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CINEMA 4D R12 Essential Training
Maria ReƱdon

CINEMA 4D R12 Essential Training

with Rob Garrott

 


CINEMA 4D R12 Essential Training with Rob Garrott introduces artists to the CINEMA 4D workflow, using CINEMA 4D as an important part of a toolset that includes Adobe After Effects, Photoshop, and Illustrator. The course explains the key foundational concepts, such as polygons, textures, and rays, that are crucial to understanding exactly how this 3D application functions. It also includes practical techniques for creating, selecting, and transforming objects, working with splines, polygonal modeling, and adding materials, lighting, and camera views for a fully realized 3D image. Exercise files are included with the course.
Topics include:
  • Exploring the importance of object hierarchy
  • Modeling with splines
  • Modeling with the Knife and Extrude tools
  • Applying materials and texturing
  • Creating and manipulating light sources
  • Animating in the timeline with keyframes
  • Controlling camera movement
  • Compositing in After Effects
  • Texturing with BodyPaint
  • Using XPresso and MoGraph
  • Creating particle systems
  • Rendering and adjusting final render settings

show more

author
Rob Garrott
subject
3D + Animation
software
CINEMA 4D R12
level
Beginner
duration
10h 1m
released
Dec 14, 2010

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Introduction
Welcome
00:04Hi! I am Rob Garrott, and I would like to welcome you to Cinema 4D R12
00:07Essential Training.
00:09Cinema 4D is a 3D modeling and animation package that is used by artists all over
00:13the world to create amazing motion graphics and effects for the entertainment
00:16industry, as well as architectural renderings and product visualizations.
00:21In this course, we are going to learn the fundamentals, so you can get started
00:23creating your images and animations. I will show you the basics of the interface
00:27layout and how to navigate through the 3D world.
00:29We will explore the creation of objects and the tools used for organic modeling.
00:33I will walk you through the integration of Cinema 4D and After Effects, and we
00:39will look at the newly redesigned Dynamics engine for creating realistic
00:42movement and object collision.
00:43We will also dive into the other specialized tools in Cinema 4D, including
00:47MoGraph, XPresso and Body Paint.
00:50Even if you are brand new to Cinema 4D, I am going to explain just how this
00:53incredibly deep application works from the ground up.
00:56In addition to using Cinema 4D professionally since the late 1990s, I have been
00:59teaching 3D motion graphics at the Arts Center College of Design in Pasadena,
01:02California for nearly 8 years.
01:04I think you are going to be as excited as I am about unlocking the potential of
01:08this amazing application.
01:10Let's dive into Cinema 4D R12 Essential Training.
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Using the exercise files
00:00If you're a premium member of the lynda.com Online Training Library, or if you're
00:04watching this tutorial on a DVD-ROM, you have access to exercise files used
00:09throughout this title.
00:10The exercise files are organized by chapter, and in Chapter 8, for example, you
00:14will see that there is a start file and an end file Cinema 4D files. And in some
00:20cases, there are subfolders containing additional project files.
00:25If you don't have access to the exercise files, you can follow along from scratch
00:28or with your own assets.
00:29Now let's get started.
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1. Getting Started
Understanding the CINEMA 4D workflow
00:00The 3D animation process is very complex.
00:02In the early days of 3D, slow computers and primitive software made the process
00:06extremely difficult.
00:09In 2010, however, modern applications like Cinema 4D can handle the process with ease.
00:12There are a lot of steps to the process of actually creating both still images
00:16and animation, but the basic order of events is like this.
00:20We are going to start off by modeling objects in our scene, and this can involve
00:23primitive objects like cubes and pyramids, or it can involve more complex shapes,
00:27like the Hyper NURB object for creating a smooth, flowing, organic shapes.
00:31Once you have your models created, then you are going to want to start
00:34lighting and texturing.
00:35So the lighting process is the illumination of objects within a scene, and you
00:39will use objects called lights that behave in a way that's very similar, but not
00:43exactly like the way things work in the real world.
00:45There is a wide variety of light types that are designed to help you simulate a
00:48lot of different real-world situations.
00:51The texturing process is adding color and surface texture to your objects in a scene.
00:55Now if you look around at the world, all the objects that you see, the services
00:59that they have can be divided into categories: is it shiny, is it smooth, is it
01:04bumpy, is it reflective, is it transparent? Cinema 4D breaks materials into
01:09those kinds of categories to give you tremendous flexibility over how you
01:13texture your objects.
01:15The animation process involves giving movement to your objects using keyframes
01:19or other techniques.
01:20Now animation can be very simple, like a ball bouncing down stairs, or it can be
01:24incredibly complex, like a 3D animated character.
01:26It really is dependent on the situation. Either way, Cinema 4D has amazing tools
01:31for managing that process.
01:33Rendering involves creating pixels from your scene so that they can be
01:36manipulated in another application.
01:38What you see in the editor window when you're working inside a Cinema 4D is not
01:42the finished product.
01:43You have to convert those objects into pixel-based images that can be then
01:49manipulated in a program like Photoshop, if for still images, or Adobe After
01:52Effects, for animation.
01:54Cinema 4D is never a stand-alone; the end results that you get out is always
01:58brought into another compositing package.
02:00This gives you a lot of control over your image, and allows you to create amazing
02:03effects that go above and beyond what C4D's rendering engine can do.
02:08The compositing process involves bringing your images from Cinema 4D, once they
02:12are rendered, into a program like Photoshop or After Effects.
02:15You have a lot of control in these applications, using filters and other
02:19compositing techniques, to really create beautiful effects that wouldn't be
02:23possible if you work with just Cinema 4D by itself.
02:26By breaking this complex process into these tasks, Cinema 4D makes 3D animation
02:30very approachable, allowing you to make projects that look great and get through
02:34them in much less time.
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Clarifying the differences between 2D and 3D
00:00Up until a few years ago, when you used the term 3D, it usually referred to
00:04animation that was created using a modern 3D animation tool, like Cinema 40,
00:08Maya, or 3D Studio Max.
00:10Now, however, 3D is often confused with stereoscopic, which produces a
00:15three-dimensional effect by superimposing two matching but slightly offset
00:19images that are viewed with special glasses or equipment.
00:23Even though Cinema 4D is capable of producing stereoscopic animation, for the
00:27purposes of this training series, 3D means simply animation that moves in three
00:31dimensions that was created by a popular 3D package like Cinema 4D.
00:352D animation is the process of creating hand-drawn or computer-drawn images a
00:40single frame at a time, and these images will move in a linear fashion, producing
00:45an animated effect. And I have here in After Effects a very simple animation of
00:48a guy jumping up and down, and I have drawn out single frames of this animation
00:52over time. And when you add these frames all together, it looks like a cute little
00:56guy jumping up and down.
00:58I will do a ramp preview of this, so that you can see it animating back and forth.
01:06The 3D animation process expands on this idea by allowing objects to move along
01:10a Z axis. And you could see in this interface here, I've got a plane, and I've
01:15got axes that are defined by these colors red, blue, and green.
01:19This world space that we're setting in here allows the computer to create
01:23objects in a way that is much more realistic and much more deep than a
01:27traditional 2D animation process.
01:29I am going to hit Play here on the interface, and you can see this animation going
01:33out. It's a pretty realistic dropping of these cubes onto this sphere.
01:40Now the computer is able to draw this animation in a very accurate way, using a
01:44series of keyframes and algorithms that free the artist from having to do things
01:48one frame at a time.
01:50The 3D animation process is only limited by your imagination and the computing
01:53power at your disposal;
01:55individual artists as well as huge companies, like Pixar, create magic everyday
01:59with a variety of off-the-shelf and custom tools.
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Understanding how 3D software works
00:00The process of creating an image using 3D software is computationally intensive--
00:04that is to say it takes a lot of computing power to generate that image.
00:07In the early days of the development of the 3D software, engineers were severely
00:11limited by the strength of computers over their day.
00:13In response, the software they created to render 3D space, called the Render
00:17Engine, incorporated a lot of visual and mathematical simplifications of the
00:21real-world situations they were trying to produce.
00:23These adaptations by the early programmers dominate how all current 3D software
00:27behaves, regardless of what company makes it.
00:30In the real world, our eyes perceive the world around us not by the objects
00:34themselves, but by the photons that bounce off of them.
00:37So photons travel from a light source through space, and they hit a surface, and
00:41they bounce off of that surface and they may bounce off of many services and
00:44eventually land on our eyeball.
00:46Our eyeball then interprets those photons as images.
