahead and make some adjustments.
01:49Let's adjust the Height down to around 150.
01:52Even though this is going to be kind of a robot figure, let's round out the head a little bit.
01:56So switch from the Objects channel to the Caps channel, in your Attribute
02:00Editor, and let's select the Top and Bottom options, and you'd notice now we've
02:05rounded out the head, and we also have new dynamic sliders.
02:09So if you click-and-drag on any of the dynamic sliders, you notice you can
02:13resize the amount of rounding on object.
02:17Let's adjust the lower slider down.
02:20Now we can reposition our head down a little bit, to place it over the body.
02:24To better see exactly how far down we need to move the head, let's switch
02:28to 4-Up View, by clicking in the button in the upper right-hand corner of your Viewer.
02:33Now, in 4-Up View, let's go to the Front section, which is labeled in the upper
02:36left corner, and if you click-and-drag down, using your Pan tool, you notice now
02:42if we click on the green object axis, we can move our head down and we don't
02:47necessarily have to orbit around in our Perspective View.
02:50Now the only thing I really want to change is the actual size of the head, and
02:54we can go back to the Object channel and look for our Adjustments.
02:58But if you notice, I have an option for the Top Radius and the Bottom Radius, as
03:02I click on the arrows to change the values up and down.
03:06Notice there is no option to change the exact size of the object.
03:10Well, if we go up and choose our Scale tool, you can click-and-drag anywhere off of your model.
03:15Just click-and-hold down your mouse and drag, and you can resize the head.
03:20Now the head has been resized.
03:22Let's re-grab the Move tool and position it back down in the scene.
03:27Let's switch back to Perspective View by clicking the button in the upper right
03:30corner of the Viewer.
03:31If you click-and-drag, in the Object Manager, you can draw a selection around
03:35both the Head and the Body.
03:37Now, press S on your keyboard and we've re-centered ourselves on the head and
03:41the body of the robot.
03:44So there are couple more things I want to add, two arms and a little helmet.
03:48So let's rotate around, just so we can see things more from the front.
03:52Notice I am looking at the red axis, so I know I'm looking right at the front of the robot.
03:56Let's start by creating our helmet.
03:58So, again, go back up to the Primitives pop-up at the top center of your
04:01screen and choose Sphere.
04:03This time, let's change the amount of the Radius in the Object channel or your
04:07Attribute Editor by clicking on the lower arrow.
04:09We'll adjust it down to 61.
04:12We can click-and-drag up again with our Y-axis.
04:16As you can see, if we orbit around here, the helmet is quite tight.
04:21So let's increase the Radius just a little bit, and now since I only want a half
04:26of a circle to make the helmet, if you go under the Type pull-down, right here
04:30where it says Standard, go ahead and click.
04:32There is an option for Hemisphere.
04:33If we choose that and we orbit around the scene, you notice, now, we have
04:38successfully kind of placed the little helmet on our character.
04:43First, I'm going to click on the Y- axis to position it down on our robot a
04:47little bit here, and now that it's positioned at the right height, let's
04:50grab our Rotation tool.
04:53If you click on the green axis band, you can rotate it around on the Y, so let's
04:57go ahead and rotate it around to the right on the Y-axis.
05:01Now if you click-and-drag on the blue band, we can adjust it back on the Z-axis.
05:06Now that we have repositioned the helmet, let's click anywhere in our Object
05:10Manager to deselect.
05:12Now, click the Render Active View button to see what the model is going to look like.
05:15So now, we can finish exploring the primitives by creating some arms.
05:20Go to the same pop-up menu at the top of the screen, and this time, let's choose Cylinder.
05:26Let's make sure to grab our Move tool and slide the cylinder out to one side.
05:30Let's orbit around and zoom in a little bit, using the controls in the upper
05:34right corner of the screen.
05:36Now, if I click on the Pan tool, we can go ahead and see a little more detail
05:40with our primitive object.
05:41Let's click on the interactive handle, on the edge, and change the Radius.
05:46If you click on the orange grabber interactive handle at the top and click down,
05:51you can change the Length.
05:53Now, let's position the arm further back up in the screen and drag it back to
05:58the left, just using our Control axis.
06:00So we position, again, by using our controls in the upper right viewer,
06:05rotate around the scene.
06:07If we want another arm with the exact dimensions as this arm, let's go ahead and
06:12hold down Ctrl, click on the Cylinder, and just drag it up until you see this
06:16arrow point to the left with the Plus symbol underneath of it.
06:19Now, we've created a duplicate.
06:21If you click-and-drag on the Z-axis handle, you can reposition the arm to be on
06:26the other side of our robot.
06:28Now, we'll tweak this model a little bit more in our video dealing with Deformers.
06:33But for now, I think you can see how you can quickly create a model,
06:37using primitive objects.
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Using deformers to refine objects
00:00 In this video, we are going to use Deformers to add more detail to our primitive objects.
00:05 Then, in our Object Manager, we are going to organize things with a hierarchy.
00:10 And then at the end, we will group everything together, using a Null object.
00:13 Let's get started with some housekeeping.
00:16 If you notice, we named some of the objects, but not the rest of them.
00:19 Double-click on the Sphere text in your Object Manager and rename it 'Helmet'.
00:25 The Cylinder here, let's double- click and just rename it 'Arm'.
00:28 Since we are going to be modeling one arm, we don't need the other one, because
00:32 we can just duplicate the first one once we finish modeling.
00:36 Select Cylinder.1 and press Delete on our keyboard to delete it.
00:40 Now, let's deactivate everything else in the scene by clicking-and-dragging on
00:43 the green checkmarks.
00:46 Now, select the Arm in your Object Manager, go to your toolbar at the top of the
00:49 screen, click-and-hold on the icon that looks like a purple shape, over towards
00:54 the right hand side, here.
00:56 Once you click-and-hold, the Deformer palette will open.
00:58 Let's get started by adding a Bend Deformer.
01:01 Now, you notice our Arm and the Bend Deformer are in two different places.
01:05 Let me show you a neat little trick.
01:06 Click-and-drag on the Bend Deformer and make it the child of the Arm.
01:10 With the Bend Deformer selected, in the Coordinates Channel, let's change all
01:14 the position data, X, Y, and Z to 0.
01:18 And you notice the Bend Deformer automatically centers itself on its parent object.
01:23 This works with any object in the Object Manager.
01:26 Now, it just so happens this is also the way you apply a Bend Deformer to an object.
01:31 You make the Deformer the child of the other object.
01:35 So with the Bend Deformer selected, let's zoom in on the scene here.
01:38 And you can see I have this orange box, and these are called Grabbers.
01:42 You will see them all over, with different Defomers.
01:44 Now, if you click-and-drag on the Grabber, that will begin to adjust the deformation.
01:48 Let's go ahead and stop here and take a look at our arm.
01:52 While it's sort of distorting, its not really bending, and the reason for that
01:56 has do with the Object Channel.
01:59 If you select the Arm in the Object Channel, there are actually Segments
02:04 that create geometry.
02:05 In order to create a Bend, you have to increase the amount of Segments.
02:08 So let's increase the amount of Height Segments up, and you'll notice, the more
02:12 Segments we have, the smoother the Bend.
02:15 You need to be careful about adding too many Segments, because eventually that
02:19 will start to increase your Render time.
02:20 Now, with the Bend Deformer selected, if we continue deforming, I want you to
02:24 make note of something.
02:25 As I drag, the actual Arm geometry is getting stretched out.
02:31 At the bottom of the Object Options for the Bend object, there is an option
02:35 for Keep Y-Axis Length.
02:36 If we select that, it keeps the original length of the object.
02:40 Now, I actually happen to like the deformation that's happening, so let's
02:44 just leave that deselected, so we can see how long the arm is in proportion
02:49 to everything else.
02:50 Let's pull back out and reactivate our other geometry, clicking-and-dragging on
02:55 all the other red axis'.
02:57 To reposition the Arm, select it in the Object Manager, and let's just click on
03:01 the axis and drag it over and down.
03:04 It's actually looking pretty good, in terms of Size, so I think we will
03:07 just leave it alone.
03:09 Now, let's apply one more Deformer to add a bulge onto our robot's arms.
03:13 Go ahead and deactivate the rest of the geometry by clicking-and-dragging on the
03:17 green checkmarks and re-select your Arm.
03:20 Click-and-hold to open the Deformer palette, and this time, let's choose Bulge.
03:26 Again, to reposition Bulge, make it the child of the Arm object.
03:30 Change its coordinates back to 0.
03:33 Now that there two Deformers underneath our geometry, it's important to
03:36 understand there is an order of operations.
03:39 So, right now, there is the Bulge and the Bend happening.
03:43 But Deformers are applied from the top-down.
03:46 So with this Bend, here, moving the geometry, I don't really know exactly where
03:51 I am applying the Bulge, because the Bend is moving the geometry.
03:54 So to show you what I mean, let's deselect Bend, and you notice, here's where my
03:58 armed geometry actually lives.
04:01 Now, let's resize the Bulge Deformer.
04:03 Select the Bulge Deformer, and in the Objects section, let's change the size on
04:07 the X to 100, and then on the Y to 150, and the Z to 100.
04:12 If we orbit around the scene, here, you can see the arm is still well contained
04:16 within the Deformer.
04:17 It's just a little bit smaller, so we can make the Bulge a little more specific.
04:22 Reposition the box up in your geometry and then click on the orange Grabber.
04:26 Click-and-drag to the left to make the Bulge larger.
04:30 Click-and-drag to the right to make it smaller.
04:32 Let's make the Bulge a little larger.
04:35 Now, pay attention to the mode.
04:37 Limited mode works in a limited fashion.
04:39 So as I make my adjustments here, notice it's still deforming, even though the
04:44 geometry is outside of the Bulge.
04:47 But the Bulge is not being applied outside the bottom or the top of the Deformer.
04:52 So it's just being limited by the top and the bottom of the Deformer.
04:55 If we drag back on X-axis here, and change the mode to Within Box, now when we
05:02 drag the Deformer off, the second the geometry gets out of the Deformer.
05:05 The deformation stops being applied.
05:09 Let's switch things to Unlimited.
05:11 And you notice, if we follow the curve of the deformation, right when these two
05:16 sides would actually intersect, the geometry goes negative.
05:20 So it's actually applying the deformation everywhere.
05:25 Let's change this back to Limited.
05:27 Now that we have a decent size Bulge, let's go back and reactivate our Bend
05:31 Deformer to see what happens.
05:33 And you notice the Bulge is still evenly distributed along the arm.
05:36 It's a little distorted because, again, the Bend is pulling the geometry a
05:41 little bit, but I think this is exactly what I was looking for.
05:44 Let's reactivate the rest of the geometry by clicking-and-dragging on the red axis.
05:49 So as you can see, if we rotate around here, we do have the arm actually set
05:54 up in the right place.
05:55 Now, to reposition the whole arm, I am going to make sure to select my Arm
05:58 object and just drag down a little bit. Okay.
06:02 We can go ahead and collapse the Arm object because we don't need to see
06:04 the Deformers anymore.
06:06 To duplicate the arm, hold down Ctrl, click-and-drag in the Object Manager, and
06:10 you notice you will get this Plus button with the arrow.
06:13 When I let go, now I have another arm. Okay.
06:16 Now, we have seen how Deformers can add details to your model.
06:19 In the next video, we are going to go over hierarchy as we duplicate the arm and
06:24 finish off the rest of the geometry.
06:27
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Grouping objects
00:00So, we are continuing on where we left off in the last project.
00:03As you can see, we have some Deformers applied to our Arm object.
00:07Now, it's time to duplicate the arm and create a sense of hierarchy.
00:11If you haven't done so already, collapse the Arm object, so we don't see
00:15the Deformers anymore.
00:16With the Arm object selected, click on it, hold down Ctrl, and drag up, and
00:23notice you get this Plus button with an arrow.
00:25That's letting us know that we have created a copy.
00:27If we let go, now we have another copy called Arm.1.
00:32Making sure we are in the model tool, with the Move tool selected, go ahead and
00:36click on the Z-axis to drag the other arm to the other side of the geometry.
00:42Now, with the arm selected, we can go ahead and rotate it around the scene.
00:45If you grab your Rotation tool, you can click on the green Bend and drag
00:49around to the right.
00:51If you hold down Shift as you drag, notice it snaps in five-degree increments.
00:55Now, we need to switch back to the Move tool again, and click on the Z-axis to
01:00drag the arm over to the other side.
01:02Notice since we applied the Rotation, the axes of the arm actually switched
01:06around the opposite direction.
01:08If I select Arm, notice the axes are pointed towards us, and to the right, and
01:11then if we select Arm.1, the axes are the other way around.
01:14But to be safe, we really should change the axis of this Arm object, but
01:18honestly, if we are going to animate this arm, I would move the axis all the way
01:21up to this shoulder area.
01:23For right now, let's focus on actually getting a sense of hierarchy with our object.
01:29Now, I just want to make sure everything is even between the two sides of the robot.
01:33I can kind of tell with the Deformers here, I am close but not quite.
01:37So, let's select the original arm, and we notice the position is 0, -7.77.
01:42Let's go and round that off to -7.
01:46And then down here, under Z, let's change it to 225.
01:49And now, if we select Arm.1, notice we are at -7 again.
01:56So let's do -7, and what was Arm, 225, so let's change the Z to -225, the exact
02:07opposite of the other one.
02:09Now, if we orbit around the scene here, you can see the geometry is symmetrical.
02:14The Bend Deformers are a little off, but the geometry is working perfectly well.
02:19So this is great for now.
02:21Let's move on to hierarchy.
02:22Select the Body in the Object Manager, and click on the Z-axis handle and just
02:26move the body around.
02:27You notice nothing else moves around in the scene.
02:31That's because we have no hierarchy.
02:33Let's just Undo that last move and add some shoulder into the body.
02:38The way we do that is by clicking on the object and dragging it down.
02:42Let's say we want to add the arms to the body.
02:44Click on the Arm and drag it down into the body.
02:47Click on Arm.1 and do the same exact thing.
02:50Now, with the Body selected, click on the Z-axis and move around, and you notice
02:54now the arms are working in conjunction with the body.
02:58Let's Undo that last move.
02:59Go ahead and collapse the body for now because I want to create a hierarchy
03:04between the Head and the Helmet.
03:06So, you guessed it.
03:07Let's make the Helmet the child of the Head.
03:09Click-and-drag the Helmet down into the Head, in your Object Manager, making
03:13sure the arrow is pointing down, as opposed to the left.
03:17As long as the arrow is pointing down, when you let go, the Helmet will now be
03:21the child of the Head.
03:22Of course, since the Head follows the Body, you click on the Head and
03:27drag-and-drop it up into the Body.
03:30So, now we have some pretty good hierarchy here.
03:32If we select the Body, no matter what changes we make, everything moves.
03:37If you select the Head and choose Rotation, notice the Helmet moves.
03:41Let me just Undo that last move.
03:44Now, of course, if we were to animate this, again, I mentioned it earlier, we
03:48would want to change the position of the object axes.
03:51But for right now, I think you have a firm grasp on hierarchy.
03:54So just to clean things up a little bit more, I am going to take our Body object
03:58here and actually group it into a Null Object.
04:02You can create groups by selecting as many objects as you want in your Object Manager.
04:06Go up under Object, and choose Group Objects.
04:10When I choose that, a Null Object is automatically created at the center of all the geometry.
04:16So let's double-click that and we can go ahead and call that Robot, and hit
04:22Return on your keyboard.
04:24Let's expand the Robot Null Object, and you can see it contains all the other sub-objects.
04:30So when you have objects highlighted and go to Objects, and choose Group
04:34Objects, it creates a Null Object.
04:36But that's not the only way to create a Null Object.
04:39Drag the geometry out of the robot by clicking on the Body and pulling it up.
04:44Let's select the Robot Null Object and press Delete.
04:47Now, if you want to create a Null Object, there are two other ways you can do
04:50it, besides grouping.
04:52If you come up to the toolbar at the top of your menu, click-and-hold on this
04:56icon here with the array of boxes.
04:59Underneath, in the lower right side, we have Null Object.
05:03That's one way to add a Null Object.
05:05We will go ahead and press Delete to delete that one.
05:08You can also come up under Objects and choose Null Object.
05:12So, as you can see, there are a lot of different ways to create Null Objects.
05:16So, again, just to keep the scene organized, let's click on the Body object,
05:19drag it into our Null Object, and rename our Null Object, Robot.
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Optimizing models for animation
00:00Anytime you create anything in 3D, unfortunately, there's going to be a fair
00:04amount of preparation.
00:06For example, there are plenty of times when geometry will look just fine, but
00:09not necessarily be ready to animate.
00:11To show you what I mean, let's select the right arm of the robot model we
00:15created earlier in the chapter.
00:16Now, I can already tell there's a problem, because the Control vertices are down by the hand.
00:21If we grabbed the Rotation tool, and clicked on the blue axis to rotate, we
00:25would notice, this is not exactly where we would we like the arm to rotate.
00:29So let's Undo that and fix the problem by switching to our Object Axis tool.
00:35Grab the Move tool, and let's switch to the 4-Up View so we can easily move the
00:39Control vertices up to the shoulder.
00:42But if you notice, there's another problem.
00:44Now, the geometry is kind of sliding all over the place.
00:46This has to do with the two Deformers that are applied to the arm.
00:49Make sure to Undo so our model is back in its place.
00:52Now, we need to convert this geometry, but we are not going to use this Make
00:55Object Editable button.
00:56This time, with the right arm selected, go up to the Objects pull-down menu in
01:00the top of the Object Manager.
01:01And there's an option called Current State to Object.
01:05This will flatten both the Deformers into our new geometry.
01:09Go ahead and select that, and you will notice we still have the original
01:12geometry and our Polygon geometry.
01:15Now, typically, I would save another copy of the project, so we could always go
01:18back to the old geometry.
01:20So, let's select the original geometry, and just press Delete.
01:24Do the same process for the left arm.
01:26Select the geometry.
01:27Go up to the Objects pull-down.
01:29Choose Current State to Object, and Delete the original geometry.
01:33Now, we are actually ready to move the Control vertices.
01:37Let's select the right arm, and we still have our Object Axis tool set up.
01:41So, we will switch back to 4-Up View, and grab the Y-axis and bring it up to
01:45around the shoulder point.
01:47And then we can click on the Z-axis in the Right View to bring that point back over.
01:51Let's do the same process for the left arm.
01:53Select the left arm.
01:54Again, in Object Axis tool, we can just bring it up, and then over.
02:00Now, typically, I would be a stickler for exact coordinates, so everything would
02:03be in perfect symmetry, but in this video, I just want to show you a basic
02:07overview of the basic principle of optimizing your model.
02:10So now that we have the Control vertices in their proper place, if we went ahead
02:15and grabbed our Rotation tool and clicked on the Rotation Band, you notice now
02:19that the shoulder is moving the proper way.
02:21Now, it's kind of popping out on the top here, and we could easily fix that
02:24just by moving the geometry down a little bit in our robot and everything would be okay.
02:30But I think you get the general idea.
02:31You always want to make sure that the Control vertices are in the right place
02:35before you go to animation, and if you have Deformers on your object, it makes
02:39sense to go up under Objects, and choose Current State to Object, just so you
02:42are dealing with one solid set of geometry.
02:46So the last thing we need to do, select our robot, and with the model tool
02:50selected, go ahead and move it around, and you notice some of the geometry is
02:53not in the proper hierarchy.
02:55So let's Undo that, and we will just Click and Shift+Click on each eye, and drag
03:00it in to become children of the Head.
03:03And then, we can click on the Jet, and just click-and-drag it right in to be
03:06a child of the Body.
03:09So as you can see, with a little bit of preparation, you can make somebody's
03:12life a little bit easier when it comes to animation.
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Introducing keyframing
00:00While there are several ways to create keyframes in CINEMA 4D, we are going to
00:03cover how to add keyframes in the Attribute Manager as an overview of the
00:07concept and process. Don't worry.
00:09We have an entire chapter dedicated to keyframing, later in this course.
00:13Now, if you are not sure exactly what keyframing is, it's derived from the
00:17days of cell animation.
00:19It's when a master animator would actually create just the keyframes of a scene.
00:23For example, if it were, like, a rabbit jumping down the road, the artist would
00:27probably create the initial frame, and then, maybe, when the rabbit was up in
00:31the air, and then the rabbit was down on the ground, and then he would pass
00:34those keyframes off to other artists to create all the other frames in between.
00:40Well, it's kind of the same process in CINEMA 4D.
00:43You just create the keyframes and then CINEMA 4D will create everything in between.
00:47To show you what I mean, let's select the Body of the robot.
00:51Now, I would just like this robot to kind of bounce up and down in the scene.
00:55So if I just click on the Y-axis, I can go ahead and move him up and down.
01:00As we move the robot up and down, check out the Coordinates Channel in
01:04the Attributes Editor.
01:06It's the Y-axis that's updating.
01:08So let's go ahead and add a keyframe there.
01:10So I would add a keyframe directly into Y-axis.
01:14Select the Y, hold down Ctrl, and click on the little circle on the other
01:18side of the P, here.
01:19The P stands for Position.
01:20Let's go ahead and click on that.
01:23Now, I know I have added a keyframe because the circle is now red.
01:26I also know, because this area down here, the Timeline Ruler, there is a little
01:31blue box underneath our playhead, which is this green box, right here.
01:36If I click-and-drag the play head, notice you can see the keyframe.
01:41So let's click-and-drag our play head to frame 45.
01:46With the play head on frame 45, let's go ahead and move our model up in the
01:51scene, and now take a look at the circle next to the P on the Y-axis. It's yellow.
01:57That's letting us know that there's a track that's been created, and on that
02:01track is a keyframe, and the keyframe value is different than the current
02:05value on the Y-axis.
02:08So to add another keyframe, all we have to do is hold down Ctrl and click.
02:13Now if you look in our Timeline Ruler, we have two keyframes.
02:17Click the Play button, just below the Timeline Ruler, on the right-hand side, here.
02:22Now, when the playhead moves back, you notice our robot is moving up.
02:26Let's stop Playback for a second and add another keyframe, all the way at the end, at 90.
02:33Take a look at the Y-axis, as I drag the robot back down.
02:38Now we can go ahead and press Ctrl, and click again, and you notice we
02:41have three keyframes.
02:43Go ahead and press Play, so we can check this out. Okay.
02:49Now, if we want this whole thing to happen faster, we can click on any of the
02:54keyframes in the Timeline Ruler and reposition them.
02:59If you want to move all three keyframes at the same time, click-and-drag on
03:03the little markers.
03:05Now, with all three selected, you can just click on one and drag them all in the Timeline.
03:11Lastly, to delete a keyframe, all you have to do is right-click directly on the
03:15keyframe and choose Delete.
03:17Now, since we had all three keyframes selected, all three got deleted.
03:20Let me Undo that, and just click anywhere in this lower area in the Timeline
03:26Ruler to deselect all three of the keyframes.
03:28Now, if we select and right-click on one of the keyframes and choose Delete, we
03:32have deleted just that specific keyframe.
03:34So there you have it, the basics of adding and sliding your keyframes in your project.
03:39Now, don't worry.
03:40We will be diving more in depth with keyframes in the animation chapter.
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Creating and applying basic materials
00:00In this video, we are going to apply some Materials to our basic primitive
00:04little rocket robot here.
00:06And the idea is to just go over the basics.
00:10We have a whole chapter later on in the title dedicated to Materials, but for
00:14now, I want you to get familiar with the concept of creating a basic Material,
00:18and applying it to your model.
00:20So, let's get started in the Materials Manager, in the lower left corner of your interface.
00:26Click on File, and choose New Material.
00:30With the New Material selected, notice there are options that pop up in
00:34the Attribute window.
00:35Each one of these things across the top, here, is called a Channel, and it takes
00:39multiple Channels to make up a Material.
00:41Just to show you the Material Editor really quickly, if you double-click the
00:45Material in the Materials Manager, we have a Material Editor, where we can
00:49actually add a lot more Channels.
00:51But like I said, this is just a basic overview, so we are not going to get
00:54into this just yet.
00:55Let's go ahead and close the Material Editor and change the color of this Material.
01:00The Color, well here, if you just click once, it automatically opens the Color Picker.
01:06Now, if you don't like the specific Color Picker, you can choose all these
01:09different Hue, Saturation, RGB. You get the idea.
01:13There are a whole bunch of different ways of choosing color.
01:16But for now, let's just choose a basic color that we can put onto our model.
01:20So I am going to go choose a color that's very lightly saturated and rotate my
01:25hue over to a basic blue color. Let's click OK.
01:31And to apply this Material, you can do a number of things.
01:35First, you can drag-and-drop straight from the Material Editor right onto your object.
01:40Notice the second my mouse got over the geometry, it turned into a Plus button.
01:45So if we let go, it has automatically added the Material to the piece of
01:50geometry that ranks highest in our Object Manager.
01:54Since these other objects are actually located underneath the Body object, it
01:59automatically applied the Material to everything else in the scene. That's fine.
02:03If we go ahead and create a New Material, by going down in the Material Manager,
02:07choosing File > New Material.
02:10Let's change the color now to something a little more sinister. We will go to red.
02:15Now that we have the red Material, let's drag it and drop it directly into
02:20the Object Manager.
02:21Let's choose the Left_eye.
02:22When we let go, notice, now the Left_eye is textured.
02:26Everything else still has the texture of the parent object.
02:30If we want to quickly just move this texture from the Left_eye to the Right_eye
02:34by making a copy, make sure to hold down Ctrl, click on your Material, and drag
02:39it down right next to the Right_eye, and when you let go, we have automatically
02:43applied that Material.
02:44Now, there is one other way to apply Materials to multiple objects rather than
02:49each individual objects while still underneath the main Body hierarchy, and
02:53that's with grouping the objects together.
02:56So I want to go ahead and group the two arms into a new Null Object, but
03:00you notice we still have the RightArm geometry here that we had converted in the last video.
03:05So go ahead and select that and press Delete.
03:08Now, we can select the RightArm.
03:09Hold down Shift, and select the left arm.
03:11If we go up under Objects and choose Group Objects, now they have both been
03:17grouped into one new Null Object.
03:19Let's double-click that and call it Arms.
03:23Now, with the Null Object selected, let's go ahead and create a new Material
03:26here really quickly, by clicking File > New Material.
03:30Choose any color you like.
03:32I am just going to choose kind of a dark gray, and click OK, and to apply the
03:36Material you just drag it and drop it directly onto the Null Object.
03:40Now, if we render our scene, I am looking at the model, and I kind of want to change things.
03:45What's nice, once you have applied a Material to an object, if you go back to
03:49the Material Editor, you can change that Material.
03:52Let's double-click the blue Material of our Body.
03:56If you double-click the Material, it opens the Material Editor.
03:59Let's just change things up by changing the color again.
04:02Click in the color wheel, and we will just drag down to create even a
04:07darker blackish color.
04:09Then, close the Material Editor.
04:12Now if we render our scene, you notice our model has taken on a whole new form.
04:17Now, we understand how to apply textures and change textures.
04:21But as you can see, things can get kind of complicated really quickly with all
04:25these different tags that keep appearing, and sometimes you will end up with a
04:29lot of materials in your Material Editor.
04:32So it's really important to understand exactly what CINEMA 4D is showing you
04:36when you select an object.
04:37For example, the Arms Null Object is selected and it has this gray
04:42Material applied to it.
04:43Notice the white box around the Material.
04:45That's also set up down here in the Material Manager.
04:49Even if I select this black Material to edit it in the Attribute Editor, notice,
04:55since the Arms Null Object is still selected in the Object Manager, it's still
05:00being shown down here, but I can still make changes to the other Material.
05:05If you found Materials remotely interesting, or you want to learn a little bit
05:08more about how to apply your Materials, feel free to jump to the Materials
05:12chapter, where we will go a little bit more in depth.
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Getting organized with layers
00:00The Layer Manager is a great way to organize a lot of elements in your scene.
00:04Now, if we render our scene here, you can see a model that we will actually be
00:08creating later as we move throughout the course.
00:11And if you are joining me from the earlier videos, the robot that we had
00:14created, I just went ahead and added some other textures to it and placed him in a cart.
00:19And I know we haven't covered Lights and the Camera yet, but trust me, don't worry.
00:23I just wanted to give you an example of a scene.
00:26Once you actually start building your scenes with lights and cameras and
00:29multiple objects, you can see, as we expand our Null Objects, here, the scene
00:33tends to get really busy, really quickly, if I open up all the different things
00:37in the Object Manager.
00:39So, this is where the Layer Manager comes in.
00:41Let me go ahead and just collapse the Robot and the JetCart and our Lights.
00:46If you come up under Window, choose Layer Broswer
00:52Now that the Layer Browser is floating, let's tear it off and dock it right
00:56above the Attribute Manager.
00:57Just click the little square here next to the word File and drag, and you notice
01:01it snaps around to all the different areas in the interface.
01:04Let go of your mouse right when the white line is above the Attribute Editor.
01:08Now, we have successfully added our Layer Browser.
01:11Adding objects to the Layer Browser is pretty straightforward.
01:14Typically, it starts when you create a layer.
01:16So if you go to File, you can say New Layer.
01:19Now you notice we have a Name here, layer, and a bunch of switches.
01:23And we will get through those switches in a second, but let's go ahead and start
01:26organizing our scene.
01:28For this first layer, let's double- click the name and we will call it Robot.
01:34Now, to add an object to a layer, all you need to do is click on it and drag it
01:37down into the layer.
01:39Now, if you notice, one of the first options here is this V, which turns on
01:45and off the visibility.
01:46Now, if you just clicked on this and dragged it down, if we turn off the
01:48visibility, notice the Robot didn't turn off.
01:52Well, that's because we added the Null Object.
01:56But if we expand things, we didn't add anything else underneath the Null Object.
02:01And the reason I know this, the green color right here is letting me know the
02:04Robot has been added, but nothing else underneath has.
02:08So to add an object and all its children, hold down Ctrl, click on that object
02:13and drag it into your layer, and then when I let go, notice its added
02:16everything, including my Materials, into this layer.
02:19Now, when we turn off and on the visibility, we can see that the robot is
02:23appearing and disappearing.
02:24Let's go ahead and close that and create a new layer.
02:29Let's double-click that and call it Cart.
02:33Now, again, since the JetCart is contained within the Null Object, we need to
02:37hold down Ctrl as we click-and- drag the Cart into the new layer.
02:41Now, for the Floor, since it's just one object and it's not containing anything
02:45else, if you just right-click, you can choose Add to New Layer.
02:50And let's double-click that layer and call it Floor.
02:53Now, if you notice, our Robot color and our Floor color are pretty similar.
02:57If you want to change the color of a layer, just double-click and choose a new
03:00color in the Color Picker.
03:02You can also add things that aren't necessarily models, for example, this Light setup.
03:06We have a couple of different Lights and another Null Object.
03:09So, we will just go to File and choose New Layer.
03:12We will call this Lights.
03:15And for that matter, we might as well add the Camera to the same layer, so we
03:17will call it Lights Camera.
03:21And again, I will double-click on the color, and just choose a slightly
03:24different color here. Okay.
03:25So to add our Lights Camera, I will just go ahead and click on one, hold down
03:31Shift, click on the other, and Ctrl, drag down to the bottom.
03:35That way everything has been added.
03:39Now, since we have added our Lights and Camera, we can turn on and off the
03:43visibility, and notice it turns on and off the Lights.
03:46Now, this next switch over is just as important as the visibility switch,
03:51because this switch determines the render.
03:53So for example, if I turn off the Robot and I turn off the Cart, if I click our
03:58Render button up here at the top of the screen, you will notice the Cart and
04:02the Robot still render.
04:03That's because we haven't selected this switch.
04:05So to turn the visibility off in the Renderer, go ahead and click on those
04:08buttons, and now when we re- render, our scene is empty.
04:12I will just turn those back on.
04:14You can also turn on and off the different objects in your Object Manager by
04:18clicking on the button.
04:19Notice the Robot is disappearing.
04:21Same thing with the Lights.
04:23But notice it hasn't changed the scene whatsoever.
04:27Let's say you have things set up perfectly or animated beautifully, you can use
04:30layers to lock off access to specific items.
04:34Notice I can't select, but I can expand, but notice I still can't
04:38select anything else.
04:41Let's turn the lock back off, and this next button here allows us to turn on
04:46and off animations.
04:47So, if we had keyframes on a specific object, you could turn that on or off.
04:51Now, these next three buttons here pertain to specific modeling tools.
04:55Now, one of these you might be familiar with is the Deformer.
04:59Let's go ahead and select the Robot and Solo this layer.
05:02The first button here turns on Solo, which means this is the only thing we
05:06can see in the scene.
05:07Now, if we click the icon underneath the D for Deformer, it turns off any Deformer.
05:12If we expand my Robot geometry here, you'll notice the left arm has a Bulge and Bend Deformer.
05:18With that deselected, now I have turned that off.
05:20So as you can see, layers are a great way to add organization to your scenes.
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2. Modeling with NURBS
Creating splines
00:00 Splines are a series of points connected by a pass in 3D space.
00:04 Though they actually contain no dimension they are the basis of NURBS modeling.
00:09 And if you skipped the Intro chapter and aren't really familiar with NURBS
00:12 objects you might want to watch the video titled Understanding 3D.
00:16 Now if you've ever used Adobe Illustrator or the Path tool in Photoshop, you are
00:21 actually already familiar with one form of Spline creation, and there are
00:25 actually several different kinds of Splines you can create in Cinema 4D, as well
00:28 as a whole host of pre-built Spline objects.
00:32 I find myself using Splines most often to easily create organic structures based
00:37 on the structure's profile or skeletal structure if you will.
00:42 Let's get started by understanding the tools used to create Splines.
00:45 Then we can move through the rest of this chapter using Splines to create NURBS objects.
00:49 So to create a Spline in Cinema 4D, go up to the Spline pop-up menu and let's go
00:54 ahead and just rip that off and add it to the top of our scene just so we can
00:58 reference it as we move throughout the rest of this video.
01:01 And since I mention Path Splines in Photoshop and Illustrator, let's get started
01:05 creating a Bezier Spline Path.
01:07 Go ahead and click Bezier and just left- click in the scene a couple of points,
01:12 and you'll notice as I click throughout the scene here, the path travels
01:16 directly through each one of my points.
01:19 If you click and drag you notice, you can drag out Bezier handles.
01:24 Now, since I created this Spline in the Perspective View, I am having a hard
01:28 time seeing exactly where this Spline lives in three-dimensional space.
01:33 If you click on the Orbit tool and orbit around, you'll notice that it defaulted
01:37 to actually creating the Spline on the ground plane, and if you go to the
01:42 Structure menu here, you'll notice it actually shows you exactly where each one
01:47 of the points are on this plane.
01:49 Notice none of them have any Y value.
01:53 So with the fifth point selected, which is actually the sixth point, because
01:57 there is a zero point as well, I can go ahead and double-click on any value and
02:02 just type a new number to move that point.
02:05 Let's go back to our Objects menu and go ahead and delete this Spline
02:10 because, most times, when you create Spline paths, you're actually in one of
02:14 these Orthogonal views.
02:15 Let's create the path from the front.
02:18 Now let's go ahead and create another Bezier path, and since I just deleted my
02:22 Bezier path, I have to go back up here and choose Bezier again and click in the window.
02:27 Go ahead and click and drag out a couple different control handles.
02:31 So I want to show you how to manipulate these handles.
02:33 When you are done creating your points, go ahead and press Enter on your
02:37 keyboard to set your path and you will notice now you can't see the points
02:41 that created the path.
02:42 Go ahead and grab your Use Point tool and now we can see the points again.
02:46 So to move the points, just go ahead and click on the point and click on the
02:50 different axis handles to move the Spline point.
02:53 Now, if we want to change the Bezier handles, go ahead and click on the Bezier
02:57 handle and you'll notice they both move exactly the same way.
03:01 If you want to "break the handle" hold down Shift on your keyboard and then
03:06 click on one of the handles, and you notice I can move to handle independently
03:10 of the other handle, just holding down Shift.
03:13 Now if I let go of Shift and click on one of the handles, notice it keeps the
03:17 angle that I have set, but still moves them both at the same time.
03:22 Now if I want to reset these handles, go ahead and right-click anywhere in the
03:26 scene, off of your object.
03:28 And if we choose Equal Tangent Direction now you notice it actually moved the
03:33 tangents to become straight again.
03:35 Let's choose a different point here.
03:37 Hold down Shift, and change the angle again, and we'll just right-click again
03:41 and say Equal Tangent Direction, so we can see it again.
03:45 Now, if you are ever in a situation where you can't actually click and drag out
03:50 these handles you might accidentally have your Selection tool selected.
03:54 Notice I can select a point with the Selection tool, but when I go to click on
03:57 the handle I can't actually grab that handle. Don't panic.
04:02 Just grab your Move tool, and that will allow you to go ahead and grab the handles.
04:06 Should you ever want to add a control point, go ahead and hold down Ctrl and
04:11 just click right on the Spline.
04:14 Now I have automatically created a new point.
04:17 Again, let's just Ctrl+ Click right on the Spline.
04:21 Now that we have covered some options for Bezier Splines, let's go ahead and
04:25 look at another one, B-Spline.
04:28 Just select the Spline in your Objects tab and press Delete and we will choose B-Spline.
04:34 Now with B-Spline, you won't actually see your Spline until you create three points.
04:40 Notice as I continue to add points, the Spline that's getting created doesn't
04:45 actually move through any of the anchor points.
04:48 This is a great tool if you are trying to create a really smooth organic shape,
04:53 and again to set your Spline go ahead and press Enter on your keyboard.
04:58 Let's look at one more.
04:59 I will just go ahead and delete the B-Spline.
05:01 This time, let's look at Akima and just click through the scene.
05:05 And you notice Akima rounds out the Spline as well, but much like Bezier, this
05:11 Spline path will actually travel through each one of the individual points.
05:17 Now, let's explore some of the pre-built Spline objects.
05:20 Go ahead and delete the Spline object we just created and let's choose
05:24 Rectangle, and you notice when the Rectangle pops up, I don't have any points to adjust.
05:29 If you want to change the height or width of your rectangle object, go ahead and
05:34 just change it in the Attribute menu.
05:36 Now, one of the nice things about a Rectangle object, if I want to actually
05:41 create a rounded edge rectangle, all you have to do is select the Rounding box
05:47 and it automatically rounds out that rectangle.
05:50 And again, if I want to change any of the settings I can just change the numbers
05:54 here in the Attribute window and adjust the rectangle accordingly.
05:58 Now, much like parametric primitives, when you create pre-built Spline objects
06:03 in order to actually get added points, you have to come up and click the Make
06:07 Object Editable button or press C on your keyboard, and now you will notice we
06:12 have our Spline path.
06:14 And this brings me to the start point, and what I mean by that, every path has a
06:20 point that it uses as its start point, the very first point that gets set on the
06:24 scene and the way you can see that is the color shading of the Spline.
06:29 So, for example here, notice it starts with white and then it gets slightly more
06:35 blue as you move around the Spline.
06:37 So if I deselect Close Spline, you'll notice this is actually my start point and
06:43 this is now my endpoint.
06:45 Let's go ahead and close the Spline again.
06:47 If you want to change the start point, all you have to do is select that point.
06:51 I am going to go ahead and grab my Selection tool and just select this point in
06:54 the lower left corner.
06:56 If you right-click anywhere in the scene, you can set the first point and
07:00 now you notice my first point is traveling around the opposite direction and it's over here.
07:05 So if I reselect my Spline and deselect Close Spline, you notice now I have
07:11 changed my first point.
07:12 Okay, now there is one last tool in creating Spline objects I really want to show you.
07:17 Let's go ahead and delete the Spline we just created and we'll choose a Linear Spline.
07:22 So let's go ahead and make a sharp-angled Spline.
07:27 Go ahead and set your Spline object and grab the Use Point tool.
07:33 Let's select this upper left-hand corner and right-click to open up the menu,
07:38 and the tool I want to show you is called Chamfer.
07:41 Chamfer rounds out any point that you have selected and you notice its icon very
07:47 clearly shows you it changes the one point into two rounded points.
07:51 So to round this out with this tool selected, go ahead and just click and drag in the scene.
07:56 I am dragging to the right and you notice as I drag, it's now rounding out
08:01 that individual point.
08:03 And in the Attribute menu I can go ahead and type a specific number, if I'd
08:08 like to change that.
08:10 Now, if you select the Flat option, it just goes ahead and makes your path angled again.
08:15 Let's go ahead and deselect that, and you can see Chamfer is actually an
08:20 excellent tool to use to create some nice curves to your Splines.
08:25 So now that we can create and edit our Splines directly in Cinema 4D, you might
08:30 be interested to know you can also import your Splines using Adobe Illustrator
08:34 files, which we'll do in our next video.
08:38
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Importing Illustrator files
00:00 We are starting this in Illustrator to show you that Cinema 4D does support the
00:04 use of Adobe Illustrator files.
00:06 When you go to import them, they actually get converted to Spline objects.
00:10 The key thing to remember when saving your files is to save them as
00:14 Illustrator version 8.
00:16 Now another thing that I typically recommend, when you are laying your type out
00:19 in Illustrator, it's converting your type to Outlines.
00:22 If you go up under Type and choose Create Outlines, that will make it so the
00:27 text is no longer editable.
00:28 I found this actually helps when you are dealing with different fonts,
00:31 especially in Illustrator you may have a ton of fonts loaded up and you don't
00:35 necessarily want to have to worry about packaging those fonts if you have to
00:38 send your files around to anyone else.
00:40 So, again, go up to Type and say Create Outlines.
00:43 Now, there is one other thing you should consider when saving your Illustrator
00:47 files, and that's the zero point.
00:50 So to show you, go up to View and turn on Show Rulers, if they are not already visible.
00:56 And you will notice, in this document across the top, 0 is in the center and on
01:01 the side 0 is in the center, and the reason this is important, where the two 0
01:06 points intersect is where the control handles will appear in Cinema 4D when you
01:11 import this Illustrator file.
01:13 Now, by default, the 0 points are set to the upper left-hand corner.
01:17 So, to change the 0 point, just go ahead and click in this upper left corner
01:22 here and drag out, and notice whenever I let go, that's where the 0 points will be set.
01:28 So, again, I am going to click up here and drag to the center and let go.
01:33 And now when we save this Illustrator file, the control handles will be in the
01:37 center of this object.