00:48The wavelength of light that the object bounces is what determines the
00:52color that we perceive,
00:53so the amount of photons that exist in reality is way beyond any computer that
01:00is currently available or may ever be available to accurately calculate. And so,
01:04the software engineers came up with the idea of rays, and rays sort of behave
01:08like photons, but not really.
01:10What they do though, is they allow the render engine to see objects in the scene.
01:15So I have a very simple scene here. I have got a sphere, and I have a camera and
01:19a light, and there are rays that emit from both of these types of objects.
01:23Keep in mind, this is a gross oversimplification of how the render engine
01:26works, and I am sure a programmer would cringe at the way I am explaining it, but I
01:30really want you to understand not the technical aspects, but really what's
01:33happening in the render engine.
01:35So if I hit Play here, I have set up a little animation that illustrates the
01:39idea of how these rays emit.
01:40So when I hit the Render button, this would happen. And these lines that we see
01:46in the scene here represent those rays.
01:49And so, we have rays that it emit from the camera point of view, and we have
01:52rays that emit from the light's point of view, and those rays go into the scene
01:56and they strike an object.
01:57You can see they are hitting our sphere here. And if I switch to look through
02:00the camera, some of those rays are traveling off into space, and some of those
02:04rays are making contact with the sphere.
02:06The rays that travel off into space, they never come back to the render engine. They
02:10produce black around the image.
02:13The rays that hit the sphere, they tell the render engine a lot of information
02:16about that sphere, and they say, "Hey, there was light coming from this angle.
02:20It has a material on it that has this color associated with it.
02:24Therefore, you should draw pixel at this location on-screen of this RGB value,
02:29and that's what the render engine does a zillion times when you hit that render button.
02:33So when I hit this white clapboard here, which is the Render and Active View
02:36button, you can see that I get this beautifully rendered sphere with black
02:41around it. And all of that is based on those calculations, which are, once again,
02:45designed to simulate what happens in the real world.
02:48With a basic understanding of how a 3D render engine works,
02:51an artist can get tremendous control over the creation of 3D stills
02:54and animation.
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Navigating the viewports
00:00Now this large central window that we see inside interface is called the viewport.
00:04It's also referred to as the Editor window, and this viewport is really the
00:09expression of the 3D space that we are going to be working in.
00:13If you remember your geometry from high school, the 3D space can be divided into
00:18a series of planes and axes, and those planes and axes have positive and
00:22negative values, and you can see them expressed here in the viewport.
00:26At the center of the viewport is the world center, and this world is divided up
00:30into axes and planes, and there are colors associated with them.
00:34The red axis is always x axis. The y axis--if I navigate down, I am going to
00:40navigate in this viewport. You can't see the top of the y axis, because it's
00:43extending off the screen, I am going to use this icon up here in the upper
00:47right-hand of the viewport. And to navigate down,
00:50if I click on this and drag downward, I can now position the viewport, and that's
00:56navigation within the viewport.
00:57Now there are keyboard shortcuts for that. We are going to talk about that in
01:00a subsequent movie.
01:02So these axes are color coordinated and their colors are very important, and
01:06it's very easy to remember: XYZ, RGB.
01:09The x axis is always red, the y axis is always green, and the z axis is always blue, and
01:14that holds true for objects, as well as the world that you're working in.
01:18The arrows are very important as well because the direction of the arrow
01:22indicates the positive direction for that axis.
01:24So this is the positive x side of the axis, this is the negative x side of the axis.
01:30This is positive z, negative of z, positive y and negative y down here.
01:35This viewport is showing us the Perspective view, but sometimes the Perspective
01:40view can be tricky to understand.
01:41So the programmers, in their infinite wisdom, gave us orthographic views or views
01:45without perspective. And in order to access those, I need to click on this icon
01:50right here. And this will switch my viewport from a single Perspective view to
01:55a four-way split screen, showing me the Perspective as well as the orthographic views.
02:00So there are three orthographic used by default, but you can set up others, and
02:04the default orthographic views are the top view here, the front view here, and
02:08the right view here.
02:10And really, what these orthographic views are
02:12is they show us planes, and the planes are defined by two axes. And the top view
02:17is defined by the x and z axis and that defines the x-z plane.
02:23The front view is defined by the x and y axis, and this is the x y plane.
02:29The right-hand view, z and y, it's the z-y plane, or y-z plane.
02:34Now I can navigate inside of these views using these icons in the upper
02:38right-hand corner of the viewport. And if I want to navigate in the right-hand
02:43view, I can click on this Pan icon, and I can pan around.
02:46I am moving left, right, up, and down in this orthographic view.
02:50If I grab this icon right here, I can do a dolly move, and I am moving into or
02:55out of that right-hand view if I click and drag left or right.
02:59Up and down doesn't work. You have to drag it left or right. And you can
03:02dolly in or dolly out.
03:05And that works for each of these views.
03:07If I click in the top view, I can pan around.
03:09I can dolly in or out. And the same holds true for the front view.
03:13And in the Perspective view, there is third icon available to me, and that is this
03:17Orbit icon. And if I click on this, I can orbit around my scene.
03:24In the orthographic views, this icon does not work. That orbit is based on a
03:283D perspective view and since you don't have 3D perspective in these views, you can't orbit.
03:33That's the basics of the viewport, and the navigation that we use in there
03:37with those icons is a little bit clunky. And in another movie in this
03:39chapter, I'm going to show you how to move around much more efficiently using
03:43keyboard shortcuts.
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Navigating using a three-button mouse and keyboard shortcuts
00:00Moving around in Cinema 4D is very much a two-handed operation.
00:03Whether you use a mouse or a tablet, there are a few important shortcuts that
00:07will help you navigate with these.
00:08Now the most important thing I want to talk about in this movie is the use of
00:12a three-button mouse.
00:13If you're on a PC, three-button mouse is standard operating procedure, and you
00:17don't really need to change anything.
00:19On a Macintosh, if you're using a Mighty Mouse, then there are some important
00:23changes we need to make in the System Preferences.
00:25I am going to go to the Apple menu, and go to System Preferences. And in the
00:29system preferences window, I'm going to click on the Mouse icon.
00:32Now I have a Mighty Mouse attached to my scene, and I need to make sure that my
00:38buttons are arranged correctly.
00:40The way the Mighty Mouse works is it's got a left-hand side, a right-hand side,
00:44and then a middle scroll wheel here in the center, which is actually a ball.
00:47The Primary Button is set correctly: that's going to be our left mouse click.
00:51The Secondary Button is set correctly: that's going to be a right mouse click.
00:54The middle scroll ball, we need to make sure is set for Button 3.
00:59Now if you have it set to be anything other than Button 3, go ahead and turn
01:02it to Button 3 now.
01:03This is going to make the Mighty Mouse behave like a three-button mouse on
01:06Windows, or like a three-button mouse that you would get from a third party.
01:10The buttons that are on the side of the mouse are right now set for Button 4.
01:14We can leave those alone or disable them; it really doesn't matter. We won't be
01:17using them for the navigation inside Cinema 4D.
01:19So I'm going to close up the preferences and get back into Cinema 4D.
01:24Navigating in Cinema 4D is a two-handed operation.
01:27Now this large window in the center of the interface is called the viewport,
01:30also called the Editor window, and this grid area represents the Perspective
01:35view. And we're looking at our world from approximately a 45 degree angle, and looking
01:40down at the center of the world.
01:41That world, we are going to need to be able to move around in, and there are
01:44some important keys we're going to use to do that.
01:46First up is the number 1 key on the keyboard. If you hold that key down,
01:50that allows you to pan.
01:52Now I'm dragging in a circular motion right now, and then if I drag left and
01:56right, I can pan left and right.
01:57If I drag up and down, I can pan up and down.
02:00So you can have a lot of freedom of movement, but it's really only in two dimensions.
02:05Next step is the number 2 key.
02:07The number 2 key, if I hold it down, and click with my left mouse button,
02:11if I drag left and right, I can dolly in/out.
02:15That's very important. Do not drag up and down, because that doesn't do anything;
02:18you want to drag left and right.
02:20And this is a physical dolly move. What I mean by that is that the camera is
02:25moving physically into or out of the scene. We're not changing the focal length
02:30of the lens. We're physically moving the camera closer to or further away from
02:33our subject, in this case the center of the world.
02:36The number 3 key in the Perspective view allows us to orbit around, and that
02:41orbit by default is around the center of the world if you don't have anything selected.
02:45Now if I have a cube in the scene, I'm going to add a cube, and I'm going to use
02:48these handles on the cube to actually move the cube on the positive X axis.
02:55That movement is constrained to that axis, and we'll talk more about that in a
02:59subsequent movie. But what I want to show is that Cinema 4D orbits around
03:03whatever object you have selected.
03:04I'm just going to move this cube way off in space so that it's far away from the world center.
03:10And if I have the cube selected, my camera is going to orbit around that cube.
03:15If I deselect it, it's going to orbit around the world center, and that's a
03:19really important distinction.
03:20So the camera, by default, orbits around what you have selected.
03:23If you don't have anything selected, it orbits around the world center.
03:26The interface that we're looking at, the viewport by default, is set for the
03:29Perspective view, but there are other types of views that you have access to.
03:33And by using the middle mouse button and clicking any place in the viewport,
03:38that switches you to a four-way split screen.
03:40That's why it's so important to have a three-button mouse, because this
03:44navigation between screens is incredibly important, and it's the fastest way to
03:48get there is to middle-mouse- click in any of these windows.
03:51So whichever window I middle-mouse-click in, if I middle-mouse-click in the Top,
03:54that window becomes fullscreen.
03:56If I middle-mouse-click, again, it brings me back to the four-way.
04:00So I can quickly navigate from the Right view by middle-mouse-clicking, and
04:04I can navigate to the Perspective view by middle-mouse-clicking, and I can
04:08get back out again.
04:10On the Mighty Mouse, it can be a little bit difficult to middle-mouse-click, so
04:13you may want to disable your scroll wheel in the same Preferences window that we
04:16changed the button control earlier.
04:18The next thing I want to talk about is another shortcut for moving in the views,
04:22and that's using F1 through F5 keys.
04:25Now once again, there is a setting we need to change on the Mac, and we're going
04:28to double-check it here in our system preferences.
04:30If you're on the PC, you don't need to worry about it.
04:32In the Macintosh, the F keys are not always on by default.
04:36If you've just done a clean install of your operating system, the F keys can
04:39provide a different function than what you would normally want to have in Cinema 4D.
04:42So I'm going to go to the Apple menu > System Preferences, and go to the
04:47Keyboard, and I want to make sure that Use all F1 and 2 Keys as standard
04:51function keys is turned on.
04:53That's very important, because we're going to be using the F1 through 5 keys for
04:57navigating through these windows as well. That's another shortcut.
05:00And if we don't have these turned on when we hit the F1 key on Macintosh, then
05:04we'll get some other function that is mapped to that key.
05:07So if I turn off those preferences now, and I use the F1 through 5 keys, F1 is
05:13the Perspective view. Right now we're looking in the Perspective view, so if I
05:15hit it nothing will happen.
05:17F2 gives us the Top view, F3 gives us the Right-hand view, F4 gives us the Front
05:22view, and F5 gives us the split screen.
05:25So we can go back to the perspective view by hitting F1 right here.
05:29So now Cinema 4D has two different undo buffers.
05:32It has the standard undo buffer, which includes mouse clicks and creating and
05:36deleting objects and those kinds of things.
05:38It also has an undo buffer for the viewport as well.
05:41So I want to talk about the standard undo buffer right now.
05:44Up here in the interface, there are two arrows: an arrow going backwards and an
05:47arrow going forward, which is grayed out right now.
05:49These are the Undo and Redo buttons.
05:51You can click these buttons, or you can use the keyboard shortcut.
05:54The keyboard shortcut for undo is Command+Z or Ctrl+Z. Now, I'll undo that movement of the cube.
06:00Now there are 30 levels of undo inside of Cinema 4D, but we can change that
06:04at anytime by modifying them in the Preferences, and we'll talk about that in a later movie.
06:08The redo is a little bit different. If you're used to using Adobe
06:12applications, then you're used to doing Shift+Command+Z for redo.
06:15Well, that doesn't work in Cinema 4D. It's Command+Y for redo.
06:19So if I hit Command+Y or Ctrl+Y on the keyboard, I can redo those movements.
06:23And in Cinema 4D, even mouse clicks are part of the undo. Deselect this cube.
06:29So if I hit Command+Z or Ctrl+Z on the keyboard, then that will reselect
06:33my cube, because I just deselected it, and mouse clicks are part of that undo buffer.
06:38Any navigation changes we do in the viewport can be undone or redone, so as I
06:42use the 3 key, if I hold down 3 and orbit around my cube here, if I don't
06:46like that orbit I just did, I can hold down the Shift+Command+Z or
06:49Shift+Ctrl+Z. So Shift+Command+Z on the Macintosh, or Shift+Ctrl+Z on the PC,
06:57will give you this undo buffer.
06:59So if I do Shift+Command+Z right now, it will undo the viewport changes that I just did.
07:05If I do Shift+Command+Y, it will redo the viewport changes that I just did.
07:09So if I middle-mouse-click, or hit F5 on the keyboard to get to the four-way
07:14split screen, these views here are called the orthographic views.
07:18They do not have perspective, so they're orthographic views.
07:21And so, the way you navigate in those is by using just the 1 and 2 keys by themselves.
07:26The number 1 key, if I click in the Top view and drag around, that allows me to
07:30pan in any of these views.
07:32If I use the number 2 key in any of the orthographic views and drag left and
07:36right, I can zoom in or out in those views.
07:38Right now, I'm zooming out, so I can see my cube in the scene.
07:43So that's the number 1 key to do a pan, the number 2 key to drag left or
07:47right to dolly in/out.
07:49Now that you can move round in 3D space, we're ready to explore the Cinema
07:524D interface.
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Touring the interface
00:00The Cinema 4D interface is comprised of menus, managers, and viewports, all
00:04contained inside of a shell window.
00:06This shell allows the programmers to bypass the operating system and make the
00:10application identical between operating systems.
00:13The only difference is the Ctrl key on PCs and the Command key on Macs.
00:16So as you can see here, I'm on a Macintosh, and Cinema 4D is actually
00:21existing inside of a shell.
00:22And if I move this window around, that shell moves with it.
00:25The first thing you'll notice about this shell is that there are no menus
00:28across the menu bar.
00:30The only thing you see at the top menu bar is the Apple menu, Cinema 4D, and the
00:34Window menu, which allows you to close and minimize.
00:37None of the other menu items are contained in the Macintosh interface;
00:40they are all inside of this window.
00:42The next thing you'll notice is that there are a lot of menus.
00:45If you look across the top here, we've got the main menu bar, and then each of
00:49these windows around it has its own set of menu items.
00:53And so when I'm going to be working through these lessons with you, I'm going to
00:56very specific about which menu I'd like you to access.
00:59So let's talk about the interface a little bit more and work a way around it.
01:03We're going to be working sort of clockwise around the interface.
01:05So across the top here, we've got a menu bar, and this menu bar duplicates a lot
01:10of the functionality in all these icons that we see on-screen.
01:14You could, actually, if you wanted to, hide all the icons in the interface by
01:17customizing it and then work just off the menus.
01:20So even though the icons are there on- screen, you can always get to them by
01:23clicking and pulling on one of these menus.
01:25So right below the main menu bar is the main toolbar or icon bar, and this icon
01:30bar contains icons for a lot of different functions.
01:33There are functions for undo and redo.
01:35There are movement and navigation tools.
01:38There are axes-oriented tools, rendering tools, and then objects that you can
01:43use for constructing your scene, as well as filters for controlling what
01:48objects you select in the scene, and also something called the Content browser,
01:52which is a way for navigating through your computer without actually leaving the application.
01:56Next up, clockwise on our trip through the interface, is the Object Manager.
02:00The object manager is the physical representation of whatever you have in your scene.
02:04Now I'm going to add a cube object, and we'll talk more about how to create
02:08objects in a subsequent movie, but if I click on the cube icon right here, I'm
02:12going to add a cube to the scene.
02:13Now you'll notice that I have a cube here in the scene, and now I have a cube
02:16in the Object Manager.
02:18The Object Manager is divided now into three columns, and these columns are very important.
02:22You have the Object column, you have the middle Status column, and you have the
02:26Tag column over here on the right.
02:28In the Object column, I'm able to change the name of my object;
02:31I could change the name of this cube by double -clicking on it and calling it "super cube."
02:37The Status column shows me the status of my object.
02:40Is it attached to a layer?
02:41Is it going to be visible in the Editor or Render window, which is what these
02:45two dots right here represent?