01:39 So let's go to File and choose Save As, and since I'd already saved this file
01:44 before, it's added the word converted to this Illustrator file, and that's
01:48 what happens when you open an older version of an Illustrator file into the newer version.
01:53 It names it converted.
01:54 So let me go ahead and just delete the word converted and I will save it in the
01:59 Media folder, which is in our Exercise folder and click Save.
02:03 And when I click Save it's asking me if I want to replace, since I had already
02:07 had this document saved there.
02:08 I'll go ahead and click Replace.
02:11 Now, when the dialog box opens, you will see Version Illustrator CS4.
02:16 Go ahead and click and change that to Illustrator 8.
02:20 Now, when we click OK, it's going to ask us if the older version is okay. We'll just say OK.
02:26 Notice the icon has now changed as well to the older Illustrator icon.
02:30 Now that we have this saved, we can jump back in the Cinema 4D.
02:33 Now, to import the Illustrator file, go up to File and choose Merge.
02:38 Navigate to your Media folder in your Exercise Files, choose Recycle and click
02:43 Open, and you'll get this Illustrator Import dialog box.
02:47 Make sure to deselect Connect Splines and we can go ahead and leave
02:51 Group Splines selected.
02:52 When you click OK, the Illustrator file is now imported into the document, and
02:58 you will also notice the control handles are now right in the center of our
03:02 newly imported Illustrator file.
03:05 Notice in the Object Manager that the word recycle is now a Spline object, and
03:10 if we expand the group here, you will notice that it's grouped a bunch of
03:13 different Splines, and if we select the different Splines you can see in the
03:16 Viewer exactly which Spline is which.
03:20 Now there are a couple more things we need to do to optimize this file before we
03:23 start creating geometry.
03:25 First thing, letters like this e on the end here actually have more than one
03:30 path associated with them.
03:32 That's because we converted the text into outlines.
03:35 When that happens, letters that have more than one path that aren't connected
03:40 actually get divided up into two Spline objects.
03:43 So what we need to do is actually connect these two Spline objects to create one object.
03:49 So make sure to select Path 12 and hold down Shift and select Path 13 and
03:55 the command we want to use is under the Objects section, and we want to
03:58 choose Connect and Delete.
04:00 That way, it will connect the path and then delete the original two paths that
04:05 were originally imported.
04:07 Again, let's select Path 6, the other e, and can do the same process.
04:12 Select Path 6, hold down Shift and select Path 7.
04:15 Now, I'll go to objects and choose Connect and Delete.
04:17 Now, the last thing we need to do to optimize this is actually breakout the
04:22 letters separate from the two other outlines.
04:25 So let's go ahead and select the top- most Spline object, Recycle, and you will
04:30 notice that's the actual large outline.
04:32 So let's drag Path 2 up and out of recycle.
04:37 Now, recycle is its own separate object.
04:40 If I turn off its visibility, you can see it's no longer containing the other paths.
04:46 Now, when I select Path 2, that actually has the next outline.
04:50 Now, there is a little gotcha with this because Path 2 also contains these two
04:55 inner circles within the c's themselves.
04:57 So the way to fix this is to select all the children of Path 2 by clicking on
05:01 the first one and then Shift+Clicking on the last one, and we will drag all
05:06 those children out of Path 2.
05:09 Now, like I said, Path 3 and 4 are also supposed to be with Path 2, so we can go
05:14 ahead and hold the Ctrl key down to select both 4, 3, and 2, and we could do the
05:21 same command, Objects>Connect, and Delete.
05:25 Now, we have Path 3, 1, and if we turn off the Visibility, you'll notice it's
05:30 now one separate object.
05:33 So, of course, the last thing we can do is actually group all of these letters
05:39 into one new object.
05:41 The reason I am not connecting all these letters is I still want to be able to
05:43 individually control each letter.
05:45 So this time, we'll select all the letters and instead of choosing Connect and
05:50 Delete, we'll just choose Group Objects.
05:54 And you notice it places those new Splines objects into a new Null Object, and
05:59 I'll just call this Letters.
06:02 And we can rename the Recycle outline, BigOut, and we can call this, InOut
06:11 Okay, so now that we know how to import and optimize our Illustrator file,
06:16 we are actually going to jump to the next movie where we can cover how to
06:18 create geometry.
06:21
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Extruding splines from an imported Illustrator file
00:00So we have our Illustrator file imported into CINEMA 4D.
00:03Now it's time to create some geometry.
00:06Let's get started by selecting the BigOut Spline object, and to create geometry,
00:10we will use Extrude NURBS.
00:12So hold down Alt or Option on the keyboard and go up and choose Extrude NURBS.
00:18Now, since we held down that key, you notice the BigOut Spline object was
00:22automatically added as the child of the Extrude NURBS object.
00:26This actually created the geometry.
00:28So to better see what we are looking at, let's go ahead and just press the
00:31Render button, and it will show you that we have some geometry.
00:35If you rotate around the scene here, you notice it has a front and a back side.
00:39And if we zoom in kind of close, you can see the edge here.
00:43Again, if I render, it's nice and sharp.
00:46Now, there are some options that you have with Extrude NURBS in relation to this
00:51edge, and they are called Caps.
00:52If I go ahead and turn the Start Cap off by choosing None, you notice it
00:57actually turned off the face.
00:59I can turn off the End Cap as well, and you can see there is actually no
01:03geometry on the front or the back, but I still have my extrusion.
01:07Let's go ahead and turn the Caps back on and change the Start Cap to Fillet Cap.
01:14What this does is it adds this Beveled edge and it keeps the Cap.
01:17If I just chose Fillet, you notice it would have the Beveled edge but no Cap.
01:22So, we will choose Fillet Cap.
01:24You notice it added one large Bevel, at a Radius of 5 units.
01:29If I go ahead and crank that Radius up, you notice the Bevel is getting larger.
01:33So I think that Radius is a little much.
01:35I will go ahead and bring that back down to around 10, and let's increase
01:39the number of Steps.
01:40You notice as we add Steps, now when I render, we have a nice soft pillowy edge
01:45that's been created.
01:46Now, there are a couple of different Fillet types.
01:49The one that I chose was Convex.
01:51If we go ahead and change that to Linear, notice it still keeps the Steps, but
01:56when I render, we have that kind of sharp edge again.
01:59There is Half Circle, which actually adds sort of a rounded edge to it and
02:04pushes your face back a little bit, which is sort of fun.
02:07And there are 1 Step and 2 Steps.
02:11Feel free to click through the different Fillet types and explore the different options.
02:15Right now, let's actually choose Half Circle.
02:18Now, the other thing to consider is this option here, called Constrain.
02:23If we go ahead and select that, you notice the geometry gets smaller again.
02:27With Constrain on, no matter if I have a Fillet Cap or a Cap, the actual size of
02:32the geometry does not change.
02:34Let's go back to Fillet Cap and turn off Constrain, and you notice here, when I
02:39switch between Fillet Cap and Cap, it's actually adding extra geometry to create
02:45that rounded half circle. Okay.
02:47Let's take a closer look at our geometry here.
02:50Move over to the lower right-hand corner of the geometry, and you notice we have
02:54this very bad error that's occurred.
02:57If we go ahead and render that, see.
02:59It's actually going to show up in the Render.
03:01So this error is actually caused by your Spline object.
03:05So in the Object Manager, make sure to select the BigOut Spline object, and
03:09under Attributes, go to Object, and you will notice there is an option here for
03:14Intermediate Points.
03:15By default, this was set to Adaptive when we imported this Illustrator file.
03:19Now, to better explain this, let's right click on the words Intermediate Points,
03:24and choose Show Help.
03:26You notice in the Help menu, there is a pretty clear explanation as to the
03:29different ways that the Spline path will change as you choose the different options.
03:36So None, we just have zero points created in between the individual points that
03:42were used to create the Spline object.
03:45As we go through, you can see Natural sort of naturally spaces them out.
03:49Uniform is very specific.
03:51Each intermediate point is actually at the exact same distance from the next.
03:57When we go to Adaptive, it actually creates more points the sharper the curve gets.
04:01I will go ahead and close my Help menu.
04:04Change Adaptive to Uniform, and now you notice our error has actually
04:09disappeared, and if you increase the number of points in the Uniform, notice you
04:14can actually get a more defined geometry.
04:16Let's go ahead and crank that back down to around 12, and pull back out and
04:21re-center our object, and press Render.
04:24And you notice now we have a slightly better render of this scene.
04:28I am still having a slight problem with the sharpness of this one edge here.
04:33When I render it, there is a slight error that's happening there.
04:36But for now, that's actually pretty good.
04:39Let's go ahead and continue extruding the other parts of this model.
04:42Select the InOut Spline object.
04:44Again, hold down Alt or Option on your keyboard and choose Extrude NURBS.
04:49Now with this extrusion applied, let's just move the object out a little bit, so
04:54it pops out from the BigOut outline.
04:57We can go back through these Extrude NURBS and change the Caps to a Fillet Cap
05:01and make some different adjustments.
05:04But for right now, I am fine with just leaving it as the Cap.
05:07Let's go ahead and extrude our main letters.
05:09Hold down Alt or Option again.
05:11This time, choose Extrude NURBS, and you'll notice nothing happens.
05:15Well, even if you move the geometry out here, nothing is happening.
05:19Notice the geometry is just out there.
05:22The reason nothing is happening is when you use a grouped set of Spline objects
05:27like this, with Extrude NURBS selected, if you go to the Object section in your
05:32Attribute Editor, you want to select Hierarchical, and this will now apply that
05:37extrusion down through each individual Spline object.
05:42Let's go ahead and move that back a little bit and press Render, and you notice
05:46now we have kind of a funky looking title.
05:48We can finish this off by adding some Materials, which I will do really quickly.
05:53Let's go under File, and choose New Material, and we will just change the color
05:58of that Material over to green.
06:01Let's apply that green to the BigOut Extrude NURBS.
06:05Wow, kind of electric.
06:07And then we can just quickly, if you Ctrl+Click and drag, create a new
06:12Material in Material 1.
06:15Let's change that color to kind of a yellowy-brown color.
06:23Drag that Material on to our InOut Spline object.
06:26And lastly, we can go ahead and create one more Material here, and change
06:29the color over to white, and we will just add that to our Extrude NURBS recycle text.
06:36Now, there are some other tips and tricks to texturing Spline objects that have
06:41been extruded, and we will definitely cover those in the Material section.
06:45But for now, you know how to import and create extruded geometry
06:48using Illustrator files.
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Troubleshooting extrude NURBS
00:00Sometimes, when you extrude a Spline object in CINEMA 4D, you will end up with errors.
00:04Now, I would like to use the example from the last video, keeping in mind one thing.
00:08The problem with doing troubleshooting videos is the fact that I can
00:11troubleshoot this specific model, but that may not necessarily fix your model or your situation.
00:18So in this video, I am going to go through a couple of different techniques, a
00:21different options to look at that hopefully can be a solution for you, but at
00:26least, you can actually have some basis to start troubleshooting your own model issues.
00:31All right.
00:33So if we zoom in on the model here, you will notice at the sharp point when I
00:38render this, I am getting this sort of error.
00:43This just has to do with the thickness of this half circle and the sharpness of
00:47this individual angle.
00:48There are a couple of ways to troubleshoot this.
00:51So first off, we will just start with the Extrude NURBS themselves and actually
00:55look at the geometry.
00:57With our Extrude NURBS object selected, if we go down to the Attribute Editor,
01:01under Caps, we have a type of geometry that's actually being used to create the
01:05extrusion, and that's N-gons.
01:08So one thing you want to try and do when you create your 3D models is actually
01:12have really clean geometry.
01:14So if I change this to Triangles, you'll notice we get all this striation that's
01:18going on to create this screen object.
01:21Now, so I can see things better, let's go ahead and turn off the visibility of
01:25our other two Extrude NURBS.
01:26I am just holding down Alt or Option as I double-click the top circle to turn
01:31off both the visibility in the Editor and the Renderer.
01:34Now, to get back down to the geometry type, let's change this to Quadrangles,
01:40and select Regular Grid.
01:43And this way, we will get a little bit more clean geometry.
01:46We still have some of these triangles right around the edge here trying to deal
01:50with these curves, but this already, to me, is looking a little bit more clean.
01:55Now, we still haven't fixed this issue.
01:58So what we are going to be looking at is the interplay between the actual
02:02geometry of the model itself, the settings of your Spline objects' Intermediate
02:08Points, and the settings you used to create the different Caps.
02:13So with Quadrangles and the Width set to 10, let's go ahead and change the
02:18number of Intermediate Points that we used for this Spline object.
02:22And you'll notice, as I bring this down, I am slowly fixing this error. All right.
02:29Well, when I get this down to 3, let's go ahead and render and check it out.
02:32That actually looks pretty darn good.
02:35Now, that appeared to fix this problem for this specific model, but let's look
02:41at some of the other settings that we could have tweaked.
02:43I am just going to change this back up to 12 for right now, so we can look
02:46at another setting.
02:47A lot of times, if it's not important whether the geometry changes or not, I
02:52will just check Constrain, and you notice that appears to have fixed the issue, as well.
02:58Just a little bit of fuzziness there, but it's significantly better.
03:02Now, if you have to not use Constrain, then you can go back to the
03:07troubleshooting technique of changing the Intermediate Points, Interpolation
03:12and/or the settings under that Interpolation.
03:14So let me go ahead and crank this back down.
03:16We will set this down to 2, and when we render it, you notice at 2, I am
03:21starting to get some bumps here on some of the different curves, and that's
03:25just because there aren't quite enough Intermediate Points to make up a little
03:29more smooth geometry.
03:31Now, another way of troubleshooting things with the Extrude NURBS selected is
03:35changing the size of the Quadrangles.
03:38If I change this up to 20, that gives me less geometry.
03:42Sometimes this is actually a good thing.
03:44When you have less geometry, it means a little bit less time in rendering.
03:47Let's go ahead and press the Render button.
03:50This is actually looking pretty darn good.
03:51Now, other times, if you had a very, very complex shape, you want to actually
03:56change the width of the Quadrangles down to, let's say, 5.
03:59And you notice when I go to 5 here, I am getting very few Triangles along the
04:04edge, and actually, this is probably the setting that I would use to do the
04:08final render of this individual project.
04:11So as you can see, when you Extrude NURBS, there are a couple of different
04:14options you could check, the Constrain options, the type of geometry used in the
04:19Extrude object, and then the Interpolation of the actual Spline object itself
04:26If you go through changing those different settings, I am pretty sure you can
04:29find a solution for your geometry in your specific projects.
04:35
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Creating and arranging text
00:00Creating 3D text in Cinema 4D is pretty straightforward.
00:04Text is created as a Spline primitive, which you can then drop into an extrude
00:08NURBS to create geometry.
00:10Now the MoGraph module can also create text with its own text generator, and
00:14that has some pretty amazing capabilities, but we will cover that in the MoGraph chapter.
00:18For now, let's explore text as a Spline primitive.
00:21I think you'd be pretty impressed with just how flexible text could be.
00:26To create your Text Spline object, go up to your Spline pop-up menu and choose Text.
00:31And in the Attribute window is where we can set our Type.
00:35Now, in the last project, we built a title called Recycle and I have a really
00:39bad tendency to forget to put out my recycling.
00:42So in this video, I would like to type the words, 'today, please', because maybe
00:48this way, I'll actually remember to put on my recycling.
00:51Now you notice when I added this text in here, it hasn't populated the Viewer
00:55in, and if you just click outside of the text box, you'll notice the text
01:00populate your Viewer.
01:01We'll just zoom out here so we can see this little better.
01:05And we have a couple of different options.
01:07We can adjust the alignment of the text left, right or middle.
01:12I like mine in middle so we will leave it there, and you can adjust the height,
01:16which is the overall size of the text.
01:19I'll leave that back at 200.
01:22The Horizontal Spacing actually controls the kerning between the letters.
01:26I will just undo that, and the Vertical Spacing controls the space between the lines.
01:31I will go ahead and bring that to - 28, just so it's a little tighter.
01:35Now this option, Separate Letters, will actually allow you to create individual
01:40letters when you convert this text from a Spline object into a Polygon object.
01:46But let's wait on that just for a little bit.
01:49You can also control the exact plane where the text appears.
01:52For example, if I choose ZY now, you'd notice it's running along the Z-axis.
01:58I'll just go ahead and leave that in its default settings along the X-axis.
02:04Now, to extrude the text, all you have to do is hold down the Alt key or the
02:08Option key if you are on a Mac, and click and hold and bring up Extrude NURBS.
02:13With that key down when you let go, the text has automatically made a child of
02:18the Extrude NURBS object.
02:20So this is the same Extrude NURBS object that we just covered in the previous video.
02:25So with the text extruded let's go ahead and adjust how deep the text is.
02:31I actually think this is extruded a little too far, so let's change this down to about 10.
02:36That will make the text a little more narrow.
02:39Increasing the subdivisions actually adds a little bit more geometry.
02:43If I zoom in here you can see along the extrusion.
02:47Now I don't really need all that extra geometry, so I'll just leave that back at 1.
02:51Go into the Caps section.
02:54Let's add a Fillet Cap, and I want to increase the number of steps just to kind
02:59of round this out a little bit, and let's bring the Radius down just so it's
03:03not quite so large.
03:05The last thing I want to choose is constrain this way the actual size of the
03:09text doesn't change when you add your Fillet Cap.
03:12Now if you find out more about Extrude Objects, you might want to check out the
03:15video on using Illustrator files with Extrude Objects.
03:19We went pretty in-depth in that video.
03:21So we keep going with text here.
03:23Let's go ahead and select our text object and select Separate Letters.
03:28Now with the text object selected, let's convert this into polygons, and you
03:33notice immediately, we lose our geometry.
03:36We can fix that by selecting our Extrude NURBS object and under Object
03:41choose Hierarchical.
03:43This slows the Extrude NURBS process down through all of the geometry in the
03:47newly created group of letters.
03:50Now since we have that Separate Letters option selected, notice Cinema 4D
03:54actually created a Spline for each individual letter, and you notice it added
03:58the control handles perfectly placed on the baseline, right next to each Spline object.
04:04So, now with the Move tool, I can go ahead and move each individual text object
04:09just by clicking on each letter and dragging on the different axis handles.
04:14Now as I rotate around the Viewport, notice I am positioning the letters in
04:18three-dimensional space.
04:19I am just going to undo that
04:26Now, there is another way to arrange each individual letter and that's using
04:29the Arrange function.
04:30But before we get started, let's create a Spline to arrange the letters on.
04:35Let's go to the top view and create a B-Spline.
04:39We will just start in the left side of the screen, clicking once, and we'll
04:43go back towards the Z, and then click over towards the X, and now we have a
04:48nice curved Spline.
04:52We'll rename this Layout1.
04:56Now, we are all set to arrange each individual letter.
04:59Let's jump back into our Perspective View and select all the letters by clicking
05:05on the first letter and Shift+Clicking all the way through the question mark.
05:09Now, with those selected, go up under Functions and choose Arrage.
05:16And let's change the Select mode to Along Spline, since we want to arrange these
05:21letters along this back Spline, let's choose Layout1 by clicking and dragging
05:26while holding down the mouse button.
05:28Drag Layout1 into the Spline drop well.
05:31When we let go, now we know Layout1 will be the Spline used to layout the text.
05:37And there are a couple of options.
05:39Now, I am going to disable the Y option because I don't want the text to
05:43actually move up and interfere with the word, today.
05:46Let's go ahead and deselect Y, but I do want the text to move on the X and on
05:51the Z. The Z is obviously the depth and X is left and right across our Viewport, here.
05:58We can enable different things, like Scale and Rotation.
06:02Let's go ahead and just enable Rotation and click Apply, and you will notice the
06:06text has changed its layout.
06:08Unfortunately, the alignment was off when we enabled Rotation.
06:12Let's go ahead and change it to +X, and now you notice our text has changed its position.
06:18If I pull out and rotate around the scene, you'll notice the please text has now
06:23moved right along the Spline.
06:26Now, if you make a change to this Spline this isn't linked directly to the
06:31text, so if I go ahead and grab my Move tool and using my Point tool here
06:37select the middle point, oops!
06:38Let me rotate around here so I can actually select that middle point.
06:42There we go, and drag the Spline back.
06:45You notice now the text is not linked up.
06:49It's easy enough to rearrange the text.
06:52Just reselect your letters, and under the Most Recent tools options let's
06:58choose Arrange, and click New Transform, and it will automatically compute a new transform.
07:05But you notice it kept the last Arrange option.
07:09So, as you can see, creating text in Cinema 4D is pretty straightforward and
07:13easy, but with some more quick functions like Arrange, it opens up a whole host
07:18of options when you are ready to lay things out.
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Using Sweep NURBS objects
00:00Sweep objects are a lot like Extrude NURBS, but with more control.
00:04You have one spline that creates the profile of the extrusion.
00:08Then you have another spline that actually creates the path that that extrusion
00:12will travel along, thus creating your Sweep object.
00:15So let's get started by creating a basic Sweep object, a vine.
00:20Change to the Top view and grab your B- Spline tool from the Spline pop-up menu
00:25at the top of the screen.
00:27Just click up and down over your X- axis to create a nice curved spline.
00:32I chose B-Splines because it automatically rounds out these curves.
00:36Once you're done creating your B-Spline, press Enter on your keypad to set it.
00:41Now let's go back to the Perspective view to create the profile shape.
00:45Let's just use Circle from the Spline pop-up menu.
00:47Now, I think the Radius is high, so let's change that down to around 20.
00:53Now, we are ready to create our Sweep object.
00:56Click and hold on the NURBS pop-up menu and choose Sweep NURBS and there is
01:01a specific order you need to pay attention to as you add your splines to your Sweep NURBS.
01:05The first spline you want to drop in is the Path spline, making sure the arrow
01:09is pointed down when you drop the spline over the Sweep NURBS.
01:12Now, let's add our profile curve.
01:15Just click-and-drag the Circle the same way you did the spline, and now you'll
01:19have a nice shaped vine.
01:21If you go ahead and press Render, you can see it sort of just looks a plastic
01:26pipe right now but it's going to get a little closer here in a second.
01:30Select your Sweep NURBS object and you notice we have some pretty dense geometry.
01:34Now, this is a NURBS object, so since we are in NURBS, let's change our display
01:40setting from Wireframes to Isoparms and change your shading from Gouraud to
01:46Gouraud Shading with Lines.
01:48Now, when we look at our Sweep NURBS Options in the Attribute menu, notice the
01:52first option is Subdivisions.
01:54If we crank that up, that just adds a little bit more geometry along the Sweep object.
02:00Again, if we go and Render it, it's going to look the exact same way it did in the past.
02:05So let's change this to make this look a little bit more organic.
02:07With your Sweep NURBS selected, let's look first at the End Scale.
02:12If we change this number down to zero, as I repositioned on the screen here,
02:16you'll notice when I Render, now we have a much more organic looking shape.
02:20Now we have an End Scale option here, which is set to zero, but there is no start scale.
02:25So I can't scale that end unless I go to the Detail section.
02:30If this isn't already opened in your project, click the little triangle to the
02:33left of the word Details, and you'll notice we have two graphs controlling the
02:37Scale and the Rotation.
02:40So let's drag the left handle here down and you'll notice on the left-hand side.
02:45We now have the scale happening.
02:47And since we had End Scale left at zero, we still have the original setting from earlier.
02:52Let's go ahead and Render this and check it out.
02:55That is starting to look a lot more like a vine.
02:57But you see you can have a more clear understanding as to this graph.
03:00Let's make some changes.
03:02Click in the center point and drag up and then click on your end spline and drag
03:07down, and you'll notice the curve of this graph determines the scale of your
03:13Sweep NURBS and the graph works from to right.
03:16So, if we add more points in here and adjust the scale just by
03:20clicking-and-dragging, you notice now we can start wide, and get skinny,
03:24get wide, and skinny.
03:26You get the general idea.
03:28To reset the scale, go ahead and right- click and say Reset to Default and just
03:32drag the left handle back down to the bottom.
03:36So there you have it, a basic Sweep NURBS object.
03:39Now, I want to show one of the other options available when you're using Sweep
03:43NURBS and that's the use of a rail spline.
03:48Now, a Rail Spline requires a third spline in this object and to better
03:53illustrate this, we are actually just going to create a whole new object.
03:56So let's turn off the Visibility.
03:57I am holding Alt or Option and just clicking twice to turn off the visibility in
04:02both the Editor and the renderer.
04:03You can go ahead and collapse our original Sweep NURBS and now even if we hit
04:08Render, our scene is blank.
04:11So now, let's create our Sweep NURBS with the Rail Spline.
04:13Let's get started by creating our Path spline.
04:17So let's switch to the Front view and so we can see how rail splines work.
04:22Let's create two splines.
04:24Go to Spline Object pop- up menu and choose Bezier.
04:27Let's create two straight lines.
04:31I will just create one in the left over here by clicking and going down the
04:34bottom and clicking and press Enter on your keyboard to set the spline.
04:38Let's grab the Bezier tool again and repeat the process, making sure to press
04:44Enter on the keypad to set the spline.
04:46Now let's rename our splines.
04:48We call Spline 1, Rail.
04:51That's our new spline that we are going to use in our Sweep NURBS object.
04:55First one, we can just call Path, just like the previous version.
04:59Now, we need to create our Profile spline.
05:02So now let's go back to the Perspective view and under the Spline pop-up
05:05menu, choose Circle.
05:07The circle is a little large, so let's change the Radius to around 100 and the
05:12object we are actually going to create is a leaf, which may seem kind of strange
05:17for a Sweep NURBS but I think it is a great job of explaining how rail splines
05:21work within Sweep NURBS.
05:23So let's create an Ellipse and this is going to create the profile of our leaf,
05:29once we actually create the Sweep NURBS object.
05:32So change the Y Radius down to around 20.
05:35This way it will be a little bit more flat when we add it to our Sweep NURBS object.
05:39So now we have our Path, our Rail spline and our Profile.
05:44Let's go ahead and rename Circle actually Profile and create our Sweep NURBS object.
05:51Now, just like the last time, you start with the Path spline and then you add
05:56the Profile spline and you notice immediately, we have some geometry that's been created.
06:04Now let's add the Rail Spline.
06:06If you just drag and drop it right in, Cinema 4D gets a little bit confused
06:10because it's expecting to see the Profile as the topmost spline.
06:15So to change this, let's drag the Rail spline down to the bottom because the
06:19hierarchy in Sweep NURBS is the Profile spline on top, the Path spline next and
06:24the Rail spline last.
06:26So now with everything setup properly, let's select our Rail spline and make
06:31sure to use the model tool and with the Move tool selected, let's move the
06:35spline and as you can see, the spline is actually determining the scale of this object.
06:42As I move it, notice the scale is actually changing.
06:46Now if I rotate this object by clicking-and-dragging in my Rotation Band,
06:52you'll notice here that the spline is actually causing a distortion in the
06:56Sweep NURBS object.
06:58If we select our Sweep NURBS here, you'll notice we have Use Rail Direction and
07:03Use Rail Scale selected automatically.
07:06Now let's make sure our Rail profile is actually rotated back to zero, and let's
07:12get the basic shape of our leaf.
07:14I will just grab the Selection tool so we don't have those rotate handles up
07:19there and grab the Sweep NURBS object.
07:23Now if we go to the Object section under Details, if you're not seeing this,
07:28make sure that that's expanded.
07:30Let's go ahead and change the first point of scale down and now let's
07:35click-and-drag up in the middle and you'll notice this is actually doing
07:39absolutely nothing to this object, and that's because we don't have any geometry
07:44in the cross-sections for this spline to be able to bend.
07:48So we need to actually go to both the Path spline and the Rail spline and change
07:54the Intermediate Points.
07:55So let's start with our Rail spline and change the Intermediate Points to
07:59Subdivided and do the same for the Path and now you notice we have some smooth geometry.
08:06If we go back to our Sweep NURBS object, now we can go ahead and scale down
08:11the other end, and now we are getting something that looks a little bit more
08:14like a sort of Aspen leaf.
08:17Let's pinch down the very first scale, almost to the bottom.
08:20Don't go all the way down because if you do, notice it flattens the object out,
08:24just really, really close, and click on the middle and let's adjust this so this
08:29actually has a little bit more of an Aspen leaf-type shape
08:37Okay, now it's not really getting quite as wide as I would like, so let's grab
08:42our Rail spline and drag it out.
08:48So now we are getting much closer to the actual shape of a three-dimensional,
08:52sort of puffy, but three-dimensional leaf.
08:56Typically, leaves have a spline that goes along the back of them.
09:01So let's go ahead and add that to our Sweep NURBS object.
09:04We can do that by changing the Profile.
09:07So select the Profile spline and let's turn off the visibility for our Sweep NURBS.
09:13Now, drag the Profile spline out of our Sweep NURBS so we can go ahead and make some changes.
09:18Press O on your keyboard with the Profile selected and it will frame up quite nicely.
09:23Now, let's switch to the Front view.
09:26Again, I am going press O on my keyboard and in order to get points to edit
09:31here, we need to actually convert the object.
09:33So, press the Object Editable button or C on your keyboard.
09:38Now with the Move tool selected, and the Profile selected, we should be able to see our points.
09:43But it's really important to make sure that we have the Use Point tool selected,
09:47so we can see the points on our spline.
09:50Now, I want to select this topmost point, but sometimes this happens where the
09:54handles overlap the point.
09:55So just quickly click on a different point and let's select this point here.
09:59Now, if you right-click anywhere in the scene, choose the Chamfer tool and this
10:04is going to actually create two points out of one.
10:07So if you just click-and-drag with the Chamfer tool selected, we are
10:11creating two points.
10:13So we will just drag that out just a little bit, and let go off of your mouse
10:17and now click-and-drag again and we will create two more points.
10:22Now we have four points created.
10:24Let's go back to our Selection tool and click off of the spline and let's just
10:28go ahead and reselect these two points.
10:32Now with the two point selected, just move them up a little bit and this will
10:35create our bump for our leaf.
10:38So drag the Profile spline back down into the Sweep NURBS and turn on its visibility.
10:44Let's go back into the Perspective view and zoom out and rotate around and sure
10:51enough, we have a spine attached to our leaf.
10:54If we go ahead and hit Render in the scene, now you can see we've created kind
10:58of an organic shape using Sweep NURBS and a Rail path.
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Using Lathe NURBS objects
00:00 If you've ever taken woodworking or shop class, hopefully you've got some
00:03 experience with the lathe machine.
00:06 Lathe objects in Cinema 4D work in the same fashion.
00:09 All you've to do is create the profile of your model and Lathe objects will spin
00:13 that around to create a cylindrical object.
00:16 It's a fast easy way to create things like table legs or baseball bats, wineglasses.
00:22 You get the idea.
00:22 So let's get started by creating a basic wineglass shape.
00:27 Let's switch to the Front view, and since a wineglass is a pretty organic shape,
00:31 let's create the profile from the B- Spline, in the Spline Object pop-up menu.
00:34 Let's zoom-out so we have a little bit more room to create the object.
00:40 Now, it's important to understand when you create Lathe objects that they
00:43 spin around the Y-axis.
00:45 So when you're creating your first and your last points, you want them to be as
00:49 close to the Y-axis as possible.
00:51 Let me go ahead and click my first point and then create a basic glass shape
01:03 And it seems like no matter how much room I use, I always want to create more.
01:10 And there we have it, the most ridiculous looking wineglass ever. But, don't worry.
01:14 If you want to go back and change some of the points, select your Move tool and
01:17 just select that point and tweak your spline object
01:30 So as you can see, I could probably sit here all day and continue tweaking this,
01:34 but that won't teach you lathe object, so I'll just go ahead and stop for now.
01:39 Let's go back to the Use model tool, select our spline object and move it
01:44 back up in the scene.
01:46 So now we're ready to actually create our lathe object.
01:50 Hold Alt or Option on your keyboard and in the NURBS Object pop-up menu,
01:54 choose Lathe NURBS.
01:55 Now you see some thing is happened.
01:59 If we go back to our Perspective view and press O to frame the selected object,
02:04 you'll notice we have our wineglass.
02:06 Let's go ahead and press the Render button so we can check it out.
02:08 Now if you rotate around to the bottom here, you might notice there's a tiny little point.
02:15 Well that's actually a hole that's been created because I didn't quite get the
02:20 first point right on the Y-axis.
02:22 The easiest way to fix this is by selecting your Spline object and go to
02:26 the Structure tab and under the Structure tab make sure Point 0 on the
02:32 X-axis is actually set to 0.
02:34 And now we have a perfectly closed Lathe object.
02:39 Let's look at the last point as well.
02:41 If we go ahead and spin around here really quickly, you'll notice if I deselect,
02:45 I have a hole there too.
02:46 It's kind of hard to see but if I zoom in, there you can see.
02:51 So again, to fix that, we'll select our Spline object and in the Structure menu,
02:56 go down to the X and let's change that to 0.
03:01 So now that we've changed that, let's deselect and zoom back out.
03:07 Now this is looking pretty good but if I hit Render, you'll notice there are
03:10 some jagged edges that have come up here and that's actually an easy fix.
03:14 If you go ahead and select your Lathe NURBS object, there is an option for Subdivisions.
03:19 If you just go ahead and crank that up, that'll give you more geometry, so when
03:22 you go to Render, you'll have a nice smooth glass.
03:25 Now there is one last thing I want to show you with Lathe NURBS and it's
03:29 pretty interesting.
03:30 If you select your Lathe NURBS object, there is this option for Movement.
03:34 What this does is it allows you to spin around objects but create things like
03:39 seashells or I don't know, a pigtail or curly cues. You get the idea.
03:44 If I crank up Movement here, you'll notice that it'll actually spin this around
03:50 and move up as it's spinning creating kind of a corkscrew shape.
03:55 Let me just type in like 800, and you see now we have this pretty neat organic
04:02 shape, but it's kind of neat to understand you can actually lathe an object
04:07 more than 360 degrees.
04:09 If I go ahead and crank this up to, let's say 800, now you'll notice I am
04:14 starting to get something that looks a little bit more like a seashell.
04:18 Now we could sit here and tweak our profile spline and make some adjustments
04:22 and I am pretty sure you could see how quickly you can end up creating an
04:26 object, like a seashell.
04:27 So while Lathe NURBS are great to create any basic cylindrical object, like the
04:32 wineglass, as you can see with Movement on your Lathe objects, you can create
04:36 some pretty complex shapes from screws to seashells.
04:41
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Using Loft NURBS objects
00:00I like to think of loft objects as an interesting way to model with the basic
00:04skeleton of an object.
00:05Then you can wrap it with your loft, kind of like early airplanes had a
00:09basic wood skeleton and then they were wrapped with fabric to actually
00:13create the wings and such.
00:14So, that's exactly what we're going to do.
00:17Create the skeletal structure for a wing and wrap it using a Loft NURBS object.
00:22Since I want the wing to lay across the scene, let's get started by switching
00:25to the Right view and we can start with the Circle spline object from the
00:30Spline pop-up menu.
00:33Now, with the Circle selected in the Object Manager, go to your Attributes and
00:36change the object to an ellipse by selecting the Ellipse option.
00:39Now, let's change the Radius down to 20.
00:43This is giving us a good basic structure to create the profile of the wing.
00:47To take this further, we need to convert the object by pressing C or clicking
00:51the Make Editable button.
00:54Now, we want to make sure to use the Point tool and now we can see our points in our object.
00:59Let's get started by selecting this top object.
01:01Now, sometimes, when you have points directly underneath your handles, it's
01:05easier just to quickly select another point and then select the point
01:08you're looking for.
01:09Let's move this top point forwards just so we have more of that typical wing structure.
01:13Then, we'll grab our bottom point, move it slightly backwards and up so we have
01:18a little bit more of that wing shape.
01:20Now, I want to add another point.
01:22So let's go ahead, making sure the Move tool is selected, and pressing the Ctrl
01:26key to click and add a point on our spline.
01:29Let's so ahead and drag that down so we get a little bit more of that air foil shape.
01:34Now, this endpoint still isn't quite sharp enough, so let's go ahead and select
01:39the endpoint and I am going to zoom-in here, just so we can get a little closer
01:43to our handles and drag our handles down just a little bit. Here we go.
01:48I didn't want to just change it to hard interpolation because sometimes when you
01:52snap the handles completely straight and you have that sharp edge, it's a little
01:56too sharp and you'll get some strange texturing here.
01:59So now that we have our profile set, let's switch back to the Perspective view
02:03and grab our Use model tool.
02:07Now we can create more splines to create the profile of our wing.
02:11Let's get started by duplicating the spline in the Object Manager.
02:15Hold down Ctrl, click on your spline and drag up and let go.
02:20And now we have a spline copy.
02:22Let's go ahead and move that to the left.
02:24I am going to zoom out a little bit more and rotate around the scene and
02:29repeat the same process.
02:31Holding down Ctrl, I'll drag the copied spline up.
02:34And now, I have a third spline.
02:37And I could continue adding more and more profiles, as I needed more detail in
02:42the wing, but for right now, three is plenty.
02:44So let's go ahead and make some adjustments to these profiles.
02:48Since I want the wing to start at one size, get a little bit bigger and then
02:52scale down towards the end, I am going to ahead and scale this last profile on
02:57Z-axis to make it small.
02:59Select the Scale tool and just click right on the Z-handle and let's drag
03:04it back to the left.
03:05Now this has gotten a little distorted, so I'll squash it back down again, just
03:10by scaling on the Y-handle. All right.
03:13Let's grab our middle spline here and just scale that out a little bit and
03:19again, I'll scale this up just so we have a little bit more dimension to it.
03:24And now I think we're good to actually create our wing.
03:28That second one might be a little big yet, but we'll see.
03:32Go up under the NURBS pop-up menu and choose Loft NURBS.
03:35Now, I just happened to create these three profiles out of the same profile,
03:40but you can have different profiles if you want to create a different looking object.
03:44So let's get started by dragging our first spline into the Loft NURBS.
03:48Then we'll drag our second spline in and you notice the loft is already
03:53starting to happen.
03:54When we drag our third spline in, now you can see we actually have the start of our wing.
03:59Now I can go ahead and center up the wing here, grab the Move tool and you can
04:04still select individual splines and make adjustments.
04:07So I'll grab our last spline here and move it towards the back.
04:11And now, we actually have a pretty darn cool wing shape.
04:15If we go ahead and zoom in on the end here, you'll notice I do have a cap on
04:20the end of this wing.
04:21If you select your Loft NURBS, we have Caps here and I could change this to all
04:27the other different Cap options that we've covered pretty extensively in the
04:31rest of this chapter.
04:32So for now, I'll just leave it on that main Cap.
04:35We'll go ahead and rotate around here and you can see I also have a cap on the other end.
04:43So let's Render to see what it looks like and as you can see we've created a
04:48pretty nice straightforward wing profile using Loft NURBS.
04:52Loft NURBS are a great way to create organic models easily just by creating some
04:57key profiles of your shape using Spline objects.
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3. Modeling with Polygons
Introducing polygon modeling
00:00You might be asking yourself, what exactly is a polygon?
00:03Well, it's nothing to be afraid of.
00:05They're flat objects made up of points joined together by edges to create a face.
00:11It only takes three sides to make a polygon and those are called triangles.
00:15Four sided polygons are called quadrangles and more than four sided polygons
00:21are actually called N-gons, kind of like an algebra where an N stands for any other number.
00:26Now let's look at a few, so I can better show you exactly what I mean.
00:30The easiest way to create a polygon object in Cinema 4D is to start with one of
00:35your primitive objects.
00:37Let's get started by creating a sphere.
00:39And you notice this primitive object is actually made up of four-sided faces.
00:43But it's not actually a polygon until we press C or click the Make
00:48Object Editable button.
00:50Now that we've actually converted this into a polygon, you'll notice it's
00:54actually changed the icon.
00:56Let me undo that and then Redo so you can see the change that's actually
01:01happened in your Object Manager.
01:03This is the symbol for a polygon.
01:05Now with the polygon object selected, I can move it around using the model
01:10tool but actually if you go now to Use Point tool, notice I can click on these different points.
01:16Let me zoom-in a little bit more so I can show you what I am talking about.
01:20If you press Shift as you click around, you can select more than 1 point.
01:25The reason you'd want to select these points, you can actually go ahead and move
01:28these around using your control handles to create some different shapes.
01:33Now with polygons, you can select points but you can also select edges using the Edge tool.
01:41And if you click and drag with your Live Selection, you can select more edges
01:46but you can also select faces using the Polygon tool.
01:50Now if I click and drag, I am selecting the faces of the polygon.
01:55Now it's really important when you're using the Live Selection tool to pay
01:58attention to one setting.
02:00Let's select the Live Selection tool and then our Attribute Editor over here,
02:04take a look at this one parameter, Only Select Visible Elements.
02:09Notice when I clicked and dragged here, I selected a bunch of polygon faces.
02:13Since I had Only Select Visible Elements selected, it didn't select any of the
02:19other faces on the other side of the polygon object.
02:22To show you how that can happen, let's go ahead and deselect Only Select Visible
02:26Elements and click and drag to select a bunch of faces.
02:30Now as we rotate around you notice these faces that were behind our
02:34selection also got selected.
02:37So, this is a parameter you want to make sure to pay attention to as you're
02:41making your changes and selecting different things in your polygon object.
02:45Now one of the last things I want to show you about polygon objects is this
02:48thing called Normals.
02:49And in order to view Normals in the scene, with multiple faces selected, let's
02:53go up under the Edit menu and choose Configure.
02:57Now if I chose Configure All, I'd be configuring all the different viewports.
03:01I only want this to pop-up in the Perspective viewport, so I just chose Configure.
03:06Now in the Attribute Editor select the Tinted Polygon Normals box and now you'll
03:12notice I am getting these little lines that come out.
03:14These lines actually show us the direction that the polygons are pointed.
03:19So if I select just one face, you'll notice the normals are determining the
03:25direction your control handles are pointing.
03:28The reason I point this out, as you move through polygonal editing sometimes
03:33you'll delete faces and replace faces.
03:36And when you do that on occasion, the normals will get flipped around.
03:40So, unless you have Tinted Poly Normals selected, you may not necessarily
03:45see that error happen.
03:46So typically when I'm modeling with polygons I like to have this selected, but
03:51you know, again, its personal preference.
03:53So now that we know a little bit about polygons, it's important to understand
03:57that polygonal modeling is like modeling with clay where you push and pull your
04:01different faces, edges and points around to actually create your object.
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Using Extrude
00:00If you haven't heard me say it before, Polygon Editing is a lot like working with clay.