02:46If I select my super cube and go to the basic properties of the super cube--and
02:50this window down here is called the Attribute Manager, and we're going to talk
02:53about that more in a subsequent movie as well--I can see that I've got some
02:57items here and some choices.
02:59The Visible in Editor and Visible in Renderer elements are related to these two dots.
03:04If I change the Visible in Editor to on --it's set to Default right now, which
03:09means is that is gray--if I change it to on, it's going to turn green;
03:12that means the object will always be visible in the Editor window.
03:15If I change it to Off, now it's invisible in the Editor window, but it will
03:23show up in a render.
03:24And same thing goes for the Visible in Renderer icon.
03:27If I'll change this to On, it will always render, even though it's not visible
03:32in the Editor window.
03:34And if I change it to Off, it will be off.
03:36This may seem a little bit confusing now, but we'll talk more about this in another movie.
03:40Let's keep moving through the interface.
03:42So the Attribute Manager shows us the modifiable properties of our objects.
03:46And this manager will change depending on what type of object you have selected,
03:50and it will change whether or not you have a tool or an object selected.
03:53For example, if I click on this icon up here in the main icon bar--this is the
03:58Move tool--if I click on that, I now see the properties for the Move tool.
04:02If I click on the Selection tool right next to it, I see the properties for
04:05the Selection tool.
04:06If I click on my super cube, I see the properties for the super cube.
04:09So this Attribute Manager changes continuously throughout your
04:12working experience.
04:13Right next to the Attribute Manager is the Coordinate Manager.
04:16The Coordinate Manager shows you the location of the access point for your
04:21object, or your selected objects in the scene, or the components of those
04:25objects as well, and that's a big difference.
04:27In the Attribute Manager, you have a coordinate property for your object.
04:30So, for example, I'll click on my cube.
04:32I see the coordinate properties, and these coordinate properties show me where
04:35my cube is, and we'll talk more about those in another movie as well.
04:39The Coordinate Manager can show me those same values, but it can also show me
04:42where the subcomponents that make up that cube are as well.
04:46Next to the Coordinate Manager is the Material Manager, and the Material
04:49Manager is where we create materials that are going to give our objects color and texture.
04:54And it has its own separate menu items that allow us to create new materials.
04:59And I can create a new material, and that material has its own set of attributes
05:02that show up in the Attribute Manager.
05:04Right above the Material Manager are the time controls.
05:07Now I have a Time slider right here that allows me to navigate in time.
05:12Cinema 4D is an animation package and you can animate in frames over time.
05:17And that allows you to create really incredible animation effects, but
05:20fundamental of that is moving through time.
05:22And this green rectangle, if I click and hold on it and drag left or right, I'm
05:26now navigating through time in my interface.
05:29And this window here indicates the frame that I'm currently parked on.
05:33If I move my green rectangle to frame 35, you'll see it shows me that I'm on
05:38frame of 35 right here.
05:39Now this field is the preview range.
05:42The preview range shows me how many frames I'm going to see in this Time slider.
05:46Right now, it defaults from 0 to 90, or 91 frames, but if I want to see just 60
05:51frames, I can go from frame 0 to frame 59.
05:545, 9, and I can type in 59, and hit Enter, or Return, on the keyboard, and you
06:00saw that my Time slider shifted in size.
06:02I'm now only looking at 59 frames.
06:05Now keep in mind, these values have no impact on how many frames you can render;
06:09it's just a preview range.
06:10The preview range can also be controlled by dragging this little handle left or
06:15right, and I can zoom into my preview range by dragging that left or right.
06:19The limit on it is controlled by this field right here.
06:22Right next to the preview range are the playback controls.
06:25And I can rewind my animation back to zero, I can hit Play, play forward, I can
06:30also play backwards, and I can skip one frame at a time.
06:34So I can click through my frames, or I can go right to the end of the animation.
06:39I can also record keyframes with these red icons, and we'll talk about those in
06:42the animation chapter.
06:44So continuing around the interface, on the left -hand side of the window are the modes icons.
06:50These icons change the way our tools behave and so I call them mode icons,
06:54because them calling tools would be very confusing for me.
06:57So I've been using the program for a very long time, and this is just one spot
07:00where I just disagree with the way the programmers intended it.
07:02And so, if you look at the manual, it will say tools, but I call them modes.
07:07Also, there is a hint bar down the very bottom of the interface, if you look at
07:11this little area right here next to the current time indicator.
07:15If I hover over one of these icons and over any icon in the interface, I will
07:20get a little hint telling me what that icon means.
07:23And you'll see that as I hover over this icon, it's called the Use Model tool.
07:27Now I call that Model mode, and I'll do that consistently throughout this series.
07:31This icon here which looks like a ball changing into a gridded ball is the Make
07:36Object Editable icon, and we'll talk about that in the modeling chapter.
07:40The button right above it is the Layout button, and the Layout button allows us
07:43to switch the arrangement of our palettes and menus and icons.
07:47So if I click on this and hold, I can switch the layout from the
07:51Standard layout, which is what we're looking at right now, to something
07:53called the Animation layout.
07:55It's the same application;
07:57we've just rearranged the palettes and icons to optimize them for animating on a single screen.
08:02I'm going to switch back to the Standard layout by clicking on that and going
08:05to back to Standard.
08:06This interface can seem intimidating because there is a lot of stuff here, but
08:10as we work through this Essential Training series, we're going to be going
08:13through each of these in much more detail.
08:15And I think you'll find that once you get used to them, they're going to make
08:18a lot of sense.
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Configuring project settings
00:00When you create a new project in Cinema 4D, the project settings will establish
00:04global values for your project--that is to say values that will be used
00:07throughout your project.
00:08I have the Cinema 4D interface in front of me. And when you create a new
00:12document you can have multiple documents open in Cinema 4D, but you can't have no documents open.
00:17So I've got an empty document right here. And the Attributes Manager, if I raise
00:22this window up here, is showing me the document settings. It defaults to showing
00:25you that when you don't have anything open, or you don't have anything selected.
00:29And so the Project Settings show me some key information about my project. I'm
00:33going to enlarge this window by hovering my mouse over this double line here and
00:37dragging to the left, so that I can see everything in that window.
00:40So the Project Settings show me things like my Document Scale, the 3D world is
00:45really completely relative.
00:47There is no up or down or left or right, and also the objects can be any size.
00:52I can make a cube, and that cube could be a mile wide, or it can be a millimeter
00:55wide. It's really up to you.
00:57And if you're an architect, you may want to work in real-world values, so you
01:00can change those values to be Feet, or Inches, or Millimeters, or Centimeters,
01:05or Kilometers if you wanted to.
01:06The Document Scale though, I generally always leave at 1, because I don't want
01:11to mess with that size relative to anything else that I'm working on.
01:14I always want to make sure that I'm working on a project, and multiple projects,
01:17that my document scale stays consistent throughout that process.
01:21The Frames Per Second control how many frames we're animating at.
01:24Generally speaking, video is animated at 30 frames per second.
01:27There are some variations on that within the HD spectrum, and also, if you're
01:30doing film, that might be 24 frames per second.
01:33Once again, you can change that right here.
01:35The Minimum and Maximum Time relate to this preview range that we see down here.
01:40And you can control those here, or you can set them down here in this window;
01:43it really doesn't matter.
01:45Level of Detail relates to how much information is Cinema 4D giving you in this scene.
01:52And you can maximize your playback speed by reducing the level of detail overall.
01:57I would normally leave it at 100%, unless you working on a very complex scene
02:00and my computer is really chugging, trying to reproduce it--then I'll turn that down.
02:04When I render, it will still render at 100% detail, so I'll still get the full
02:07quality. It's just for what you are working within the viewport.
02:11Now the Default Object Color and View Clipping and things, I'm going to leave alone.
02:15There is one button I want to talk to very much about, and that's the Linear Workflow.
02:19The Linear Workflow is brand- new to Cinema 4D version 12.
02:22And it's one of the reasons that the Cinema 4D R12 files cannot be opened by
02:27previous versions of Cinema 4D.
02:29So if you have a file that you're creating in Cinema 4D, in version 12, and you
02:33want to pass it off to someone in 11.5, you can't do that.
02:36You are going to have to export your objects out a different way. But Cinema 4D
02:38R12 can open any previous version of Cinema 4D so if you have a version 5 file, R12
02:44will be able to open in.
02:45If you have a version 10 file, same thing, and you can open it, no problem.
02:48The Linear Workflow, I'll talk about when we get into the rendering and
02:51compositing chapters later on in the series, but it's a very important step in
02:55getting more accurate color for your renderings.
02:58Under the Info, there is a lot of information you can input in the file for
03:02things like author and copyright and to help people that might use your file
03:06identify you, and also to help them understand what's going on in the file.
03:09You can type in notes and things and have that show up for anybody who wants to
03:13use your file on later date.
03:15The Dynamics field controls how the dynamics engine behaves, and we'll talk more
03:20about the dynamics engine in another chapter.
03:22The Project Settings are the place to start when first beginning a new project.
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Setting application preferences
00:00The Preferences in Cinema 4D allow you to customize the application to change a
00:03variety of properties.
00:05Everything from the color of the interface to how objects are imported and
00:08exported can be controlled here.
00:10Now the Preferences screen is one of the deepest in the whole application, and
00:13for the sake of time, rather than walk through everything, I'm going to cover
00:16just the ones I think are most important for everyday use.
00:19So here in the interface, under the main menu bar, under the Edit menu, at the
00:24very bottom is Preferences, and I can hit Command+E or Ctrl+E key on the
00:28keyboard to get there as well.
00:29Now when I let go of that, I get the Preferences window.
00:32Now it's divided into two sections:
00:34On the left-hand side, we have the categories of preferences.
00:37On the right-hand side, we'll have the contents of those categories.
00:40So right now, I'm on the Interface category.
00:42You see it is highlighted gold here.
00:44And I can change things about my interface here.
00:47I only have the English language installed, but you can work in a wide variety
00:50of languages inside the interface.
00:52The Scheme allows me to change the color of the interface.
00:55Right now, it's defaulted to the Dark interface, which I actually prefer, but
00:57I'll show you what the light one looks like.
00:59I'll click on the pull down here and go to Light, and you can see it has
01:02switched the color of the menus and palettes.
01:05I don't like this layout. It is a little bit hard on the eye, especially when you're going to be looking
01:08at the application for a long amount of time.
01:10So I'm going to switch this back to Dark.
01:12Next up on the important preferences are the Input Devices, and if I click on
01:16that, here's where I can control a little bit about how my mouse moves inside
01:20the viewport, but also I can control the orbit.
01:23If you're coming from an application like 3ds Max, the orbit is reversed in Max,
01:27and so you can reverse that orbit here by clicking on this icon right here.
01:30And that will make the behavior a little bit more comfortable for you, depending
01:34on what you're used to.
01:35Now I'm going to leave mine alone, because I like the way Cinema 4D orbits just as it is.
01:39Now the Files options allow us to control where Cinema 4D looks for textures.
01:44Now by default Cinema 4D looks in some very specific places.
01:47If you're working on a network or working with other artists in the studio, you
01:51can all share assets from a single location and input that location here in the
01:55Texture Paths field.
01:57Also in here is the Auto-Save option and you can activate that Auto-Save option,
02:01and tell it where to save the files to.
02:03By default, it will save it to the Project Directory.
02:06Now I normally leave Auto-Save off.
02:07That's because I'm a very habitual saver.
02:10I actually have my hand over the Command and S keys at all times when I'm
02:14working, just out of lots of years of getting burned by not saving.
02:17So I normally leave Auto-Save off, but feel free to turn it on if you want to.
02:21So I'm just going to turn that off right now.
02:24Next up are the Units, and the units in 3D space really are arbitrary.
02:28A cube can be 200 units on a side, but those units could be miles or they
02:32could be millimeters.
02:33It really doesn't matter.
02:35It is all about your perception of the scene.
02:37And so, for example, if you're an architect, you may want to work in real-world
02:40values, so that you're working in feet or inches, or millimeters or centimeters.
02:44It's really all up to you.
02:46I normally leave it alone.
02:47I don't even pay attention to what those values are, unless of course I am going to
02:50be passing something off to someone I know who cares about it.
02:53Most of the time, I just ignore it and leave them on the default value of centimeters.
02:56The Animation Unit defaults to Frames, but you can also change it to Seconds or SMPTE timecode.
03:01I always work in frames, and so I leave this value alone.
03:05You can also decide what sort of color picker you'd like to use.
03:08Cinema 4D by default works in RGB values.
03:11It does not work in CMYK at all.
03:13So it works in either RGB or HSV, and you can change that value here.
03:17I'd normally work in RGB.
03:19I'll leave that alone.
03:20The Cinema 4D Color Picker is on by default, but you can use the System Color
03:24Picker if you want to.
03:25Next up are the Import/Export options.
03:27And when I click on that, you see I get nothing on the right-hand side here.
03:31That's because there is a black triangle next to that, and anytime you see a
03:34black triangle, that indicates that there are additional values underneath that.
03:38So if I click on this black triangle, I can see all these Import options.
03:43And Cinema 4D is a very friendly application, and it works really well with
03:47other apps, and so there is a wide variety of options that you can choose from here.
03:51For example, if you need to send something to a Maya artist, you can save it out
03:55in an FBX file format that is very friendly with how Maya works, and the same
04:00thing holds true for 3D Studio.
04:01So you can really have a lot of flexibility.
04:03You can import files from those applications as well.
04:06The Preferences window can be daunting, but the most important rule is, don't
04:09change anything unless you understand what it does, and if you do change
04:13something, make a very careful note of what the original value was, so you can
04:16always get back to it.
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2. Creating and Understanding Objects: Hierarchical Relationships
Exploring the importance of object hierarchy
00:00Now I know you're all chomping at the bit to create objects and animations in
00:03Cinema 4D, but before we get into that, I want to spend a few minutes talking
00:07about a really fundamental concept, and that's the idea of parenting.
00:11More than any other application I've ever worked with, Cinema 4D is absolutely
00:14dependent on the relationships between objects.
00:16There are three possible states for these relationships: parent, peer, and child.
00:20To understand what that means, let's think about our Solar System.
00:23Our galaxy, the Milky Way, is the parent of our Sun, and our Sun is the parent of
00:27the earth and all the other planets of the Solar System.
00:30The planets are children of the Sun and they're also peers of one another--
00:33that is to say they're at the same hierarchical level.
00:36These relationships are essential for a smooth running Solar System, and they're
00:39essential for animating and modeling in Cinema 4D.
00:41Now I have here the Cinema 4D project file for the animation that you just saw on-screen.
00:47Now there is a lot of different object types in this project file, and it's organized
00:50in a very specific way for animation purposes. And we haven't really gotten into
00:54any of that stuff. The important thing to take away from everything I am talking
00:57about is not how I built this file, but the relationship between objects.
01:00So just try not to think about how it was built, and just focus on the idea of
01:04parenting and how they're related to one another.
01:06So let's scrub through the animation using the Time slider down here and to take
01:10a look at what's going on.
01:12So we zoom in on the Sun, just like we did in the original animation.
01:15Now we're going to stop here about halfway through the transition to Mercury, and
01:20I'm going to uncheck the Look through Camera icon, which is this little guy
01:23right here, so we can see the greater world here and understand like how the
01:26objects are related to one another in space.
01:29So we've got this Solar parent, and the Solar parent is the overall parent for
01:34all the objects in the Solar System. And I've only built it out to earth,
01:39because that's where the animation stops.
01:41The Solar parent is a null object, and a null object is simply an axis point in
01:45space with no geometry associated with it. And it's currently positioned at the
01:48center of the world, which is in this case the center of our Solar System. And
01:53the first child underneath that is the Sun object. And the Sun is simply a
01:56sphere object with a material on it, and it is free to rotate underneath the
02:01Solar parent without affecting any of the other objects in the Solar System.
02:05Now the Sun has its own rotation, which of course does dictate the planets in
02:09real life, but we have a little more freedom to do things in a more creative way
02:13in our Cinema 4D file.
02:14So what I've done is I've set up a series of null objects that will control
02:18each of my planets, and the Mercury orbit object, for example, is another null.
02:22It's at the exact center of the Sun, which is also a child of the Solar parent.
02:28And that Mercury orbit object controls the rotation of the planet Mercury. And
02:32that planet Mercury orbits in a perfect arc around the Sun. And it allows me to
02:36position it very carefully, so that it will be intercepted by the camera on its
02:39path out to the planet earth.
02:42So within that Mercury orbit object is another child, and that child is the
02:46planet Mercury itself. And if I zoom in on that planet, you can see that the
02:52object itself is free to rotate around its own local axis, all the while still
02:59rotating around its Sun.
03:02So it can rotate in a perfect arc.
03:03Let me back up a little bit, so you can see what that means.
03:06We will rotate in a perfect arc around the Sun, but locally it's free to rotate
03:11around its own axis.