00:04There is a lot of pushing and pulling used to create different 3D shapes.
00:08An Extrusion is the easiest way to push and pull your objects while adding
00:12geometry to your basic shape.
00:13We will get started by creating a simple stylized video game Go Kart based on an
00:18old-school mining cart.
00:21Go up to your Primitives pop-up menu, and let's choose Polygon, and let's change
00:25the Width to 300 and the Height to 400.
00:30This will be our basic shape where we will actually start to Extrude
00:36this polygon upwards.
00:39Now if I converted this polygon right now, you notice we are not seeing
00:43any white lines here.
00:44That means there's no geometry.
00:46Therefore, what we need to do is actually add some segments.
00:51Let's add five segments into here and now our Polygon Primitive is ready for
00:57conversion to an actual polygon object.
01:00Go and press C on your keyboard or click the Make Object Editable button.
01:04Now, let's look at one of the more commonly used tools in Polygonal
01:08modeling, and that's Extrude.
01:10Under the Structure menu go down and choose Extrude.
01:14Since we don't have anything selected, if we just click and drag anywhere in
01:20this scene off of our object all the Polygon faces are automatically selected.
01:24Therefore, as I drag upwards, I'm now creating three-dimensional geometry.
01:30Now you notice there is no divisions vertically along this extrusion.
01:35Well, in the Subdivision section of your Extrude go ahead and crank that number up to 4.
01:44Now we have a geometric shape but you notice as I move down underneath the cart
01:48here there is no bottom.
01:50So make sure Create Caps is selected.
01:53This way, when the extrusion actually happens, the base is actually capped.
02:00Now we have a truly three-dimensional object.
02:03Now let's grab our Live Selection tool and explore one of the other options.
02:07Let's move our model down so we can better see the top part.
02:10Now what I would like to do is actually bore out the center of this and push
02:14this whole section down, so we actually create the inside of the cart.
02:19Notices as I move this down the edges of the polygon object actually have no depth.
02:25This is where Extrude Inner comes in, just go ahead and undo that and go back up
02:31under your Structure menu and this time, choose Extrude Inner.
02:35With Extrude Inner selected, it's really important make sure Preserve Groups is checked.
02:40Therefore, when we click Apply you notice we've actually created a little sharp
02:46edge here, so when we move this down there is some sense of dimension.
02:51Now it didn't quite work because we didn't have enough subdivisions.
02:57Let's just undo that last Extrude Inner and adjust the Offset to about 10 so we
03:02can see things a little more easily and we will add another subdivision.
03:06Now when we click Apply let's look at the edge of are polygon object.
03:13Notice we have a thicker edge and once we move these faces down, I have
03:19something that looks a little bit more like what I was looking for.
03:23Now I am just going to undo one more time, so you can see what would happen if
03:28we didn't have Preserve Groups checked.
03:31If we deselect Preserve Groups and click Apply notice I've actually added my
03:37Extrude Inner to each individual face separately.
03:41So it's really important when we are creating this to go ahead and make sure
03:46Preserve Groups is checked and click Apply.
03:49Now all we have to do is just move the faces down, and if you grab the
03:52Control Axis, you can go ahead and push that down towards the bottom of your polygon object.
03:59So let's zoom out here and now you can see we've quickly and easily created the
04:04base structure for our Mining Cart.
04:07As we continue to move throughout the rest of this chapter and the next, you'll
04:11see this model come more to fruition, but for now we thoroughly explored
04:15Extrude and Extrude Inner.
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Adding detail with Bevel
00:00So we are continuing on building the model that we started at the beginning of this chapter.
00:06And we are going to add a little bit of detail to the edge of our model
00:09using the Bevel Command.
00:11So select the Polygon in the Objects Tab and let's go ahead and rename this Body
00:15for the body of our Go kart.
00:17And as you can see we just have a series of polygons that made up this kind
00:25of Go Kart bucket like structure, and right now what we want to do is soften
00:31this edge of the cart.
00:34Let's go ahead and select just that top edge.
00:38Now it's being little bit problematic because my Live Selection Radius is set here to 10.
00:43If we set that to 5, we can click up here it's a little bit better, there we go.
00:49If you want to select everything all around the top it's easier to go up under
00:53Selection and actually choose Loop Selection.
00:57Now you notice as I roll over my geometry it's creating different loops for
01:02me to possibly select.
01:04If you move your mouse right over the left corner down here and click, now I
01:08have selected the entire face.
01:10So now, we are ready to use our Bevel.
01:13Go up to Structure and choose Bevel and if you just click and drag anywhere in
01:18the scene, we are automatically adjusting our bevel.
01:22And as I drag to the right and drag to the left, notice the parameters changing
01:27in our Attribute Window in the lower right corner of the screen.
01:30Now unfortunately this is causing a bit of an error.
01:34If we go ahead and render here you'll notice I'm getting this strange shading
01:39and what's happening is a shading error and that's happening because the angles
01:44here are a little bit too sharp for geometry.
01:46So let's go ahead and undo that right now and I think we have probably be better
01:50off rather then applying the Bevel to the face applied to each edge.
01:56So, a quick way to change selections when you have a bunch of faces set, so go
02:01up under the Selection option here and choose Outline Selection.
02:06Now all we have to do is position our mouse and I am going to make sure both
02:10edges are selected just by moving my mouse ever so slightly up here and when I
02:15click, now it's going to outline the Selection that I had.
02:18We will go back to Bevel tool under our recently used pop-up menu here in
02:22the top, choose Bevel.
02:25Now instead of clicking and dragging, I just want to change a couple of
02:28different options here.
02:30Let's change the Inner Offset to 3 and click Apply.
02:34Well we are still getting that same error.
02:37Let's undo and increase our Subdivisions to about 2 and notice when we click
02:43Apply it's kind of hard to see, but as I roll my mouse over here you can see I
02:48have some more subdivisions.
02:49Let me zoom in here so you can see that a little bit better.
02:52But again, we're still having the same errors here and this is still a
02:57rather sharp selection.
02:58So, under Type let's change it from Linear to Convex, and now you'll notice as I
03:05move around here we have a much nicer bevel and if I actually move out and orbit
03:11around and render the scene, you notice it actually looks pretty good.
03:16I'm still getting some dark edges right here which again are shading errors, but
03:21think I know another way of fixing that.
03:24Let's go ahead and just grab our Selection tool, so we don't accidentally bevel
03:27something else in the scene and click on her Phong Tag right.
03:33Under the Phong Tag, we have this Phong Angle option and what this does is it
03:38actually helps to deal with shading errors.
03:42It's applying a smooth to the shading of this object and the smooth is not
03:47starting until about 80 degree.
03:49So let's change that angle down to around 30 and now when we go ahead and render
03:54you will notice we are not getting those dark edges.
03:57So sometimes, as you are modeling your geometry, it's really nice to actually be
04:02able to up under the Phong Tag and change that Phong Angle because it'll go in
04:07and actually allow you to fix some rather tight angles.
04:12So, we've applied a Bevel to our face and we applied a Bevel to an edge.
04:17Let's see what actually happens when we apply a Bevel to a point.
04:20I am just going to rotate around here so we see the bottom of our cart.
04:25Select the Geometry in Object Manager and let's make sure we use our Point tool.
04:31Select the lower left point and go ahead and press Shift and select our lower
04:35right point, we are selecting the lower left and right corners of our mine cart.
04:41Now let's go back up under the recently use tools pop-up menu and select Bevel.
04:46If we just click and drag again we're dynamically updating what happens in the
04:50Bevel process and you notice it's automatically added two points in between each
04:56one of these edge points and that's because we have two subdivisions set here.
05:02So, what Bevel does when you apply to a point is actually flatten out the geometry.
05:07Now the downside of this when you do it on a corner, you'll get some random
05:11geometry that sometimes can be rather problematic when you go to texture your object.
05:16Let's just undo that but I wanted you to see exactly what happens when you
05:21apply a Bevel to a point.
05:24So, whether you're trying to flatten things out or round them out, the Bevel
05:27tool is a great place to start.
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Refining a model
00:00So we're continuing on building our go -cart style mine cart here and I want
00:06to get into some of the finer details of refining your model using polygonal editing.
00:12First thing we want to do is add kind of a lip around the top edge of the cart,
00:15just to give it a little bit more refinement.
00:18And the way we'll do that is by using these two edge loops here.
00:23Let's get started by selecting the edge loops.
00:26Go ahead and use the Edge tool, and if we go ahead and click on one of the
00:31edges, that's not quite what I am trying to do.
00:33I want to select the entire thing all the way around.
00:36So, go up under the Selection menu and choose Loop Selection, and select the top
00:43edge loop, and then hold down Shift and select the next edge loop.
00:47So, the first thing I want to do is bring these two edges together, so our
00:52little lip we're creating is a little more narrow.
00:54The easiest way to do that is by using the Scale tool.
00:58Now, since I want them to just go together, let's scale only on the y-axis,
01:02so click right on the y-axis, drag down, and you notice, now we're narrowing out that lip.
01:08And since I want this to be a little closer to the top, let's grab the Move tool
01:12and move them up on the y-axis.
01:14Now that's starting to look a little bit better and we could go ahead and start our Extrude.
01:21Go up under the Structure menu and choose Extrude.
01:26And if you click-and-drag anywhere in the scene, you'll notice extrude with the
01:31edges selected, if I go ahead and zoom- in here, it's just adding more edges.
01:36Notice we had four subdivision sets, so that's why it has added four edges right here.
01:41So, that's not quite exactly what I am looking to do, so just undo and this time
01:47let's select the face.
01:48Under Selection, choose the Fill Selection and go ahead and click the faces.
01:54So, now with the faces selected we're ready to add our bevel.
01:59Since we just used the tool, go up under the recently used tools pop-up menu
02:03and choose Extrude.
02:04And you'll notice we still have the last settings that we used from
02:09clicking-and-dragging.
02:10So, let's reset the values by clicking the Reset Values button.
02:15Now go ahead and click Apply with the default values.
02:18And you'll notice right here on the edge, if I zoom-in, this Extrude has caused
02:24the corner to actually come apart.
02:26And not has to do with this maximum angle setting.
02:29So, let's undo that last setting and change the maximum angle to 91 degrees.
02:34The reason I am doing this, this corner is 90 degrees, so I want the maximum
02:39angle to be 91 before it ignores the extrusion.
02:43So now, since I pressed Enter on the keypad, it automatically applied the extrusion.
02:47If we go ahead and zoom-out here and hit the Render button, you can see, now
02:53it's just added a little bit more detail.
02:55That's pretty close, but I would actually like the Offset to be a little larger.
02:59So, let's change that to 10 and say New Transform.
03:02Now, unfortunately, when I did that, it actually created two extrusions here.
03:07So, let's undo both and leave the Offset set to 10 and click Apply.
03:14Okay, this has started to look pretty close, but there's one more thing I
03:18want to do and that's add definition between the front of the cart and the back of the cart.
03:24And the easiest way to do that, in my opinion, is to just kind of pull the front
03:29of the cart out, so it has a little bit more angle to it.
03:33The way to do that is to go ahead and selected these front faces here.
03:37Let's grab our Live Selection tool and just click-and-drag and you'll notice, as
03:42I rotate around here, it's only selecting the front faces.
03:45So, if I grab my Move tool here, you notice I've added some geometry to the
03:50front of the cart but I haven't actually changed the inside at all and that's
03:55not what I am looking for.
03:56I'd actually like to add some distortion to the front of the cart.
04:00So, let's undo that and grab the Ring selection.
04:04Now, with the Ring selection selected, click up towards the top of your geometry
04:09and you'll notice it's actually gone through and selected a ring, all the way
04:13around the front and the back of the geometry.
04:18This is what I am looking for, as far as, selecting the front part but we need
04:22to deselect all the rest of this.
04:24So, let's go up under our Selection tools by clicking-and-holding and choose the
04:30Rectangle Selection tool.
04:31So, now that I have the right selection tool, let's switch to a view where I can
04:35more easily deselect the polygons I don't want.
04:38So, let's switch to Top view.
04:41It's hard to tell exactly where the front and the back of the cart is.
04:44So, let's go back to Perspective view really quickly and rotate around the scene.
04:49And you'll see, I have the blue z that's popping out of the back part of the cart.
04:54So, let's jump back into the Top view here and we know this is the back.
04:58So, these are the polygons we want to deselect.
05:00Go ahead and hold Ctrl down, since we already have some polygons selected,
05:05this way when we drag our selection box, it'll deselect any of the polygons we select.
05:11And you'll notice, I am having a slight issue.
05:12It's not deselecting these polygons.
05:14Well, the reason it's doing that, Only Select Visible Elements is selected in
05:18our Attribute Editor. So, deselect that.
05:22Now hold down Ctrl and redraw your box.
05:25Now, we've deselected those back polygons.
05:27I am still having problems selecting these polygons, so let's just switch
05:30really quickly to the Live Selection tool, hold down Ctrl and just click on
05:34that one set of polygons.
05:36Now even though I have Only Select Visible Elements selected, I know all the
05:40other polygons are deselected including the one that's directly underneath this
05:44one because I am not seeing any more of the orange-yellow polygons highlighted.
05:50Now, let's jump back into Perspective view.
05:53If we grab our z-axis and just drag out here, you'll notice now we're getting
05:58the distortion I've been looking for.
06:01This looks pretty cool, but I want it to actually be a little bit more of a soft distortion.
06:07This is rather jagged, the way this is setup right now.
06:10So, let's undo that command and rotate around the scene here.
06:16Instead of just moving these faces, I am going to grab the Move tool and
06:20enable Soft Selection.
06:23Now you notice with Soft Selection enabled, I am getting this yellow circle
06:26and that's letting me know how much of this geometry is going to get distorted
06:29as I make my changes.
06:31So, if we drag the radius out a little bit and let go, you notice the distortion
06:35is going to affect a lot more than just this front section.
06:38Let's go ahead and drag that down a little bit here, just so we have the radius
06:43kind of emanating out from the front section.
06:46Now we can go and grab our z- axis handle and just pull out.
06:51Now, when we look at this, it's actually distorting a little too much out
06:55in this lower section.
06:56So, I am just going to undo that and grabbing our Selection tool and deselect
07:02the first two faces and deselect this one edge here.
07:06It's just being a slightly problematic because it's that polygon. There we go!
07:12Now it's still going to distort a little bit because we have this one long
07:15polygon in the back, but I don't think that's going to be too much of an issue.
07:18Let's go ahead and move this forwards again, and I'm still getting a little bit
07:23more of that distortion.
07:25So, I think I can fix this by adjusting the rotation.
07:28If we go ahead and click on the Rotate tool and grab the red axis handle here
07:33and drag it out, now I am getting a crazy distortion, which again isn't quite
07:38exactly what I was looking for because it's distorting back.
07:41So let me undo that really quickly and we'll just undo the
07:46distortion altogether.
07:48So, let's take one last one of this and deselect the back polygon here because I was incorrect.
07:53It is actually causing an issue.
07:54You want to make sure, Only Select Visible Elements is selected and press
08:00Ctrl+Click and that'll deselect that back polygon.
08:03Now, when I move around here, you can see the selection isn't being distorted
08:08nearly as much down towards the bottom here.
08:11And just to play it a little safe, I am going to press Ctrl and deselect this one polygon.
08:15So, now when we pull this forwards, I am just going to get that one
08:20distortion in the top section here and that's actually little bit more like
08:25what I was looking for.
08:26It's just a soft subtle change and if you want this to pull a little bit more,
08:31feel free to choose your Move tool and change the radius or the strength of
08:36your Soft Selection.
08:37But for right now, this is a little bit more what I was looking for.
08:41Just to add a little bit more definition in our polygon object here.
08:46So, when we go ahead and Render this, now you notice I have a little bit more
08:51style added to our body.
08:53Now we're going to take this one step further in the next chapter when we get
08:57into HyperNURBS but for right now, I think we're doing pretty well.
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Creating and saving selections with selection tools and sets
00:00 In this video, we're going to create and save some selections for our mine cart.
00:04 We'll use those selections to apply some different materials.
00:07 So, if you're not familiar with applying materials, you might want to check out
00:11 the Applying Basic Materials video in our Intro chapter for getting started.
00:15 So let's get started by selecting our Body polygon object in the Objects Manager
00:21 and you'll notice I have this yellow area around here and that's letting me know
00:26 Soft Selection is still selected.
00:29 So, go to your Move tool, if you're still seeing this, and deselect Soft Selection.
00:35 Now, let's grab our Live Selection tool and just click anywhere in the scene off
00:39 our objects, so we deselect all the polygons.
00:42 Now the first thing I'd like to select is this upper lip area here.
00:46 I'd like to apply a different color to that upper lip.
00:49 So, the easiest way to do that is to just go ahead and try and click on one of the polygons.
00:55 Now, if you notice, if I just click on one, it's only selecting one, not all the
00:58 ones all the way around.
01:00 So, if we go to our Selection tool, let's choose the Loop selection.
01:04 So, if you notice as I drag around here, I am having a hard time selecting this loop.
01:09 So, let's go ahead and zoom-in a little closer to our geometry and if you
01:12 position your mouse right over the edge corner and click, now I've created a
01:18 selection for this loop.
01:21 Now, I'd like this color to not only apply just to the front of this lip but
01:25 also the top and the bottom.
01:26 You'll notice, as I rotate around here, the only thing selected is the outer face.
01:32 So, it's actually pretty easy to add those other polygons using a command under
01:37 Selection called Grow Selection.
01:40 If we go ahead and click that, you'll notice it has automatically selected
01:44 all the polygons that are neighboring the polygons that we had selected in both directions.
01:49 Notice both the lower and upper polygons are selected.
01:53 So, now that we've our proper selection, let's go ahead and save this
01:58 selection for use later.
02:00 Again, since the Body is selected, we're good to go with saving our selection.
02:03 So, go up to Selection and choose Set Selection.
02:08 And you'll notice this triangle up here, and this is called a Polygon Selection Tag.
02:13 Now in the Attribute Editor, we can go ahead and rename this.
02:16 I'll just call this Lip.
02:18 If you click anywhere outside of that tab, when we go ahead and click back on
02:22 here and you notice the name Lip has been applied.
02:25 So, to check how this selection works, let's go ahead and grab our Live
02:29 Selection tool and just click anywhere in the scene.
02:31 Obviously, we have to have our body selected first.
02:33 So, select your object and click anywhere in the scene and you notice, now I
02:38 don't have anything selected.
02:40 If I click another polygon here and select my Polygon Selection Tag, I can click
02:47 Select Polygons and it'll load the selection again.
02:50 But you notice it doesn't deselect anything else.
02:53 So, it's important to understand, when you have a tag selected, you need to make
02:57 sure none of the other polygons are selected when you load that Polygon
03:02 Selection Tag back up.
03:03 So again, with that Tag selected, let's choose Select Polygons.
03:07 So, as you can see here, we have our nice Polygon Selection saved.
03:10 Let's deselect all the polygons and now I want to add some racing stripes to our cart.
03:17 And I'd like it to actually go around this area and this area here.
03:23 So, this time, under Selection, let's grab the Ring Selection.
03:28 When I choose Ring Selection, it's not only going to grab all the faces on
03:32 the front, but it's also going to grab the faces all the way around the back as well.
03:37 So, let's go ahead and just click in this upper polygon area here and you
03:42 notice as I rotate around scene, I am seeing all the polygons selected all the way around.
03:48 That's perfect.
03:48 That's exactly what I am going for.
03:50 I could save this selection as the left stripe and then save another selection
03:55 for the right stripe, but since I want them both to be the same color, we'll
03:59 just save one selection.
04:00 So, hold down Shift on your keyboard and click the next loop.
04:05 Now, with both of these selected, if we went up under Selection, we are going to
04:08 choose Set Selection right now, a bad thing would happen.
04:12 I'd actually blow away my other selection because you can see this white box here.
04:17 That's letting me know that that Selection Tag is actually still selected.
04:21 So, let's click anywhere else in the Object Manager and reselect our Body and
04:27 you notice, now, that Tag isn't selected.
04:29 So now, we're actually set to go up under Selection and choose Set Selection.
04:35 Let's name our selection here, Stripes.
04:39 So, you notice for each one of the selections we have a new polygon triangle.
04:46 Now we're almost done because we have the different polygon selections.
04:51 Now all we have to do is apply the basic materials.
04:54 So let's make sure we deselect our geometry by grabbing our Live Selection tool,
05:00 making sure the Body is selected and click anywhere else in the scene.
05:04 Now let's create some basic materials.
05:06 In the Materials Editor, at the bottom of your window, choose File and
05:09 choose New Material.
05:11 We will make the cart a dark red color.
05:14 If you double-click, it'll open Material Editor and under Color I can just go
05:18 ahead and drag red up and drag everything else back down.
05:23 There's a nice bright red.
05:24 You can close the Material Editor and just to make things quicker, if you hold
05:29 down Ctrl, click on your Material and drag to the right, and you let go, you'll
05:32 notice you've made a new material.
05:35 Now, with the Material.1 selected, let's go ahead and make this color black.
05:39 I change the color by going to the Attributes section under Color and clicking
05:44 and adjusting the color.
05:45 Now we have one more color to create and let's go ahead and click-and-drag and
05:52 this one we'll make a light gray.
05:54 Again, go to the Attributes Editor and on the Color tag, just click in the
05:57 swatch and drag to create a gray color.
06:01 So, to apply red to the overall body of the cart, all we've to do is just
06:05 click-and-drag it right in the Viewer.
06:07 And now the entire cart is red.
06:09 Now, I want to stripes to actually be black.
06:12 So, let's grab the black material, and under the Stripe selections, let's go
06:18 ahead and drag the material up to our Body object and you notice, it has
06:22 actually replaced everything.
06:24 That's because it doesn't know that I only want to apply that material to the selection.
06:30 So, what we need to do is drag our Selection Tag by clicking-and-holding and
06:34 dragging down into the Selection area in our Attribute Window.
06:39 Now we have the black stripes applied.
06:41 There is one more color we have left to apply.
06:43 Let's go ahead and select our Body and drag the gray material up on to the body object.
06:49 Now again, with the gray material selected, we can go ahead and just
06:53 click-and-drag on our first Selection Tag and drag it down to the lip area.
06:59 Now, if we go ahead and render, you notice we have a gray lip with the black
07:04 stripes and a red cart.
07:06 This is still looking kind of rough, but don't worry, when we get into the
07:10 Material section we'll go in and actually tweak these materials, but for right
07:14 now, I think you have a firm grasp on setting selections.
07:17 And I found, as I create more complex models, I save more and more for
07:21 selections for use later on, either in the texturing process or if it took a
07:27 long time to create a complicated selection, but I don't want it to select
07:30 again, going through all that process.
07:32 So, with Setting Selections, saving and reselecting areas really can make
07:37 your life easier.
07:39
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Connecting objects with the Bridge tool
00:00The Bridge tool is one of the most user -friendly tools you can use to connect
00:04separate pieces of geometry.
00:06We are going to create housing for a jet engine, and connect that to a cube that
00:10we will use as a mounting bracket when we go to add it to our mine cart model.
00:15So let's get started by choosing a primitive that looks a little bit like a
00:18jet engine housing.
00:19Go up to your Primitive pop-up menu at the top of the page and choose Tube.
00:22Now, I know this doesn't look like it right now, but let's go ahead and change things.
00:28Making sure your tube is selected in the Object Manager, go to your Attributes
00:31and under Object, let's change the orientation, change it to +Z. This way it's
00:38oriented the correct way.
00:39But it's still sort of looking more like a millstone as opposed to a jet engine housing.
00:45So let's change our Inner Radius up to around 80, and let's adjust the
00:50Outer Radius down to 100.
00:53This is a little closer, but it's still kind of stubby.
00:57So, increase the Height to 300.
01:00Now, it's always a good idea to add a little bit of extra geometry to
01:03your objects so you have something to play with as you continue your modeling process.
01:08So let's increase the number of Height Segments to five.
01:13Later on, I am going to want to make this look a little bit cartoony by having
01:17the front and back sections be a little bit larger than the middle section.
01:21So, we want to make sure we have enough Height Segments in order to do that.
01:24Now, let's spin around and look at our edges.
01:27We have an option for a Fillet.
01:29So let's go ahead and select that and you'll notice it's nicely rounded the
01:33edge of our Tube Object.
01:34The only problem with this, I am modeling this to eventually go into a
01:39HyperNURBS object, which we'll create the smoothing.
01:42So, I don't need that much detail right now.
01:45So let's go ahead and decrease the number of Segments down to one.
01:49Now, don't panic if you're seeing this shading error.
01:52This is the Phong tag.
01:53And the reason I know there is an error, see how light this is and dark this is.
01:57If we went ahead and hit Render, you'd see some strange things happening on
02:01the edge of our model.
02:02Well, it's the Phong tag trying to smooth out these angles.
02:06So, if you select the tag and change the Phong Angle in your Attribute
02:10Editor down to around 30, now the Phong is no longer trying to smooth such a sharp angle.
02:17Anything above 30 degrees, it's just kind of ignoring.
02:20So if we press Render, now you notice it's a little bit more smooth.
02:23I know you can see the jagged edges, but again HyperNURBS are going to take
02:28care of this later.
02:29So, now that we have our Tube Object created, let's create our mounting bracket.
02:33We'll start with a Cube primitive.
02:36Click on the Y axis and drag it above our engine.
02:39We want the mount to be above the engine because we will put this sort of
02:42underneath the wing of our model.
02:45Let's change the height of our cube on the Y axis down to 20.
02:49We just want to have a flat surface that we can stick to the outside of our cart.
02:55So, this sort of works right now, but it's a little too wide.
03:00So let's change the Size on the X axis to around a 100, and we can go ahead and
03:05leave Z alone, but there's something you need to consider when you're looking
03:10connecting objects, and that's the actual geometry.
03:14What we want to do is take some of the faces of the Tube Object, and extrude
03:19them up to connect to some of the faces on the Cube Object.
03:23So obviously, we need to add some segments into our Cube Object.
03:28Let's add four Segments, so we have four polygon faces.
03:33Now, let's increase the number of Segments on the Y to around 3, this is just
03:37giving us a little bit more geometry.
03:39So when we go to smooth it out, there will be a little more data for it to deal with.
03:43And then increase the number of Segments on the Z axis.
03:48So now, as we rotate around here, you can see I have some polygon faces that I
03:52can actually mount my engine to.
03:56The Cube Object is good to go for conversion to polygons.
04:00Let's go ahead and do that.
04:02Now, the Tube is a little bit more of a guessing game, in terms of which faces
04:08were going to pull up towards the cube, because as you can tell, each one of
04:12these faces are facing in a slightly different direction.
04:15So sometimes when I am creating a slightly more complicated model, before I
04:21convert my primitive object, I will just make a copy, just in case, my
04:25conversion doesn't work quite the way I wanted it to.
04:28So hold down Ctrl, click-and-drag on your Tube to make a copy in our Object Manager.
04:33Let's just turn that off in the editor by clicking twice on the upper circle to
04:36turn off the visibility.
04:38Now, let's reselect our top Tube and convert.
04:41So, we have our Tube and our Cube.
04:44So let's go ahead and rename these.
04:46Tube, we'll call at Housing, and the Cube we will call this Mount.
04:52Now, let's start by extruding the faces of the Housing up.
04:55Now, I would like four pieces coming up from the Housing to attach to the Mount.
04:58So let's choose four polygon faces, try and choose ones that are up at the top
05:04and let's zoom in here, so we have a little bit more control over our selection,
05:08one, two, three, four.
05:13And go up under Structure and choose Extrude.
05:16Just click-and-drag anywhere in your viewer to extrude up.
05:20And you'll notice, as we zoom out here, this isn't quite lining up.
05:25There weren't quite enough segments around to, actually, have these be
05:29perfectly symmetrical.
05:31The only thing that's perfectly straight is this edge loop that's right here, on our geometry.
05:36Notice it's lying straight on the Y axis.
05:40So had we not made a copy of this Tube, it'd be a little frustrating right now.
05:44We'd have to sit here and Undo, Undo, Undo, Undo or just start all over, which
05:48is part of the modeling process.
05:50So, like I said, if you think you might have issues, it's always a good idea to
05:53make a copy of your primitive before you convert it.
05:56So let's go ahead and delete this Housing polygon and select our Tube, and
06:02turn its visibility back on, rename your Tube, Housing, and now, let's deal with the geometry.
06:10I notice have my Extrusion tool still selected.
06:12So I am just going to grab my Selection tool here and reselect Housing, so I get
06:16my options in the Attribute Editor.
06:18Let's increase the number of Rotational Segments, and you notice when we add two
06:22segments, now we have a face that's perfectly straight across the top.
06:26So now, I can choose polygons on either side, and they will extrude up in
06:31an organized fashion.
06:32So now, we are ready for conversion.
06:34Go ahead and press C on your keyboard, or click the Make Object Editable button
06:39in the upper left corner.
06:40Now with the Housing converted, make sure you're in the Polygon tool mode and
06:45select some faces, holding down Shift after I select the first face, so I can
06:52select all the faces.
06:54Now, we can go to our Recent tools pop-up menu and choose Extrude,
06:57click-and-drag anywhere in the scene.
06:59Again, it's always a good idea to add a little geometry when you have long faces.
07:03So let's increase our Subdivisions here.
07:07Now, we have the mount.
07:08Again, I'm noticing I have my Extrusion tool selected.
07:10So let's grab our Selection tool just so I don't accidentally extrude something.
07:15We will go ahead and try and move our mount up on the Y axis, but we want to
07:19make sure we are in the model tool mode.
07:22So let's go ahead and move that up.
07:25Now, I want to look at the different polygons, on this object.
07:31So if we go back and grab our Use Polygon tool, you can see we have one, two,
07:36three, four faces that I would actually like to connect these mounting brackets to.
07:42When you use the Bridge tool, if you're trying to connect two objects, it
07:45actually makes sense that those two objects get connected.
07:48So the first thing I always recommend, when you're using the Bridge tool is
07:52actually to connect the two pieces of geometry to make one piece of geometry.
07:57That way, when you Bridge the two pieces together, it will actually all stay as one piece.
08:03Otherwise, when you created a bridge, if you want to move either one of objects,
08:08the object would move and the newly created bridge would just disconnect from
08:12where you had drawn it.
08:13So let's go ahead and start by connecting these two polygons.
08:17So the easiest way to do that, I will just click-and-drag a selection box around
08:20both so they are both selected.
08:22Go up under Objects and choose Connect.
08:25Now, when you choose Connect, it's going to automatically combine both pieces of
08:30geometry and leave the original pieces of geometry still in your Object Manager.
08:35I don't want to do that right now.
08:36I want to actually connect and delete.
08:38This way it combines both of them and then deletes the original geometry.
08:42Now, I am just doing that because I know we are on the right track right now.
08:46So, if you notice, CINEMA remembered that I had these four faces selected.
08:52And if you right-click anywhere in the scene with those four faces selected, I
08:56get a menu that gives me the options that pertain specifically to what I'm doing
09:00in the scene with these four polygons selected.
09:02So you notice, Bridge is right up here at the top.
09:05Let's go ahead and select Bridge, and rotate around so we can click on the
09:10corner of one of our selected polygons.
09:13And you notice, when I clicked there it accidentally went ahead and connected
09:17the polygons across the way.
09:19So let's Undo that.
09:20We will rotate around here.
09:23So we don't have this happen again, what we actually need to do is select the
09:27other polygon faces.
09:28Grab your Selection tool and let's go ahead and select holding Shift, one of the
09:34polygon faces up at the top.
09:36Let's hold down Shift and select all the other faces.
09:39I am just going to rotate around here so we can select all four. Okay.
09:44Now with four faces selected, let's go ahead and grab our Bridge tool again by right clicking.
09:49If you grab the corner of one and drag up, you notice it's kind of created this
09:56little bit of a mess.
09:57And what's happened, since I had more than one face selected, when I grabbed the
10:01Bridge tool, it actually tried to bridge all the faces I had selected.
10:06I am just going to Undo this right here.
10:08What you really need to do is go one face at a time.
10:11So I will just click anywhere in the scene having my Live Selection tool
10:15selected to deselect everything.
10:16And we will get started by selecting one of the polygons in this upper area here.
10:21Let's go ahead and zoom in, and then rotate around, hold down Shift and
10:28select our other polygon.
10:30I Ctrl+Click to deselect the other polygons.
10:33Now, I have a very clear order of operation here.
10:37I want this face to connect to this face.
10:39So if we go ahead and right-click and choose our Bridge tool, if you click on
10:43one of the corners, make sure that corner lines up with the corresponding corner
10:47of the polygon you're trying to attach it to.
10:50Now we have a nice bridge.
10:53So let's try it from the other side.
10:56Grab your Live Selection tool, select the one face, rotate around, hold down
11:00Shift and select the other face.
11:03Again, right-click and choose the Bridge tool.
11:07I think you get the idea.
11:08We will go ahead and speed through to when all of these are connected.
11:13So now, if we zoom out here, you'll notice we have our engine with the bracket,
11:18symmetrically mounted.
11:20So, with the Bridge tool, you can quickly and easily connect multiple polygon
11:24objects with selected faces.
11:26But just so you know, you can also bridge edges together as well.
11:30Remember, when using the Bridge, there is no substitute for well thought
11:33out geometry.
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Using the polygon tools
00:00If you've been going to the previous videos about polygon modeling, you might
00:04think modeling with polygons is kind of a rigid process.
00:08Starting with primitives, like cubes, and extruding and beveling isn't really
00:12nearly as organic as modeling with clay. Well, fear not.
00:16We are going to cover some of the tools that should get you pretty stoked if you
00:19really like pushing and pulling your models around.
00:22Let's get started by adding some life to this engine housing with our
00:25different Polygon tools.
00:28So, as I'm looking at the engine model here, the first thing I want to do is
00:32actually fix some of the smoothing errors that I'm noticing.
00:36If you are joining me from the last video, when we went ahead and connected
00:40everything, the Phong Tag reverted back to its normal Phong Angle, which is 80 degrees.
00:45If you go ahead and select the Phong Tag, and adjust the Phong Angle down to 30,
00:49we're not going to get nearly the errors that we were getting.
00:53Now, if you're not sure what those errors mean, basically the Phong Tag also
00:58helps smooth out your geometry.
01:00And when we lower the Phong Angle, the Shader is no longer trying to smooth
01:05out these sharp edges. Okay.
01:08So now let's get started with our specific Polygon tools.
01:12Let's select the engine so we can see the geometry, and if you're not seeing
01:15this type of you, make sure your Display settings are set to Gouraud Shading and Wireframe.
01:21Now, I'd like to add a little style to this and make it look a little bit more
01:25like a cartoon type engine.
01:27So rather than having the cylinder be straight, let's make the center a
01:32little more narrow.
01:33Make sure you have the Polygon tool selected and go to Selection and we will
01:37do a Loop Selection.
01:38This way we can easily just select all the polygons around the center of our object.
01:43If you just grab the Scale tool and click-and-drag anywhere on your canvas,
01:47notice we can make the center bigger or we can make it more narrow.
01:50Now, don't drag it too far down, because you'll notice the inside geometry
01:54will start to pop out.
01:55So, that's looking pretty good.
01:56Let's grab our Live Selection tool and click off of our model, so we don't have
02:00any of the polygons selected any more.
02:02Now, I would like to distort the end of this model and pull the edges out, so it
02:06sort of looks like it's moving so fast.
02:08It's sort of melting.
02:10And the best way to do that is to use some of the Polygon tools we haven't
02:13quite explored yet.
02:14And just so we don't distort any part of the model other than the area we
02:18are trying to focus on, let's go ahead and a selection of the back area of the engine.
02:24Go up to your Selection tool and choose Rectangle Selection.
02:28Now, just so I don't accidentally select some other geometry, we are going to go
02:32ahead and switch to the Top View.
02:33And in the Top View, let's just click-and-drag around our end polygons.
02:39I still want to select all these faces.
02:41So I am going to try one more time, there we go.
02:44Now, we can go ahead and switch back to Perspective View, and you will notice, I
02:48have some these extra faces selected.
02:50So let's go ahead and grab our Live Selection tool, hold down Ctrl and
02:54deselect these extra faces. Okay.
02:57So now, we have our last set of ring selected here.
03:00Just so I don't have to go through the process of selecting that again, I am
03:04going to make sure my engine is selected, and then under Selection, we will
03:08set this selection. Let's name it End.
03:11Okay.
03:12Now, at any given time, when I have my engine selected, even if I don't have
03:17anything selected, we can choose that tag and say Select Polygons. Okay.
03:22Let's zoom in here, and in order to get this distortion, let's right-click and
03:26choose the Magnet tool.
03:28Now, notice the spherical shape.
03:29That's the influence of the Magnet tool.
03:32Since I already have polygon selected, it's snapping to the different points,
03:37and that's because in the Options here, I have Nearest Point selected.
03:40If you are not seeing these options in your Attribute Editor, make sure you have
03:43the Magnet tool selected.
03:45Now, let's just click on one of these polygons and drag it back.
03:48I will drag some more.
03:52Now, you have to be careful when you are dragging these.
03:55Notice as I am dragging this here, if we rotate around, I am slightly adjusting
04:00the edge of this inwards or outwards, and I really don't want to do that.
04:04So let's lock off the transformation so it only happens on this Z axis.
04:11So, we will just undo the last set of distortions. There we go.
04:17Let's change the influence on X to 0 and Y to 0, and if notice, Z is still set to 100%.
04:26Now, if we click-and-drag, notice it's only distorting along the Z axis.
04:30So this is really, really helpful when you are trying to create a distortion and
04:35you don't want your model to distort any other ways. There we go.
04:39All right.
04:40That's actually looking pretty cool.
04:42One thing that's concerning me, when I am dragging this out, I am getting
04:45some really long faces.
04:46And so, if I want to actually distort this in any other fashion, I probably want
04:50to add some geometry.
04:52So let's look at another tool that I use quite often in polygon modeling and
04:56that's the Knife tool.
04:58The way the Knife tool actual works, typically, I recommend working in
05:01an Orthogonal View.
05:02This way, when I click-and-drag, I know the polygons are going to get cut across
05:08this specific axis, whereas in a Perspective View, I'm not exactly sure if this
05:14is cutting on a straight line.
05:16To use your Knife tool, go ahead and click and hold your mouse button down and drag.
05:20And if you hold down Shift as you drag, you notice the line will snap in
05:2545 degree increments.
05:27Let's go ahead and let go there, and if we pop back into our Perspective View,
05:32you you'll notice that didn't really work too well, and that's because we've
05:35already distorted this geometry.
05:37And since it couldn't make a straight line all the way through with these
05:41distortions, it just sort of stopped at the cut about halfway down.
05:45Well that's not really a good thing.
05:47So let's undo that.
05:49And this time, under mode, instead of Line, let's choose Loop.
05:54Now, when we move the Knife tool over our polygons, notice the loop is actually
05:58distorting along the end distortion.
06:01So if we go ahead and just move it back a little bit and click, now you notice,
06:06we have made a really nice through some distorted geometry.
06:10So, I think you will find the Knife tool very helpful.
06:13Now, I know, I made the clay analogy, and I showed you one tool that allows you
06:17to push and pull things.
06:18Well, let me show you one more that's actually really kind of exciting.
06:21If you right-click, this time I want you to choose the Brush tool.
06:26Now, with the Brush tool selected, you'll notice the Options pop up in the
06:30Attribute menu, and the thing I want you to look at is this mode called Smear.
06:35If just click-and-drag, notice I am kind of distorting the polygons in a very
06:39similar fashion to what I was doing initially with the Magnet tool.
06:45That's kind of cool, but that's really not what I was looking to do.
06:49So let's look at one of the other mode Options.
06:52Let's see what Twister looks like.
06:54With Twister selected, just go ahead and click-and-drag and now look what's happening.
06:58I can actually twist the polygons around and it's creating a really cool distortion.
07:03Now, you have to be really careful when you do this, because if twist too hard,
07:07you'll get overlapping polygons and that can cause all kinds of problems.
07:11So, I am just going to undo that a little bit here.
07:13I am going to rotate around to make sure it's all squared away.
07:17And we will adjust the Strength down to about 50.
07:20Now, when I click-and-drag, I can get a nice little twist to my geometry but
07:25nothing that's going to be a little too crazy.
07:28So, feel free to go back through and explore some of the different modes in the Brush tool.
07:34I think you would be pretty impressed.
07:35Now, there is one last set of tools I want to cover with Polygon tools, and
07:40those are the tools used to actually create polygons or stitch up holes.
07:46So let's pretend we have a client that wants us to actually cut a hole in
07:50the side of our engine.
07:51So, when we add the turbine unit in there, we could actually peak in and see the
07:55slats spinning around.
07:57So let's just switch back to Live Selection tool.
08:00Let's choose these two polygons here just by clicking and dragging.
08:04And to delete a face, all you have to do is press Delete.
08:07But before I do that, I want to make sure in my Live Selection tool I had Only
08:10Select Visible Elements selected.
08:12This way I am not accidentally selecting any geometry behind my surface.
08:17So let's go ahead and press Delete, and you notice, I still don't have a hole on inside yet.
08:23So let's select those other two just by clicking and dragging and press Delete.
08:28Now, we have a hole that can peak right inside the engine.
08:31And again, since we are pretending it's a client, why don't we pretend like
08:34they change their mind.
08:35Let's say they want us to patch up this hole.
08:38Well, you can do that.
08:39If you go ahead and right click, there are a couple of different options.
08:43The first one I want you to check out is Close Polygon Hole.
08:47This is a very straightforward preset solution for polygon holes that are all
08:53the way encased with geometry.
08:55So if I just moved to this inside edge here, and let me zoom in so you can see
09:00this a little bit better. Okay.
09:04So if I can just click on this inside edge here, you notice now, if I rotate
09:09around, we've actually sealed that geometry.
09:12Let me go ahead and render that so you can see what it looks like. There we go.
09:16Now, instead of just using the same tool to seal this outside, let me show
09:20one of the other tools.
09:21Let's make sure to right-click anywhere in the gray area, and this time, we will
09:25choose the Create Polygon tool.
09:26Now the way this tool works is point to point.
09:29So, if you go ahead and click on the first point, and then move your mouse over
09:32to the right, you don't have to hold down the mouse button.
09:35Notice this line is snapping to the other vertices in the model.
09:39So let's just go ahead and click here to our next point and then click here, and
09:45I am going around the quadrangle to actually set my polygon.
09:49Now, I could keep going, but since I have four sides and my polygon is set, go
09:54ahead and click the Create Polygons button.
09:56That will go ahead and set that.
09:58Let's close the next one.
09:59Just click around the corners, and then when you are done, click Create Polygon.
10:04And if we move out here and press the Render button, now you notice the
10:08engine is sealed up again.
10:09Now this is looking pretty good, but it still needs a little bit more smoothing,
10:14which we are going to get to in the HyperNURBS chapter.
10:17But for now, I hope you enjoyed the tour of the different Polygon tools.
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4. HyperNURBS
Smoothing things out with HyperNURBS
00:01HyperNURBS are a great way to smooth out your sharp edged models, and if you're
00:04coming to CINEMA 4D from Maya, you might know them as Subdivision Surfaces.
00:08Anyway, HyperNURBS are really powerful way to create organic shapes that could
00:13go from sharp edges right into smooth curves.
00:16We're going to use HyperNURBS to smooth out our jet engine housing.
00:20But first, let's get started just applying HyperNURBS to a generic primitive,
00:24just so you can see exactly what's going on.
00:28So let's select our Engine and hold down Alt and double-click on our Visibility
00:32button so we turn it off in both the Editor and the Renderer.
00:35Now let's make a cube primitive.
00:38Now to create a HyperNURBS object, all you have to do is go to over from the
00:41cube and click on this icon right here.
00:44That will add a HyperNURBS object.
00:46Now to make this effect in another object, you need to make that other object the child.
00:51So, click-and-drag your cube up into the HyperNURBS and make sure the arrow is pointing down.
00:57Now that the Cube is the child of the HyperNURBS, you notice we've got smooth geometry.
01:03If you select your HyperNURBS object, now you can see the newly created geometry
01:08based on dropping your object into the HyperNURBS.
01:11Now since HyperNURBS work with parametric objects, you can easily still drag on
01:15their handles and make their distortions, and you'll notice HyperNURBS will
01:20update along with your distortion.
01:23But I would say the most typical workflow is working with HyperNURBS on polygon objects.
01:28So let's select the Cube and click the Make Object Editable button.
01:34Now with the cube selected, let's make sure we're in any other mode than the
01:37model tool, and now we can go ahead and right-click and access any of our
01:42polygon modeling tools.
01:44For now, let's just grab the Knife, and you notice I'm getting a band that's
01:48letting me know exactly where the knife is going to cut.
01:51So let's move it up towards the top here and just click to apply your cut.
01:56And now you notice we have drastically changed the shape of that object because
02:00we've added more geometry.
02:02If I add another cut further down, you guessed it.
02:05I'm changing the shape yet again.
02:08Now, if you want to see what your object looks like without HyperNURBS
02:11activated, go ahead and deselect the green check mark and that will turn
02:16off your HyperNURBS.
02:17Now, I'm just going to grab my Selection tool so I don't continue cutting
02:21the polygon object.
02:23But as you can see, we added two new cuts here and that drastically changed how
02:27the object looked in our HyperNURBS.
02:30Now with HyperNURBS selected, there are some options you what to look at.
02:34The first option I want you to look at is Subdivision Editor, and then the next
02:38one is Subdivision Renderer.
02:39Now what this allows you to do, with Subdivision Editor, I can crank up how many
02:44subdivisions I would like this HyperNURBS object to create.
02:48And what the Subdivision Render does is lets you determine exactly how
02:53many subdivisions you want to create when you go to render your object
02:57into the Picture Viewer.
03:01So, what this allows you to do is set your editor resolution relatively low, and
03:06you can set to render resolution significantly higher.
03:10This way as you work through adjusting your HyperNURBS object, you can continue
03:15to work at a high rate of speed.
03:17But then when you go to actually render your project, you'll have a nice
03:20smooth HyperNURBS object.
03:23Now, the thing you need to keep in mind when you increase the subdivisions to a
03:26higher number that's going to exponentially increase your render time.
03:29So now that we've adjusted some of these settings, let's just go ahead and
03:33take the render back down and take the Editor back up, and let's see what our
03:37Engine would look like.
03:38Go ahead and drag the cube out of the HyperNURBS object, and we can turn off its
03:43Visibility, and just drag the engine in.
03:46Now, obviously we need to turn it on its Visibility to see exactly what happened.
03:51So, let me rotate around the scene here and hit Render.
03:56It's really starting to look pretty smooth.
03:58Let's go ahead and deselect just so you can see what it looked like before,
04:02so, before and after.
04:06So, now that you've seen a little bit about how HyperNURBS can smooth things
04:10out, you really should check out the next video where we're using Weighting to
04:14take HyperNURBS to the next level.
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Creating organic models by weighting HyperNURBS
00:00Weighting allows you to control exactly which areas of the object distort and how much.
00:06So to get started, let's select our engine, and under your Filter, make sure
00:11that we have HN Cage selected.
00:16That will allow you to see the actual cage geometry that's around the outside of
00:21your HyperNURBS object.
00:23Now, there are three modes to weighting HyperNURBS, there are Polygon, Edge and Point modes.
00:32So, let's go and get a selection here that we'd like to use weighting to distort.
00:38I'd like to actually distort this top edge of our model, because if I go
00:42ahead and render to the Editor here really quick, you'll notice I have a
00:45nicely rounded edge.
00:47Well, when I go to stick this to the side of our car, I don't want a rounded
00:52edge, because that will create a funny-looking gap.
00:55So, what we want to do is actually have a really sharp edge here, and if we
00:58click back on our HyperNURBS object, making sure to select the geometry within,
01:04you can see our cage comes all the way out to the edge here.
01:07So just so I can select the top set of points, let's jump and use our Point
01:13tool, and change to the Right View.
01:17Let's zoom in here so we can see things a little bit better and move up in the scene.
01:23Now we'll just drag our Rectangle Selection tool over the top two areas of the cage.
01:29Now when switch back to Perspective View, all we have to do is go up under
01:33Structure and choose Weight HyperNURBS.
01:38Now with this selected, just click-and- drag anywhere in the scene off your object.
01:43I'm dragging to the right to increase the weighting.
01:47Now since I had the points selected, if we go ahead and render, what's going on here.
01:52It's just pulling the individual points out.
01:54It's not quite what I was going for.
01:56So, we'll just undo that.
01:58If you hold down Shift as you drag, the geometry will not only get attracted to
02:04the points you have selected, but anything else that's attached to those points.
02:08So, since I have edges connecting all those points, when I hold down Shift and
02:13drag it will change the weighting for everything.
02:15So let's go ahead and render, and that's actually started to look pretty cool.
02:19It even went ahead and added a little extra detail here in the corner between
02:24the points that I had selected and the points that I didn't.Now another way to
02:29view your weighted HyperNURBS object is by clicking on this tag.
02:34This is the HyperNURBS weight tag.
02:36If you notice here, it's highlighted in red, all the areas that have
02:41actually been weighted.
02:42So, if you click through here, notice there's been some weighting here and the
02:47geometry underneath, as well as above.
02:51I think this weighting geometry underneath has caused some errors in the polygon.
02:57They're kind of small, but they are there nonetheless.
03:01So we might want to go back and just tweak this, maybe just select the top set of faces.
03:07So let's go ahead and do that really quickly.
03:10If you select your HyperNURBS weight tag and press Delete, notice we've actually
03:15deleted that weighting that was on the HyperNURBS object.
03:19So let's go ahead and reselect our engine here, and instead of selecting all the
03:24points, let's just go back in and use the Polygon tool making sure we have Live
03:28Selection tool and click-and-drag just choosing our top set of polygons.
03:35I'm going to rotate around, make sure that's all set up properly.
03:40Now, so everything is attracted to the edges and everything else, make sure to
03:43hold down Shift as you click-and-drag, but obviously, we have to go back up and
03:47choose our Weight HyperNURBS tool again.
03:50So, Shift+Click-and-Drag, and now we've increased the weighting in this one specific area.
03:57If we rotate around here, it's actually done a pretty decent job, and I'm still
04:02having issues there, if we go and render that out.
04:07So it's looking pretty good, but if you rotate around underneath, you can see
04:10it looks like we're having that issue, but when we actually go to Render,
04:14notice it solved the problem.
04:16So let's look at our weighting one more time.
04:18You can see there's that harsh edge around there, but like I said, when we
04:22checked render, it worked out just fine.
04:25You notice, now the weighting is just applied up around towards the top.
04:29Now there is another way you can tweak your HyperNURBS, and that's by increasing
04:33the amount of Subdivisions.
04:35Right now, we have three in the Editor, and four in the Renderer.
04:40So, in the Editor, when I go ahead and click this Render Active View, it's just
04:44showing me a view of what the Renderer would look like when it's edited.
04:49To actually see what it's going to look like when we render through the
04:52Renderer, let's go and Render to the Picture Viewer.
04:57Now when we click here, you notice we actually have some distortion, and that's
05:01caused by not having our aspect ratio checked.
05:05So ahead and make sure Show Aspect Ratio is selected, and now you can actually
05:09see the way this is going to look.
05:11Let's change our Magnification to 100 here, and you can see it's nice and smooth.
05:17It's really hard to tell the difference from one to the other, but there is one
05:21extra set of divisions, but since it was so close, we could go ahead and turn
05:27down the Subdivision Renderer.
05:28That way, we'll save a little bit of time on our render.
05:32Now there are different types of HyperNURBS.
05:34There is Catmull-Clark (N-Gons ), Catmull-Clark and Linear (R7).
05:40N-Gons and Catmull-Clark work pretty much the same way just with N-Gons allowing
05:47the HyperNURBS to create N-Gons when it smoothes out the object.
05:51Linear, however, allows for a much higher setting for you render.
05:56Notice, I can crank this way, way up.
05:59Now I don't know why we'd necessarily want to do this, but you can, with Linear.
06:03The only bad thing with Linear, if you notice, when I go ahead and try and
06:07render this here, the weighting has been thrown away.
06:11You actually have to be in Catmull- Clark or Catmull-Clark (N-Gons) to see your
06:17weighting in your HyperNURBS object.
06:19So I want you to go ahead and have fun creating new and interesting models
06:24just so you can see how you can drop them into HyperNURBS and distort them
06:29using weighting.
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5. Modeling Objects
Modeling with Array
00:00 Now using an array object can really help simplify creating models that are a
00:06 little bit repetitive.
00:07 What I mean by that, if you look at the icon here, you can see.
00:11 It makes like a circular array.
00:14 If you look in our Object Manager, you'll notice I have a Wheel here.
00:18 In this wheel, I'm going to eventually stick into the bottom of the cart we've
00:22 been working on for a while.
00:26 If you want to explore how I built this, all it is is just three primitive objects.
00:31 But as you can see, our object is missing spokes.
00:34 So, we're going to use array to create the spokes for this wheel.
00:40 So to get started, let's go ahead and choose Cylinder.
00:43 To make sure it's oriented the right way, let's change it to +Z. This way it's
00:50 oriented along the Z-axis, and we can go ahead and decrease the Radius to
00:56 somewhere around 15, and just crank up the Height.
01:00 If you just click-and-hold on the number, we can go ahead and crank that up.
01:03 Now, we don't necessarily need the height for the entire diameter.
01:08 We just need the height for the radius from the center back out.
01:13 So, I'm just going to do some quick math here and say 155.
01:18 Okay, now with this Cylinder object selected, we're ready to use our array.
01:25 So, if you go to top of your page right next to the HyperNURBS object is the Add Array object.
01:31 Let's add our array, and then drag the Cylinder in as the child.
01:36 Now you notice, we've created an array.
01:38 Now it looks a little bit more like something to steer a ship than a wheel.
01:42 But I think you get the idea.
01:43 It took our original cylinder and then created an array out of it.
01:48 So, if you look at our Attribute Editor here, we still have the Cylinder object selected.
01:52 So select your array, and let's look at some of the options here.
01:56 We can adjust the Radius.
01:57 So, since our spokes are coming out of the wheel, let's drag that number down.
02:03 Just click-and-hold on the lower arrow and it will slide the pieces right into place.
02:10 Now if we hit Render, we have our spokes, but notice the Wheel render is turned
02:15 off, so let's turn that on and hit Render again.
02:18 And now, we actually have used array to create this wheel.
02:21 I can stop here, but the whole point of this is to show you the array.
02:25 So let's look at some of the other options really quickly.
02:27 I'm going to go ahead and rotate around here.
02:32 Let's turn off the Visibility of our wheel.
02:35 Now you can crank up the number of copies, or bring it back down, just leave it
02:40 at 7, and you can also adjust the Amplitude.
02:43 If I click-and-hold, you notice the Amplitude goes up, but I can't really see
02:48 what's happening here, because I haven't adjusted the Array Frequency.
02:52 If we click-and-hold that up, now you notice it's adjusting the actual
02:56 frequency of the Amplitude.
02:59 So obviously, you could imagine what happens when you keyframe these
03:04 different parameters.
03:05 You could really kind of keyframe some pretty interesting things happening.
03:09 So, now that you see how Amplitude and Array Frequency interact, let's look
03:13 at Render Instances.
03:15 Right now, if I were to convert this array into an editable object, let's
03:19 look at what happens.
03:21 When we go ahead and click Make Object Editable and expand the Array group,
03:25 you'll see I have eight separate parametric cylinders. Let's Undo that.
03:32 If you select Render Instances, now when I go ahead and go to convert this, I
03:37 only have one cylinder and then seven other instances of that same cylinder.
03:43 So if I were to go ahead and make a change, let's say, change the Height to 300,
03:49 now all those instances are changing.
03:52 But had I not had Render Instances checked and done the conversion, I would have
03:58 had to go through each individual cylinder and make the change.
04:02 Also, creating instances cuts down significantly on your render time, because
04:06 the computer is really only trying to compute for that one individual cylinder.
04:10 Then it can just translate for all of the other instances.
04:14 So let's go ahead and Undo until we get our cylinders back in place, and
04:19 turn our wheel back on.
04:21 You'll notice we've successfully completed our Array object with the Wheel.
04:25 So now that we've created our wheel, let's go ahead and take the array and group
04:30 it in our Wheel group.
04:33 Now with that grouped when we select the wheel, we can go ahead and rotate
04:38 around, and you'll see, our array is now joined with the rest of the geometry.
04:45
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Array object axis
00:00So, as you can see, we're actually starting with a finished project here.
00:04I wanted you to see exactly what it is that we're creating.
00:07Now the nose cone was made with a simple cone primitive.
00:10We're going to use Array to create this inside set of turbine slats here.
00:17If you notice, they're all at a slight angle.
00:20I wanted to show you this as an example, because building this might be little
00:25frustrating unless you know how Array handles an object's axis.
00:29So let's get started by actually turning off the finished version, and
00:35we'll create our own.
00:37Let me go ahead and turn off the Engine as well.
00:39So let's get started by creating one of those slats.
00:42We'll start with the primitive cube.
00:44Go ahead and click on the Add Cube object at the top of your page and let's
00:49adjust the settings.
00:51I've already gone through this and set up a bunch of the settings already, so I
00:55know the dimensions I'm going for.
00:57Now it's already taken a fair amount of trial and error to come up with these settings.
01:01So, I'm going to talk you through the settings right now, but I think you'll see
01:05some of the pitfalls as we continue moving through building this project.
01:09Now, with this Cube, just to kind of show you how Array works, if we create a
01:13new Array object by clicking on it in the top up here, and adding our Cube
01:18underneath, you can see already that we have a bit of an issue, because the
01:24slats are pointed in the wrong direction.
01:27So let's take our Cube out of the Array for right now and rotate the Cube down.
01:34Just click on the red axis handle, and hold down Shift as you drag, in that way
01:40it will snap in 5 degree increments.
01:42When it gets down to -90, I think it will be pretty good.
01:45Let's go ahead and drop the Cube in the Array, and you'll notice, absolutely
01:50nothing has changed with what we had done about a second ago.
01:55That can be a little bit frustrating, specifically when you're just trying to
01:58get the geometry to line up properly, so you can achieve a specific effect.
02:03Even if we go and adjust the Array, let's go ahead and adjust the Array up at 90
02:07degrees, and they're still pointing in the wrong direction.
02:11So, let's just undo that, and drag our Cube back out.
02:16So, the Array as you could tell is set up to actually work along the floor plane here.
02:22So, what we want to do is get our geometry to work in conjunction with that.
02:27So let's change our Cube settings.
02:29Let's make the X 2, so it's really narrow like a slat, and I'm just going to
02:34switch back to our Live Selection tool so we can see things a little bit better.
02:40Also, let's change our Pitch back up to 0, and now we need to adjust the size on the Y axis.
02:48Let's change that down to 10 and adjust the size on the Z axis up to 70.
02:54So now, if you notice it's kind of hard to see.
02:58Let me zoom in here, we have our slat kind of laying flat on the ground.
03:06Let's zoom back out and drop the Cube into the Array.
03:09Now this is starting to look pretty promising.
03:11If I rotate around here, you can see everything is on the proper plane.
03:17So let's go ahead and line up our objects.
03:20Select your Array object and change the Radius down to around 80.
03:26Now this is lining up a little bit better and the amount of space that's left
03:30here is okay, because we have that nose cone.
03:34Let's increase the number of Copies up to around 40.
03:37Now that's looking a little bit better.
03:40Now there's one other issue we're running into.
03:43If you notice, all these slats are perfectly flat, they're pointing directly at
03:47the camera, and the slats in the engine are actually slightly angled.
03:52So, what we need do is go back and change the angle of our Cube.
03:55Let's drag it out of the Array for right now.
03:58If we remembered anything from a second ago, you remember that the Array object
04:02will actually ignore how you've rotated your object in the scene.
04:07If I go ahead and adjust my rotation here of my object and just drop it
04:11right back into the Array, you notice it's still perfectly straight pointed to the camera.
04:18So let's just undo that and undo our rotation.
04:22What we really need to do is adjust the Rotation of the object's axis.
04:27The first way we do that is convert our primitive into a polygon object so we
04:32can actually use the Object Axis tool.
04:34Now when we go ahead and rotate the object axis, let's rotate it down to around -15.
04:41Although it doesn't look like anything has changed, let's just drop that Cube
04:45back into the Array, and sure enough, now we have a nice 15 degree angle to all of our slats.
04:53That's because we made the adjustment in the Object Axis.
04:58So now all we have to do, we can collapse the Array and select the Array and
05:02rotate its Pitch back up 90 degrees.
05:07So if I spin back down here, we can see the Array is in the proper area.
05:12Now what we need to do is line it up with the Engine.
05:15So let's turn our Engine visibility back on, and as you can see, we have some of
05:20the slats that are poking out.
05:21Well, let's drag it up towards the front of the engine, and we could definitely
05:26decrease the Radius of our Array here a little bit.
05:30So with the Array selected, let's go ahead and change the Radius down to,
05:34I don't know, 40, no. Let's try 50.
05:39Okay, that's looking good, and if we slide this back here, now you can see we
05:43have our Array, and it's just behind the nose cone, and it's all contained
05:48within the engine and we have angles to our slats.
05:52So to finish things up, let's go ahead and delete the example Array from the
05:56beginning of the video, just by highlighting it, and press Delete on your
06:00keyboard, and let's make sure to turn back on the Render capabilities for the
06:05Engine just in case you want to render the scene.
06:08And lastly, we want to take the Array and just drop it into the Engine group.
06:13Now when you select the Engine group, making sure you're in the model tool,
06:16anytime you move around, everything including the Array will move.
06:22So remember, when you're dealing with the Array, and you want to change
06:25how something is oriented within the Array, you have to adjust things on
06:28the object's axis.
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Modeling with Symmetry
00:00Now a lot of people use Symmetry objects in Character modeling.
00:03It's a great way to allow you to model only one side of a model and then you can
00:07drop that into the symmetry object and have it create an exact mirror duplicate
00:12of the other side of the model.
00:13Now we'll get started showing you the example of that typical workflow, but I
00:17want you to know we have the cart body that we've created earlier.
00:21And we'll go ahead and use Symmetry to add the wings and engine to both sides.
00:26But for now, let's go ahead and turn that off and get started with our
00:31Character model example.
00:32So let's do that with a primitive sphere.
00:35Go up to Primitive Objects pop-up menu and choose Sphere.
00:38Press S on your keyboard to center it in the screen and let's go ahead and press
00:42C and convert this to Polygon object.
00:45So make sure to use our Point tool and with Live Selection selected, we can
00:51easily select points.
00:53Now, in order to see how this works with the Symmetry Object.
00:56Let's go ahead and add one.
00:58Click on the Array Object and hold and you'll notice we have Symmetry.
01:03Now that we've added the Symmetry Object, let's make this Sphere the child of
01:07the Symmetry Object.
01:08This way, as we make changes on one side it'll update on the other.
01:13Now since we already have some points selected, go ahead and click and drag on the X axis.
01:18And if we rotate around the scene here, you'll notice I'm actually getting an
01:22update on the other side of our sphere object.
01:25So far, we're trying to pull out, I don't know, ears, or something, for Mickey Mouse.
01:29This would be a good way to start.
01:31Now also notice, this is rotating around the Z-axis.
01:36So, if we go to our Symmetry Object here, by default the Mirror Plane is set up
01:40on the Z-axis and the Y-axis creating a plane that literally goes up in the
01:47middle of our scene.
01:49Now if we select our Sphere, making sure we are back with our model tool and
01:54drag the Sphere out to the right, I want you to notice that our geometry from
01:58the original sphere did not get thrown away when we dragged it into the Symmetry Object.
02:03So in order to keep things light and editable, what we can do is go ahead and
02:07just create half a sphere.
02:09So, I'm just going to undo our latest move and drag the Sphere back up out of
02:14the Symmetry Object.
02:16Now since we've already made this object editable, let's go to the Point tool
02:20and switch to our top view.
02:23Now we can grab a Rectangle Selection tool and delete the left side of the sphere.
02:28Let's go ahead and zoom in here and click and drag a box around our points.
02:34Now if we hit Delete, unfortunately this wouldn't really work because we need to
02:38make sure Only Select Visible Elements is deselected.
02:42So now if I deselect it, let's go ahead and drag the box around these points
02:47again and press Delete on your keyboard.
02:49Now we've successfully deleted half of the sphere object.
02:54And if we select our sphere object in the Coordinates section of the Attribute
02:58Editor, we notice it's lying exactly on the origin of the World System, which is 0, 0, 0.
03:05This is important when we go back into our Perspective View here and we drop our
03:11Sphere into the Symmetry Object.
03:13It's really important that this sphere lies directly on the 0 axis.
03:19If we go ahead and change X to 10, notice since we deleted half the geometry, we
03:25now have the big crack in the middle of our scene.
03:27So let's go ahead and undo that.
03:30As long as everything is lining up evenly on the 0 axis, when we go to render
03:34this, notice we don't have a scene and our object.
03:37And that's because in the Symmetry Object, we have Weld Points selected and the
03:42points are weld within the Tolerance of 0.01.
03:46The Tolerance determines how far away from the plane the points can be before
03:51they are welded together.
03:53So, now that we've covered the basics of how symmetry works in creating a basic
03:58character model which obviously this isn't anywhere near a character yet.
04:02I think you get the idea of how symmetry works for model.
04:07Let's go ahead and delete this Symmetry Object by selecting and pressing
04:10Delete on our keyboard.
04:12Now let's start adding the wings and engine to our Cart object.
04:15Let's go ahead and turn the Visibility back on, and zoom back out.
04:19Why don't we just select the Cart and press S on our keyboard?
04:24Now you can see it just looks sort of like a bathtub but when we start adding
04:27wings and engine, it'll look like our mine cart for our video game style cart.
04:35So, to add the wing into the scene, just go up under File and choose Merge.
04:40Navigate to the unfinished folder in our model section, in our Media folder.
04:45In there, you'll find our Wing.
04:46Go ahead and press Open and you'll notice our wing has been added to the scene.
04:51Now we modeled this wing in the Loft NURBS video, so you can see it's made out of Loft NURBS.
04:57That's perfectly fine.
04:59If we go ahead and add another Symmetry Object and drag the Loft NURBS right
05:05back into the Symmetry Object, notice it works perfectly well.
05:09Now we are going to use Symmetry this time to just place the wing.
05:12So let's grab the Move tool and just move our wing over to the left side of our cart.
05:18Now let's move it up the body of the cart here a little bit, and as you can see
05:24the wing here is a little bit large for the size of the body of our cart, so
05:30let's grab the Scale tool and just scale down.
05:34If you rotate around the scene here, you notice we have wings tied to our little mine cart.
05:41So, we go ahead and render this just to see what it looks like.
05:43It's actually looking pretty good.
05:46Actually, I might want to move the wings just a little bit further back.
05:49Okay, that's just -- So let's close that Symmetry object for now and we'll add
05:56the airplane engines.
05:58Go to File and choose Merge.
06:01Go and choose the Engine project and click Open.
06:05Now let's move this over to the right side here and you notice the engine is a little bit big.
06:10So we'll go ahead and grab our Scale tool and just scale this down, clicking
06:13anywhere in the scene.
06:14Okay, so that's looking pretty good.
06:19Now if you saw our Weighting NURBS video, that's where we created the curves for
06:25this mounting bracket.
06:27If you notice the bracket is perfectly flat on the top, and that's because I
06:30wanted to add it to the flat edge of our cart body.
06:35So all we have to do is select our Engine and, with the Rotate tool, let's go
06:40ahead and rotate 90 degrees.
06:43I am holding down Shift as I grab the rotation band, so it snaps in 5 degree increments.
06:48Now we can grab our Move tool and position our engine, right up against the body of our cart.
06:56Now when we get close here and notice it's sort of disappearing we can go ahead
07:00and zoom in and move right over to the edge of our body.
07:05We could switch to another view, but I kind of want to be fancy and use the snap handles.
07:10Now this is the X-axis we're moving on, and if I go ahead and deselect Y and Z
07:16and click and drag in the scene, you'll notice it's moving up and down.
07:19That's because we are in Object Coordinate System.
07:21Let's switch to the World Coordinate System and now it's going to move on
07:24the World's X-axis.
07:27So we'll get it right up against the edge here and let's render that and
07:30see what it looks like. Oh.
07:32It's kind of hard to see because it's all dark under there.
07:34Let's go ahead and move back, Render.
07:37Actually, I think that's looking all right.
07:38I know it's little dark for now but we can tweak it later if we have to, there we go.
07:44Okay, that looks petty good.
07:45So let's go ahead and move back and now it's time to create our second engine.
07:52All you have to do is close our Engine null object and create a new Symmetry
07:57group and drag and drop our Engine under the new Symmetry Object.
08:02The reason I didn't just drag it in the first Symmetry Object, well, let me
08:06show you what happens.
08:07If I drag the Engine right down under there, notice the other wing has disappeared.
08:12So, the Symmetry Object is just looking for the first object here.
08:15So, we created a new one just for our Engine.
08:19So, we can go ahead and just rename our Symmetry objects and we'll be good
08:25to go.
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Modeling with Booleans
00:00 If you've ever used the Pathfinder in Illustrator, you're already familiar with
00:04 the concept of Booleans, and for that matter if you've ever used a cookie-cutter
00:08 you are familiar with the concept of Booleans.
00:10 You are using one shape to cut out another shape.
00:13 So, we'll get started by using a Boolean process to actually cut the corners out
00:18 of the bottom of our cart.
00:20 And the reason I want to do that, I want to actually add these materials.
00:24 So, we'll add the Paint on to the body of the cart and the Glass into the
00:28 corners, kind of creating lights or little portals.
00:31 So let's get started by creating our cookie-cutter.
00:34 Hold down Alt or Option and let's turn off the Visibility of the cart.
00:38 And we'll start with the Primitive Cylinder.
00:41 With the Cylinder selected in your Object Manager, let's go down under Object
00:45 and make sure to orient this on the +X .Now we can go ahead and click on our
00:50 Z-axis handle and bring cylinder out towards us and turn the Visibility of the cart back on.
00:55 Again, I'm going to hold Option on my keyboard or Alt.
00:57 Now in order to do the process, all you have to do is make sure the
01:01 geometries overlapping.
01:03 So drag the cylinder until it's cutting a little bit of the cart out and let's
01:07 drag that over to one side, just so we can see exactly where these cuts going to take place.
01:16 Now I don't want a sharp edge on this cut, I'd like to round it out a little bit
01:19 since everything else on this model is so smooth.
01:22 Easiest way to do that is to change our cookie-cutter.
01:25 So select the cylinder, and in the Caps section, let's select Fillet.
01:30 Now by default, this makes it really long fillet curve.
01:35 And if you do a Boolean with a long curve like this as the process cuts through
01:43 the different faces of geometry, sometimes you'll end up with some pretty
01:46 complicated geometry on the other side.
01:48 Let's go ahead and minimize this by changing the Radius down to 5.
01:54 If we zoom in closer here, you can see now we still have our nice rounded edge,
01:59 but it's not can be crossing so many faces of geometry.
02:02 Let's bring the number of Segments down to 4, a little bit here as well.
02:06 Now that we have one side of our cookie-cutter done, let's make an exact
02:10 duplicate on the other side of the cart.
02:12 Now since we modeled this cart exactly on the Z-axis, the Symmetry object
02:17 will work beautifully.
02:18 Click and hold on your Array object at the top of the screen and choose Symmetry.
02:23 Now we can drag our cylinder into the Symmetry Objects, and you notice we've
02:27 created a copy on the other side.
02:29 Now one thing I recommend when you do a Boolean process is to simplify the
02:33 geometry as much as possible.
02:35 So right now, what we have is one cylinder and a Symmetry object.
02:39 So with the Symmetry object, Cinema 4D is actually having to create another
02:43 process to create this other object on the other side.
02:47 So to simplify that, just select your Symmetry object and press C to convert it
02:52 to an editable object.
02:53 Now if we expanded the Null object, you'll see we have one cylinder object
02:58 that's a polygon object that should make the Boolean process a little bit
03:02 easier on the computer.
03:04 Now if we expand our Cart Null object, you notice we have Engine, Wings and the
03:08 Cart body that's been smoothed out with a HyperNURBS object.
03:12 So we only really need to use the cart body to process this Boolean, and
03:18 since we have a HyperNURBS object, let's simplify the situation by making the object editable.
03:23 Select your HyperNURBS object and make sure the Renderer has the same amount of
03:27 divisions as the Editor.
03:29 This way when we convert it, we are not going to introduce any new geometry
03:32 into our cart body.
03:34 Now that we've done that, go ahead and press C on your keyboard and now our body
03:38 is completely editable.
03:39 Let's go ahead and create a Boolean object.
03:41 I'm going to select Symmetry up at the top here, so when we create the Boolean
03:45 object by clicking and holding on Array and choosing Boolean it ends up at the
03:49 top of our Object Manager.
03:51 Now we are ready for our operation.
03:53 All we have to do is drag our Symmetry Object into the Boolean and then drag our
03:57 cart body into the Boolean.
04:00 You'll notice if we zoom into the scene here, I'm just going to deselect our cart body.
04:05 We have actually successfully cut out the corners.
04:09 So select your Boolean Object and let's look in the Attribute Editor, what's going on.
04:14 The Boolean Type is set to A subtract B, the top-most object is A and the
04:19 second object is B. I typically recommend selecting Create single object and Hide new edges.
04:27 Notice when we select Hide new edges, all this extra geometry that's been
04:31 created is just hidden from view right now.
04:35 You go ahead and select Create Phong breaks at intersections to eliminate
04:38 some shading errors.
04:39 Now if we go ahead and press Render, you notice we have a nice clean cut, and
04:44 all we have to do now is actually create the inverse of this cut.
04:49 Select your Boolean object hold down Ctrl, click and drag up to make a duplicate.
04:56 Now let's rename our original Boolean Body and our new one we'll call this Lights.
05:03 Now we haven't created the lights yet because we need to change the Boolean Type.
05:06 So change A subtract B into A intersect B. Now when we go ahead and Render, you
05:12 notice we have one smooth piece of geometry.
05:15 Minus one, slight issue.
05:17 You notice we have some slight texturing errors that are happening here, but
05:20 you'll notice that gets smoothed out when we apply our materials.
05:23 If you look in your Material Manager, I've created two materials already.
05:27 So, we can see what this is going to look like. Don't worry.
05:29 We're going to go more in-depth with Materials in the chapter solely
05:33 dedicated to Materials.
05:35 So let's go ahead and drag our Paint material in the Materials Editor up onto
05:40 the cart Body, and go ahead and drag the Glass up into the Lights area.
05:46 Now if we pullback in the scene and go ahead and render, notice we have
05:50 transparent lights in the scene.
05:51 If we go ahead and zoom up and rotate around, you can see with my lighting I can
05:56 see specular highlight there, we have a nice transparent piece of glass.
06:02 So I have to admit, when I first started modeling I tried to make everything
06:05 with Booleans, and trust me, I love me some Booleans, but I must warn you while
06:10 they are powerful you can complicate the geometry of your models pretty quickly.
06:16
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6. Functions
Duplicate
00:00Can I just say how excited I am to share Duplicate with you.
00:03Really, I am sure quite a few of you thought to yourself, Duplicate, that's
00:07pretty self-explanatory.
00:09But really, you have no idea, with the Instance objects inside of Duplicate.
00:13You can make thousands of copies of your models, all within the same scene, and
00:17it won't bring your computer to its knees.
00:19Let's get started by creating a Cube Primitive.
00:22Let's change its Size down to 40 on all dimensions.
00:26Now with the Cube selected, go up under Functions and choose Duplicate.
00:30And in the Attribute Editor, you will notice there are eight copies, and the
00:34Clone mode by default is set to Copies.
00:37Let's change that to Render Instances.
00:40If we had chosen Copies, it would literally make eight duplicates of the actual
00:43geometry of the model and create eight new models.
00:47Now, if you end up creating hundreds or even thousands of copies, this is going
00:51to bring your computer to its knees.
00:53So, what you want to do is choose Render Instances.
00:57This way the process really only processes the original geometry and then uses
01:02a completely separate algorithm to come up with all the Render Instances, and
01:07this allows you to create a large number of copies, and you won't have the
01:12problems of extra geometry.
01:15So let's go to the mode pull down menu and choose Linear.
01:19And you notice Positions in Enable by default.
01:21Let's turn off Y and Z, so the transformation only happens along this X-axis.
01:27Now, let's change the Move to 40, and click Apply at the bottom of the Attribute window.
01:33Now, the reason I chose 40 is because the size of the Cube was 40.
01:37This way when we make the copies, they would all butt perfectly right up next to each other.
01:42If we change the Move to, let's say, 60, now you notice they are
01:46perfectly spaced between each individual Cube, and there's a little bit
01:49of space in between.
01:50Now, this is important because Per Step is enabled.
01:55If we deselect Per Step, the 60 unit move would only be computed between the
02:00first and the last Duplicate.
02:03So let's turn Per Step back on.
02:05You can enable Scale and make adjustments on each individual axis, but these
02:09adjustments happen over the length of the Duplicates.
02:13So let's change the Scale down to 40 on all the axes, and you notice by the time
02:17we get down to the last one, it's at 40%.
02:20Also notice, since we actually clicked Apply the first time, as we have been
02:24making these other changes, the update has been happening in real-time, because
02:28we have Realtime Update selected.
02:30Now let's take this Duplicate function up another level.
02:33Change the mode from Linear to Along Spline.
02:36And we need to create a Spline, so quickly come to your Spline objects pop
02:40up and choose Helix.
02:42Let's adjust the Helix settings so that it points straight up.
02:47Change its Plane to XZ in the Attribute Editor, and let's change its End Radius to 0.
02:54This way, as it spirals up, it gets more narrow.
02:58Now, reselect your Cube, and notice the Duplicate function has disappeared. That's okay.
03:03If you go back and choose Duplicate again, it remembers the last settings that
03:08you had, and since we had Along Spline selected, it's waiting for us to drag our Spline in.
03:14So go ahead and click, in one motion, holding down your mouse button, drag and
03:19drop the Helix into the Spline drop well.
03:22Now we have to go back and click Apply, and we have our Duplicates moving along the Spline.
03:28So let's Enable Scale one more time and change the Scale back down to 40, and
03:34let's increase the number of Copies.
03:35You can choose whatever number you like.
03:38I am going to choose 65.
03:39And here you can see we have created a pretty interesting shape very quickly.
03:43Now, since all the Copies reside in the Null Object, we can actually texture
03:48all the copies as well.
03:49Go to your Material Manager under File, and choose New Material.
03:53Let's quickly add a Gradient to this material.
03:55In the Attribute Editor, under Color, go down to the Texture arrow, click
04:00and choose Gradient.
04:02Now that we have created our Material, just drag it and drop it up to the
04:05Cube_copies, and you notice its applied the Material to all the copies
04:10within the Null Object.
04:11Now also notice, the original Cube, since it's outside of the Null Object, does
04:16not have a Texture on it.
04:18To add the Texture we could either make a copy onto our original Cube or just
04:22drag it and drop it into the Null Object.
04:25Obviously, I have to deselect the Copies first, so I am just dragging the
04:28Cube, and there we go.
04:30Now our Cube has the Texture applied.
04:33So let's open our Cube_copies Null Object and select one of the Duplicates.
04:39You notice the Render Instance in the Attribute Manager has the Cube as
04:44the Reference Object.
04:46Well, let's change the Reference Object from the Cube to the Leaf that's been
04:51sitting in the bottom of our project.
04:53If we turn the Leaf visibility back on, you will notice it's on the origin.
04:57Now, let's select the bottom Cube, scroll up to the top, hold down Shift, and
05:01select the top Cube.
05:03Notice all 65 instances have been selected.
05:06Now to make the change all we have to do is go back down to our Leaf, drag it
05:10and drop it into the Reference Object well, and you notice now we have Leaves
05:16duplicated all along the Spline.
05:19We scroll back up to the top and deselect our Copies, and rotate around the scene here.
05:25You notice both the original Cube and the original Leaf are still visible.
05:29So let's open our Cube_copies and turn off the visibility of the original Cube.
05:36If we turn off the visibility of our Leaf, notice all the Duplicates get
05:39turned off as well.
05:41So, what we actually have to do is move the Leaf object by grabbing our Move
05:45tool over towards the base of the Spline.
05:48And the reason it didn't move the Leaf to the beginning of the Spline was
05:52because we had already completed the Duplicate function with the Cube object.
05:57So anytime you swap it out, you need to make sure the original object ends up
06:01where the first object was.
06:03So needless to say, I love the Duplicate feature, and if you really wanted to go
06:07crazy, you could take all the stuff and group it into one Null Object and
06:11Duplicate the Duplicates.
06:13Now as I am sure you can imagine, you can create some pretty dramatic effects
06:16using the Duplicate function.
06:18And just because I used a still object to Duplicate this specific example,
06:23doesn't mean you can't take an animated object and Duplicate that as well.
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Arrange
00:00So, if you are joining me from the last movie, you might be thinking yourself,
00:03great, now I have a ton of objects in my scene and what if I want to change
00:07how they're laid out.
00:09Well, that's where Arrange comes in.
00:10We can't go back to Duplicate, because it'll duplicate our duplicates.
00:15So if you have a bunch of objects in your scene, whether they were created with
00:19Duplicate or not, the Arrange function is really going to be helpful.
00:22Let's get started by analyzing our scene.
00:24In the upper right corner you'll notice here, I have a leaf that we had
00:28actually created in our NURBS chapter, and we have a bunch of instances of that
00:35leaf that we made copies of.
00:37If I select any of the instances, I can, by all means, position each one individually.
00:43But what if we want to change the layout of all of these rather quickly?
00:47Well, if you select all the objects you want to reposition, so I'll just select
00:51all of the cubes, and go up under Functions and choose Arrange.
00:56Now if you look in the Attribute Manager, you'll notice we have similar options
00:59to what we had with Duplicate.
01:01We can change these to Linear, so let's go ahead and change that to Linear.
01:04Let me pull the window up here and make an adjustment to how we want these to move linearly.
01:10So let's say, we want them to move not on Y, but let's move them on X by 50, and
01:18click Apply, frame the scene here, press S on your keyboard.
01:21Now you'll notice I've actually rearranged all the leaves in the scene.
01:26Let's change it to Circle, and now as I make changes, it will constantly update.
01:31Since I already did the scale to the objects before when we created the
01:34duplicate copies, that's why they're scaling now.
01:38But let's enable Scale and change it to 300.
01:40You notice now they're scaling around over 300.
01:46So, as you can see, using Arrange is pretty straightforward.
01:51You just select any of the objects that you would like to arrange in your scene
01:54and go ahead and click Apply.
01:57So as I'm looking at the scene, I noticed I didn't select my original leaf as well.
02:01So just to show you that this works, if you select absolutely everything,
02:05let's select our leaf in the bottom, Shift+ Click and select all of the different copies.
02:09We'll go back up to our Arrange.
02:11If we click New Transform, now notice they've all moved, but the extra object is
02:18now incorporated into the circle.
02:20So again, if you want to take something like this to the next level, you can
02:23bounce back and forth between Arrange and Duplicate and Arrange and Duplicate
02:28and just create duplicates of duplicates and arrangements upon arrangements,
02:33anything that your heart desires.
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Randomize
00:00Sometimes when you build your scene using Duplicate or Arrange, you'll end up
00:04with something that looks pretty neat.
00:06But it's a little too uniform, so you want to introduce some randomness.
00:10Well, that's where Randomize comes in.
00:12Let's start by looking at our scene.
00:14Expand the Leaf_Copies null object, and you notice we have our leaf, which we
00:18created in the Sweet NURBS video, and copies of the leaf, and these copies are
00:23actually instance objects that reference the original leaf geometry.
00:28So if we want to randomize all of these differently leaves, we have to select
00:31all of the different leaves.
00:31So I'm going to click on the first one, hold down Shift, and click on the last one.
00:35Now with all the leaves selected, go up under Functions and choose Randomize.
00:40Now Randomize is kind of an interesting function.
00:43Let me show you what I mean.
00:44Let's change this Scale on the X to 40 and the Y to 40, we can leave Z
00:51alone, and click Apply.
00:54Now you notice it's randomized the size of that 40% in either direction.
00:59So it could have gone up to 140 or it could have gone down to 40% of what
01:04its original size was.
01:05Now, you have to be careful when you're using this, because now that it's
01:09computed this transformation, these are the new dimensions of the object.
01:15So, if I click New Transform again.
01:18It multiplies out again, and if you click Reset Values, it only goes back
01:23to those original values, based on the previous time that you would hit New Transform.
01:29So basically, Reset Values just resets to the last setting you had used, before
01:35the last time you clicked Randomize.