03:12So you can see we have a lot of control with this setup, and that's really the
03:15heart of animating and modeling inside of C4D is the control you get from
03:19creating these hierarchical relationships.
03:21So within these--the Mercury orbit, the Venus orbit, and the Earth orbit objects--
03:26are providing the same function; they're providing an access point around which
03:30each of the planets can move in a smooth arc. And the Earth Parent--hitting the
03:34letter O on the keyboard, zoom in that local earth space, and I can look at the
03:38earth and moon together in the same frame. And the Earth Parent is controlling
03:43the position of both earth and the moon underneath its own earth orbit.
03:47That gives me the freedom now to have an earth object that can rotate separately
03:52and a Moon object that can rotate around the Earth as well.
03:56So you can see that these rotational values that we're seeing here in the
03:58Coordinate Properties are all relative to the parent, and you will hear me
04:03use that phrase a lot.
04:04They're either relative to the center of the world, or they're relative to an
04:07object that it's parented to.
04:09So, for example, the moon orbit object, you can see its position in space overall
04:14is very far out from the center of the world.
04:16If we hit the letter H on the keyboard to frame it out, you can see the moon is
04:20itself way out here on the world Z axis. But its moon orbit position is 000, and why is that?
04:28That's because it's relative to the Earth parent, which is out here in space as well.
04:33The Earth Parent on its X axis is 30,000 units on the negative X axis. I'm
04:41approximating here, but it's that value right there, 30,000 units on the negative
04:45X axis, and I know it's negative because of the minus here in the field.
04:49So the Earth Parent is 30,000 units on the negative X axis.
04:52The moon orbit object is at zero, and that's because its position is relative to
04:57the Earth Parent. And if we go down the hierarchy here, you can see that the
05:01Earth Parent is at -30,000. The earth orbit is at zero at the same location.
05:06So position is relative to the parent or the center of the world.
05:10If I look at the Solar parent object, it's at the center of the world, and
05:13its position is 000.
05:15If I move the Solar parent, hit E on the keyboard and move it out on the X
05:19axis, you can see all my other objects shifted with it. And if I click back on
05:24the Solar parent to see its position, I've moved to 5000 units. But if I click
05:29back through the earth orbit, for example, earth orbit is still at 000, relative to its parent.
05:35The same can be said for rotational values as well.
05:37So if we look at the rotational values, the rotational values of the earth orbit
05:42is at -89, even though the Solar parent is at zero, so that rotational value of
05:46-89 is relative to the Solar parent.
05:49If I rotate it around, you can see I rotate my Solar parent 37 degrees, the earth orbit
05:56object is still at -89.
05:59Now Scale is another animal entirely, and what I want to show is the idea that
06:04scale gets inherited by the children. And so if we scrub through the animation
06:09back towards the beginning, you can see that the Sun scales up from zero over
06:15just a few frames, and comes into position. That gives us the illusion that
06:19we're zooming into the Sun at a very fast velocity.
06:22So if I scrub through the animation and back up just a little bit to right
06:24here, you can see that my Solar parent has keyframes on it that are animating
06:29it from zero to one.
06:30Now at this point in time, the scale value is at .352.
06:34If I take the Sun and unparent it, you can see if I select the Sun object,
06:39its scale value is one.
06:40If I unparent it from the Solar parent, then suddenly its scale value shifts to
06:46.352. That's because the Sun inherited that scale value from its parent.
06:50If I drop it back into position, now it goes back to one again. That's because
06:56relative to its parent, its size did not change.
06:59So it inherits that scale value from the parent, and it's relative to its parent as well.
07:05Object relationships drive much of the functionality of C4D.
07:08As we start to introduce other object types into the lessons, I'm going to make
07:12careful note of how they work with other objects, and these relationships are
07:15going to drive all of the functionality that we're going to experience in
07:17future chapters.
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Creating, selecting, and transforming objects
00:00Creating objects is really simple in C4D.
00:02All you have to do is take a look at this little area of icons on the screen, and
00:06anytime you can see a little black triangle here, if I click and hold on that, I
00:10get a secondary panel that pops open showing me a whole list of other icons--a
00:14lot deeper than just a single I have ever seen before.
00:17If I select one of these objects, I'll be creating that object.
00:20So let's create a cube.
00:21So I add a cube to the scene, and you'll notice now the cube is listed in the
00:25Object Manager. And what I want to be able to do is to move that cube around,
00:29and so I can click on these handles here and move the cube along a given axis.
00:35And I can move it on the Z axis or the Y axis.
00:38I'm going to hit Ctrl+Z or Command+Z to get back to the center of the world.
00:42Now there's going to be a lot of times we're going to want to be able to
00:45select that object in the Editor window, and I'm going to use the Selection tool to do that.
00:50Over here on the left-hand side of the icon bar at the top of the screen is
00:53the Selection tool.
00:54It looks like an arrow inside of a circle.
00:56If I click that guy, I will get the Live Selection tool.
00:59You will notice there is attributes here for the Live Selection tool.
01:03If I click any place off of that object, I've deselected it.
01:06If I select the object again here in the Editor window, I have selected it again.
01:10I don't normally like to select my objects that way with the Selection tool, and
01:14the reason is that when you get a very complicated scene, and you've got hundreds
01:17of objects in there, you're not necessarily sure exactly what you're selecting.
01:21So I don't normally use the Selection tool in that way.
01:23I normally use the Selection tool to select the subcomponents of objects, and
01:26we'll talk about that in later movies.
01:29When I do select objects, I might prefer to select them in the Object Manager,
01:31because that gives me the ability to precisely grab exactly what it is I want to
01:35select, and know, with confidence, that I've grabbed the right object.
01:39When I'm moving objects in C4D, I want to be very careful about what axis and
01:43what plane that I'm moving them on. And in order to be really confident about
01:47that, there's a very cool feature that I need to turn on.
01:49So under the Filter menu, in any of the views--in this case, I'm in the
01:52Perspective view--is the Axis Bands. Now Axis Bands is down here, but I can turn
01:57them on by just hitting the All option.
02:00So when I let go of the All option, I get these gray bands connecting each of my axes.
02:05The axis bands define planes, and a plane is two or more axes that define that
02:10plane. And what I want to do is if, say for example, I want to move this cube
02:15just on the X and Z planes, if I highlight that axis band, I can move my cube.
02:20No matter which direction I move it, it's only going to move along the X and Z plane.
02:25To see what that looks like precisely, let's look at them in the Orthographic view.
02:28If I grab that axis band again, and orbit this around--sometimes it's a
02:32little tough to grab the band, so you have to orbit around your object a little
02:34bit so you can grab the band precisely.
02:36When I move that, you will see that in each of the views, it's only moving on
02:41the X and Z plane. It's not moving on Y. If I grab the Y-Z band, it's only going
02:46to move on the Y and Z plane.
02:50So it's a really convenient way to constrain the movement of your object to a
02:54single plane, and very important for keeping your objects aligned.
02:57Next up in the important tools are the Move tool, and the Move tool allows us to move an object.
03:03It may be a little bit confusing because when I select the Move tool, nothing
03:06really changes visibly in the port.
03:08Let's say we go back to Perspective view here.
03:11The Move tool and the Selection tool look nearly identical, as far as the handles
03:15of your object go.
03:16So when I grab the Selection tool and I switch back and forth the Move tool,
03:20nothing really changes except for the attributes here. But what the Move tool
03:23allows me to do, which the Selection tool doesn't, is it allows me to move an
03:27object without actually clicking on the handles. And that can be very important
03:31when you're working in a very complex scene.
03:32You don't necessarily want to grab the object itself. You want just move it
03:36freeform here. And so I can click any place in the gray area and drag the cube
03:41around without actually clicking on the handles. And if I'm in the Selection
03:44tool, and I click out in the gray area, it deselects the cube.
03:48So it's a very different behavior.
03:50If I click and drag here--of course, I don't have the cube selected. I have to
03:54actually select the cube.
03:55I'll click on the cube in the Object Manager and I can click and drag and move it around.
03:59I can also use the handles the same way I would with the Selection tool, and I can
04:03use the axis band as well.
04:05So there is a lot of ways to move it, and it just depends on the situation we're
04:08on, precisely how you do it.
04:10So the next thing I want to talk about is the Scale tool. And I'm going to close
04:14this scene up and start over with a fresh scene: Command+W or Ctrl+W. Don't
04:17bother saving. And let's add a different object. Enough with the cube.
04:22Let's do a cylinder. Yay!