01:37So, don't panic if you end up in that situation and you haven't quit your
01:40application or anything like that, you can actually keep hitting Undo until you
01:44get back to the original state.
01:46So let's choose Rotation this time, we'll have it rotate on X 40 and 40 and click Apply.
01:56Now we have our rotation here.
01:58If you click the Seed button, notice it changes the random nature, so you can
02:04still have the same parameters, just choose a slightly different Seed of the
02:09last transformation.
02:10Well, it's nice that you can be so precise with the creation and placement of your objects.
02:15It's even better to know that you can interject a little randomness
02:18with Randomize.
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Transfer
00:00Sometimes you actually just want to move one object in the scene to be in the
00:05place of another object in the scene.
00:07So, I just kind of threw together this scene with a bunch of Leaves and our Cart
00:12that we have been modeling.
00:13And let's just orbit around here, so you can see it's sort of flying out of all these Leaves.
00:18Now, let's just say, for example, I want to change the Position and Angle of
00:23this Cart to match up with this specific Leaf.
00:28Well, first off, if I open my Leaf_ Copies here, I have to scroll through this
00:32huge list of Leaves to figure out exactly which one this is.
00:34So, let me show you a neat little shortcut here.
00:36If you go up under the View menu, down here, Scroll to First Active, will scroll
00:41you down in your Attribute Manager to the specific object that you want to swap.
00:47Now, this Leaf here is called Cube.43, because I duplicated a bunch of Cubes and
00:51then changed the reference objects.
00:53But that's neither here nor there.
00:56In order to change the Position of this object to take the Position of that
01:01object, we are going to use Transfer.
01:02So, if you go up under your Functions and choose Transfer, let's read
01:06through the options.
01:07First thing, it says Transfer To.
01:10Well, I don't want this to be transferred over here, so why don't we start by
01:16selecting our Cart, and go up under Transfer again.
01:19We could just click right here in the recent tools button, and Transfer To.
01:24Well, I remember that was Leaf.43, so let me go down here to 43 and just
01:30click-and-drag Cube.43 right into the Transfer To drop well.
01:35Now, what's interesting, I can Move, I can also Scale, and I can Rotate.
01:40Since I have this Scaled the way I like it.
01:42Let's go ahead and deselect Scale.
01:44But I would like to Move it and Enable Rotation.
01:47Go ahead and click Apply.
01:49Now you notice the Cart is occupying the exact system that the Cube is.
01:54But it's a little off, and that has to do with our object axes.
01:59If we select Cube.43, and click on the axes, notice the Z-axis for the Leaf is
02:05pointing back towards us, whereas in the Cart, that's where the Z-axis is
02:11pointing, when we actually modeled the Cart.
02:13So sometimes when you use this, you actually have to kind of adjust things after
02:17the initial transform has been done.
02:19This is actually a relatively easy fix.
02:21All we have to do is just grab the Rotate tool, and we can rotate our model
02:25around, until we get it positioned in the place we would like.
02:31I will just move it slightly up there on the Z, so it takes up the same
02:36position, and we can go back down to 43 and turn off the visibility.
02:43Now we have successfully moved our model from one place to another.
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Disconnect and Split
00:00Now, we are starting with the Symmetry object, so I can show you an example when
00:03you want to use Split and/or Disconnect.
00:06So if you are not too familiar with Symmetry, you might want to check out our
00:09Symmetry video, but just to kind of give you an overview, you notice we have a
00:13Symmetry object that contains a Capsule.
00:16As I move the Capsule around the scene here, it's mirrored in Symmetry on the other side.
00:20If we select our Symmetry object, in the Attribute Manager, notice the mirror
00:24plane runs right along the Z and Y-axis.
00:27So what does this actually mean?
00:30Well, if I deselect everything in the scene and try to just click on this other
00:34geometry here, you notice it's actually selecting the original capsule.
00:39That's because this doesn't exist without the Symmetry object.
00:42So, if we want this other capsule to be its own object, we have to convert
00:48the Symmetry object.
00:49So select Symmetry, go to your Make Object Editable button, and now you notice
00:54we have a Null Object, which, if we expand, we have one Capsule, which, as you
00:59can see, if I grab one of my axis handles here and slide it around the scene,
01:03it's one actual object.
01:05So, in the model tool, even when I select this object, since its part of this
01:10object, I am not going to be able to select this separately.
01:13The only way to select this separately is to go into any one of these other tools.
01:19So let's choose the use Polygon tool.
01:21Making sure the Capsule is selected again, let's choose a Rectangle Selection
01:26tool, and make sure to deselect Only Select Visible Elements.
01:29This way, when we click-and-drag our Selection box around the Polygon object,
01:34the entire object is selected, whether we could see the faces or not.
01:38Now this is when Split comes into play.
01:40Go up under Functions and go down to choose Split, and you will notice now
01:45we have two Capsules.
01:47Make sure to switch back to the model tool, and since we have the top Capsule
01:51selected, let's go ahead and move up on the Y-axis.
01:55Now you notice it did keep the original geometry, but it did create a second
01:59Capsule, made up of only the faces that we had selected.
02:02Now, we have a slight issue, since the Control vertices are over here and
02:06our objects over there.
02:07So, we are going to use another command really quickly under Structure
02:09called Axis Center.
02:11What we want to do is center the axis to the object we have selected.
02:15So, if we click that, now our object axis is within our object.
02:20Now, this video is called Disconnect and Split.
02:23So we actually started with Split, now we need to perform some
02:27Disconnect functions.
02:28Let's turn off the visibility of our original geometry and zoom in here so we
02:33can see our Capsule.
02:35So now, all we have to do to use Disconnect is select something in our geometry.
02:40So, I am just going to go back into our Polygon tool, and draw a box around an area here.
02:48Again, if you rotate around, notice since I didn't have Only Select Visible
02:52Selected, it's selecting the whole thing.
02:54So, I will just click once to bring our Rectangle Selection Option up here, and
02:58turn on Only Select Visible Elements and just select some new Polygons.
03:02Now, if I wanted to knock these Polygons out so I could actually cut a hole in
03:07here, but still retain the original polygons.
03:11That's when you can use Disconnect.
03:13If we choose Disconnect, it's going to ask me if I should preserve groups or not.
03:18Now, if we choose Preserve Groups, look what happens.
03:22It moves this up, but I still have all these faces grouped together.
03:27If I go ahead and try and click on one face, and move, notice these faces are
03:33still stitched together.
03:35But it did disconnect that group of faces from the geometry.
03:40So let's go ahead and do this one more time.
03:42I am just going to select some more pieces here, and go up under Functions
03:46and choose Disconnect.
03:47And this time we will deselect Preserve Groups.
03:50When we click OK, you notice things flattened out in this geometry.
03:54If I go to render the scene here, notice I have all these edges.
03:57That's because it disconnected each individual Polygon, and they are completely
04:00separate from each other.
04:01Now, since they are all selected, when I click to drag up, they will all
04:05move out as one piece.
04:07But if I go ahead and click-and-drag and just select that group and move it out,
04:11now they are completely separate, because I chose to not preserve groups.
04:16Now that we have gone over both Disconnect and Split, I want you to notice if
04:20I reselect our Capsule and go back into our model tool, all the geometry that
04:25we disconnected from our Capsule is still actually connected as a part of the geometry.
04:32If you want to split that off, you can choose Split.
04:35But there is another function we are going to get to in the next video, but for
04:38now, we have thoroughly covered Disconnect and Split.
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Explode Segments
00:00The Explode Segments function is one of my favorite functions to use, because it
00:04helps me separate out individual elements for my models.
00:07So to better illustrate my point, let's go up and select our Text object in the
00:11top of our Object Manager.
00:13And you notice in the Attribute window here, the text is still editable.
00:16So we could retype anything, change the font. You get the idea.
00:20Now, the function, Explode Segments, requires this object to be editable.
00:24So, press C on your keyboard to make this an editable object.
00:29You notice now it's a Bezier Spline, and it's all connected still as one object,
00:34if I jump into Object mode, here.
00:36Now, if I were in Point mode, I could go ahead with my Live Selection tool
00:41and select individual points of any letter that I would like to go ahead and separate out.
00:46So with all those points selected for X, let's go up under Functions and choose Split.
00:51I want to show you this because Split works in a similar fashion.
00:55It does actually create extra geometry.
00:57If I go back into my model tool and slide this out, you notice when we did
01:03Split, it made a copy of the points that I wanted to break out.
01:07But what if I want to separate out each individual letter?
01:10Well, let's go ahead and delete our Duplicated Spline, by selecting it in
01:14the Object Manager and pressing Delete on your keyboard, and select the
01:18Explode Spline object.
01:20Now go up under Functions and choose Explode Segments.
01:23And you notice there are automatically things grouped underneath the Spline object.
01:28If we expand that window, now you notice each individual Spline is broken out,
01:33even within the letters, like P, the inside of the P is one Spline and the
01:37outside is another Spline.
01:39So as you can see, Explode Segments works great with Spline objects, but you
01:43don't necessarily need to be in Point mode, as you could see, because we are
01:47using the model tool at that specific time.
01:49Let's see exactly what it's like when you explode a Sphere object.
01:54Now, the Sphere object, here, is a Polygon.
01:57I can tell by the icon up here.
01:59If we just went directly to Functions and chose Explode Segments, we wouldn't
02:03really notice much of a difference.
02:05Again, that's because this is a seamless Polygon object.
02:08So, what we need to do first is disconnect all the Polygon objects that make up the Sphere.
02:14So select the Sphere, and let's go in to use our Polygon tool, and then choose
02:18our Rectangle Selection tool.
02:20Let me rotate around so I can just select the Polygon Sphere.
02:24You want to make sure to deselect Only Select Visible Elements in the Attributes
02:28for your Rectangle Selection tool.
02:29Now click and drag a box only around the sphere and you notice we have all the faces selected.
02:35Now we are ready to actually go to our Functions and choose Disconnect.
02:42And make sure to deselect Preserve Groups so each individual polygon here is now a separate object.
02:48Now we're ready to actually for to our Functions and choose Explode Segments.
02:53If you notice under the Sphere now, each individual Polygon is broken out
02:56into its own object.
02:58Now, to give you a dramatic example as to what you could do with each Polygon
03:02broken out into a separate object, let's select our first Sphere child here and
03:08hold down Shift, and select our last one.
03:11Go to Functions and choose Randomize.
03:14What I am doing is just randomizing the position of each one of these Polygons.
03:19So let's just randomize the Move, 50 and 50 on the X and Y, and why not 50 on
03:26the Z. Let's do the same thing with Rotation, 40, 40, and 40, and click
03:32Apply, and you notice now we have exploded each one of these Polygons into
03:39its own individual object.
03:41Not like you would, but if you did want to take this one last step further,
03:45since you have all the Polygons selected, you can right-click and always add
03:50Extrude and click-and-drag anywhere in the scene if you wanted to actually add
03:54some dimension to your Polygons.
03:58So, if you are just trying to create some interesting random shapes, or really
04:02just trying to break out a letter from your Spline object, the Explode Segments
04:06function is a great place to start.
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Connect
00:00So really, if you have been following this chapter, we have been disconnecting,
00:03splitting, and even exploding.
00:05So sure, I can appreciate the therapy involved in some good destruction, but
00:10really, it's time we start putting things back together again with Connect.
00:14So as you can see here we have a Spline object with some text called Explode,
00:21and let me go ahead and hide the Sphere now, so you can better see this, and I
00:24will bring this forward.
00:25If we expand our Spline object, you will notice each individual Spline,
00:29including the insides of the letters, have all been broken out into
00:33individual objects.
00:34Well, what if you did this and then for some reason you decided you wanted to
00:38bring it all back together again?
00:40Well, that's when Connect comes in.
00:42So let's select Spline.3, and hold down Shift and select Spline.4.
00:47What I want to do is combine these two Splines so they are all one
00:51self-contained Spline.
00:52If you come up under Objects, with both Splines connected, you notice we have
00:56two different options with Connect:
00:58we have Connect and Connect+Delete.
01:00If we choose Connect, it just makes an additional Spline that's combined
01:04between both Splines.
01:06That's not what I am going for, so I will just press Delete.
01:09And if we select both Splines, you can come up under your Objects and
01:12say Connect+Delete.
01:14This way this individual Spline is the only copy of that letter.
01:19Now, if I want to connect the entire word, just come up and select the top
01:23Spline, scroll down, and press Shift and select the bottom Spine, and you
01:26guessed it, come up under Objects.
01:29Let's choose Connect+Delete.
01:31So even though it's a child of this top Spline, let's go ahead and drag it out
01:34and we can Delete the parent object there.
01:36So, if you notice we have now connected our Spline back into one word for Explode.
01:43You can do the same thing with your other Polygon objects.
01:46So let's turn off the visibility of the Spline object here and select our Sphere.
01:51If we open that up, you notice each individual Polygon is its own thing.
01:55I am just going to press S to center us on the object.
01:59Now if we want to reconnect all these Polygons, we will go through the same function.
02:03Select the first Sphere Polygon, scroll down, hold down Shift, and select the
02:07last one, go up under Objects and choose Connect+Delete.
02:11And again, we can drag our child Sphere object up and Delete the original, and
02:17here you notice we have connected all of these pieces back into one object that
02:24I am now sliding around the screen.
02:27So, even though this really might look disconnected in the eyes of the software,
02:31it's just one big happy piece again.
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Converting modeling objects
00:01 So now that we have gotten through functions, I can actually jump back to what
00:04 we had done using our modeling objects.
00:06 To show you what I mean, let's look in the Objects Manager.
00:09 If you select the Wings object here, you notice it's a Symmetry object.
00:14 I know that because of the icon.
00:16 If we expand our Symmetry object here and just select the Loft NURBS, making
00:20 sure you have the Move tool selected and the Polygon tool, if you just
00:24 click-and-drag, you notice as I move one Wing, the other Wing is moving, and
00:30 that's because, again, of the Symmetry object.
00:32 This can be problematic when you go to create your animation, because
00:35 technically this other Wing really doesn't exist yet.
00:40 We need to actually create geometry for this.
00:43 So let's Undo our Move and optimize this so we can use it for an animation.
00:50 The easiest way to do this is to select the Wings Symmetry object, go up under
00:54 Objects and say, Make Editable.
00:56 Now you notice we have our Null Object.
00:58 If we expand that, you can see our Wings have been converted into one solid Loft
01:03 NURBS object, with two Caps on either side of the Wings. That's perfect.
01:08 Now that that's been changed, let's go ahead and drag that up in our Object Manager.
01:13 If we select our Engines, we can do the same thing, but just so you can see what
01:17 we are dealing with, we have our Engines in the Symmetry object, and they are
01:21 actually made up of an Array that was created with the Cube.
01:24 That's what's creating these Slats.
01:25 And then our Engine itself, the Body, has a Hyper NURBS object over top of it.
01:32 So, we have a lot of different things that we are going to be converting here.
01:35 Select the Engines symmetry object and this time, just press C on your keyboard.
01:39 That's the key command to make an object editable.
01:41 Now when we expand the Engines' Null Object, we have a Sub Null Object
01:47 containing our Array, which has all of the individual Slats and the Cones, and
01:53 of course the Engine Housings, named Smooth_Engine.
01:56 So let's expand the Smooth_Engine here, and let's just drag that up into our
02:02 Engines Null Object.
02:03 I am just trying to get everything organized into one specific place.
02:09 Notice we have our Cone objects here.
02:11 So, what we need to do is actually separate these Cones, because I want them to
02:15 spin, but if I grab my Rotation handle here, you get it.
02:19 That wouldn't really work.
02:20 So let me just Undo.
02:22 With our Cone selected, let's go ahead and actually move them back out here, and
02:27 we can orbit around the scene and split these apart.
02:29 Just grab our Rectangle Selection tool, draw a Lasso around the one Cone.
02:36 Now I need to switch over to the Polygon tool and draw the Lasso again.
02:40 So, we can actually just select the individual faces. Okay.
02:43 Now with this selected, we can go up to our Functions and choose Split.
02:49 You notice we have new geometry that's split off here.
02:51 If we go ahead and switch back to our Object tool and Move, we have one of
02:56 the Cone separated.
02:57 So let's go ahead and call this LCone for the left Cone.
03:02 And we can do that function one more time, making sure we use the Polygon
03:06 tool and drag around the right side of Polygons, now let's go ahead and right
03:10 click and choose Split.
03:14 And again, if we choose this Cone, and grab the Move tool, notice I need to
03:19 switch back to my Object tool again. Sorry about that.
03:22 And click-and-drag.
03:24 You notice now the Object Axis for a newly created Cone is on the
03:28 completely opposite side.
03:31 So first off, let's rename this cone RCone, because it will be on the right side
03:36 of the cart, and we can delete our original geometry just by selecting it and
03:40 pressing Delete on our keyboard.
03:42 Now, let's deal with moving the Object Axis.
03:45 Sure, I could grab my Object Axis tool and sit here and drag it around, and try
03:51 and make sure it's in the exact correct position, but there's a faster way.
03:55 If you go up under Structure, go to Axis Center, you can Center the Axis To
04:00 whatever you have selected.
04:02 So, when we select that, notice the handles automatically jump over to our other Cone.
04:08 So now, with our model tool we can go ahead and drag the Cones back into place.
04:13 But before we do that, let's deal with this issue of these Arrays.
04:18 Notice the geometry.
04:19 Let me rotate around the scene here so you can see a little bit better.
04:22 I will go ahead and turn off the visibility of those Cones, just by clicking
04:27 once, twice, and then dragging down to turn off the visibility.
04:32 So as you can see we have a ton of geometry that's been created, and if I move
04:37 any one of these pieces, notice another piece on the other side is connected.
04:42 So, we need to split these apart. Let's Undo.
04:46 Now, this is an interesting case, because if I selected all of these objects and
04:51 gone and done a Split on each one, I would have to be dealing with each
04:55 individual Polygon every single Split function.
04:57 That will take a long time.
04:59 What we are going to do is actually connect these Polygons.
05:03 So select Cube.41, scroll down, hold down Shift, and click on Cube.1.
05:09 Now with all these Polygons selected, go up to the Objects menu, and instead of
05:14 choosing Connect, let's choose Connect+Delete.
05:17 This way, all the geometry is connected into one piece, and then all the
05:21 subsequent original source geometry is deleted.
05:24 So now, again, if we just click on in the axis handle, we can bring out the
05:29 Arrays, and you can see that we have successfully merged everything together.
05:34 But you guessed it.
05:35 We need to do the Split command for the Arrays.
05:39 So let's make sure we are using our Polygon tool and our Rectangle Selection
05:43 tool, and let's draw a rectangle around the far set of Array objects,
05:49 right-click, and choose Split.
05:52 And let's go ahead and rename that new geometry RSlats.
05:55 We will do that function one more time.
06:01 Again, making sure we use the Polygon tool.
06:04 Trying a Rectangle selection, right -click, Split, and rename LSlats.
06:12 We can select our original geometry and press Delete.
06:17 Now we have to do the same function for these Control vertices.
06:21 So, go up under Structure, Axis Center, and Center Axis To.
06:26 Do the same thing for RSlats.
06:30 Since the Slats are nicely organized together in this Array Null Object, let's
06:35 just rename these Slats, and we can go ahead and close that.
06:40 Because we are going to animate these Slats later, let's drag their Null
06:44 Object out of the Engines group and make sure it's on its own at the bottom of
06:49 our Objects Manager.
06:52 Now we have a Null Object with nothing in it, so let's go ahead and Delete that,
06:57 and when we select the Engines, really, this isn't the full Engine, this is just
07:02 the Housing, so let's go ahead and rename that Housing.
07:06 We can turn the visibility of our Cones back on, just by
07:09 clicking-and-dragging down.
07:10 And this is just me being me, but I am going to move the Housing down towards
07:14 the bottom, because visually the Cones being in front, I want to see them
07:18 higher in my organization.
07:20 Now we can drag the Engine Null Object up and out of the two other Null Objects,
07:25 because these are just extra and we don't need them.
07:28 Select the Cart Null and Delete.
07:29 We are almost there.
07:32 We have to convert the Body and the Lights.
07:34 And I want to keep these separate.
07:36 So, go ahead and select the Body and press C on your keyboard.
07:40 We can do the same thing with Lights, press C on the keyboard.
07:44 Notice any selection tags that we had had in the original geometry has been
07:48 translated into the new geometry.
07:50 We don't need these anymore, so let's go ahead and drag a Lasso around them, and
07:54 just press Delete on our keyboard.
07:57 And just to double check our Wings, we will open that up, and it looks like
08:00 everything is squared away.
08:03 And just so our Body and our Lights are all in one contained object, let's go
08:07 ahead and select both, go to Objects and Group these together, creating a new
08:12 Null Object, which we can rename Body.
08:16 Let's move back down on the scene and zoom out, and you notice we need to
08:21 actually put our Slats and the Cones back into the body.
08:25 So select the Slats, switch to the 4- Up View, and if we just pull back in the
08:31 overhead view here, you can see the Control vertices are nowhere near our actual
08:36 Engine Slats up here.
08:37 So let's expand the Slats Null Object and we need to do one more axis change.
08:43 Since a Null Object isn't actually geometry itself, we need to do a slightly
08:48 different structure function.
08:50 So if we select both pieces of geometry and then go up under Structure and
08:54 choose Axis Center, instead of just doing a normal Axis Center, we want to do
09:00 the Center Parent To function.
09:02 This way, when we select that function and then we select the parent, you
09:06 notice now all of a sudden the vertices are centered on one of the pieces over our geometry.
09:13 Now again, since this doesn't actually contain geometry itself, when we did that
09:16 function it just kind of grabbed on to one of the pieces.
09:19 So let's just make sure we have the Slats Null Object selected, and grab our
09:24 Object Axis tool and just move the Control vertices back to the center here.
09:31 Now let's switch to the Top View, and with our model tool selected, we can just
09:36 move our Slats back into the Engines here.
09:39 Move it back a decent amount, there we go.
09:43 So now, let's deal with our Cones.
09:45 If you select the LCone, we can go ahead and just move it back in the scene here.
09:50 And let's set its Position to -190 on the Z-axis.
09:56 And we can do the same thing with the RCone, -190.
09:58 And now that they are both perfectly straight, select one, Shift+Click on the
10:05 other, and we can just grab the control axis and pull it back into the engine.
10:10 Let's switch back to our Perspective View, so we can have a better view and see
10:14 exactly how far the Cones are supposed to go in.
10:20 So as you can see, when you optimize your model there is a little bit of
10:24 conversion that has to take place, but with a little hard work, and some Null
10:29 Objects, and Axis Center command, you are good to go.
10:33
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7. Materials
Exploring material channels
00:00It's really channels that help you build your materials and here we have a scene
00:05built entirely with pre-made materials that I've found in our Content Browser.
00:09Now even though we have the same sphere in the scene, we have vastly different results,
00:13and if you notice, the center sphere doesn't have anything on it.
00:17It just has the normal Phong texture tag.
00:19So we're going to create a material to apply on the sphere, focusing on some of
00:23the more key channels used in our Material Manager.
00:26Go down to the Material Manager in the lower-left corner, click on File and
00:30choose New Material.
00:32We could edit the texture here in the Attribute Editor, but I want to open the
00:35actual Material Editor.
00:37Double-click on your texture in the lower-left corner and take a look at this
00:43list on the left side.
00:44These are actually the channels that make up the material that we're assembling
00:49in the upper-left corner.
00:50Now just so we can see things better, right-click in the Preview up there
00:53and choose Open Window.
00:56If yours opened up a little smaller, don't sweat it.
00:58Just click and drag in the lower right-hand corner to make it large.
01:03So in our Color Channel, let's look at some of the options.
01:07We have a typical RGB slider and you notice as I change the values,
01:12we're just changing the color.
01:14We can also adjust the brightness of that color.
01:17Notice if I take it down, it almost goes to complete darkness.
01:20So let's drag that all the way to the right.
01:22Now underneath you can actually load up a texture.
01:26There are two different kinds of textures you can create in these channels.
01:29The first kind if you click on the arrow allows you to load an image.
01:33So in the Open pop-up window, navigate to the Texture folder in your Media folder.
01:38Let's load the Stripe.tif file.
01:41Click Open to open the file and you'll get this pop up window asking us if we want
01:45to copy this file into the search path of the document.
01:49Basically, this file would then be copied into the same place we're saving the file.
01:54This makes it very easy to organize all your textures when you go to move
01:57your project between machines, but since we're organized right now, let's go
02:00ahead and just click No.
02:02So now you notice the white with the black stripe in the center has now been
02:06loaded onto our material.
02:08Down underneath we can change whether this is an Additive mode or Subtract mode or Multiply.
02:14Let's switch it to Add and now you notice the black stripe is allowing the color
02:18underneath to show through.
02:20If we adjust our Mix Strength here, you notice we can adjust how the texture
02:25mixes with the color.
02:26Now there is another way you can add a texture as opposed to an image.
02:30If you click on the arrow and click Clear, let's go ahead and click on arrow
02:33this time and you notice below, we can add different effects.
02:38Let's choose Gradient and I know it's kind of subtle right now but if you
02:42click the button that's titled Gradient to the right of the arrow button,
02:46we have Gradient options.
02:48So sure enough, if you click and drag on this little color chip here, we can
02:52move how the color is mapped in the image.
02:54I am not seeing this update very brightly because we lowered the Mix.
02:58But if you notice, I'm giving the appearance of some type of indentation here
03:03just by creating such a sharp angle between the two colors.
03:07To go back to our Color channels, click the Back arrow in the
03:09upper-right corner.
03:11Now we've created a procedural texture, meaning Cinema 4D is computing this
03:16gradient to apply to the texture.
03:19And if you don't like any of these, click on the arrow and choose Clear.
03:23So the other default option is Specular.
03:25This actually really helps accentuate the 3D nature of your models.
03:30If we go ahead and adjust the Width here, you notice we can make the object look
03:34a little more shiny, if we make it really narrow or we can make the object look
03:38a little more washed out and a little more dull in my opinion.
03:42You can adjust the Height, which is just the brightness of that highlight.
03:45Go ahead and feel free to click through all the different sliders to see the
03:49different textures that you can create in the Specular channel.
03:52Now another channel used quite often is called Luminance.
03:55If we go ahead and select that, notice the texture washes out to complete white.
03:59This is actually controlling the brightness of your material.
04:02So if we drag that down to the left and slowly increase the brightness, here
04:07you notice it's starting to washout the image because we're creating luminance with white.
04:11If we go ahead and adjust our color, you could click in the Color window and
04:16adjust the slider this way, and just click and drag to choose a specific color.
04:22Now that's tinted our material a little bit, but I think it looks kind of cool.
04:26If you want to move colors between channels, there is a really neat shortcut.
04:30All you do is click and drag in the Color well.
04:33So let's go ahead and drag it up to the Color channel and now when we get over
04:37the other color, we can drop it and now you notice we have the same color
04:41between our Color channel and our Luminance channel.
04:43Now just to add a little bit more detail, we're going to add two more channels.
04:48Transparency. If you go ahead and make sure that's active, you notice by default
04:52it's set to 100% Brightness.
04:55Let's drag that down to around 36-37%.
04:59Now we can sort of see through the texture a little bit.
05:01The next option I want to look at is Reflection.
05:04Let's enable Reflection and you notice now it's giving us the simulation of
05:08reflection here, because it doesn't know the exact objects that are in the scene to simulate.
05:14So it's showing us how the reflection would actually operate on this material
05:18with the default reflection.
05:19So drag the Brightness down a little bit and if you choose Additive, I've found
05:24sometimes that really accentuates the different reflections.
05:28Now that we have our materials set, we'll go ahead and close the Material Editor
05:31and drag and drop the material right onto our center sphere.
05:36If you go ahead and render the scene, notice now the material has been applied.
05:40And you notice with Luminance selected, the green is really starting to bounce
05:44off of the other objects that have reflection set up.
05:48It's kind of brightening up the scene.
05:50Now I know you're thinking to yourself, these other textures look pretty
05:53interesting, how do we create those?
05:55Well, it's actually pretty simple.
05:56All you do is go to the Window pull- down menu and choose Content Browser.
06:01Now in window, you'll notice we have a bunch of Presets.
06:03Navigate to the Cinema 4D preset and you'll notice we have a folder called Materials.
06:07If you double-click the Materials folder, there will be a list of more options.
06:12Let's go ahead and open the basic folder right now and you can see here all the
06:16different materials that I use as an example in the scene.
06:19Let me scroll down here, so you can see the Wood material.
06:23Now if you'd like to add one of these materials to your project, go ahead and
06:26double-click on it and it automatically loads into the Material Manager.
06:30Another way to add the material is to literally just drag and drop it right on
06:34the Content Browser right onto the other material you'd like to replace.
06:39Now when we render our scene, you can see we have our new material.
06:42So as you can see, materials can get pretty deep pretty quickly and we've just
06:47barely scratched the surface, but I hope you're inspired to go ahead and
06:51manipulate your own materials in the different channels of the Material Editor.
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Shaders
00:00Now the default material we've been using up to this point in the course is
00:03pretty powerful for creating different textures in Cinema 4D.
00:06But wait, you've guessed it, there is more. Yeah, shaders.
00:10And actually shaders are just like materials.
00:13They just have different channel options optimized for specific uses.
00:18So as you can see here there is a shader for wood.
00:21There is one for kind of tarnished metals where you can mix two
00:24different channels together.
00:26We have one that's great for shading biology type animations, marble shader and glass.
00:33And I made the effort of actually making sure to leave the names of the
00:37different shaders down here, so you can see them.
00:39But just so you know, as I am clicking through the different shaders, when you
00:42have one selected, for example the Floor here, it's just says Material because
00:46that's the default material.
00:48If I click on Banzi here, we can see it's the Banzi shader.
00:51So your shaders always listed in the upper-left corner of your Attribute window.
00:56Now just so you know where all these shaders came from, go to your Window and
01:00open the Content Browser.
01:02As you can see I've been kind of snooping around already, but just so you know
01:05where we are, in Presets under CINEMA 4D, in your Materials, you notice they'll
01:11actually have folders named after each one of these different shaders.
01:15So if I open the Danel folder, you can tell that it's actually great at creating
01:19different metallic-like textures.
01:23Feel free to browse through the different folders and see all the different
01:26pre-built shaders that already are in your Content Browser.
01:29If you want to use any of them, all you have to do is just drag them down
01:33into your Layer Manager or you can drag them right onto your object or just
01:37simply double-click.
01:40So let's close the Content Browser for right now, and let's select the Banzi shader.
01:46Notice we have an option for Wood.
01:47If we go to the Wood channel, there are specific settings like Ring Intensity
01:52and Core Variance and Variance Scale.
01:54You get the general idea.
01:55You can go in here and tweak things, and with the shader, you can make some
01:59pretty realistic looking wood.
02:01Now in order to make these changes and see them update in the scene, you can
02:05always go up under your Display Settings and open Enhanced OpenGL and go
02:09through the different settings.
02:10But since that's different for everybody's computer, what I'm going to do is
02:14click and hold on the Render and Picture Viewer option and choose
02:17Interactive Render Region.
02:19Notice it creates a box in the center of your scene.
02:21You can grab any of the corners here to focus on a specific area, and if you
02:26grab an edge, it will allow you to reposition the window.
02:30This little right arrow here will allow you to increase the level of detail as
02:34you make your changes.
02:35So let's go ahead and change some of the settings in the wood.
02:38The first thing I'm going to do is double-click on this color chip here and
02:41change the color of the wood, so it looks a little more green.
02:45And we can go ahead and change the brown by double-clicking it and let's go
02:48ahead and make that sort of a white and click OK.
02:51Now we have a very green and it almost looks like an apple core, but you get the general idea.
02:56I can see this update with the Interactive Render Region.
02:59Let's go ahead and move our window over to our second sphere over from the right.
03:04This one is the Mabel shader and as you can tell, it has a lot of different
03:08channels that you can tweak.
03:10This is great for creating surfaces that have a lot of veins, like marble.
03:15So let's go ahead and change the Veining Turbulence by clicking on this button here.
03:19Feel free to choose any of the different options and you'll notice now it's
03:22updated back to our shader.
03:27So I encourage you to go through each one of the different shaders yourself and
03:30adjust some of the options to see what kind of new materials you can create.
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Using Bump and Displacement maps
00:00One of the great things about textures is the fact that it actually saves you a
00:03lot of time in the modeling process.
00:06To show what I mean, we're actually going to check out two different channels:
00:09a Bump channel and a Displacement channel.
00:11And as you can see in the lower-left corner, I have been nice enough to create
00:15two different materials, one for our Bump map and one for our Displacement map.
00:19So, let's double click the Bump map and open the Material Editor.
00:23In the upper-left corner, I'm going to go ahead and right-click and open a
00:26window, so you can have a little larger view as to what I'm doing.
00:31Let's jump right to the Bump map, go ahead and make sure it's activated and then
00:36right next to the word Texture, click the arrow and choose Noise.
00:41This is a procedural texture meaning that the software is actually creating the noise.
00:46So the really nice thing about this is it won't pixelate when you move your
00:49camera really close to the object.
00:51Also, if you click on the button right next to arrow titled Noise, we get to
00:56adjust all the different options used to create this Bump map.
01:00We have control over the Color, the Seed, the Noise, the Space and just see now
01:05the Noise shader isn't tied specifically to the Bump channel.
01:08You can load this into any of the other channels.
01:10Now, since we're on the Bump channel, it doesn't make sense to change
01:13either color, because actually its black-and-white value is going to
01:16determine the amount of the Bump.
01:19I just wanted to jump unto this section so you could see we can actually change
01:23the type of Noise for this Bump map.
01:26So if you click on the button for Noise, notice we have all these different options.
01:30Go ahead and choose Gaseous and now we get a texture that looks a little bit
01:35more like an Orange.
01:37So, I think it would be kind of cool if we change this material to look like an Orange.
01:40So go back to the Color channel and adjust the Color up to orange.
01:44I am going to drag the slider over here and then click an orange area and click OK.
01:50Now, we have an orange color.
01:53If I wanted to accentuate things, I can go ahead and load the Noise back into
01:57the Color channel as well but really, this is starting to look pretty good.
02:01Now, there's an interesting thing with Bump channels and that's the fact that
02:05it's actually not distorting the geometry.
02:08To show you exactly what I mean, let's go ahead and close our Preview and
02:11Material window right now, and drag the Bump material right on to our objects.
02:17Let's zoom in really close and render the scene.
02:22Now even though it looks like there's some distortion on the material, this is
02:27actually turning out to look really nice.
02:29If you look really closely on the edges here, it's actually smooth and there
02:33isn't all of this ridging in the Bump.
02:36That's because Bump maps just give the illusion of geometry.
02:40So, if you actually want to distort something in three-dimensional space and
02:44save on your modeling time, you can actually go to the Displacement channel.
02:48So, let's double-click on the Displacement material, at the bottom of
02:51your Material Manager and instead of going to Bump this time, let's go to Displacement.
02:57Make sure it's active and load a texture into the Texture channel.
03:02Again, we'll just go ahead and load Noise in.
03:05Now, this is looking pretty neat.
03:07Let's go ahead and apply this on to our sphere.
03:11Before we do that, I just want to delete the old texture and now we can drag the
03:15Displacement texture onto the sphere.
03:19Now, we can't see anything.
03:20Let's go ahead and render and you'll notice this doesn't look quite like this
03:26and that's because you need to actually enable Sub-Polygon Displacement. Because
03:31the Displacement map is displacing as much as it can based on the amount of
03:35geometry we have, but we need to actually divide up each one of the individual
03:39polygons to get the bumps to be this bumpy.
03:42So, go ahead and select Sub-Polygon Displacement and now let's re-render our scene
03:46and you'll notice now this is significantly bumpier than our original Bump map.
03:53The downside to this is the fact that this does significantly increase the
03:57render time but as you can see, I didn't have to go into any Modeling section.
04:02All we did is make adjustments in our Material Editor.
04:05So, remember, when you go to add details to your textures, you can add Bump maps.
04:09You can add Displacement maps.
04:10Just remember it's a little bit of a gamble with you render times whether you
04:13use Bumps or Displacements.
04:15A lot of times Bumps are just great.
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Applying materials to objects caps
00:00Now, it's kind of interesting when you create models that use Caps because there
00:04are actually some hidden letters that you can type into the Selection area to
00:08have the material only apply to specific areas of your geometry.
00:12So, to show you what I'm talking about, let's go ahead and look at our model first.
00:16So, I'll just render this scene, so you can see I have some text.
00:21If we select our extrude object here at the top called Text, you'll notice I
00:25have caps with the Fillet Cap and it's a 2-Step Fillet Cap.
00:29Now, if I select on InnerOut, you'll notice that has Caps as well, as well as OuterGreen.
00:35Now what I would like to do is find a material that could go inside of this
00:40specific outline here.
00:42So let's go to our Content Browse. Under Window, go to Content Browser and
00:47let's look for a material to apply.
00:48Just go to CINEMA 4D, under Materials and let's look in the Basic section.
00:54Now, I would like to add some kind of bark in here and I think there's some
00:59appear towards the top. Yeah, bark.
01:01Okay!
01:02So to add our bark to our object, all we have to do is just drag it down into
01:06the Material Manager and let's minimize our Content Browser.
01:10Now, if we want this to apply just to the outside of the green area, go ahead
01:14and drag your bark right up onto the OuterGreen object and just so things update
01:20as I continue to make changes, let's turn on our Interactive Render Region and
01:24you'll notice this is not quite exactly what I was looking for.
01:28So the first thing you want to check is how the textures are projected on your
01:32geometry and this is UV mapping.
01:34So let's change that to Flat since this is relatively flat, and we just turn up
01:38the detail here, so we can see a little bit better.
01:41Sure enough that's the texture but I'm not getting that outer area selected.
01:46That's because textures have an order of priority that work from right to left.
01:50So for example if I select the bark texture and drag it to the left on the other side
01:55of the green texture, now you'll notice we only have the green texture in the scene.
02:00So, how do we fix this problem?
02:02Well, there are a couple of different ways.
02:05Since we have the green object on outside, I want to put in the code for the
02:08selection for the outer area.
02:11In the Attribute Manager under Texture Tag, there's a Selection area and the Cap
02:16areas are actually known as R1 and R2.
02:20So, if we type capital R1, and hit Enter, now the green is only applied to the
02:27rounding that's happening on the front side of the model.
02:31Notice if I rotate around here, I still have the bark coming through the other side.
02:37If I rotate up here a little bit more, you can see it's kind of stretching over the edge.
02:41That's fine.
02:41I'm never going to see that side of the texture but we could change the bark
02:45texture to cubic to help deal with that.
02:48Let's go ahead and come back here now.
02:50Now I would like to actually apply the same bark texture to the inside of our letters.
02:56So select the Text extruder up at the top and you'll notice we have Caps,
03:00a Fillet Cap and an End Cap, and since I want to use the same bark texture,
03:05just drag-and-drop the bark texture up to the text.
03:08Now again we're having the same issue with the projection.
03:10So let's change that to Flat and it actually replaced all of the text and
03:16that's not what I want.
03:18To have a texture only cover the front face, what you have to do is type C1.
03:25Now, there's R1 and R2, and C1 and C2.
03:29Anytime it's 1, it's the front side object.
03:32Anytime it's 2, it's the back side of the object.
03:35So now once I go ahead and click anywhere else in the scene, you'll see the
03:39white outline pop right back out again from my text.
03:43So, we can turn Interactive Render Region off and go ahead and render our scene.
03:48And as you can see, I still have my two caps on my text but now we've
03:53successfully map the bark on the front face of the text and on the front face
03:59of our outer stroke.
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Applying materials to a complete model
00:00We're going to start this video actually with the project that we created at
00:04the end of Chapter 3.
00:06I want to show you what happens when you create a polygon model with selections,
00:09and then try and smooth that out with HyperNURBS.
00:12Add a HyperNURBS object and drag-and- drop the body of the cart up into the
00:17HyperNURBS object and look at what happens.
00:21As the geometry got smoothed out, so did the textures, and you notice the
00:25color that used to occupy the lip is now getting stretched out with the rest of the geometry.
00:30This usually works great for character animation because you don't want
00:33your texture slipping.
00:35But for this, we basically have to go back and redo our selections.
00:40So let's get started by jumping into our project.
00:43So as you can see, we have our cart smoothed out with the wings and the engine.
00:46Let's go ahead and apply some textures to the rest of the cart.
00:50We'll start by selecting the polygons for the stripes in the body.
00:54So expand the Body null object and select the body of the cart.
00:57Let's rotate around and zoom in just a little bit.
01:01Until we select the entire loop, let's go up to our selection area and add Loop Selection.
01:09Once you have a vertical selection, just hold down Shift and click again, and click again.
01:13I think that's about right, we have 3 here.
01:17Let's leave a space of 2, and Shift +Click, Shift+Click, Shift+Click.
01:23So if we orbit around here, you can see we have two stripes evenly spaced and
01:30now we're ready to save our selection.
01:33Select the body, go up under Selection, and choose Set Selection.
01:38Let's name our selection in the Attribute Editor, under Name.
01:41Let's call it Stripes.
01:47Let's reselect the body, and now we can select just the polygons on the lip.
01:53I'm going to zoom in a little bit more, and here we go.
02:00Click, Shift+Click and Shift+Click.
02:04Now let's do one more. Shift+Click.
02:07Okay, now that we have those polygons set, go up under Selection and set the selection.
02:14Let's rename our selection in the Attribute Editor, Lip.
02:17Now that we have our selections, let's pull back out here and rotate around so
02:21we can add our stripes.
02:23I want the material to have the same properties as the red paint.
02:26So let's just duplicate the paint by holding down Ctrl, clicking on the paint,
02:30and dragging to the right.
02:33Now we can rename this paint, and we'll call it Stripes.
02:37Now I want to show you something, even though I have Stripes selected here, and
02:41that's what's in my Attribute Editor, I still have a white box around the Paint.
02:44That's just letting me know that I have the Body geometry selected, and any of
02:49the materials that are applied to the Body geometry would have a white box
02:52around them in the Material Editor.
02:54But fear not. Stripes is selected and I know that's what's in the Attribute
02:58Editor because it's labeled over here, Stripes.
03:01So let's go ahead and just change the color to black.
03:04Click in the Color well and choose OK.
03:06Now that we have our black stripes, all we have to do is drag-and-drop them up
03:11to the body of our cart.
03:13Now the order of operation for textures is right-to-left.
03:17So since we've placed the black texture on top of the cart, when I render the scene,
03:21you'll notice the cart is completely black.
03:23While I think that looks pretty cool, I still want that to only apply to the stripes.
03:28So, let's find our Stripes selection by clicking on the little orange triangle
03:33right here, and you notice there is the selection.
03:37So let's select our material, and in the Tag section, let's click-and-drag the
03:42left orange triangle down here into the Selection drop well.
03:46Now, if we render our scene, you'll notice we have the stripes applied to our cart.
03:51I'm going to hold off on texturing lip right now, because I want to choose a
03:55texture for the wings.
03:57We can do that in the Content Browser.
03:59If we go up under Window and choose Content Browser, you can tell I've already
04:05been kind of poking around in here, but to show you where we are, if you go to
04:09the Presets area under Materials, there are a whole host of options.
04:14Now, I want something kind of shiny and metallic, so I'll go to the Danel section.
04:21I think the aluminum will work perfectly.
04:23So let's just drag that down into our Material Manager.
04:27We can minimize our Content Browser for now.
04:29So we're gong to apply the aluminum material to the lip and the wings.
04:34So let's get started by applying it to the lip, since the Body geometry is
04:38already open here in the Attribute Editor.
04:41Go ahead and select the body and now drag the aluminum material up to the geometry.
04:46Now, under Selection, let's drag the right selection down into the drop well.
04:52Now when we render, you'llnotice we have this cool kind of stripe around the lip.
04:58Let's check out our wings.
04:59Notice we have a Loft NURBS object, so let's go ahead and apply the aluminum to
05:03the Loft NURBS object.
05:04Now let's render the scene one more time.
05:07That's looking pretty cool. Let me go ahead and pull back here.
05:10Now, just in case you want to see how the material process is working, as you're
05:14making changes, you can always turn on the Interactive Render Region by clicking
05:18up here in the center and choosing Interactive Render Region.
05:22I find it a little distracting for right now, so I'm just going to go ahead and turn that off.
05:27Let's apply the same red paint texture to the engine.
05:30If we expand our Engine option here, you notice we have the Engine Housing and
05:34then we have the Cones.
05:36So let's apply the red paint to the Housing.
05:39Since we already have the red paint down here in our Material Manager,
05:42all we have to do is just drag-and- drop it right up to the Housing.
05:47If we render our scene, now we have the red paint on the engines.
05:52Now, the Cones, I can't quite make up my mind whether I want to do black or aluminum.
05:55I don't know. Let's try black.
05:57Click-and-drag the black texture right up to one cone and drag it up to the other cone.
06:04Now when we hit Render, you'll notice we have our cart textured and ready to rock.
06:11Now it's looking really good, and I think I'm pretty much done, but we can add a
06:16texture to the slats.
06:17So let's go ahead and select our slats here, and if we expand the null object,
06:22you notice there are a lot of cubes that make up these slats.
06:25Now I don't have to texture each individual one.
06:28We can just leave the null object, and let's drag -and-drop the aluminum right up onto the slats.
06:34Now, if I go ahead and hit Render, we can check out the scene.
06:38I really don't like that very much, so let's select the texture and just hit Delete.
06:43We'll leave it with the default gray Phong tag.
06:45I think that works just fine for now.
06:47So let's render the scene and take one more look.
06:51Now, you may have been going through this entire process, going wait, wait,
06:54it's really dark. I can't see the top of wings and all that other stuff.
06:58Now typically, I like to add a light set up as I'm applying my textures and materials.
07:02But since we really hadn't got into lights too much, I didn't do that.
07:07But just in case you want to do that, if we go to the Content Browser
07:10under Window > Content Browser, there is a default Light Setup right
07:16above our Material folder.
07:18The one I like to choose most often is 3 Point Light Stage.
07:22The only little gotcha with this you have to watch out, when I render the scene here,
07:26you'll notice it's adding a yellow tint to everything.
07:29So if you expand the Light null object and choose FX_light, under General,
07:34we could change this color back to white and be good to go.
07:41So as you can see, we can see our cart, fully textured, and we're ready to go.
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Placing textures with the Texture tool
00:00 Now, I'm sure there'll be a time where you'll create a graphic in another
00:04 application that you'd like to load up and apply to your model.
00:06 Well, you're in luck.
00:07 We're going to map a number graphic onto one of the wings of this jet cart.
00:13 So if you go to the Material Manager, under File, let's create a new material.
00:18 In the Attribute Manager, go to the Color section and we'll load a graphic
00:22 into the Texture area.
00:23 Click the arrow button and choose Load Image.
00:26 Make sure to navigate to the Texture folder in your Media folder in your
00:29 Exercise Files, and we'll load 44.tif.
00:33 When you click OK, you'll see this contextual menu pop-up, asking us if we want
00:37 save a copy into the same folder where we're saving our project file.
00:41 If you're relatively organized, you don't have to do this.
00:44 But if you might be sending your project out to a bunch of other people, you might want to.
00:48 I'm just going to click No for now, and you can see our graphic has been
00:51 loaded into the material.
00:53 Now, let's apply the material to the wing.
00:56 In your Material Manager, click-and- drag the new material up to your Loft NURBS
01:00 object in the Wings null object.
01:03 Now you can see immediately the texture has been applied, but unfortunately,
01:06 there is white that's overridden the aluminum underneath.
01:09 Just to double-check, let's go ahead and render, and you can see that's what's happened.
01:13 Again, this is just because of the order of operations with textures. They work
01:17 from the right and work their way to the left.
01:19 Now this graphic was created with an Alpha channel, which is actually a channel
01:23 you can see in the Channels palette of Photoshop.
01:25 But it determines the transparency of your graphic.
01:29 This graphic did have an Alpha channel.
01:31 So let's activate the Alpha channel by double-clicking the material in
01:35 the Materials Manager.
01:36 Now we have the Material Editor open. In the Color channel, make sure you
01:40 see the texture thumbnail and just click-and- drag on that thumbnail down to the Alpha channel.
01:46 You notice the Material Editor will switch and all you have to do is drag that
01:50 graphic right into the button next to the texture.
01:53 Now, our Alpha channel has actually been loaded, but it hasn't been applied yet.
01:58 If you notice, we can still see the white.
01:59 So select the Alpha channel to apply it.
02:02 Now you can see a thumbnail of your Alpha channel as well.
02:06 Let's go ahead and close the window.
02:08 Now, I'm getting this strange error where I can't see the wings.
02:11 If you go up under Display and enable Stacked Materials, you should be able to
02:16 get your wings back.
02:17 We've successfully loaded the material, but you can see it's not really mapped
02:20 properly onto the geometry.
02:22 If we go back to our Object Manager and select the material, the Attribute
02:26 Manager should change.
02:28 Now in the Tag section, you should notice a pull-down for Projection.
02:32 Let's change UV Mapping to Flat.
02:35 This way the texture is actually trying to be projected flat as opposed to
02:39 wrapped all the way around all the geometry.
02:42 We can fix this by interactively adjusting the texture.
02:44 Let's select our Loft NURBS and grab the Texture Axis tool.
02:48 And you notice here we have controls over where the texture is being projected.
02:54 So I'd just like the texture to be on this wing, so let's drag it over.
02:57 Now, there is an adjustment we need to make, because this number is being tiled.
03:01 So select the Texture tag and deselect Tile.
03:04 Now, we only have one copy of the texture, and as you can see, it's trying to project.
03:09 Let me rotate around the scene here.
03:11 The scene is rotating slowly just because I have the Stacked Textures feature turned on.
03:15 Okay, you can see it's trying to project down the Z axis here.
03:19 So all we really need to do is rotate our Texture axis.
03:22 So if we grab our Rotation tool, we can click on the Rotation band to adjust the
03:28 actual projection itself.
03:29 I'm going to hold down Shift as I adjust this to make sure I'm exactly at 90 degrees.
03:35 Now if we rotate around here, you can see our number has been applied to the wing.
03:39 Let me do a preview render here, and you can see that looks pretty good,
03:43 although I'd like the number to face the other direction.
03:46 So we'll just go back and reselect our Loft NURBS and click on the Axis band
03:51 and rotate our texture around.
03:54 Again, I'm going to hold down Shift so it snaps to 180.
03:58 So let's rotate back around and render the scene.
04:01 So you can see you can easily create textures in other applications and
04:05 apply them in CINEMA 4D.
04:07 If you have to do some tweaking, you can use the Texture tool.
04:10
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Animated textures
00:00So as you can see, we have some geometry here in the middle of the scene.
00:03Let me go ahead and render it.
00:06What we're going to do instead of having this big pillowy white outline of
00:10geometry, we're going to replace that geometry with fog so it looks kind of interesting.
00:16So, the way we'll do that is go to the Materials Manager and choose a
00:20new shader called Fog.
00:24Now Fog is a shader that will apply fog to whatever geometry you apply it to.
00:29Now the neat thing about it, it actually can animate.
00:32So, to see what it looks like, just drag the Fog shader right on top of the
00:38OuterGreen material.
00:41Now, it's replaced the material and if we go ahead and render one frame,
00:46you'll see it doesn't look very dramatic quite yet.
00:49That's because we have the default settings here.
00:52So, first thing, let's change the Type to Exponential. What this does,
00:56it decreases the fog intensity along the y-axis.
01:01So, it just gives a little bit more variance when we adjust the Turbulence.
01:06So let's bring the Turbulence up to around 45.
01:10Now you can see in our Preview window that things have changed a little bit.
01:14Now just so we can see what's going on, let's go and turn on our Interactive
01:18Render Region here and crank up the detail, just so we can see that fog a little bit better.
01:24I know it might be kind of hard to see, but you can there's dark areas and light areas.
01:28You might be thinking to yourself, how do I deal with this when I want to see
01:32how it actually animates?
01:34There are a couple of different things you can do.
01:36The first thing, if you go to the Material itself and right-click right on top of the icon.
01:45First off, let's open a new window.
01:48Now, with that new window open, if yours isn't large like this, go ahead and
01:52just drag it out so it's a little larger.
01:55Go ahead and right-click again and choose Animate.
01:58Now you'll see a red box pop-up, and that's just letting you know it's
02:01loading frames into render.
02:03Now we can tell our Fog Shader has actually started animating.
02:08So, this is looking pretty neat.
02:09But let's crank up the thickness of our fog.
02:12So, go ahead and change the Thickness number to 300.
02:15Now to animate this again, we go ahead and right-click on our preview and click Animate.
02:22Again, it's going to load up, and then we can see it's actually moving around.
02:27So, now that we've seen a basic preview in our thumbnail, let's get a preview in our project.
02:35Go ahead and click-and-hold on your Picture Viewer render, and go down to the
02:39bottom and choose Make Preview.
02:42We want to make sure we use a Full Render in the Preview Mode, so it
02:45renders full resolution.
02:47But we don't have to render the entire size of our project.
02:50So we'll leave our Image Size at 320.
02:53If you're on a PC, obviously, you could choose AVI as opposed to QuickTime,
02:57and if you click your Options button here, you can choose a different kind of compressor.
03:02Let's go ahead and click OK.
03:04You notice in the bottom left here, I'm getting an update letting me know how
03:08the calculation is going. Okay.
03:12Now we have the Picture Viewer open, and to play our render all we have to do
03:16is press Play on the Play button, and you notice we have our fog animating in
03:20the background of our recycle title.
03:25So, as you can see, this is just a taste of what we are going to be getting into.
03:29Obviously, we'll go more into animation in our chapter on animation and
03:33definitely more about rendering in our rendering chapter.
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8. Lights and Cameras
Getting started with lights
00:00Good lighting can go a long way to make the difference between a decent
00:03scene and an amazing one.
00:05Now before we add new lights to the scene, I want to show you something kind of important.
00:10If you go into your Render Settings and go to the Options section, notice there
00:14is this option for Auto Light.
00:16If we turn that off, and then render the scene, notice the scene goes black.
00:21I'm seeing a little bit of refraction and stuff here, and that just has to
00:24do with our textures.
00:25But the important point I want to show you.
00:28Without Auto Light On, the entire scene goes black.
00:32So later on, notice when we add a light, everything else will go dark other than
00:36that first light we just added.
00:38Now, let's explore some different kind of lights by adding some lights to this cart.
00:43If you notice next to the Add Array Object, there is a Light object.
00:46If you click-and-hold, you can see we have a whole bunch of options for lighting.
00:51Let's go ahead and tear this off, and drag it into the top of our interface,
00:55just so we have it for reference.
00:57I am just going to rescale my window.
01:00Let's get started by actually adding a Floor object.
01:04If you click the Floor button here, notice a floor has been added and while it
01:08may look like it's just getting cut off right here at the edge, when you
01:11actually go to render, the floor goes on infinitely.
01:14As you can tell, it's gray.
01:16Now, if we rotate around the scene here, you'll see this blue line and this
01:20blue line in the viewport is just letting me know where the horizon is.
01:23Again, when I render, you can see the floor goes all the way out to the horizon.
01:27All right, that's enough about the floor.
01:29So, let's go ahead and drag that to the bottom of our Object Manager, just
01:32because I like to keep things in general order there.
01:36Let's get started by adding a light.
01:38In the upper left corner, click Light.
01:41As you can see, the outside of the scene has gone dark.
01:44Since the light was made at the origin, and so was the model, there are all
01:48kinds of stuff bouncing around.
01:49Because it's little confused.
01:51It's in the middle of some geometry.
01:52So, let's go ahead and pull the light up into the scene here.
01:57If we rotate around, we can just click on the axes and pull the light
02:02out towards the front.
02:03I'm going to drag it over towards the left side here.
02:06Now if you notice, with the light controls, I can see it in the scene, but when
02:11we actually go to render, the light is not visible, we're just seeing how the
02:15light is lighting the scene.
02:17Also, you might notice there aren't any shadows.
02:20Well, if we go to our Attribute Manager, our Light object has a couple of
02:24different channels we can adjust.
02:25There is one specifically for Shadows, but we're not going to get into that right now.
02:29Let's look at the General section.
02:31First off, we can change the color of the light.
02:33So, let's click in here and make the light a little bit warmer.
02:36We'll make it a nice bright yellow and click on that.
02:40Notice when we change our light and go ahead and render again, you can see
02:44it has drastically changed the scene.
02:46Now, it's kind of not pleasing to me.
02:48So, I'm going to change the light back to white.
02:51There is a pulldown for Type. Just because we created the light using the Light
02:55button up here doesn't mean we can't change the type of light we created.
02:59For example, in the pulldown menu, see I have Spot Light and I also Spot Light up here.
03:05So, if I like this position, I could easily just choose Spot Light and
03:08you notice I get this wireframe here showing me the spread and the direction of the
03:12new Spot Light I just created.
03:15If we grab the Rotation tool, we can go ahead and rotate our light around, just
03:19like any other object.
03:21Select the light in the Object Manager, so we can see it in the Attribute window.
03:26If you notice the Intensity is set to 100, so let's go ahead and drag the
03:29Intensity of that Spot Light down.
03:31Now, I want to make some change to the width of this light, so let's go to
03:35Details and you notice we have Inner Angle and Outer Angle.
03:39So, let's change that Outer Angle to 90, and now you notice we have a nice soft
03:45diffused Spot Light.
03:47As you can see, there are a bunch of other options under the Spot Light, but
03:49I don't want to stick specifically with the Spot Light, so let's add another
03:53light to the scene.
03:54Let's add an Area Light.
03:55If we go ahead and click the Area Light, let's grab our Move tool and move it up in the scene.
04:01As you can see, the Area Light generates a big soft amount of light.
04:06It's very similar to the first light that we added, which is called an Omni Light.
04:11The difference with the area light is its brightness and how it affects the specularity.
04:15It makes a little sharper specularity highlight than the typical Area Light.
04:20Now, the closer you move the light to the object, the more vibrant and the more
04:25accentuated the different details are going to appear.
04:28I know it's hard to see, but there is actually a specular highlight here.
04:31Let me go ahead and render it, and you can see I've got a specular highlight
04:35right around the edge here and then on the back section of our model.
04:40If I take this light and move it way back and render the scene here, you can
04:46see I have that same specularity, but it's not quite as bright and accentuated.
04:51Notice you can choose different shapes for the Area Light under Detail.
04:55By default, its set up for Rectangle, but you could choose a Disc or even a
05:01Sphere to adjust that light.
05:03Notice with the Sphere, I get a slightly different effect.
05:06Feel free to click through the different options and see how that light has
05:11changed the lighting of your scene.
05:14Now let's deactivate both of these lights and add one more light, the Infinite Light.
05:20If you go ahead and check that, notice no matter where I move this light in
05:24relation to the model, nothing changes with that lighting.
05:29And the reason this is happening, the Infinite Light is just lighting in a
05:33direction and since it goes on to infinity, there is no falloff.
05:38So, if you want to adjust an Infinite Light, the only way to really make an
05:42adjustment is to change the direction that it's pointing.
05:46So, if I change the angle here, even though the light is on the other side of
05:50the object, you can see here it's changing how that object is lit, again
05:57because it's just an Infinite Light.
06:00So, that was just a very quick tour into lights, but I hope you're as inspired
06:04as I was the first time I saw lights in a 3D project, because it seems to
06:09bring everything to life.
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Getting started with cameras
00:00Working with cameras in CINEMA 4D can be a lot of fun, because it allows you to
00:05act like your own director.
00:07You can literally have control over every single element of the camera, from the
00:12lens to the position. You name it.
00:15So let's get started by creating a camera, and then we'll switch our view to see
00:20what things look like through that camera.
00:21So to create a camera, go to the Light pop-up menu and click-and-hold, and you
00:26notice we have a Target Camera and a Camera.
00:29Let's just choose Camera for right now.
00:32You notice we get this green line that's going around the edge here.
00:36Let's pull back so I can show you what's happening.
00:39As you can see, we actually have a camera that's been created in the scene.
00:44It was created at the exact position where we were when we-- this is actually
00:50really helpful when you go through animation.
00:52To view what we're seeing in the camera, you can switch to the Camera View
00:57relatively quickly and easily a couple of different ways.
01:00The first way is to go up to the Camera section in our viewport and click on
01:04Cameras, go to Scene Cameras and choose Camera.
01:09So now you notice we've automatically jumped into the view from that Camera.
01:13Now, so it doesn't have quite the generic name. I'll just call this something
01:18little less generic like Camera 1.
01:20You can have multiple cameras in your scene.
01:22This is really neat, because it allows you to animate all this different cameras
01:25and you can render out all those different scenes and then go edit your project
01:30in another application.
01:32So while viewing through the camera, let's look at the different ways we
01:34can navigate our scene.
01:36First off, we can just move in and out and orbit around, but if you notice,
01:41when we orbit around, it's actually orbiting around the axis of the camera,
01:44whereas in the past we'd always been orbiting around the center point of the
01:49World or the origin.
01:51Well, if you want to change the rotation, in the Attribute Editor for the camera
01:55at the bottom down here, there is a pull-down for Rotation.
01:57Go and change Default to World.
02:01Now when we orbit around our scene, you notice we're orbiting around the World.
02:05This is probably a little bit more familiar to you.
02:07Now you don't have to be in the Camera View to actually move the camera around.
02:12You can switch to view from another camera by going back up under the Cameras
02:16menu and choosing Editor Camera.
02:18Now we'll jump back to the last view we had before we switched to
02:22viewing through the camera.
02:24Now going to this Cameras pulldown menu is nice and easy, but you can actually
02:28switch back and forth a little bit more quickly using this little button in
02:31your Object Manager.
02:32If you go ahead and select it, you switch to the Camera View.
02:35Then if you deselect it by clicking on it, now we've switched back to the Editor View.
02:40So now that we're back in our Edit View, let's pull back in the scene and look
02:44at the actual camera controls themselves.
02:46Notice it's just like any other object in the scene.
02:49As I move around, I'm actually seeing a graphic representation as to what the
02:54camera will be seeing.
02:55So you can just move it around by clicking on the axis handles, or you can
03:00grab your Rotation tool and rotate around and make adjustments to your camera that way.
03:06Now, there is another way you can animate your camera using a Target Camera.
03:10You can make your camera a child of whatever object you're animating.
03:15But we're going to get into all that stuff a little while later in the Animation chapter.
03:19For right now, just we're going to see how you can position things on the screen.
03:22Now I'm just going to undo the last few views of the camera and jump back into
03:26the Camera View to show you another reason why I love working with cameras.
03:31Go ahead and position your camera relatively close to the JetCart.
03:36Now a lot of times I'll have clients that ask me to create really powerful fun
03:41graphics and work with text a lot, where they want the graphics to kind of
03:45be distorted in larger than life.
03:47Well, rather than trying to distort the graphics in the traditional view, I just
03:52create a camera and change its focal length.
03:55So select the camera in the Object Manager, go down to Focal Length.
03:59This number does actually correspond to typical lens sizes.
04:02So if I wanted to go to a wide-angle lens like 15 mm, I'll just change the
04:07Focal Length to 15.
04:10Now since the camera is at such a wide angle, it appears as if the camera has moved back.
04:15But if we just jump out really quickly in the scene, you notice as I pull back here,
04:20now I just have a much larger viewing angle, but a more shallow depth.
04:24So let's switch back to the camera and just pull back in close to our object.
04:30Now, it's kind of hard to see, but if you orbit around, not below floor,
04:34we're actually getting some distortion to this geometry.
04:38If we go ahead and change that down to let's say 12 and zoom back up, I think
04:42you can see a more accentuated version of that.
04:44Now you want to be real careful, position your cameras really close to your geometry.
04:50Because if you haven't loaded in high-resolution textures, or created a
04:54really high-resolution model, sometimes you can actually start to see the
04:58geometry if you get too close.
05:00So I encourage you to go play with the Focal Length and Aperture Width and
05:03Field of View of your camera, just so you can see some of the different ways
05:07you can view your geometry.
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Volumetric lights
00:00Now we covered the basics of lights, but Volumetric Lights, they just kind of
00:04take things up a notch.
00:06I know I've said that a lot, but we're going to create a pretty neat effect
00:08using Volumetric Lights.
00:10So let's add a Spot Light to our scene.
00:12Go to the Add Light button at the top, click-and-hold and choose Spot Light.
00:17Now we'll just pull the Spot Light back a little bit and I'll rotate around the
00:23scene here, and just pull back a second here, so we can see things.
00:28Let's rotate our Spot Light.
00:30Now I want to increase the angle of this cone, so I'm going to switch to the
00:34Model tool, and that will turn on our interactive handles.
00:37So if we grab one of the edge handles here, we can make the width of the Spot Light change.
00:43Now that we've changed the width, let's render a preview.
00:47And you notice it's lighting up the cart, but I don't actually see the light itself.
00:53So let's select the Spot Light and turn on Visible Light.
00:56Go down to the Visible Light parameter, click on the pull-down and choose Visible.
01:01Now when we render, notice we can actually see the light coming and hitting our cart.
01:06Now that looks pretty neat, but let's change a few more settings.
01:08I want to show you what happens when you really crank up the Spot Light.
01:12Let's grab the center point of the Spot Light here and drag out.
01:16Now to show you what this is doing, in the Visibility section,
01:19notice that Outer Distance is 862.
01:21If I drag this out, now the Outer Distance is changing.
01:25So we've changed the Outer Distance of our light.
01:27If we go ahead and render, now you can see it's a much more broad light.
01:32Now this looks pretty interesting, but you notice there is no variance in the light.
01:36It's just sort of blasting out everywhere, and it's not really considering any
01:40of the geometry in creating any shadows or anything interesting like that.
01:45So let's go back to the General settings and change Visible Light from
01:48Visible to Volumetric.
01:50Now render the scene and let's see what going on.
01:53Look, we have some striations here and some shadowing that's happening.
01:56Notice it's not just blasting straight through the cart.
02:00This is a lot more interesting.
02:02But of course there are more settings we have to explore.
02:04So let's change Visible Light from Volumetric to Inverse Volumetric and see what happens.
02:11When we render the scene, check it out.
02:13Now we're not seeing any of the light beforehand.
02:15We're just seeing the light afterwards.
02:17This is a really cool way to achieve different special effects, because we can
02:21add Noise to Volumetric Light.
02:24So let's jump to the Noise section and turn Noise on.
02:29Choose Visibility and just quick render the scene.
02:32I know it's kind of hard to see here, so let's increase the Contrast.
02:37Crank that up to about 200%, and now let's render.
02:42You can see it's kind of coming out a little bit more.
02:45Let's go back to the General settings of our light and change the Intensity up
02:48to around something like 400.
02:51Now when we render the scene, it really looks like it's almost kind of
02:54bursting in the flames.
02:56Now there is one more setting I want to show you in this.
02:58If you select No Illumination, look what happens.
03:02When we render the scene, notice we're not going to get special illumination on
03:06the outside of the cart.
03:07It's just only coming through the areas where the light is shining through.
03:11So let's go ahead and rotate around the scene and render this.
03:15And as you can see, we've achieved kind of a really cool effect.
03:19If we really want to take it another step, we could add a light to the engine,
03:22another light to the engine and do the Inverse Volumetric with
03:26No Illumination, and it really looked like this is smoking its way down into the atmosphere.
03:33Now I've got one more little example.
03:35Go up to your Object Manager and let's turn on the Shatter object.
03:38And you might remember this project from our Explode Segments video in
03:42the Functions chapter.
03:44Let's bring it up to the top of the screen.
03:46Take this Shatter object and add some Volumetric Lights to it, and see what
03:51you can come up with.
03:52We can turn off our JetCart.
03:55So just move our Spot Light up, so it intersects with the Shatter object.
04:04Now let's zoom in a little bit closer.
04:07So I don't know about you, but I think that's pretty cool.
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Using the Exclude feature with lights
00:00Sometimes when you create lights, you want them to affect certain things in the
00:04scene and not other things in the scene.
00:06That's when Exclude comes into play.
00:09So to show you what I'm talking about, let's add some lights to the scene.
00:12Let's add two lights.
00:14We'll drag one up and over to the side, okay.
00:19Then drag our other light up and down to the other side.
00:25So, let's say for example, I really like how this light is lighting up the side of the cart.
00:30If we render the scene here, we have this really bright hotspot, which is
00:34distracting from the model itself.
00:37What I want to do is have the Floor ignore the light.
00:42If you select the light you'd like to Exclude, if you go to the Scene channel,
00:47notice the Mode by default is set to Exclude, and now it has a big empty box
00:53where we can drag our object that we'd like to exclude.
00:56So let's click on the Floor and drag it into Objects.
01:00Now it doesn't look like anything has changed in the scene, but if we hit the
01:03Render button, now you'll notice no more hotspot.
01:06But the side of the cart is still nicely lit.
01:09Now you could also do the opposite. If we change the Mode to Include, now when
01:14we render the scene, notice the light is only illuminating the Floor and
01:19ignoring what's happening with the cart.
01:22So whether you want to Include or Exclude, you might want to check the Scene
01:26Settings in your Light object.
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Creating and adjusting shadows
00:00Shadows are an excellent way to add a little bit more detail.
00:04Well for that matter, a lot of detail to your scene and as you can see here,
00:09we have our Floor and our JetCart and I have two lights.
00:13So, the light I want to manipulate is Light.1 and let's go to the General
00:19section under Light.1 and enable Shadows.
00:23If you notice, we have three different shadow options.
00:27Let's choose the first one and render the scene.
00:29So, you can see with Shadow Maps to Soft, I get a nice soft edge on my shadow.
00:36Now this is pretty drastic coming from this angle, because my light's way over here.
00:41Typically, I'd try and compensate for this problem by putting a light on the other side.
00:45But that's for another time.
00:47Let's go ahead and keep going through the Shadow options.
00:50The next option is Raytraced (Hard).
00:53If you go ahead and render that one, notice now we have a really harsh shadow.
00:58Then the last one is probably the most realistic option and that's called the Area shadow.
01:02If we go ahead and enable that, notice it takes considerably longer to render.
01:08Now, the fact that this is actually getting a little pixilated has to do with
01:11the detail we're providing within the shadow.
01:14Now, let's go into the Shadow channel and look at some of the more specific results.
01:18Transparency is really important if you are lighting a scene when you have
01:21transparent objects, like glass.
01:24That way with a glass object, its transparency will be taken into consideration
01:29during the computation of the shadow.
01:31Now to fix the graininess of the shadow, we need to up our Minimum Samples.
01:35Let's go ahead and double it to 16 and re-render the scene, and let's see
01:38what that looks like.
01:40It's very minimal, but they're actually slightly softer and we could crank
01:44this up to 50 or 100, but each time you increase this number, it comes at the
01:48cost in terms of rendering speed.
01:50Now, we can also adjust the density, which is how dark the shadow is.
01:54Notice it's kind of pitch black underneath here.
01:56So, let's change the density down to around 50 and re-render the scene.
02:00So, as you can see, adding shadows can definitely help your projects look a
02:06little bit more realistic.
02:08Just always keep in mind that any of these options can come at the cost of
02:12your rendering time.
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Using target lights and target cameras
00:00Just so you know, any light or camera can be a target light or camera.
00:03Cinema 4D just makes it easy with the presets in our Light pop-up palette at
00:07the top of the page.
00:09Go ahead and click on the Add Light object button and you'll notice we have a
00:13Target Camera and a Target Light.
00:15Now, both of these function in the same fashion.
00:17So, when I teach you one, you should be able to apply those principles to the other.
00:21Let's choose Target Camera and you'll notice by default the Target Camera
00:25doesn't assume the same view that we have in the Viewer.
00:29It's automatically by default placed in this position you see here.
00:33So, if you want to reposition your camera, all you have to do is just click on
00:36the different control vertices and we will move around the scene.
00:39Now notice as I try and move the camera around the scene, it's tied to this
00:44specific area here and that's called the Camera Target.
00:47If we select the Camera Target in our Object Manager and move it up in the scene
00:51a little bit, here you can see no matter where I move this Target Object,
00:55the camera is going to go ahead and follow.
00:57This makes the creation of complex camera moves a lot easier, because you can
01:01tie the target to the position of the object you'd like the camera follow.
01:06Let's create a really low angle of view and animate the cart, so we get a really
01:09interesting, dramatic shot.
01:11Let's get started by positioning the Camera Target.
01:13There is a neat shortcut I want to show you.
01:15Go ahead and just drag the target anywhere else in the scene, kind of out of the way.
01:21Now, if you take the Camera Target and drag-and-drop it right down into your
01:25JetCart, it's now become the child of the JetCart and with the Camera Target
01:29selected, if we change the coordinates to 0, 0, 0, and notice now the target is
01:36not at the origin of our scene.
01:38It's actually in the same place as the control vertices of the JetCart.
01:42If we select the JetCart, notice the control vertices don't move because they're
01:46now in the exact same place.
01:49Also, since the Camera Target is the child of the JetCart, if we select our
01:53JetCart, making sure we are in Object Mode with the Move tool, and just go
01:58ahead and move the cart around, notice now the Camera Target is going to move
02:02anywhere in the scene where the cart is.
02:05So, let's create that dramatic angle by repositioning the camera.
02:09If we select the Camera in the Object Manager, notice we know this is the Target
02:13Camera, because it has a target tag that's over here on the right-hand side.
02:17So, now that we understand that, just go ahead and click-and-drag down to
02:21position our camera in the scene.
02:23Now, I'm having a hard time seeing exactly where my camera is.
02:26So I am just going to switch to 4-up view really quickly and then move out in
02:30the scene so I can see exactly where I am.
02:32Let's go ahead and rotate the camera around the scene and just move it in
02:36a little bit closer.
02:38Notice I get the preview window of the camera, so I can get a general idea as to
02:42what it's seeing. I think the Camera Target is a little low, so let's select the
02:46Camera Target and just move it up in the scene.
02:49Now to switch to the view of the camera, let's switch back to Perspective view here,
02:53and select this little button right next to the Camera Target.
02:57That will automatically switch us to the Camera view.
03:00So, it's looking pretty good, but let's just jump back out really quickly,
03:03select our camera and just move it down a little lower in the scene.
03:08Switch back to the view, I think that's a little bit better.
03:11Now back in the Getting Started chapter, I know we covered the basics of adding keyframes.
03:15So, we will add two keyframes in the scene.
03:17But if you want to know more about keyframes, there will be a whole chapter
03:21later on in the title.
03:23So, let's switch back to our Editor View one more time and animate the cart.
03:28Select our JetCart and let's move it back in the scene just by clicking on the
03:32Z-axis of the control vertices.
03:34Now, with the JetCart in that new position, let's select the Z property and just
03:39press Control and click.
03:41Notice our playhead is back at the beginning and I know now I've set a keyframe
03:45because if we move our playhead here, you'll notice this blue box letting me
03:49know there is a keyframe on frame 0.
03:52So, go ahead and move your playhead down towards the end of the timeline, and
03:56let's reposition the JetCart.
03:57I am just going to click on the Z-axis and drag it forward.
04:02Now to set another keyframe, all we have to do is Control and click right on the yellow circle.
04:08The yellow circle again is just kind of letting us know, we have a keyframe on a
04:12different place in the timeline and now we have changed the parameter.
04:15So, this value is different.
04:17So, let's go ahead and select the keyframe and now we know we have a keyframe
04:20set because we have filled-in red circle and we can see it in the timeline.
04:23So, let's move back to the beginning and press Play and we can see a general
04:27preview as to what's going on.
04:28Now, at the beginning of this video I said any light or camera could be a
04:33target light or camera.
04:35So, let's change our Spot Light to become a Target Light.
04:38With the Spot Light selected, go under Tags and under CINEMA 4D Tags go down and choose Target.
04:46Now that we've added the tag, all we have to do is tell the tag what target we
04:50would like it to follow.
04:51I could drag anything in the scene into the target objects, but since I want it
04:56to have the same target as the camera, we will just drag the Camera Target.
05:00Click-and-drag it and drop it right into the Target object.
05:04Now notice the light has repositioned and if we play again, we can see that the
05:09light is now following the cart as well.
05:12So, I am just going to stop playback.
05:15So, now that we know both lights and cameras are functioning, let's switch back
05:19to the Camera View and watch a preview one more time.
05:26That's looking all right, but now that I can see it in the camera, I would like
05:29to just tweak the Camera Target one last time.
05:32So, let's jump back to our Editor View, select our Camera Target and just move
05:37it back a little bit in the cart.
05:40So, let's create a render preview.
05:41It's important to make sure you select the camera that you would like to render
05:44out before you go to render your preview.
05:47So, let's click the Camera button, go to our Render and Picture viewer,
05:50click-and-hold, and choose Make Preview.
05:53I would like the QuickTime to be a little larger, so let's change the image size to 600.
05:57Go ahead and press OK, and you'll notice the preview is calculating in the
06:02lower-left corner here.
06:03Now, this may take a second on your computer depending upon the processing power.
06:09Now that it's rendered, go ahead and press Play.
06:13And as you can see, we have both the light and the camera tracking right
06:20along with our JetCart.
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Setting up three-point lighting
00:00Three-point lighting is very common technique designed to give the optimal
00:03lighting for objects.
00:05It's very common in both film and photography and the idea is to create just
00:09the right amount shadows, highlights, and contrasts to really make your subject pop off the scene.
00:14Let's get started by just rendering this scene with the default lighting that's
00:18set up in our Render settings.
00:19And you will notice it looks pretty good, but could look a heck of a lot more
00:22dramatic with three-point lighting.
00:25Now CINEMA 4D makes this really easy because there is a preset in the Content Browser.
00:29If you go up under Window and choose Content Browser, navigate to the
00:34Presets folder in CINEMA 4D under Light Setups and you'll notice the 3 Point Light Stage.
00:41There are a couple other lighting setups pre-built in here, but let's just look
00:44at the 3 Point Light Stage for now.
00:47Double-click the 3 Point Light Stage to apply it to your scene and you'll notice
00:51if we expand a null object, we have a Light Target and this is determining
00:56exactly where the light is being thrown.
01:00And all three lights have a target tag that's tied to that specific Light Target.
01:06So, what makes up three point lighting is a Main_Spotlight, which if we go to
01:10our General Setting here, notice it's at full intensity, and it's the light
01:14that casts shadows.
01:15We'll just render a preview here in the Editor and you can see I have shadows
01:20being cast specifically by this Main_Spotlight.
01:22Now, we have an FX_light.
01:25Notice that light has a tint to it.
01:27It's often used to help create a specific feeling within a scene
01:30with a different tinting.
01:31So, for example, right now, it's set up for yellow.
01:34If we just open the Color Picker here and move it over to blue, let's go and
01:39re-render the scene.
01:41You notice we get a slightly different feeling.
01:43It's a little more cold and sterile because it now has a blue highlight.
01:47Also the FX_light is typically used to just accentuate the highlights to really
01:52help your model pop off the scene.
01:54The last light is the Fill_light.
01:56The Fill_light really helps your shadows gain volume and also illuminate the
02:01rest of the scene that's actually pretty dark.
02:04Notice the Fill_light also doesn't have nearly the intensity of the main light.
02:08Again, because it's just meant to kind of fill in the other areas.
02:12Let's deactivate the Fill_light and render the scene and you can see without the
02:17Fill_light, the front area of the cart gets pretty flat here but if we go ahead
02:21and turn that on, it's just kind of illuminated the scene, but it hasn't added
02:25any more shadows to distract from the main light.
02:28So, as you can see, creating a three- point light setup in CINEMA 4D is pretty
02:33straightforward, again, because there is a preset in the Content Browser.
02:37But if you'd like to create your own three-point light setup, by all means,
02:40create some lights, add a target, and have fun.
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9. Animation
Understanding the timeline
00:00The Timeline in CINEMA 4D is very full featured and you can keyframe and view
00:06keyframes from just about any parameter in your project.
00:11To show you what I mean, let's open the Timeline.
00:13If you go up under the Window pulldown at the top of the page, we can choose Timeline.
00:17Now as you can see, all the same objects that we have in the Object Manager or
00:21in the Timeline plus all of the Materials.
00:25Now I would try and work with this but since we're in a single window layout,
00:29I'd rather just change the entire layout of the interface.
00:31So, let's close the Timeline.
00:33Go to the Layout button in the upper left-hand corner next to your
00:36Viewport, click-and-hold and let's change from Standard to Animation.
00:40Now you'll notice our Timeline appears at the bottom of the page and we have a
00:44whole bunch of different tools and options we can use to filter and further
00:50refine everything going on in the Timeline.
00:52As you can see, we're sort of running out of space in the Timeline rather
00:55quickly. If I scroll up and down here you can see we have all these
00:58different parameters.
01:00And if I actually click to expand and see everything that's within the JetCart
01:04null object like the Wings or the Body, we're running out of even more space.
01:10So, a lot of times it makes sense to turn this button on right here,
01:13Show only Animated Elements.
01:15When you turn that on, notice nothing will appear in the Timeline.
01:18Now to show you how things do appear in the Timeline let's go ahead and animate something.
01:23Select the JetCart in your Objects Manager.
01:25Now let's move the cart back in the scene, so we can have it kind of move from
01:29the back of the scene to the front of the scene.
01:31Just click on the Z-axis handle and drag it back in the scene.
01:35Now let's go to the Coordinates section of the Attribute Editor and I want to
01:38add a keyframe for all x, y and z.
01:41So go ahead and select the P for position and notice we get dark gray boxes
01:46around all three parameters.
01:48Now, when we press Ctrl and click on one of the circles, we're actually adding
01:52keyframes for each individual parameter.
01:55And sure enough, you'll notice down here in the Timeline we have our JetCart with
01:59a folder for Position.
02:00If we expand to see what's within that folder, we'll see we've a keyframe for
02:04Position X, Y and Z. This is great and gives you an amazing amount of control
02:09because you can click specifically on a parameter and change its position in the Timeline.
02:14Let's just undo that.
02:16So, now let's just move our playhead a little bit down the Timeline. We'll go up
02:19to the Timeline ruler and just drag down to around 40.
02:23Notice I could have clicked in the Timeline as well.
02:25So, with our playhead on 40, let's go ahead and reposition our JetCart.
02:30Click on the Z vertices.
02:32Let's bring it up towards the front a little bit and why don't we bring it up on
02:36the Y-axis a little bit.
02:38Now, reselect your JetCart in the Object Manager so we can get its coordinates
02:42in the Attribute Manager.
02:44Now with the Position selected, you'll notice our keyframe circles have all changed.
02:49We have two yellow and one red.
02:51The red is telling us we have a keyframe and it's the same value as it was
02:55before, but we're not currently lying on the keyframe. That's why it's hollow.
02:59The other two tells we're not on the keyframe but our values have changed.
03:04So, let's just go ahead and press Ctrl and click on any one of the Position
03:08circles to add new keyframes.
03:11Now if we move our playhead to the beginning and press Play, our cart is
03:15flying up in the scene.
03:16Now sure we could go back and adjust Rotation and tweak different things, but in
03:21this video we're going to go more in- depth about the Timeline specifically.
03:25So we've learned about one way to control how many things we see in the Timeline.
03:30Let me show you another way.
03:32If you deselect the Show Animated button, I what you to choose View and then if
03:37we go up to Link what we can do is Link what's highlighted in the Timeline to
03:42what's highlighted in the Object Manager.
03:44Before we do that let me should you what I mean.
03:46If I select the Engine up here in my Object Manager, notice in my Timeline,
03:51the Z position for the cart is selected.
03:53If I want to actually select the Engine I've to scroll down and find the
03:57engine and select it.
03:59So, they're totally independent of each other unless you enable this option.
04:02So we go to View and Link and enable Link View To Object Manager.
04:08Now once we do that, you notice when I select each different thing in the Object
04:13Manager now I'm seeing it directly update in the Timeline.
04:16Okay, let's get back and select our JetCart.
04:19Notice we can see our keyframes.
04:21I already showed how you can slide individual keyframes.
04:24Let's just add one more keyframe, so I can further illustrate another way to
04:29adjust the Timeline.
04:31Since our playhead is on frame 75, let's go ahead and just add a keyframe there.
04:36If your playhead is anywhere else in the Timeline that's fine. We just want to
04:40have three keyframes.
04:41So, since the cart is selected all we have to do is just reposition the cart and
04:46then Ctrl+Click on our position data.
04:48Now we have three keyframes.
04:51If I click on one keyframe, notice I move that individual keyframe.
04:55I can select multiple keyframes by drawing a lasso around the keyframes and
04:59then clicking-and-dragging and now you notice both the keyframes are sliding in unison.
05:03I can also use the Active Region tool.
05:05If I select that, I can draw a box around an entire region of keyframes and
05:10dynamically resize how they are related.