04:24So what I want to be able to do is change the size of the cylinder.
04:27There are several ways I can do that in C4D.
04:30Now the Scale tool, which is this icon right here--or T on the keyboard--and now I
04:36get these handles that allow me to change the scale of my cylinder.
04:39You would expect that if I click on this red handle here, it would only scale on the red axis.
04:44You'll notice that when I click on that, the cylinder gets uniformly large, and
04:50that's because the Scale tool has two different modes. The first mode is model
04:54mode, and you'll notice on the icons over here on the left-hand side of the
04:57interface these icon here.
04:59Now in the hint bar, down here at the bottom left of the screen, when I hover
05:02over that, it says, Model tool. It's called model tool, but I call it a mode,
05:06because it changes the behavior of an existing tool.
05:09And so, when I select that icon and use the Scale tool, it's physically changing
05:14the properties of that cylinder.
05:16If I go to the cylinder and look at the Object Properties, when I use the
05:20Scale tool, you'll see that the radius and height are changing, not the
05:24coordinate property scale.
05:26Now if I click on the Object tool or Object mode, down here at the bottom and left
05:31of the screen, and use the Scale tool, watch what happens to the Scale value here
05:35in the Coordinate properties.
05:37I click and drag that, and the Scale value changes.
05:41Under the Object property, you can see that the radius and height don't
05:44change, but the Scale value does, and that's very important when it comes time to animate.
05:48So the rule that you want to follow is, never use the Scale tool in this mode,
05:52Object mode, unless you're going to be animating the scale, and you want to be
05:56very careful about that, because you can really screw up your animation if you
06:00use the Scale tool incorrectly.
06:02There's one other important thing I want to talk about with the Scale tool, and
06:05that's how scale relates to objects.
06:07I'm going to add a cone that will allow this to see the effect a lot more dramatically.
06:13I am going to move this cone over on the positive X axis. And the cone itself, if
06:17I select it and look at its properties, Coordinate properties is set to one.
06:21I'm going to go to my cylinder now and change the scale from .7 on the Y axis to say 2.
06:27Now my cylinder just got taller. Now, if you've needed to make a tall
06:30cylinder, you might make a tall cylinder by changing the Scale value here, but
06:34that's a bad thing to do.
06:35If I have to parent something to that cylinder now, it's going to behave weirdly
06:38when I try to move it around.
06:40So let's see what that means.
06:41If I take the cone and make it a child of the cylinder object, look at
06:45the cone's size now.
06:47Its scale values are all different than what it was when it was unparented.
06:51That's because scale is inherited from the parent.
06:54If I just leave the cone like that, it looks fine, but what happens when I try
06:58to rotate that cone?
06:59If I use the Rotate tool--R on the keyboard--and grab the X-band here, and rotate
07:04it around that axis, you'll see the cone start to smear, and that's because
07:08those scale values are being inherited by the parent. And it's trying to rotate
07:12through that elongated Y axis. And it's getting stretched along the Y axis. And
07:17that's very bad for animation.
07:19So you want to be very careful about how you change the scale of your object.
07:22If you need to make a long cylinder, simply change the size of the cylinder and
07:26don't change the scale.
07:27So next, I want to talk a little bit more in-depth about the
07:29Rotate tool. You just saw me use it to rotate that cone around, but let's
07:32take a look at a new scene.
07:33I'm going to close that up: Command+W or Ctrl+W. And let's click on Oil Tank this time.
07:39Under the Object Properties, change the height of that oil tank to be
07:42like 500 units, so it's a little bit longer.
07:44Now I'll grab the Rotate tool--R on keyboard--and you will notice that these
07:49bands show up around the axis point. And these are called rotation bands, and
07:52they are color coordinated to the axes that they're going to rotate around. XYZ,
07:57RGB--that's the important thing to remember here.
08:00So around the X axis, the red axis, if I grab the red band, my cylinder, my oil
08:05tank will rotate around the red axis. The green band rotates at around the green
08:09axis, or Y. The blue band rotates at around the blue axis, or Z. There are two
08:15other modes for the Rotation tool.
08:17If I click any place inside this yellow circle and not on a band, I can rotate
08:23the oil tank freely. Command+Z or Ctrl+ Z to get back to a straight oil tank.
08:32The next mode for the Rotation tool is if I click and drag outside of this
08:37yellow circle and rotate, it rotates on a plane that's perpendicular to the
08:43camera, is at right angles to the camera, so that plane will change based on
08:46how I'm looking at my oil tank.
08:48So if I rotate to about here, and rotate, you can see it rotates differently
08:52than it did when it was down here.
08:55So that is on a plane that's perpendicular to the camera.
08:58So as you can see, there's a lot of ways to create, move, and select the objects,
09:02and these tools will become essential in later chapters.
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Understanding object categories: Comparing active and passive objects
00:00Cinema 4D has many objects that can be found under a variety of menus.
00:04Regardless of what menu they come from though, all objects in C4D fall into two
00:08categories: passive objects and active objects.
00:11Passive objects just sit there when you add them to the scene.
00:13They don't explode or flip around magically or move on their own.
00:17That's not to say they're not cool or important, because they are.
00:19They just need a little help to be magical.
00:22Active objects, on the other hand, do in fact do something.
00:25Either on their own or in combination with other objects, they can create amazing
00:28animation and effects,
00:29usually by taking a passive object and doing something with it.
00:33Across the top of the interface here, we've got the icon bar, and I am going to
00:36click and hold on the Cube icon here, and this is the primitive object.
00:40Anytime you see a black triangle here, don't forget that you can click and
00:44hold on this object.
00:45Creating an object in Cinema 4D is really simple.
00:47All I do is select one of these icons and let go, and instantly a cube is
00:51added to the scene.
00:52Now the cube is a primitive object, but a primitive object falls in the
00:56category of passive objects.
00:57I've just added this cube to the scene, and it doesn't do anything except
01:00sit there being a cube.
01:01If I hit Play down here in the Time bar, you can see the time is moving and
01:06nothing is happening. It's just a cube sitting there being a cube.
01:08I want to stop playback and rewind back to zero by clicking on the Rewind button.
01:13That is a passive object.
01:15Now I am going to disable the cube's active check mark here by clicking on this
01:19green check box and add an active object to the scene.
01:23Now under this icon, when I click and hold,
01:25these, or all of the particle system objects, and I am going to add an emitter to the scene.
01:29The emitter object is an active object.
01:32When I hit play, it actually does something all on its own.
01:35It's spitting particles into the scene.
01:38The emitter object is also something called a generator object, which we're going
01:42to talk about in the next chapter.
01:43But a generator object needs a child in order to produce some results,
01:47so I am going to take the cube--the first thing I'll do is stop playback, and I am
01:51going to activate the cube again to make it visible in the scene, and I'm going
01:55to select the cube, and I am going to change the size of it down to say 10 x 10 x
01:5810, and that was under the Object Properties that I did that.
02:04If I take this cube and make it a child of the emitter, and then under the
02:08Emitter Properties, turn on Show Objects,
02:13it instantly shows those cubes being spit out. And when I hit play, I am spitting
02:17cubes into the scene, and that's the power of the active objects.
02:20Active objects will take a passive object, or sometimes other active objects as
02:24well, and actually generate something with them.
02:27So active objects and passive objects aren't more important than the other.
02:30As you can see, they're really dependent on each other for creating
02:33something cool.
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Comparing object types
00:00Within the two broad categories of passive and active objects, there are a whole
00:03host of object types.
00:05Understanding what the category they fall into, and how they relate to the other
00:08objects, is the foundation of understanding Cinema 4D.
00:11So first up in the objects is the null object, and it's the most important object
00:15in the application, I think, because it is used literally throughout all of your
00:20animation and modeling. And what a null object is, if I click and hold on the
00:24primitive objects here, at the very bottom on the left-hand side is the null
00:27object, and it's an access point that has no geometry associated with it.
00:31You'll use nulls for grouping objects together and also for controlling around
00:36what point in space that they'll animate or rotate or scale.
00:39So it is really crucial, and it's something you'll use literally all the time
00:43throughout your workflow.
00:44Next up is the primitive objects and the primitive objects, I am going to access
00:48by clicking and holding on the cube, and their icons are blue.
00:53The icon color in Cinema 4D is very important because it tells you what category
00:56the objects fall into and what type of object you are dealing with.
01:00So the primitive objects are all blue icons like this, and they include
01:04geometric shapes, like cubes and spheres and cones.
01:07They are all passive objects; they don't actually do anything.