05:13This works wonders if you've got a really complicated animation made up of tons
05:17and tons of keyframes.
05:20So, to deactivate the tool, just click back on it.
05:22Now to zoom into a specific set of keyframes we can select our Position data and
05:28if you click this Frame the view to all selected keys button, now we've zoomed in on
05:34this area of the Timeline.
05:36We can zoom back out just by clicking our tool in the upper-right corner and zooming out.
05:40Now, there's one last control with the Timeline, as far as its scale, I want to show you.
05:45If we click the slider up here, this will adjust exactly how closely we view the
05:52specific frames in the Timeline.
05:54Well notice when I dragged this, my Timeline down here didn't update.
05:59So we can go to View and under Link, we can Link View with Preview Range.
06:05So now when I click on that, if I adjust the Preview Range, the Timeline
06:09adjusts dynamically.
06:10So as you can see, the Timeline is rather full-featured and there are a ton more options,
06:16but I think we have a pretty strong foundation to get started by moving
06:20on to our next video on keyframes.
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Adding and controlling keyframes
00:00Now if you haven't seen it already, we are actually in the Animation layout.
00:04If you go to the spot in the upper left side of the interface, click and hold,
00:07make sure to choose Animation.
00:09That way you'll have the Timeline at the bottom of the scene.
00:12Now in this video I'm going to show you a couple different ways we can add
00:14keyframes and manipulate them in the Timeline.
00:17We'll get started with a concept that I'm sure you probably already understand
00:21if you've been following along.
00:23Let's select the JetCart and I want to create a motion of the cart just kind of
00:27bouncing up and down a little bit in the air.
00:29So with the JetCart selected let's make sure we have our Model tool and move up on the Y-axis.
00:35Now I only want the cart to kind of bounce up and down on the Y-axis, so all we
00:39have to do is select the Y-axis in the Coordinates Manager by clicking directly
00:43on the Y. Now go ahead and press Ctrl and click on the circle next to the P and
00:48you'll see we have our first keyframe in the Timeline.
00:51Let's move our playhead down in the Timeline to frame 24.
00:54Now we can move the cart to another position.
00:58Click on the Y-axis handle and drag down.
01:01Go back to your Attribute Manager and Ctrl+Click again to add another keyframe.
01:05Now I know it's probably thinking, yeah, I have added keyframes before. This is no big deal.
01:10But let me show you one of the cool things you can do actually in the Timeline.
01:14If we move our playhead back to the beginning by clicking the Go to Start button
01:18in the Transport controls, we can go ahead and press the Play button and you'll
01:22notice the cart just kind of goes down and stops.
01:25Well, in the Timeline if you click on the name JetCart and then go to the
01:30Function section, we have these options here called Track Before and Track After.
01:36By default they are set to Constant.
01:38When we record a keyframe in Cinema 4D, it creates a track for that set of
01:42keyframes, and that track is called an Animation Track.
01:46Now after the keyframes are recorded or before the keyframes are recorded,
01:50Cinema 4D can actually create animation.
01:53Now, since we only set two keyframes and I don't want there to be any jumping,
01:56I'm just going to choose Oscillate.
01:59To see what happens let's go and hit the Play button and you notice now the cart
02:03is actually bouncing up and down.
02:05Now, let's see what happens when we move our keyframes down in the Timeline.
02:09Since we selected the JetCart name we can just click on this yellow area above
02:13the Timeline and drag and notice both sets of keyframes are moving.
02:18These numbers down here will let me know exactly where I'm moving both my
02:21first and last keyframe.
02:23Let's move it out to about frame 30, move our playhead back to the beginning,
02:27and now you'll notice the animation doesn't actually start until the beginning of the keyframes.
02:33Now I think we've thoroughly covered how to go to the Attribute Manager and
02:37record keyframes, but there is another way to record keyframes and it has to do
02:41with these three buttons here.
02:43It's this Record Position Keyframe button and these buttons to the right of it--
02:47basically these buttons are letting me know what is going to get recorded
02:52whenever I click this button.
02:54So to give you better example, let's go ahead and move our playhead back to the
02:58beginning in the Timeline.
03:00Now let's move our cart back and click this button.
03:06Notice a keyframe has been added.
03:08Now since all these buttons were selected if we actually expanded the
03:13JetCart options, you notice we have a keyframe for the Position, the Scale and the Rotation.
03:18So let's go ahead and move our playhead up to about frame 27.
03:23Now we can move the cart forwards in the scene and I want to pretend like the
03:29cart kind of came to this point and they we are to have it sort of tilt forward
03:34and then bounce up and down like it's sort of hovering.
03:36So now that it's reached frame 27, let's click the Record Position
03:41Keyframe button again.
03:42Now again this is recording the keyframes of these specific parameters of the
03:47object that we have selected.
03:49So if we go to our Rotation tool, if we move our playhead forward just a few
03:54frames here, we can go ahead and rotate the cart forward just a little bit.
03:59This way when it stops it's going to start to rotate up a little bit because we
04:04already have a keyframe for the rotation.
04:06So let's keyframe this new position and then move the playhead down just a
04:10little bit and we'll rotate the cart back a little bit.
04:15Now we can click our Record Keyframe button again, and once again move the
04:19Playhead down a little bit and let's flatten things out with our cart.
04:23Just so I can see exactly what rotation I am setting, we'll select the JetCart
04:28and in Attribute Manager make sure it's actually set to 0.
04:31And so that keyframe is recorded, I'll just go ahead and press the Record
04:35button one more time.
04:37Okay, let's see what we've got.
04:39Deselect the JetCart by clicking anywhere in the Object Manager.
04:42Move your playhead back to the beginning and press Play.
04:47Well, it's really rough right now, but what we can do is manipulate the keyframes.
04:53So let's stop playback for a second and analyze what we've got going on.
04:58Sometimes I've found if I just scrub through the Timeline, I can actually better
05:02see what's going on.
05:03So, what I think it's happening, this rotation from the top is going down a
05:08little bit too fast.
05:10So I'm going to look at where my playhead is here and I can go ahead in the
05:15Rotation area and just select these next new keyframes by clicking and dragging
05:20a lasso just around those two.
05:22Now, when I go ahead and drag down here, I am separating the Rotation that we
05:26recorded from the Position and the Scale.
05:31Now if we just scrub through the animation again, we'll see it comes up and
05:35bounces down a little bit more.
05:37Okay, let's see what that looks like in real-time.
05:40Let's move it back and press Play.
05:44Okay, it's still kind of herky-jerky, but I think you get the general idea.
05:48If we want to stretch this whole thing out, I can go ahead and grab this one Other button.
05:53If we click the Activate Region tool, I can drag a region around all of these
05:58keyframes to stretch them out.
06:00So if I click on the one on the right, notice how they're all kind of stretching out.
06:05This is a great way to smooth out something that might be happening just a little too fast.
06:09So we can move our playhead back to the beginning and press Play and check it out.
06:15That's actually kind of cool.
06:16Now I could sit here probably all day and tweak these keyframes, but that's not
06:21what we are here to do.
06:22I just want you to understand how to manipulate and record your keyframes in the Timeline.
06:27Now I do want to tell you about our next video, because I am rather excited
06:31about the potential of further refining this animation and we are going to do
06:35that using F-Curves.
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Fine-tuning keyframes using FCurves
00:00If you're joining me from the last movie, we are going to continue on with our animation.
00:05Now if you haven't seen it already let me play the animation so you can
00:08see where we are at.
00:10As you can see we have the cart kind of flying in and then stopping and bouncing
00:15around, and as you can see it's a little herky-jerky.
00:18So we're going to use some F-Curves to see if we can smooth things out.
00:22Let's stop playback.
00:23Just so we can see things a little bit better in the Timeline, let's click in
00:28this gray area and drag up.
00:29Now you can see we have a lot of extra items in the Timeline that we may not
00:35necessarily need to deal with at the moment.
00:37So let's activate the Show Only Animated Elements button.
00:41Now we only have Position, Scale, and Rotation.
00:44So let's preview the animation one more time, moving our playhead back to the
00:47beginning and pressing Play.
00:55So I think what's bothering me is at the end of the animation, but I'm not quite sure.
01:00So what I'm going to do is solo each individual track. So when there are set of
01:06keyframes recorded on a specific parameter that creates track, and I'm going to
01:11have to move the Timeline down here just a little bit so we can see this area
01:16over here called the Attributes Editor.
01:18Now with the Timeline open and the track selected the Attribute Editor opens up
01:23to show you Track with 3 Elements, Position X, Y, and Z. Now there is this
01:28awesome option called Solo Animation.
01:31If we go ahead and select that, now when we press Play it's only going to solo
01:38that one specific parameter.
01:41I think I see what's bothering me.
01:42Let's press Play one more time.
01:46It's just how abruptly the cart actually stops when it moves, and if you notice here,
01:51I've got several keyframes that are right next to each other as far as the Position goes.
01:56So let's see if we can spread them out.
01:58I'll just draw a box around them and click on the right side to drag it out a little bit.
02:03Now, I drew my box around the Scale and the Rotation as well just because I
02:07remember when I animated it the Rotation was kind of tied to what was going
02:11on with the Position.
02:12So I'll select our Position Track again so we can see the Solo Animation check
02:16box and preview our animation by pressing Play.
02:24Okay, so it's kind of snapping back a little harshly on this one keyframe.
02:29So with the Position Track selected, let's switch to F-Curve mode.
02:33In the upper right area of your Timeline at the top here, next to the key
02:37we have this thing that looks sort of like heart monitor.
02:39Well, if you go ahead and select that that will open up our F-Curves.
02:44So if you select this specific parameter the corresponding F-Curves will
02:48populate the Timeline.
02:50Now if I just click directly on Position Z, it's only going to show me the
02:54Position Z waveform.
02:55Just so I can see things little better I'm going to zoom out and zoom back in,
03:00in the Timeline and you notice here now I can see my curve a little more.
03:04That's actually looking okay.
03:06Let me look at the Y and then X. With our Z Position selected, let's go up under
03:12F-Curve, change it to Show Velocity and you'll notice here now we can see the
03:17velocity of the move that's actually happening, and you can see how sharp this
03:22is when it actually gets to the second keyframe.
03:24So I want to try and smooth that out a little bit.
03:27Let's select that second keyframe and you'll notice I get some control handles.
03:32If we click and drag those control handles, notice I'm just dragging a little bit
03:37and you can see how drastically it's making adjustments to the velocity.
03:42Now since I want to smooth this out, with that keyframe selected, I'm going to
03:46look up at some of the these different buttons, and this button right here,
03:49if you click and hold we can change the keyframe interpolation.
03:54This is how the motion goes through the keyframe.
03:57So if we adjust this, let's adjust this to Ease In and you'll notice that kind
04:04of made a mess of things.
04:05So let's actually start by flattening this out.
04:09So choose Zero Angle and Length.
04:12This flattens out the interpretation of the keyframe.
04:15Let me move up in the Timeline so we can see our velocity a little bit better.
04:19Now sometimes it actually makes sense to just delete a specific keyframe and
04:24I'm thinking since I have another keyframe right here, I might be able to just delete this one.
04:29So go ahead and select that keyframe and press Delete.
04:31Now you'll notice I'm getting a much more smooth velocity curve to my Z position.
04:36So let's move our playhead back to the beginning and press Play.
04:42That's actually looking a little better.
04:44Now I can sit here all day and sort of tweak this, but I think you understand a
04:47little bit more about F-Curves.
04:49Let's stop playback and turn off our Solo.
04:52We can actually do that right here in the Timeline.
04:55If you just click on the button once from the JetCart it solos everything and
05:00if we click again, it will turn off solo for all of them.
05:04Now that all the parameters are reactivated, let's press Play.
05:12Okay, I personally would like to go and adjust some of the backend F-Curves but
05:16I think you guys have a firm grasp on how F-Curves can help smooth out your
05:21animations in Cinema 4D.
05:22So I'm going to encourage you to go ahead and do that process on your own.
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Animation paths
00:00Animation paths can save you a lot of time and a lot of headache
00:04creating keyframes.
00:06The idea is to just draw a path and then tell your object to travel along that path.
00:12Now, if you've been following me through the previous videos, you are probably
00:15familiar with this scene.
00:16But just in case you haven't seen it, let's press Play.
00:20And you notice our JetCart just kind of flies in and then stops.
00:23Since I want to actually change this animation completely, let's go ahead and
00:28start by deleting the track that controls this animation.
00:31So, select the JetCart and I just happen to know that all these keyframes are
00:36tied to just this one null object.
00:38So all we have to do is right-click on the JetCart null object and choose Show Tracks.
00:44This will automatically open our Timeline.
00:46Now with the keyframe selected, go ahead and press Delete on your keyboard.
00:51Let's close the timeline and now if we go ahead and press Play, you notice
00:57nothing is happening.
00:58That's because we've deleted all the keyframes.
01:00It's also important to note, when we deleted that entire track, the JetCart
01:06was placed in its position and it just stayed in that position, so if it had
01:11been rotated or offset or anything out of the ordinary, it would stay in that position.
01:17So, it's always a good idea to go back and check your parameters and make
01:21sure everything is okay.
01:22I just wanted to make sure there is no rotation on the cart. So we are fine.
01:26Let's get started creating our path by switching to the Top view.
01:29Click the button in the upper right- hand corner and in the Top view, let's go
01:34ahead and check out the scene.
01:36We need to zoom out here, so we can see what's going on and have a little bit of
01:42room to draw our path.
01:44I'd like to create the path with a B-spline.
01:46So go up to your Spline Object pop-up, click-and-hold and let's choose B-Spline.
01:51I am choosing B-Spline because they create nice smooth curves.
01:54Since I want the cart to be kind of flying around, I want to use those smooth curves.
01:58Let's get started by clicking at the top of the screen.
02:01We'll go ahead and click and click and click, just kind of creating a nice
02:06zigzag pattern here down through the scene.
02:10Now that this is done, let's grab our Live Selection tool and come back
02:14and select our JetCart.
02:15To tie the JetCart to the spline, we have to use a tag.
02:19So, with the JetCart selected, if you go up to Tags, under Cinema 4D Tags,
02:24we want to choose Align To Spline.
02:26Now with that tag tied to the JetCart, all we need to do is drag our spline into
02:32the Spline Path dropwell here.
02:34I want to show you something really quickly.
02:35If you click on the spline, notice the dropwell disappears.
02:38Now most of the time when you select something like this, you can click-and-drag
02:43quickly and this won't disappear.
02:46But if you are kind of slow on the mouse, you might want to just lock this palette.
02:50So, even if you go ahead and select something else, the palette isn't going to change.
02:55So, let's click-and-drag our spline into the spline path and now, you notice our
03:00cart has moved back to the back of the spline.
03:03Let's make sure to unlock the Attribute Editor and switch back to
03:06our Perspective view.
03:08So we can see things, let's go ahead and move out.
03:10I am just going to orbit around here a little bit and move out a little further.
03:16If we press Play, nothing is going to happen.
03:20That's because when we do the keyframe, it's positioned along the spline.
03:23So, move your playhead back to the beginning and let's create a keyframe right
03:27now by holding Ctrl and clicking the circle next to Position.
03:30Now I'd like the cart to make it all the way down the path, so let's move our
03:33playhead all the way down to 90 frames and change our Position to 100% and press Enter.
03:41Now, if you go ahead and press Ctrl and click on the position, we've set two keyframes.
03:45If we move our playhead back to the beginning and press Play, you see the cart
03:49is zigzagging along the path.
03:51Now, there is a problem here, because as you can see, the cart isn't actually
03:57changing direction as it moves down the path.
04:00Well, you need to enable Tangential.
04:03If you make sure that's selected, now the cart will actually orient itself along the path.
04:08If you go ahead and press Play, look what happens.
04:13The cart actually oriented itself backwards.
04:15Now, this is not that uncommon.
04:17Sometimes when you have curves that are of this type and you've setup an object
04:21like this, it tends to panic a little bit.
04:24Let's go ahead and hold down Ctrl, click on the Spline to create another spline.
04:29What we are creating is called a rail spline and it works just like rails on train tracks.
04:35If you go ahead and double-click on the name, we can rename it Rail.
04:39Now let's go back and select our Align To Spline tag, click-and-drag and drop
04:44the Rail spline into the Rail Path dropwell.
04:47Now you notice the orientation has changed completely.
04:51Just so we can better control the situation for right now, let's select the Rail
04:55Path and make sure we have the Model tool selected.
04:58Just drag up on the y-axis a little bit and then on the x-axis, let's drag it
05:03over and you notice as we drag it over, we can kind of easily influence exactly
05:08how things are oriented with the cart.
05:12Notice when I drag it down to the side here, things are oriented a little better.
05:16Now, if we go ahead and press Play, you can see the cart is still oriented in
05:21the wrong direction.
05:24Now there is one other way to troubleshoot this issue.
05:27Notice if we select the cart here and try and change its coordinates, let's see
05:31if we can change the heading here.
05:34If you click-and-drag, notice absolutely nothing is going to happen.
05:38That's because again the orientation is determined by the path or the spline.
05:44So, if we select Align To Spline, notice there is really no option for us to
05:50kind of fix things other than this specific pop-up menu.
05:53Let's change it to x and see what happens.
05:56There's one chance.
05:58Let's change it to y, and let's go ahead and move our playhead back.
06:04As you can see, it's just oriented itself to y. If we change it to X,
06:10it oriented itself to the x.
06:12So we could choose z and flip our splines around, but there is one other thing
06:18I'd like to recommend.
06:19A lot of times when you tie an object to a spline, the best way to do that is to
06:25actually create a separate null object to parent to that other object.
06:31So, let's go up under Objects at the top of our page and choose Null Object.
06:36Now let's drag our Alignment tag up on to the Null Object.
06:40Now, all we have to do is drag our JetCart up and make it a child of the Null Object.
06:47Now when we select the JetCart and choose the Rotation tool, notice we can
06:51freely rotate the cart around and yet the animation is still going to work very nicely.
06:58And as a matter of fact, we could go in and tweak this animation a little bit more,
07:02for example, adjusting the pitch as we go down this path.
07:08I found the easiest way to do that is with Automatic Keyframing.
07:11So, we'll just do that really quickly and then wrap things up.
07:15So, with the JetCart selected, let's turn on Automatic Keyframing.
07:19Now you want to be very, very careful when you are using Automatic
07:22Keyframing, because it will record keyframes for absolutely everything that
07:26you would try and adjust.
07:28So let's move our playhead back to the beginning here and I like that pitch.
07:32But I am just going to set a keyframe by just toggling the rotation here a little bit.
07:37Let's move our playhead down and then we can rotate again, adding another keyframe.
07:43Now if we move our playhead down again, we can rotate out if we wanted to. I am
07:50just going to rotate a little more sharply.
07:51And we could rotate this here, back the other way, and we'll just tweak this.
08:01I can already tell this is going to be little rough, but I think you'll get the idea.
08:05Oops! I am grabbing the wrong band here but that's okay, and let's go ahead and give
08:11that one last rotation here, so it flies out.
08:15Okay, now I'll make sure to turn off Automatic Keyframing, move our playhead
08:19back to the beginning, deselect our cart so we can see things a little better
08:23and go ahead and press Play.
08:25As you can see, we've got a little bit more control over our animation.
08:29Obviously, there still need to be tweaks, but I hope you learned a lot about
08:34Align To Spline and how helpful parenting a Null Object can make the process.
Collapse this transcript
Linking animations with SetDriver and Driven
00:01If you are joining me from the last video, I went ahead and smoothed out the
00:04rail paths that we had the cart sliding along.
00:07And I took the liberty of adding light to the scene.
00:11Let's go ahead and render so we can see what's going on.
00:14As you can see, the cart is kind of intersecting with our floor here.
00:17So, let's go ahead and select our Rail spline, Shift+Clicking to select our other spline.
00:22Let's just move the whole thing up in the scene, so we can see things a little bit better.
00:26Okay, now what we are going to explore is a set of XPresso tags and this is kind
00:33of exciting because I know this is just an Essentials course, so it's really
00:37kind of neat to me to be taking you into the world of XPresso.
00:41What exactly is XPresso?
00:43Well, basically it allows you to control different parameters with different
00:48parameters, which I know is a really general way of describing it.
00:51But the way to show you is to just illustrate.
00:54Let's get started by selecting our JetCart here and if you expand it,
00:59you'll notice I added a camera into the scene.
01:02So, let's select the camera by clicking the little target here, so we can
01:06switch to the Camera view.
01:07This way I can quickly and easily see exactly what we are going to do.
01:12Our cart is moving through z space and if I click and scrub my playhead here,
01:17you can kind of see that the cart is moving.
01:19Let me jump back out of the camera, back to our Edit view so you can see
01:24that the cart is moving.
01:25And I know it's moving along the z- axis because my little Orient tool is down
01:29here showing me the z points this way.
01:32So, what we are going to do is use the movement of our null object along the
01:37z-axis to actually drive the rotation--
01:40let me switch back to the Camera here-- of our slats in our engine.
01:47So, the way we do this is to select the Null Object and you notice as I scrub in
01:51the timeline here, the z coordinates are moving. So that's perfect.
01:56If you just right-click on the letter z and go up under Animation, we can choose Set Driver.
02:04Now it doesn't look like anything has happened and that's true.
02:07We need to go down to the Slats here and expand the Null Object.
02:11Notice we have Left Slats and Right Slats.
02:14So let's select the Left Slats here and in the Coordinate Manager, let's
02:19adjust the heading and you notice as I click on the heading, that's the proper rotation.
02:24So let's undo that last little rotation.
02:26If we right-click right on the H, we can go to Animation and choose Set Driven.
02:31Now since we are only tying one parameter to one parameter, we can go ahead and use Absolute.
02:37Now you notice you've used your first XPresso tag, which if we double-click,
02:42will open up the XPresso Editor, which as you can see created this little map here.
02:47Now, this is a course on XPresso, but I just wanted you to see, you've
02:50actually jumped into some of the more advanced tools in Cinema 4D.
02:53Let's go ahead and close the XPresso Editor and select the Right Slats.
02:58Again, right-clicking on the H parameter in our Rotation and choose Set Driven (Absolute).
03:05Now if we scrub through, you can see the rotation is actually happening on our Slats.
03:11It's a very subtle thing, but it adds a little bit to the animation.
03:17So, just so you know what I did behind the scenes, I added the camera to the
03:21scene and I added it underneath the JetCart.
03:24So, as the JetCart is moving down the spline, we are tracking the camera movement.
03:29Now, I think this looks kind of cool.
03:31If we move our playhead back to the beginning and press Play, you can we are
03:34getting all the highlights and we are getting some sense of movement through the ground.
03:38But really to make this more interesting, let's move our playhead back to the
03:42beginning and move the camera out from underneath the JetCart and just put it
03:46right under the Null Object.
03:48What this is going to do is allow our camera to travel along with the Null
03:53Object, but not necessarily rotate in conjunction with the JetCart.
03:58So, if we press Play, now you can see we are getting much more of a live action
04:03view of the JetCart.
04:05So, if you want to take this a step further by all means, add more cameras to your scenes.
04:10Just remember, when you go to Render, select the specific camera you'd like to render from.
04:15So, let's actually render this scene so we can see exactly what it looks like.
04:20Again, making sure the camera is selected, we'll go up under our Render Picture
04:24Viewer and choose Make Preview.
04:27Since I'd like this to be a little bit larger I am going to change the Image Size to 700.
04:32When I press Tab, you notice it will be 700x393, because it will keep the same proportions.
04:37We'll do a full render because I want to see all the lights and everything else.
04:41Now this may take a second, so we may just jump right back here in the field.
04:45All right, now we can our Viewer is a little jagged here.
04:52We just need to change our View Size up to 100%.
04:54That will smooth everything out.
04:56Let me just open up the Picture Viewer here a little bit better and now let's press Play.
05:03As you can see, we've got our jet flying through the scene and our engine blade spinning.
05:08Now, if you want to add more drama, feel free to go back into your
05:11Primitives and replace the Floor with a Landscape and like I said, feel free
05:16to add more cameras.
05:18Typically, since I liked this render, I'd go ahead and adjust my Render
05:23Settings and change my Format to QuickTime and again under Output, I make sure
05:31to render All Frames.
05:34Now, when we click here and choose Render to Picture Viewer, we'll get a full
05:37resolution QuickTime video of the entire scene.
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10. Rendering and Integration
Exploring render settings for stills and animation
00:00In our intro chapter we covered some basic settings for setting up a render, but
00:04now it's time to actually explore some of the more in-depth features.
00:08So navigate to the top of the screen and click on the Render Settings button.
00:12So like I said in the first chapter, Cinema 4D does support using external
00:17renders like CineMan. An excellent one I suggest you checking out is
00:21called 3Delight.
00:23They'll even give you a version that you can download and try for yourself.
00:28If you go to Output Settings here you went over the Preset Settings, but let's
00:34look at some of the other options in here.
00:36There is a new option in Cinema 4D where you can set up your Render Region.
00:40So if we had set up a Render Region earlier, we can click Copy from Interactive
00:45Render Region and it would automatically only render that one specific area that
00:50we had defined in our Render Region. Just to show you really quick, if I turn on
00:54my Interactive Render Region,
00:55it's only going to render this portion of the image.
00:58This is great when you are trying to preview things.
01:00I really love the fact that this is part of the new render settings export.
01:06So we have our Pixel Aspect Ratio.
01:08Again with this resolution if you wanted to lay back to tape, you want to make
01:12sure to change this back to HDV Anamorphic.
01:17So again, I'll leave that back at Square, and down here we have our Frame Range.
01:22This is where we can change it from Current Frame to All Frames.
01:25Now we've changed this to last movie when we went to render out, so we could
01:28see exactly what our entire sequence look like.
01:32If you click on the pull-down, let's see what happens when you choose Preview Range.
01:36Notice nothing has changed yet.
01:37Well, if we move our Render Settings off to the side here and change our Preview Range
01:42to something in the middle of the scene here, now you notice it's only
01:46going to render from frame 12 to frame 49.
01:48Let's change that back to All Frames.
01:52Now if we go to our Save Settings here, let me bring that back to the center of the screen.
01:55I want to explain rendering an image sequence out of an animation.
02:01So let's specify a place for our file to save.
02:04Click the three buttons on the right and we'll just choose our Desktop and make
02:08a new folder called RenderTest.
02:12It's important to create a new folder when you are rendering an image sequence.
02:15If I just render the sequence directly on to the Desktop, when we've got to the
02:18Desktop it'd be covered with all of the frames.
02:22So let's go ahead and save this as a FlyCart, and we can click Save.
02:29Now that we have specified where our files are going to be saved, let's look at the Format.
02:33For image sequences I always recommend using TIFF, TARGA or Photoshop documents.
02:41I just like these because they are uncompressed.
02:44Now the reason you want to render to an image sequence has to do with render time.
02:49So if you are going to render over a network, you want to render to a sequence.
02:52So each one of the machines can easily pull individual frames to render and then
02:58they can all be later assembled on one machine into the image sequence.
03:02Cinema 4D has an excellent network render capability.
03:06Now as a single user I like using an image sequence from the standpoint of being
03:11able to stop my render at any given time.
03:13When I stop my render, since each individual frame is an individual file,
03:17I have no chance of corrupting any of my files other than the frame that it may
03:21have been rendering at that specific time, but that's fine because it makes
03:25note of where it ended.
03:26So the next time I come back to the project and begin to render again, it will
03:30pick up where it'd left off.
03:34You can change the bit depth of your render, and obviously this also depends on
03:38the specific format you choose.
03:40Now if you are on Windows or on a Mac, you can render to QuickTime movie or Windows Media.
03:45Just keep in mind when you are rendering to a self-contained movie file,
03:48you want to make sure that the render is complete before you try and stop the
03:52render, because the movie file being self-contained needs all the data for the
03:57movie to actually work properly.
04:00Alpha Channel is very important.
04:01If we go ahead and select Alpha Channel, you can specify whether you want to
04:05straight Alpha channel like in Photoshop or a pre-multiplied Alpha channel like
04:10in After Effects or Shake or name your compositing application.
04:15Let's just leave Straight Alpha deselected for now and go down to the
04:18Compositing Project File.
04:20This is probably one of the most powerful features of Cinema 4D.
04:26It has amazing integration with other applications, for example,
04:30After Effects and Motion.
04:32When we go to save the project file, if we check Include 3D Data what's going to
04:38happen, if we have any cameras in the scene,
04:41is it will actually render an After Effects project file or a Motion project
04:45file with that camera.
04:47So when you open those specific applications, the camera and all the position
04:51data is actually brought through between the applications.
04:55This is really powerful because if we are adding any other elements in those
04:59applications, we don't have to try and retract the camera move to make sure
05:03everything lines up properly.
05:06We can quickly just save out the project file by itself without doing a render
05:10by clicking Save Project File.
05:11I don't necessarily want to do that right now, so let's move on to the
05:15next option, Multi-Pass.
05:18Multi-Pass kind of works in conjunction with saving out your compositing
05:22project file, but you can save Multi- Pass files out without necessarily having
05:27to save a project file.
05:29So what is Multi-Pass?
05:30Well, if we select it here, you notice by default we can separate
05:35each individual light.
05:37So we could have a specific light selected in our scene or we could just tell it
05:41to render all of those lights.
05:43If you select Shadow Correction during the render, it takes an extra fine look
05:47at the shadows, and make sure they are fine when you import them into your other application.
05:53Now if you did save out your project file, when you choose specific things to
06:00render out in Multi-Pass, when you open that other project file whether it would
06:04be After Effects or Motion, all of the individual Multi-Pass layers will
06:08automatically be layered in your project in the proper order.
06:12So let's add some more Multi-Pass options.
06:14Notice down here on the lower-left, there is a button for Multi-Pass.
06:17If we click on that, these are all the individual channels you can render out separately.
06:22So for example, if I am not sure I am going to light my shadows, I could render
06:27out a separate pass just for my shadows.
06:30Now notice that I have selected Shadow when we go back to our Save menu, we have
06:36this option here for Multi-Pass Image.
06:38We can go ahead and create a new file and a new name for that Multi-Pass image.
06:45Keep in mind, when you go back to your Multi-Pass as you continue to add
06:50other effects, for example, let's say I want to render my Specular highlights
06:53on a separate pass.
06:55When we go back to Save, we still only have one option to create a name and
06:59Cinema 4D will automatically add Shadow or Specular on the end.
07:03So let's look at Anti-Aliasing.
07:06When we left off last time, we had it set it to Best.
07:09You can set it to Geometry or None, if you want things to render a little bit faster.
07:13I typically always leave mine at Best because Cinema 4D is pretty fast anyway.
07:18If you go to Filter, under Still Image, let's change this to animation.
07:22This adds a filter that takes into account the difference in viewing an image
07:27when it's viewed as a sequence of frames versus one still image.
07:32Now if you want to add a little bit more detail to the image, you can change
07:35your Minimum Level up.
07:36So let's say we want to change it to 4 by 4, we can our Max to 8 by 8.
07:40Now that's going to add a little bit more detail into the scene and just so
07:46you know, you want to make sure to be careful with this, because this will
07:49increase your render time.
07:50Finally, if we go to our Options, notice this is the window where we could
07:53turn off for Auto Light.
07:55There are other options in here that we could go ahead and change.
07:58For example, if you want to change how bright your scene renders,
08:02you could change the Global Brightness or the Render Gamma.
08:05We'll play with the Render Gamma when we get into the video on
08:08global illumination.
08:10You can also change the Reflection Depth.
08:13This is how many reflections get interpreted during the render.
08:17Obviously as you increase this number, you can increase your render times.
08:20So now that we have everything all set up, we can go ahead and close our Render
08:24Settings, and let's turn off our Interactive Render Region by selecting it.
08:30Now we can save our project by rendering the Picture Viewer, but we'll be
08:33covering the Picture Viewer in another video.
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Outputting a file using the picture viewer
00:00We've seen the Picture Viewer pop up from time-to-time throughout this course.
00:04It's time to explore some features a little more in depth, because now in our
00:09R11.5 it's a place where we can go to compare different settings and even try
00:13out different post effects.
00:14Also you can create a RAM preview of your animation.
00:17This is great because you can leave your settings set up for an image sequence,
00:20but still see the final animation once it's rendered.
00:23Let's explore the Compare feature, but first let's change some settings in
00:27the Render Settings.
00:28So go up to the top-center of your toolbar and click on the Render Settings button.
00:34And make sure you are in the Output section and change the Frame Range from All
00:37Frames to Current Frame.
00:39I'm just going to choose Current Frame. That way we can just compare this one
00:43individual frame and then render out the sequence later.
00:46So let's go ahead and close Render Settings for now and in order to render to
00:52the Picture Viewer, I could click this button right next to my Render Settings
00:56just once or you can click-and-hold and choose Render to Picture Viewer.
00:59You should notice your scene rendering out and in the lower right-hand corner
01:04over here, you'll see the name of the file, its bit depth, when it was created,
01:09how much space it's taking, the render time, you get the general idea.
01:13Now another nice feature are these channel options over here.
01:16If you are not seeing these, you have to click this button up in the upper
01:20right-hand corner next to your Move tool. Go ahead and click that.
01:23We make sure we have the History and Layer and Filter channel open.
01:27Let's go to the Layers channel, and you can see here we have different layers
01:31since our Render Settings were set up to render Multi-Pass.
01:36In order to see each one of these different layers let's change our setting here
01:40to Single-Pass up at the top.
01:42Now when I click on each individual layer, my Viewer updates so I can see
01:46exactly what's going on in that layer.
01:49It also shows me the Transparency setting as well as the blend mode of
01:54each individual layer.
01:57Let's change from Single-Pass back to Image and look at our Filter settings.
02:01Now I just want to go ahead and make some minor adjustments and then kind of
02:04compare this version to the other version.
02:08So before we get started, let's go up under Compare and say Set as A. Now,
02:13I know it doesn't look like anything has happened but if we actually go to the
02:16History area, right over here you'll notice this little green circle has a letter A in it.
02:23Let's turn back to our Filter, and Enable Filter.
02:26Now I'm just going to change some of these settings.
02:28You can change these to whatever you like.
02:30I'm just going to up the Saturation and the Brightness and since it's a little
02:34washed out up the Contrast, bring the Exposure down just a little bit and
02:40I'll pop the Gamma just a little more, okay.
02:43Now if you like the settings that you have adjusted, go ahead and choose
02:46Create Post Effect.
02:48What this does, it loads the settings into your Render Settings.
02:53So if I click on Color Correction, now you'll notice it has the exact same
02:57settings that we just added in the Filter section.
03:00So if we go ahead and close our Render Settings and just render to the Picture
03:05Viewer again, it will ask us if we want to overwrite the original file.
03:08You can go ahead and click No, and you'll notice it still renders the individual frame.
03:13The reason it can do this is its cache, and you can set the Cache Settings
03:17in your Preferences.
03:19So while it's written a file to the hard drive, it hasn't specifically
03:22overridden the one individual file that we originally created.
03:27So now if we go back to the Compare Mode, I can go ahead and set this one as B,
03:33and you should be seeing a line somewhere on your screen and if you click on it,
03:37you can drag up and down.
03:39Now, yours may be Vertical instead of Horizontal.
03:41If you come up under Compare, you can just swap Horizontal and Vertical.
03:46Also if you're not seeing these labels here, you want to go up under Compare and
03:50make sure to Show Text.
03:52This way it's very easy to see exactly which is A and which is B in terms of your render.
03:58Since I kind of like these settings, I am just going to go ahead and render out a sequence.
04:04So we can go ahead and close the Picture Viewer for now and open our Render Settings.
04:08Just so we can render a sequence, I am going to go to the Output Settings and
04:12change Frame Range from Current Frame to All Frames.
04:17Now I'd like to see this image sequence render out at full resolution.
04:22So I'll just go ahead and leave our settings at full resolution and close the
04:27Render Settings window.
04:28You notice if we go to Save, I'm still set up as a Photoshop sequence.
04:33So we go ahead and close our Render Settings.
04:36Let's go ahead and render our sequence.
04:38Click the Render to Picture Viewer button. It'll ask if you want to overwrite
04:41the files. Feel free to say Yes.
04:44And now our Picture Viewer is going to render each individual frame.
04:48Now this may take a little while, so I'll just duck out here and we'll come back
04:53in a second once all of our frames have been loaded up into the Picture Viewer.
04:58So now that the scene is actually rendered as a Photoshop sequence, we can go
05:03ahead and move our playhead back to the beginning by clicking this button over
05:06here on the left and we can press Play and you'll notice I am actually getting a
05:12slow preview as it's loading up each individual frame.
05:16Now when we stop that just for a second here and you'll notice this green area
05:21here. This is actually the number of frames that are loaded up into RAM.
05:26So if I move my playhead back and press Play now, you'll notice those frames
05:32playback seamlessly.
05:33But once we get to another area, it has to kind of render those frames again.
05:39It's also giving us this red number over here on the left, letting us know that
05:42it's not playing back into full 23.976 frame rate.
05:47In the lower right area next to your playback controls, there is a flyout menu.
05:52If you go ahead and click on that arrow button, here you can actually set
05:56whether you want those to Cycle or Ping -Pong where it plays forwards and then
06:00backwards, or you can actually set a preset frame rate.
06:04So let me go ahead and change this to let's say 10 frames a second and move my
06:08playhead back to the beginning.
06:10When we load this up here and move our playhead back and press Play,
06:16you'll notice I am getting a much more stuttery effects because I've limited the
06:20playback to 10 frames a second.
06:22So I'll just change this back to the Sequence Frames per second, which is 23.976,
06:29and let me show you where you can actually change the Cache Settings so maybe
06:35you could have a little bit more loaded into your RAM.
06:37If you go up under your Edit Settings and under Cache Size, notice here I have
06:42got Full Size, I could do Half, Third, Quarter.
06:44If you go to Preferences here, this is where you can specify exactly how much
06:49memory you are going to use.
06:51So if I go ahead and change this up to let's say 1024 and close that.
06:57Let's go ahead and move back to the beginning and hit Render here.
07:09And now you notice since I increased the amount of the cache, I can now actually
07:12load up all the frames in the sequence.
07:15So as you can see the Picture Viewer can be quite a help when it comes to
07:19tweaking your final renders and getting exactly what you want from your scene.
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Setting up tags for After Effects and Motion
00:00 I'd say one of the strongest features of CINEMA 4D is its ability to integrate
00:05 with external compositing applications like After Effects and Motion.
00:09 In this video, we'll be focusing specifically on two tags that make that
00:14 transition as seamless as possible, and those two tags are the Compositing tag
00:19 and the External Compositing tag.
00:20 Now, you might be saying yourself well, I can create just about anything that I
00:25 want in CINEMA 4D, so why wouldn't I just do that?
00:27 Well, basically, it's a time issue.
00:31 If you create something in CINEMA 4D and you want to be able to create different
00:34 versions, for example, one version that says tonight at 7 o'clock Eastern, and
00:39 another one that says tomorrow at 9 o'clock Western, you don't have to keep
00:44 going back into CINEMA 4D and rendering a 3D project every single time.
00:48 You can render the main scene and then go into another application that's a
00:53 little bit quicker, like Motion or After Effects, to just render out specific
00:58 individual elements.
00:59 So let's get started.
01:00 Just so you can see our scene, let's press Play on the playhead and as you can
01:06 see here, we've got our JetCart flying through the scene.
01:10 Now just so we can sort of mirror the scenario I was talking about a second ago,
01:14 let's add an element that we could easily go ahead and change and update in
01:18 After Effects or even Motion.
01:20 So right here where the cart banks, I want to create an object that we can
01:24 go ahead and swap out.
01:26 To get started, all we have to do is create a Cube object.
01:30 Go up under the top center and choose Add Cube Object.
01:33 Now, I am going to switch to a different camera view just by deselecting our
01:36 Camera View target right here in our Objects Manager.
01:40 Now, I can just drag that cube up and off to the side. Just so I can make sure
01:47 that things aren't overlapping too much, I'll just switch to the 4-Up view here for a second.
01:51 Okay.
01:53 Now to resize things, let's zoom in.
01:56 I am just going to press S with the cube selected and just kind of pull
01:59 back here a second. Okay.
02:02 So let's set our X to 800 and we'll set our Y to 600 and Z, it really doesn't
02:09 have to be too deep, so we'll set that to 2.
02:12 So we have pretty much a flat plane here.
02:15 Just so I can see the view a little bit better, let's switch back to our Camera
02:19 where we are actually going to render from.
02:22 I think I'd like to rotate the screen.
02:23 So just grab your Rotation tool and let's go ahead and rotate the screen around.
02:29 Just so it's not intersecting with the cart here, let's just move it back in Z space.
02:34 I am going to reselect the Cube and move it back in the Coordinate section of
02:38 the Attribute Editor. Let's do 800.
02:43 Okay. So as you can see here the cart is going to fly right past our little billboard
02:47 and we should be good to go.
02:49 Just because I am paranoid, I am just going to rotate around here and make sure
02:53 we are not intersecting and of course we are.
02:55 So just pull that back a little bit more, okay. Turn it around.
03:00 Okay.
03:03 I think we should be pretty good there.
03:05 So After Effects can actually see where the specific object is we need to add a tag.
03:11 So with the Cube selected, let's go up under Tags to CINEMA 4D Tags and
03:17 External Compositing.
03:18 This is one of the new features. We can actually have a solid generated out of
03:24 CINEMA 4D that we could then in turn see in After Effects.
03:28 Let's select the Solid and go ahead and set its X to 800 and its Y to 600.
03:34 This way it'll match up with the size of the Cube.
03:36 If I select the Cube and go to Object properties here, you see X is 800 and Y is 600.
03:42 Now, it's also important to pay attention where your control vertices are on
03:46 this specific object.
03:47 So when we have Tag selected, notice our Anchor Point is set to the Center.
03:52 That's exactly where our control vertices are.
03:54 So this way the transition will happen properly.
03:57 Now, if you're not sure of the size of the object you're going to be compositing
04:01 in After Effects, sometimes it's easier to actually move your anchor point to
04:05 the upper left corner.
04:06 So let's do that really quickly.
04:07 Select the Cube and just convert it to Polygons and we'll go ahead and drag our
04:13 object axis to the upper left area of our Cube.
04:17 We're just going to reposition ourselves in the scene here for a second.
04:21 And with the Move tool selected, let's go to the Snap Settings and Enable
04:25 Snapping and we'll just enable it to a Point and if we drag over and up,
04:32 once we get up to this top point here, the control vertices will just snap really nicely
04:37 to that upper left point.
04:38 Now we can just go back into Object mode and again with the Tag selected,
04:44 make sure Anchor Point is now set to the Top Left. Okay.
04:48 Now that all that's set up, if we render the scene, you'll notice we can
04:53 actually see this object.
04:55 I don't want this to actually happen in the render.
04:58 So what we need to do is add another tag.
05:01 With the Cube selected, go up under Tags, under CINEMA 4D, and this time let's
05:06 choose a Compositing tag.
05:08 The Compositing tag will actually allow you to turn-off the specific visibility of your object.
05:14 So I don't want it to cast or receive shadows or be seen by the camera or seen by light
05:20 or even Global Illumination, if we had any those settings.
05:23 So now if we go ahead and just scrub around in our timeline here, you'll notice
05:28 the cart will go ahead and fly right past the scene, but if I go ahead and render,
05:32 you notice now I'm not seeing this specific billboard.
05:37 Now, when I rotate it around the scene, I did sort of offset the position of the
05:41 camera a little bit, because I did deselect the target.
05:43 So I am just going to go ahead and reposition the camera, so it's back down in
05:47 the corner, again sort of framed up to where we were.
05:50 Now the last thing I want to do is add a tag here for this cart, because I'd
05:55 like to be able to put this cart on top of anything in the scene.
05:59 And the way you do that is to create an Alpha channel for the cart.
06:03 You can easily create an Alpha channel using the same kind of Compositing tag.
06:08 So let's select the JetCart Null Object, go up under Tags > Cinema 4D and
06:14 choose Compositing.
06:15 Now I don't want to turn off any o the visibility of this object, I just want to
06:19 add what's called an Object Buffer.
06:21 So if you go to the Object Buffer channel and enable Buffer 1, this will
06:26 actually render out an Alpha channel as long as we have the settings set up
06:30 properly in our render.
06:32 So let's go to our Render Settings and here's our color correction that we had
06:36 set up a few videos back. And you notice under Multi-Pass I have all the Lights,
06:41 the Shadows and the Specularity of the object, but I don't have this Object Buffer.
06:48 So under Multi-Pass, let's go ahead and click a button and choose Object Buffer,
06:53 and it'll default to Group ID 1, and that's fine because I have the
06:57 Object Buffer set to 1.
06:59 The reason we've multiple buffers, if I had multiple objects I wanted to
07:03 save out the Alpha channel, I would choose a different buffer for each individual object.
07:09 Okay. So now we're almost set to actually create files by rendering to the Picture View.
07:15 So before we do that, let's go to the Save settings in our Render Settings and
07:19 make sure we're set up properly.
07:22 I've set up a render to a folder on the Desktop and I named our file FlyCart.
07:27 If we just go ahead and click on this button over here with the three dots,
07:31 this will allow you to specify exactly where on your computer you'd like to save your file.
07:36 So as you could see, I created a folder on the Desktop called RenderTest and in
07:39 there I am saving the file as FlyCart.
07:42 Let me go ahead and press Save here.
07:45 Now for the Multi-Pass image, we can create any kind of name and for each
07:48 individual multi-pass, CINEMA 4D will customize the name so you know exactly
07:53 which pass is rendered.
07:56 So under the File, I am just going to called this CartMult and Save.
08:02 Now again, down here, under Compositing Project File, I'll make sure Save is
08:06 selected and since we're going to After Effects for this example, I'll choose
08:09 After Effects and we definitely want to include 3D Data.
08:13 Relative really only comes up if you have multiple cameras and that's a whole
08:17 other topic for another time.
08:18 So let's go ahead and just close this out.
08:21 Just so you can see exactly what I'm doing, I am going to click and hold and
08:25 choose Rendered to Picture View.
08:28 Now, you'll see your Picture Viewer updating here and it's telling me exactly
08:34 what frame number is rendering and the different passes.
08:37 And if we jump down to our Finder here, if I go to my Desktop, there is my
08:41 RenderTest folder and you notice files are actually being created in the Finder now,
08:46 and as you can see, since it's an image sequence, it's creating individual
08:50 files for each layer of my Multi-Pass:
08:54 my shadow, my diffuse layer, each light, specularity.
08:58 You get the general idea.
09:00 So we've covered a lot in this video.
09:02 We'll actually pick up with importing all these files into After Effects in a later video.
09:09
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Integrating with After Effects
00:00Now we're continuing on where we left off in the last video.
00:04Just so you know what's going on, let's go up into the Render Settings and you
00:08can see we rendered out a Photoshop sequence, a Multi-Pass image with Shadows,
00:13Specular and an Object Buffer and even incorporated a Color Correction that we had
00:18made a few videos ago.
00:20Now with all these settings, we went ahead and rendered everything, making sure
00:24to include our Composite After Effects file with the 3D Data.
00:28So if we go to our Finder, I actually happen to render mine to the RenderTest folder
00:35and if you scroll up and down here, you can see we've created a bunch of
00:41different Photoshop sequences and if we continue scrolling down towards the
00:46bottom here, you can see there's my AEC file.
00:50Now in order for this to work, you've to have the Cinema 4D plug-in installed in
00:54your version of After Effects.
00:56So where do you find the plug-in?
00:58Well, I can show you here on the Mac. On the PC you'd want to go to the Program section,
01:02but in the Mac, it's in Applications and if we scroll down to the MAXON folder,
01:09we can go to Cinema 4D R11.5 and you'll notice right underneath the
01:14application icon is a folder for Exchange Plugins.
01:18This will allow Cinema 4D to interface with a whole host of
01:22different applications.
01:23The one we are interested in right now is the aftereffects folder.
01:26So let's go to the mac os x folder and sure enough there is a CS3-CS4 folder.
01:32In there, you'll find a zip file.
01:34Now you want to make sure to double- click the zip file and unarchive the plug-in
01:39so it actually pops up.
01:42Now to install the plug-in, all you have to do is go back to your Adobe folder
01:48but before I show you that, let me just show you the PC version. It looks like this.
01:52It has the .AEX on the end of it.
01:54Okay, so back to installing the plug-in. After you've unzipped your file,
02:00you drag and drop the plug-in into the Adobe After Effects CS4 folder and in the CS4 folder
02:10 you'll find a folder for Plug- ins and as you can see, I just dragged and
02:13dropped the C4D.plugin directly into this folder.
02:18So now we're actually set to launch After Effects.
02:21Go ahead and double-click on After Effects if you don't already have it open.
02:27Now that After Effects is open, all we have to do is go to File > Import > File.
02:32Now you want to navigate to the folder where you have rendered your project.
02:38Ours is in the RenderTest folder, and what we are going to look for is the .AEC file.
02:43If we scroll down here towards the bottom, I remember it was right down here. FlyCart.aec.
02:49So if you notice when you select that, it's this format Cinema 4D Composition.
02:54If we go ahead and click Open, you'll notice there are three folders that now
02:58populate my After Effects project.
03:00If we open this Special Passes folder, you'll notice this is where we have our
03:04Object Buffer 1, our RGB and Alpha render and just a normal straight-up
03:11Millions of Colors+ render.
03:13If we open up the top folder here, you'll notice we have a composition.
03:16If you double-click the composition, you can see After Effects is not only
03:20imported all the specific layers from the C4D project but it's actually put it
03:26in the proper order.
03:28Now this other folder here contains Solids.
03:31Now the Solid is actually what got generated when we created the tag in Cinema 4D,
03:38telling it to actually create a solid object.
03:41If we scroll our playhead down here just a little bit, you'll see there's
03:45our solid and you'll notice the anchor point actually came across in the
03:49upper left-hand corner.
03:51Now what's really neat about this is the fact that this object actually is
03:55living in a true 3D environment, and that will allow us to actually create
04:00anything and match it back to this original camera move.
04:03Now the problem I am having is the fact this object is actually supposed to
04:07be behind the cart, and we can fix that relatively easily because we have
04:12rendered this object buffer.
04:14Notice if we double-click the Object Buffer, you can see here it's just a
04:18black-and-white rendering of the cart.
04:20This is called an Alpha channel, which is often used to determine the
04:23transparency of an object.
04:25So go ahead and close that window and go back to our Comp and just click and
04:29drag the object 1 render down into the timeline just above the cube.
04:34Now so the cube pops out from underneath our new Alpha Channel here, all we have
04:38to do is set the Track Matte to Luma Inverted and now you'll notice the cart is
04:45flying over top of the cube.
04:49Also since Cinema 4D generated this object, you can turn its visibility on and
04:53off and notice that it's not married to any other renders in the background.
04:58So let's actually swap an image in here in place of this red cube.
05:04Now I rendered an image of the cart out of global illumination as a still, so
05:09let's go ahead and import that.
05:10Now to import, all we have to do is double-click anywhere in the Project pane
05:13here and now we can import a file.
05:16If you navigate to your Exercise Files, in the Media folder, you'll notice there
05:21is an option for GlobalRender.psd. Go ahead and select that and now we have
05:25imported that PSD into the project.
05:28Let me show you what happens if you just drag this right into the project.
05:32It's just automatically going to take over everything.
05:35If I move around, notice nothing's happening because this object is actually
05:40living in a 2D world.
05:41If I wanted to switch it to 3D, by selecting the box here, even when I scroll around,
05:46I've no idea where I actually placed that render file.
05:50So let's go ahead and delete GlobalRender out of our timeline and select the cube.
05:56Now hold down Option, click-and-drag on the GlobalRender and as long as you hold
06:01down Option, the cube will now switch with the GlobalRender PSD render.
06:06So now when we scroll here, check it out. Automatically it's like the cart is
06:11flying past its own little billboard here. Okay.
06:15This is pretty darn cool but let's take it one step further.
06:19Notice when I Option+Drag and swapped out the material, if I press U on my
06:24keyboard with layer 5 selected, I have all of the keyframes required to
06:28determine the position of this specific object.
06:32Well, let's go ahead and add some text.
06:34I am just going to grab the Text tool up here in the top and click anywhere in
06:39the canvas and I'll just type JetCart.
06:43Now you may or may not have this font. Last time I typed, I set things to
06:47Impact at 125 point, so to set the text I'll just press Enter on my keyboard
06:53and now you notice the text is just living in a 2D world, it's not changing with the environment.
06:58So, we need to change the text into a 3D world by going up under the Text and
07:03selecting the 3D cube.
07:05Now even though the text is disappeared, I can get it back. All I have to do is
07:09just select all the keyframes here in the GlobalRender.psd.
07:13Now if we go up under Edit and choose Copy, we can move our playhead back to the
07:19beginning and select our JetCart text and go up under Edit and choose Paste.
07:24Now when we scroll our playhead here, let me go ahead and resize this image up to 100%.
07:30Notice we have JetCart in the exact same place as our PSD and notice the anchor
07:37point for the JetCart is in the lower left-hand corner and that anchor point
07:41just happens to align with the anchor point from the GlobalRender.psd that's in
07:46the upper left-hand corner.
07:48So if we want to go ahead and reposition the JetCart text, just click on any of
07:51the handles and dragging anywhere in 3D space.
07:54Now you notice when I drag it above the JetCart here, I'm having a similar
07:58issue that I had before.
08:00So I'll just quickly and easily fix that by selecting our Object Buffer and
08:05duplicating it, moving it above the JetCart text and then with our JetCart text
08:10selected, again we'll choose Luma Inverted Matte and you'll notice now
08:15as the cart flies, it goes right over the text and the background image.
08:20So just so we can see what the final render looks like, let's move our playhead
08:24back to the beginning and I'll do a RAM preview, just by clicking the RAM
08:27Preview button here in After Effects.
08:29So you'll notice we have a cart moving with our different lights and we're
08:34flying and we have our integrated billboard into the background.
08:38So there you have it, seamless integration between After Effects and Cinema 4D.
08:43Now if you ever really wanted to go in and tweak to your heart's content,
08:48feel free to open up each individual layer that's been imported into After Effects
08:54and adjust the different settings to see how you can change drastically the
08:58final output render that you rendered out of Cinema 4D.
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Integrating with Motion 4
00:00One of the exciting new features in R11.5 is its really tight integration with Motion.
00:06Cinema 4D now supports exporting both the 3D camera data as well as the lights
00:12to actual 3D Motion projects.
00:14So just so you know, we're continuing on from the project where we created tags
00:19for integration with After Effects and Motion.
00:21Just so we can see what's going on in the scene, we have a couple of different
00:25compositing tags here on the JetCart and on the Cube, as well as an External
00:30Compositing tag where we went to render out a solid object.
00:34Now, this solid object will only render into an After Effects project, but that
00:39doesn't mean, we can't use the External Compositing tag.
00:42Let me show you what I mean by exploring our Render Settings.
00:46If we go into our Render Settings at the top center of your toolbar, go ahead
00:49and click the Render Settings button.
00:52If you go down to the bottom, we've already actually rendered out the Photoshop
00:56sequence of the cart flying as well as all of the different Multi-Pass layers,
01:00the Shadow, the Specular, and even the Object Buffer where we created the Alpha
01:04channel for the cart.
01:05But at the bottom we have our compositing project files set up for After Effects.
01:09If we click on the pulldown menu, we can choose Motion.
01:12Now instead of re-rendering everything, all we have to do is click Save Project File.
01:17Now Cinema 4D is asking us where we'd like to save the file.
01:20Let's go to the Desktop, under RenderTest and go ahead and choose Save.
01:25Now that our Motion project has been saved, we can actually just jump right into Motion.
01:30Let's close our Render Settings and jump into Motion.
01:34If you don't already have Motion open, when Motion launches, you don't have to
01:37have any project open.
01:38Cinema 4D actually creates a full Motion project.
01:42So if you go up under File and choose Open, I'll navigate to our RenderTest folder,
01:47and you can see right up here at the top, I have the
01:4910_05_Integration_Motion project that got created.
01:53So if we click Open, now since there have been some updates to the application
01:57Motion since this plug-in was rendered, it may ask you this question.
02:01Don't worry about it. Just click Open as "Untitled".
02:04Now, as you can see if I scrub through my project, we've got our cart
02:08that's actually moving around and we have our light and everything seems
02:13to have moved across.
02:14If we press F5, we can see in our Layers tab here, we have our different lights,
02:21our different shadow layers, our specularity layers, you get the idea.
02:26There is our camera and sure at the bottom here, check it out. There is our Cube.
02:31If we open up our Timeline by pressing F6 and go to the Keyframe Editor,
02:35notice we have keyframes for Position and everything else.
02:39Well, I'm just going to go ahead and move our playhead back to the beginning
02:42here and import an image.
02:46If you go to your File Browser, navigate to the Media folder and let's
02:50import GlobalRender.psd.
02:53To import it into Motion, all I have to do is just drag-and-drop it right onto
02:56the comp, or you can drag and drop it right into the Layers tab.
02:59I'm going to drag and drop it just above our camera in our Layers tab.
03:04So, here we have our GlobalRender file.
03:07Now, by default when I dragged and dropped that in there, notice this layer is
03:11actually in 3-dimensional space.
03:13Well, this is good, because our cube is actually in 3-dimensional space.
03:18So making sure our playhead is on frame 1, let's go ahead and select all the
03:23keyframes from our Cube layer and just go up under Edit, choose Copy and then if
03:29you select the GlobalRender layer, you can go up under Edit and choose Paste.
03:35Now, our new image that we just imported is actually going to be in the exact
03:40same place where the Cube object was.
03:42So, if we scrub our playhead here, let's go ahead and change this Fit in Window.
03:47You can the bounding box for the image, but we don't actually see the image.
03:51Well, if we drag our group all the way up to the top of our comp here, making
03:56sure it's all the way on top, you can kind of see it, but the problem has to
04:00do with the lighting.
04:02So if we go into our Inspector in the Properties tab, we want to make sure under
04:07Lighting, then we have the Shading set to off.
04:10Now you can actually see the full-fledged image.
04:13If we scrub our playhead back and forth here, you can see the cart is flying
04:17right over the image.
04:18Now, it's kind of the exact situation that we had before. We need to actually
04:23add our cart with its Object Buffer above this layer.
04:28The project files are imported into the Media tab. I'm just going to rip the
04:31Media tab out from behind the Layers tab so I have it a little more visible.
04:37You can see I have the CartMult_object_1, which is the Alpha channel for the cart.
04:41Just so I can place the cart on top of the entire scene, I'll just create a new
04:46layer here. Now before I drag the Object Buffer into this layer, I'm going to
04:49change the layer back to 2D, because I don't want the layer to be floating in
04:533-dimensional space.
04:55Now when we drag the Object Buffer into Group_1, you can see it's actually
04:59placed directly on top of everything, but since my playhead wasn't directly on
05:03frame 1, the matte is not really lighting up.
05:06So let's go back to our Timeline here, and I'm just going to click-and-drag on
05:10Group_1 and make sure it starts on layer 1.
05:13Now if I turn the Visibility on and off, you can see the Object Buffer is
05:17actually lining up perfectly.
05:19So now what we have to do is add this as a Luma channel to our
05:253-dimensional layer.
05:26We can do that by selecting our 3- dimensional layer group, and if we go up under
05:31Object and choose Add Image Mask, we're adding an image mask and it's going to
05:36ask us what layer we'd like to add.
05:39Well, if you drag-and-drop Group_1 into the image mask here, now we've added an
05:44image mask, but nothing has happened.
05:46Well, nothing has quite happened yet, because we need to tell Motion how to
05:51interpret this image mask.
05:52Let's go ahead and close the Media tab just by clicking this X in the upper left here.
05:57If you notice, by default the Source Channel is set to Alpha.
06:01This isn't an Alpha matte.
06:02This is actually a Luma matte.
06:03So what we need to do is change the Source Channel to Luminance.
06:08Now you notice its masking out perfectly, but it's doing the wrong blend mode.
06:12So we need to change it from Add to Subtract.
06:16Now as we drag our playhead, you notice the cart is moving right over top of our file.
06:24So as you can see, with a little bit of work, you can actually integrate and
06:28do your final compositing in 3D, in Motion as well as After Effects, directly
06:33out of Cinema 4D.
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Introducing Global Illumination
00:00 If you want to create a really sharp- looking render, you should check out
00:03 Global Illumination.
00:04 It was totally overhauled in Version R11, and it'ss part of the advanced renderer, so
00:08 you may not have this module.
00:11 But if you do, you might be wondering exactly what Global Illumination brings to the table.
00:16 Well, basically, it allows you to create photorealistic renders a lot more
00:21 quickly and easily than you could with traditional lights in your CINEMA 4D project.
00:28 It does this by analyzing the scene and looking at light in a real world type situation.
00:33 What do I mean by that?
00:34 Well, if you had a lamp that was illuminating a shiny desk, the lamp would not
00:40 only illuminate the desk, but the reflections of that desk would help
00:43 illuminate other items sitting on the desk or around the desk.
00:47 Well, global illumination looks at everything in the scene and tries to
00:52 figure out exactly how the light would travel and interact with the objects in the scene.
00:57 Whether a light would be generated or bounce off or diffuse or you get the general idea.
01:03 It's trying to simulate a natural real-world situation.
01:07 So, let's get started by enabling Global Illumination.
01:11 We do that in our Render Settings, so click on the Render Settings button on the
01:14 top-center of your toolbar.
01:15 Go to the Effect button in the left side of your Render Settings window.
01:20 If you click, notice there is an option for Global Illumination.
01:24 Go ahead and select that, and here you can see we have a couple of
01:28 different settings.
01:29 Now we'll explore these settings later on in another video.
01:32 Let's just enable Global Illumination and work with the default settings for now.
01:36 Go ahead and turn off your Render Settings and let's just render the active view
01:39 by pressing little clapboard button here on the left.
01:41 Now you notice I'm getting these boxes moving around the scene and that's
01:46 computing how the light rays are bouncing around the scene.
01:49 Well, if you look into Object Manager, we don't have any actual lights in the scene.
01:54 So, we probably aren't going to get very much.
01:57 You might be able to see a little bit of this highlight and that has to do with our textures.
02:03 If I double-click on the Paint texture here and go to the Illumination section,
02:08 notice I've got Generate GI selected.
02:11 So the Paint is actually generating some global illumination, and that's what
02:15 you're seeing in that one little area.
02:17 Now, let's add some lights in the scene.
02:19 We'll just do this quickly by going to our Content Browser.
02:23 Under the Presets in CINEMA 4D under Light Setups, let's double-click 3 Point Light Stage.
02:29 This way we've automatically added some lights into the scene.
02:32 Go ahead and close that and now press Render.
02:36 So as you can see the box is moving around the scene, if you look down here on
02:39 the lower left, we're getting in Irradiance Cache Prepass.
02:43 So as the scene is being analyzed, it's actually caching how the light is going
02:48 to interact with the different objects.
02:50 Now that looks kind of interesting, but really, I found the fun begins when you
02:55 actually start introducing Polygon lights.
02:59 So, I know we've sort of explored the basic light settings, but with Global
03:03 Illumination we can use Polygon lights.
03:06 Let's go ahead and use that.
03:07 I'm just going to disable our 3 Point Light Stage, just by making sure the stop
03:13 lights are off for both the Editor and the Viewer.
03:16 So we create Polygon lights just by creating a primitive.
03:19 Let's use a primitive plane.
03:21 So go up to the Primitive pop-up menu, click-and-hold and choose Plane.
03:25 I just want to create kind of a large soft box lighting effect, just by making
03:31 this plane sort of large and being directly over top of the cart here.
03:37 Okay, I'll just move that up in the scene a little bit and rotate it back
03:45 just a little bit there. Okay.
03:47 So, we have the plane of the scene, but we really haven't created our light yet.
03:51 The way we do that is with materials.
03:53 If you go to File and choose New Material, you can see we have a material here.
03:56 All we have to do is double-click to open the Material Editor and deselect the
04:01 Color Channel and we want to add Luminance.
04:04 This will actually create light in the scene.
04:08 I want to create a bright light, so let's change the brightness up to around 150.
04:12 Now we can close the Material Editor and just apply the material to the plane
04:16 that we dragged up at the top of the page.
04:19 Now, let's hit Render and see what we've got.
04:23 As you can see already, I've got a slightly more realistic render of this light,
04:28 hovering over top of the cart.
04:30 Now there is a slight problem, the fact that I can actually see the light, and
04:34 then another issue, the fact that there aren't any other lights.
04:36 So let's just add some more lights to the scene and I'll show you how we can
04:41 take care of seeing our Polygon light.
04:44 Just so we don't see the new light when the scene renders, select the Plane object,
04:48 go to Tags, under Cinema 4D Tags and choose Compositing.
04:54 With the Compositing Tag selected, just deselect Seen by Camera.
04:58 Now when we go ahead and render, you can see that the light is no longer in the scene.
05:05 So to quickly add two more planes, I'm just going to duplicate this plane by
05:08 clicking-and-dragging, while holding down the Ctrl key.
05:12 I'll just rotate this plane around here and move it back in the scene. Here we go.
05:19 That's going to be pretty bright.
05:25 So let me go ahead and rotate around here, and we'll make this kind of a narrow light.
05:31 Just so I have a different Brightness value for this material, I'm going to hold
05:35 down Ctrl and drag to the right to create a second material.
05:38 I'll call this second material, material 2, and now with Plane.1 selected,
05:45 I'll just drag Mat.2 to replace Mat.1. So, now Mat.2, I can change its Luminance
05:53 setting up to around 250.
05:56 Just so we have another duplicate, Ctrl +Drag in the Object Manager to make a copy,
06:01 and let's drag this other one up.
06:03 We'll change the Rotation just a little bit, and I'll just move this
06:07 slightly back in the scene.
06:09 There we go, and select our cart.
06:12 Orbit around the scene, here we go.
06:16 Now even though we can see the light here, when we go ahead and click Render,
06:21 you won't see the light at all.
06:22 Now I could go ahead and create a new material and adjust the brightness and add
06:27 that to the third light we've just created.
06:29 But I think overall I'm just going to need to brighten up the scene as a whole.
06:33 So, let's just select our second material here and adjust the Brightness up to around 350.
06:39 We can do the same thing with material 1.
06:42 Let's go ahead and bring that up to around 225.
06:46 I'll just reposition the camera here.
06:48 Obviously, we could turn the Visibility off in the Editor and it would still
06:54 render perfectly fine.
06:55 I'll just turn that off so we can see this little better, and now we can render the scene.
07:00 So as you can see, just by using the default settings under Global Illumination,
07:05 and creating some Polygon lights, you can quickly and easily start to create a
07:09 scene that's a lot more photo-real and take advantage of some of the beauty
07:15 that is Global Illumination.
07:18
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Fine-tuning Global Illumination
00:00Hopefully you are joining me from the last video. If not you should have a basic
00:04familiarity with creating Polygon lights and turning on Global Illumination, but
00:10we're actually going to explore a little bit more in depth rather than just
00:14turning on the default settings.
00:16So let's render our scene just so we can see what's going on here and as you can see,
00:22I'm generating a cache for this file and that already gave me a hint as to
00:29the settings of the Global Illumination.
00:31Overall the scene looks a little bit dark, so I'd like to make some
00:34adjustments to that as well.
00:36Let's go to our Render Settings just by clicking the Render Settings button and
00:40the default setting for Global Illumination is IR (still image).
00:44Now the way to change different processes in Global Illumination is to adjust
00:49the GI Mode, and there are two main modes of Global Illumination, IR and QMC.
00:56There is also one down here called the Sky Sampler, which is really great if you
00:59have a completely outdoor scene and you want a nice realistic sun or outdoor
01:05type sky setting which works with Sky, but we are not going to get into that.
01:09We will cover IR and QMC for just right now.
01:13So first off, notice as I click through the different settings here, if I click
01:18on QMC or IR and QMC, these four options never really change.
01:23So I will just go back to my IR (still image).
01:27So we will explore these four options but first off let me explain the main
01:31difference between IR and QMC.
01:34IR generate radiance cache, which allows you to cache the pre-passes required to
01:39compute the light in the scene and basically IR is analyzing the scene as a
01:44whole, and trying to figure out how the light rays bounce off and interact with
01:49all of the different objects in the scene.
01:51So it's great because you can cache things, but the downside tends to be loss of
01:57detail in some of the shadow areas and also it doesn't really analyze every
02:03single pixel in the scene.
02:04Sometimes in your projects, that's not that important, but sometimes it is.
02:08So let's look at QMC. Under QMC we have a Sampling Account and some different
02:14details which we will get to in a little bit, but QMC actually stands for
02:18Quasi-Monte Carlo method, which means each individual pixel is computed in
02:24relation to how the light is either created or reflected.
02:28Now since natural light randomly bounces light around QMC actually determines
02:32the brightness for each pixel and creates an even amount of light rays bouncing
02:36off of each individual pixel.
02:38So it tends to smooth things out a little bit more than a true, true natural light,
02:42but the disadvantage of QMC since it does analyze every single pixel at render time.
02:49So a lot of times people will choose these mixed modes where we have both IR and
02:55QMC and I want you to notice that there are actual presets that give you a good hint
02:59as to when to use each individual option.
03:03So IR Camera Animation is great if you have a still scene and you are just kind
03:10of moving the camera through out the scene. Whereas IR and QMC Camera Animation
03:16is actually great if you have a full on camera animation and the objects in the
03:21scene are also moving around the scene.
03:23There are options for still images and you can definitely click and choose each
03:27individual setting and sort of explore to see which one works best for you.
03:32Now before I get too much more in depth about each individual options under IR
03:37and QMC, let's explore these other options.
03:41Diffuse Depth. This is actually how many times the light will bounce off the
03:46different objects before it starts to diffuse.
03:48So for example if I had two mirrors in front of each other and I had an
03:53Infinite Diffuse Depth, the light would just keep bouncing back and forth
03:56between the mirrors.
03:57If I have a Diffuse Depth of one, the light would bounce off of one mirror and
04:00then diffuse before it gets to the other.
04:03So if you do two, I am sure you can figure it out. It just kind of multiplies
04:07out each time you adjust the Diffuse Depth.
04:10Now typically when I set this setting, I will choose a Diffuse Depth of one, two or three.
04:15I found if you go above that sometimes you are really going to run into high render times.
04:19Now Primary Intensity and Secondary Intensity is pretty well explained in the
04:25help section of Cinema 4D.
04:26So if we go ahead and right click on Primary Intensity and choose Show Help,
04:32you notice here it actually has an image where we can see from left to right the
04:36following primary and secondary intensity values.
04:39So you notice the primary value is the intensity of the light that's actually
04:43generating the brightness.
04:46The secondary value is how that light travels throughout the scene.
04:49So you notice here 300 and 100, still going to travel roughly the same.
04:54It's just going to be a lot brighter in its initial value, whereas here,
04:58the Brightness can be roughly the same, but actually it radiates further out through
05:03out the scene because we have a secondary value of 500.
05:06Now all these settings you kind of have to watch because they all will
05:12impact your render times.
05:14So let's go ahead and just change the Diffuse Depth up to 2 and change Secondary to 200.
05:19Now you can also brighten up the scene by adjusting the Gamma setting.
05:23Now there is a Gamma Setting for Global Illumination here, but there is also a
05:27Gamma Setting in your Options area of your Render Settings.
05:30I am going to go ahead and just change the Render Gamma up to 2.0.
05:34Okay, and then back under Global Illumination here, since I have IR and QMC
05:41Camera Animation setup, in the Irradiance Cache, there is this option here
05:45called Stochastic Samples.
05:48If you are getting noise in your image sometimes you want to actually increase
05:52the Stochastic Samples.
05:54So another setting that we might look at is Oversampling. Go ahead and click
05:58through this and look at how this affects your scene.
06:00Now the Irradiance Cache file, this is kind of important. Any time you are
06:04rendering with IR, you want to make sure you have your cache files.
06:08Now by default it will automatically generate cache file whenever you render your scene.
06:13If you want to set a custom location for these files, you can go ahead and
06:16select this and choose a specific folder to save your Irradiance Cache files.
06:20If you don't choose a custom location, the IR Cache files will automatically be
06:25generated wherever your project is saved.
06:28Let me go ahead and close our Render Settings and render the scene just so we
06:32can see how the different setting has kind of adjusted our render.
06:38So overall we should see more detail as well as a slightly brighter scene than
06:42our previous render.
06:45And one last thing I want you to remember. Whether you are rendering a still frame
06:48or rendering an animation, it should help you choose the different GI settings
06:53for your specific project.
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Rendering with Sketch and Toon
00:00In this video, I am going to show you the basics of how to use Sketch and
00:03Toon and Sketch and Toon is used to help to create a very 2D looking render
00:09out of our 3D application.
00:12So to show you what I am talk about let's jump to our Render Settings and in the
00:16Render Settings to go to the Effects button and enable Sketch and Toon.
00:20With Sketch and Toon selected, in the main channel make sure the Control
00:25Level set to Simple.
00:26Now to see the results let's go ahead and render to our editor and you can see
00:31pretty clearly that we have a very sketched stylized result.
00:37Now I want to tweak this so it looks more just like a sketched outline and then
00:41we are going to go ahead and animate these outlines.
00:44So first off let's look at the shading in our scene and just so we can see
00:49things update as we make changes, let's enable our Interactive Render Region.
00:53Okay. I will just go ahead and move my Render Settings over here. Perfect.
01:01Now in the Shading channel, let's look at our object and by default it's set to
01:07Shading and it's quantizing to six separate levels.
01:11If we change this number let's say down to three, you notice the shading in the
01:15model now only covers three different levels of shadings as opposed to six.
01:20Let's go ahead and change the shading from shading to actual background and now
01:27we're going to shade the model with the same color from our background color.
01:31So if we wanted have a different background other than white, we could.
01:34Now we come back to our Lines channel here you notice we could select different
01:39options but I think this is pretty good for now. I'd like to just go ahead and
01:43stylize these lines a little bit more.
01:45In order to do that we need to make some changes to actual sketch material
01:49itself that's now appeared in the Materials Manager.
01:54So let's close a Render Settings and double-click our Sketch Material.
01:59In the Material Editor, notice we have a simple Control Level. If we go to Strokes,
02:03we can go ahead and enable our Strokes.
02:07So with the Strokes enabled we can stylize these strokes. For example if we
02:12wanted to create a dashed pattern, go ahead and select Pattern.
02:16Now in a second the IPR will update to show us a dashed pattern.
02:21We could just offset and we can even adjust the scale of the dashed lines.
02:27Notice we're able to actually keyframe these specific parameters if we'd like.
02:32Now let's take this one step further by actually stylizing strokes of
02:36these dashed lines.
02:37We can do that back in the Main channel.
02:40Notice under Control Level there is a second option here called Presets.
02:44If we click on the Presets there are whole host of other preset we could choose.
02:50So let's choose a Pencil (Color Loose) and you notice now we have a slight color
02:56outline for our specific model.
02:58I think this is pretty cool.
03:00Now I'd like this to actually draw on and animate on to the scene.
03:05So in order to that, we need to change our Control Level from Simple to Advanced.
03:10Now with Advanced selected, let's go to the Animate section and select Draw.
03:16We can choose Single Strokes or All Strokes.
03:19Let's just leave everything set out to default and close our Material Editor.
03:25Since our playhead is on frame zero, notice we can't see anything in our
03:29interactive render region.
03:31Let's go ahead and disable that and render a preview render.
03:35Go ahead and click and hold on the Picture Viewer and choose Make Preview.
03:39I will choose an Image Size of 500 just so we can see things and leave it set to
03:45Full Render so we can get the full detail of each individual stroke.
03:49Now and press OK, it's going to take a second render but when it's finished,
03:53you should be able to see our cart actually drawing on over time.
03:59So now that our preview is rendered, let's check it out.
04:05And sure enough we have used Sketch and Toon to actually create a highly
04:08stylized sketch animation that's flat and 2D from a 3D application.
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11. MoGraph
Getting started with MoGraph
00:00Now MoGraph is an individual module.
00:02It doesn't come with just the straight up version of CINEMA 4D, but if you've
00:06bought the Studio Bundle, it's definitely a part of that.
00:09If you do have MoGraph on your system, it will be in the pulldown menus at
00:12the top of your page.
00:13It should be right next to Dynamics.
00:16Just so we can access things a little more readily, let's rip this menu out of
00:19the pull-down menu, just by clicking on this bar at the top.
00:22Now we can just drag it over to the right side of our interface, just so we have
00:26it docked in our interface.
00:29Now the easiest way for me to think of MoGraph, and this is a very simplified
00:34way of thinking in MoGraph, it's kind of like a cross between the Duplicate
00:38function that we explored earlier and Particles.
00:43The reason I say that the Duplicate function is really cool. You can duplicate
00:46things along spline and create all of these interesting organic shapes, but
00:49there is really no way to easily keyframe all those different duplicates in
00:54transition from the original object to the duplicated objects.
00:59Particles are great, because they can allow you to create very organic
01:02animations with many, many different objects in the scene, but sometimes they
01:06can be a little bit hard to control.
01:08So MoGraph is kind of like a cross between the two, because I can create
01:13animations that look a lot like particles, but have a little bit more
01:16control like the Duplicate function, but you can actually add in keyframing,
01:21because it's MoGraph.
01:22So enough talking, let's get started.
01:25We'll just start by adding a basic cube primitive to the center of the scene.
01:29Let's change the size to 20x20x20.
01:33Now let's start with a basic MoGraph object, a Cloner object.
01:38To clone a specific object, all you have to do is drag that object into the
01:42Cloner object, and now it's automatically created clones.
01:46If you select the Cloner object in the Objects Manager, you can see all the
01:50different options available in the Attribute Editor.
01:53By default, the Mode goes to Linear, and I can go ahead and adjust the Count
01:58just by clicking-and-dragging, and now you can see I have a lot more clones in the scene.
02:03So there is Linear, there is Radial, and there is a Grid Array.
02:07So let's choose Grid Array.
02:10One thing that I want you to make sure you have selected is Render Instances.
02:14This will definitely speed up your renders, especially as you create more and
02:19more objects in your Grid Array.
02:22So, let's go ahead and add some more objects.
02:25Change the Count to about 8x8x8.
02:29Let's just change the size up to around 250 on all sides.
02:34Now you can see I've got a pretty dense set of cubes here actually.
02:38I think it might be a little dense, so let's change the Count back to 7x7
02:42all the way around. There we go.
02:43I think that's a little better.
02:45Now, with the Cloner object selected, you notice I could keyframe the size and
02:50I could keyframe the Count, I could keyframe the Mode even, but the fun really
02:54begins when you get into effectors.
02:57So with the Cloner object selected, let's go ahead and add a Random Effector.
03:03Notice automatically, the cubes have randomly moved around the scene.
03:07With the Random Effector selected, notice the default option under parameters is
03:12Position, and it's moving everything up to 50 units on X, Y, and Z.
03:19Now it's important to look at this channel here called Falloff.
03:23By default, the Falloff is set to Infinite.
03:26So anything that's in this Cloner object in the scene is going to be randomized
03:31according to its position, because that's what we have enabled.
03:34If you adjust the Falloff to a different shape, let's say a Sphere, now
03:40the position will only be randomized for the cubes when they're inside of the sphere.
03:47If you're not seeing the sphere falloff in the scene, make sure you have
03:50Deformer selected in your Filter menu, so you can actually see it.
03:55So with Deformer visible, you notice I have an option in here, which determines
04:00the actual falloff from the deformation.
04:01The inside is where all the objects inside will be completely deformed up to 50,
04:08based on our parameter settings.
04:10The outside actually determines how large the actual deformer is going to be.
04:15So now I could go ahead and animate the position of this going through our
04:20different MoGraph object, and as you can see, I can create kind of a complex
04:25animation. Especially if we go into parameters, we could adjust different
04:29things like Rotation.
04:30Let's adjust the Rotation to 45 degrees on the pitch and you notice now as we
04:34move through, not only are the cubes moving, but they're also rotating.
04:39Obviously, we could keep going through the different parameters, but I want you
04:42to understand the basics of setting up some MoGraph in CINEMA 4D.
04:48Now that we've covered a basic Cloner object in MoGraph, I encourage you to keep
04:52exploring by adding your own objects and adjusting with different effectors to
04:57see some of the different results you can create in MoGraph.
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Creating MoGraph text objects
00:00 Now if you're joining me from the last video, you'll recognize all my
00:03 MoGraph options over here.
00:05 If you just jumped directly to this video, you want to go to the MoGraph menu at
00:09 the top of your page and rip the menu off and dock it over here on the right
00:13 side of the interface.
00:15 Let's go ahead and close that.
00:18 Okay, so we're just going to explore a basic Text object and use a Plain
00:22 Effector to animate that Text object.
00:24 Now, Text objects in MoGraph are a little different than Text objects just set
00:29 up in your spline primitives. Let me show you.
00:32 When you click a Text object in MoGraph, notice it's automatically already 3D.
00:37 Now the nice thing about Text objects in MoGraph, the fact that they can
00:41 actually be controlled with different effectors.
00:44 So, like I said, we're going to use a Plain Effector to animate this text.
00:48 So just click Plain Effector while the Text object is selected.
00:53 Now you notice automatically the text is moved up in the scene.
00:56 If we select our Plain Effector and go to the Parameter options here, you notice
01:00 under Position, by default it's automatically moving everything up 100 on the Y.
01:06 Let's just deselect the Position options for now.
01:09 I want to adjust the Scale.
01:11 Now I'd like the text to disappear.
01:13 So, in order to do that, we need to actually go negative on the Scale.
01:17 So if we adjust the Scale to -1, it's automatically going to adjust the size of
01:23 the scale of the text.
01:24 Then as I rotate around the scene here, you notice it's just kind of flattened it,
01:27 because I'm only adjusting it on the X.
01:30 If I choose Uniform Scale and then say -1, now it's automatically going to
01:36 uniformly adjust the scale of the text.
01:40 Now, if you notice, even if I slide my Effector around, nothing is happening and
01:46 that has to do with the Falloff.
01:47 It's set to Infinite.
01:49 Let's change that to Box.
01:52 In here, now you notice I have a box, and if I adjust the position of the box,
01:57 I'm adjusting how the text is scaled throughout the scene.
02:01 If I just click on this grabber on the outside here, I can make the effector
02:05 considerably larger.
02:06 And if I click on the inside, I'm actually adjusting the Falloff.
02:09 So now as I click on the red axis handle here, you can see I'm scaling this object down.
02:16 Now, as you can see, the text isn't completely gone.
02:19 If I just render this, you can see it's pretty small.
02:21 That's because the effector isn't all the way around the text.
02:25 If I move my effector up so it's actually centered on the text, now you
02:29 notice when I render the scene, the text is actually gone except for this one little area here.
02:35 So let's click on the Plain Effector and just drag across the scene and
02:39 you notice the effector affects only while it's inside of this specific area.
02:46 The last thing I want to show you about text is the fact that you can adjust the Caps,
02:50 just like you did in any of the other spline tutorials where we had
02:54 different cap objects.
02:56 You can go ahead and have Fillet Caps and adjust it one step or two step and
03:02 really kind of change how the text looks still within MoGraph, but get the added
03:07 power and benefits of being able to use different effectors.
03:11 Now just because I use the one Plain Effector to affect this text doesn't mean I
03:16 can't use another effector.
03:18 If you select the Text object here, I could go ahead and add a Random Effector
03:23 to this as well, and you notice now, my text is completely random in its
03:28 position, because under the Random Effector Parameter options, the Position is
03:32 moving on 50 on all different areas.
03:35 But if I go ahead and move my Plain Effector, I'm still going to have the
03:38 same Scale options.
03:41 So you can layer multiple effectors with your Text object and see which
03:46 effectors are applied just by clicking through the different channels.
03:50 You notice by default the effectors are affecting individual letters.
03:54 I could have the effector adjust just the words, or if you had multiple
03:58 lines, just the lines.
04:01 Now what if I wanted this Plain Effector to scale the text, not around its
04:06 center point, but around its baseline at the bottom here?
04:10 Well, that has to do with the options down here under Axis.
04:15 By default, the axis is set to right in the middle.
04:18 If we go ahead and drag the axis down into the lower left, notice these green
04:23 boxes on the screen have now moved to the lower left.
04:26 If I move around here, notice I'm moving the axis of each individual letter.
04:31 Now, as I select my Plain Effector and drag through the text, you notice it's
04:35 only scaling around the lower portion of each letter.
04:41 So, as you can see, animating text in MoGraph is not only powerful, but
04:46 versatile, because you can stylize it with different Caps, you can apply
04:50 multiple effectors, and you can apply effectors to individual letters, words or lines.
04:56