01:10Each of them is controlled by a formula that's defined by the computer, and you
01:14can change the parameters.
01:15For example, I can add a cube to the scene, and I can change the size of the cube
01:19by adjusting the object properties.
01:21Next up for the polygonal objects, and a polygonal object is what a primitive
01:26object will turn into once you make it editable.
01:29The making-editable processes is something we'll cover in the modeling chapter,
01:33and what it really means is to take the cube and convert it into its most basic elements.
01:37Right now, my cube consists of a formula that's defined by the software, and that
01:42formula contains the parameters of the size and the number of segments--how many
01:46polygons are on each side.
01:47But when I click this icon right here and make it editable, the icon for my cube
01:51is changed into a triangle.
01:53That tells me that the cube is now a polygon object, meaning that I no longer
01:57can change the parameters of it.
01:59There are lots of things I can do with it from a modeling standpoint;
02:02I just can't change those parameters anymore.
02:04So this object is now been converted into a polygonal object.
02:08Next up are the spline objects. Now, I am going to close this scene, and just don't
02:12save it, and right next to the primitive objects are the spline objects.
02:16A spline is a fancy way of saying a path.
02:18If you've worked with Photoshop or Illustrator or After Effects at all, you've
02:22seen splines; they just call them paths. And there are a lot of different types
02:25of splines other than the kind that you see in Photoshop and Illustrator, and
02:28some of them are Bezier. Bezier is what you normally see in Photoshop and Illustrator.
02:32A B-spline is a very special type of spline that we're going to cover in the
02:35spline chapter, coming up next.
02:36But really what a spline is is a passive object, and it contains a series
02:41of points that are connected by a line in space, and that line can take on
02:45a variety of shapes.
02:46There is a free-form splines, and then there is also spline primitives, and you
02:50could see some of the spline primitives down here, like the Star, the Cogwheel.
02:53I'll add a cogwheel to the scene.
02:55A cogwheel is a spline object that I can control the parameters of. And I
03:00can change the number of teeth. I can change the inner and outer radius to
03:03make the teeth larger.
03:05So there is a lot of properties that you can change on this spline primitive.
03:09Now remember the splines are passive, their icon is blue, and they could be
03:12combined with other types of active objects to produce all kinds of effects.
03:17Next up are the operator objects, and the operator objects are purple icons. And I
03:22am going to click and hold on the Bend object here, which is this first icon up.
03:26An operator object is an active object, and it's a very special type of active
03:30object that works on its parent or its peer.
03:33We are going to cover the bend deformer in a little more detail in two chapters actually.
03:37The important thing to remember on them is they work in their parent or peer.
03:39So I will just really quick set up a little bend here, and I am going to close the
03:43scene up, don't Save, and I'm going to add a bend object to the scene and
03:49then I'll add a cube.
03:51If I make this bend a child of the cube--remember, I said it works on its
03:54parent or its peer--
03:55by parenting bend the deformer to the cube, that allows me to modify the
04:00properties of this cube with the bend deformer.
04:03So if I go to the bend deformer's object properties and adjust the strength, I
04:07can now bend this cube.
04:09Now the cube isn't bending--for a very important reason. Under the Cube property
04:12is a number of segments along the Y axis. I need to change that value, and
04:16suddenly I can actually bend this cube.
04:18So that's the operator object.
04:21Now, all operator objects work essentially the same way.
04:23There are active objects that work on their parent or their peer.
04:26Next up are the generator objects.
04:28So let's close this scene up again, Command+W or Ctrl+W, and then don't save.
04:32Generator objects always have a green icon.
04:35Generator objects are also active objects, and a generator object needs a child or
04:40multiple children in order to generate some sort of result.
04:43One that you'll come across quite a bit is the Extrude NURBS.
04:45So I am going to add an Extrude NURB to the scene. Its icon is green.
04:49Now the Extrude NURB needs a child, and in particular it needs a spline object as a child.
04:54So I am going to click and hold my spline objects and add a star to the scene.
04:59If I make the star a child of the Extrude NURB, suddenly I get an extruded star.
05:03And you can see that the star extends into the distance, and I can control a lot
05:07of properties into this.
05:08Now we'll be covering these properties again in more detail later on, but that is the idea.
05:12All of the generator objects work on either one child or multiple children to
05:17generate some sort of result.
05:18Next up are the effector objects.
05:20An effector object is a very special type of object that was introduced with the
05:24introduction of MoGraph a couple of versions back, and I'm going to close this
05:27scene up again: Command+W or Ctrl+W and don't save.
05:31Under the MoGraph menu is the Effector category, and their icons are purple.
05:36You'll note from earlier that the deformer objects all have purple icons as well,
05:40and that's because the effector objects are kind of a hybrid.
05:43They can be used to modify generator objects, but they can also act as an
05:48operator as well, meaning they can work on their parent or peer.
05:50So let's see what that means.
05:51I am going to add a MoGraph cloner, which is a generator object, to the scene.
05:56So that's generator. It needs a child or children to generate some sort of result.
05:59So I'm going to add a cube to the scene and then make that cube a child of the cloner.
06:06Underneath the cloner object, I'm going to adjust the Count so I get a lot of
06:09cubes, and then I'm going to add an effector object to the scene.
06:14Now, under the MoGraph menu > Effector, I am going to add a random effector to the
06:18scene. And the random effector will randomize the position of these clones, and so
06:24this random effector is now modifying this generator.
06:26We'll be covering MoGraph in a lot more detail later on in the course,
06:30but for now the important thing to remember is that the Random effector falls in
06:34the category of effector objects which are used to modify generators, or they can
06:38act as an operator object.
06:40Next up are the scene objects, and the scene object includes things like lights
06:44and cameras. And if I click and hold on this icon right here, I'll see the scene objects.
06:50A light is a great example of that.
06:51I am going to add a light to the scene. And when I do that you'll notice that my
06:55little tower that I made with the cloner and the random effector has gone black
06:59on me. That's because the light is now inside of it.
07:01So let's drag that light out, and you could see that the light is now affecting
07:05the entire scene. And so that's why they call them scene objects, because they can
07:08be used to affect everything in your world.
07:11It's probably pretty obvious that the light falls in the category of active objects.
07:15Next up, are the materials and materials are not really objects per se.
07:19They are used to affect other objects.
07:22But I would throw them in the object types because really they're essential
07:25for giving your scene personality and life and modifying the objects that you have in the scene.
07:30The materials are created and managed down here in the Material Manager on the
07:33bottom left of the interface.
07:35I am going to go to the File menu and do New Material, and this material can now
07:39be used to give color to this little tower that I made with the MoGraph cloner.
07:44So if I go under the Color property and just change it to something really
07:47obvious like red, for example, and I'll take this material and drag it onto the
07:52cloner object, you could see that material now is modifying that cloner and my
07:57tower has turned red.
07:58So materials are not really objects per se, but they're active elements, and they
08:02are used to modify just about anything in the scene.
08:05This is just a very quick overview of the wide variety of objects in C4D.
08:09In later chapters, we'll go into detail on quite a few of these to illustrate
08:12how they can be used to make magic in Cinema 4D.
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Using the Attribute Manager to modify object attributes
00:00The Attribute Manager is where you change the modifiable properties of anything
00:04and everything in C4D.
00:06The contents of this window will change continuously throughout your project as
00:09you select different objects and tools.
00:11Each time you click on something in the interface, the Attribute Manager will
00:14display the attributes of that element, no matter what it is.
00:17This makes the Attribute Manager the go-to spot for all kinds of
00:20crucial information.
00:21So I am going to add a primitive object to the scene, and let's skip the cube
00:25and go right to the pyramid.
00:26That's a little more interesting.
00:28When I add the pyramid to the scene, I immediately see the Attribute Manager
00:31change, and the Attribute Manager changes every time I select something.
00:35So I am going to click on the Move tool up here in the toolbar.
00:38When I click on the Move tool, the Attribute Manager now shows me the modifiable
00:41properties of the Move tool.
00:43To get back again, I can use this back arrow to get me back to the properties for
00:47the pyramid, and I can use the forward arrow to get me back to the Move tool.
00:51The icons across the top here, I will come to those in just a second.
00:54What I want to talk to you right now is about the sections of the Attribute Manager.
00:57Now, each one of these guys I can click on and get to a different set of
01:01attributes for my Move tool.
01:02When I click on the pyramid, I can now select the basic properties, which allow me
01:07to change things like the name and that whether or not it's assigned to a layer
01:11and some other properties that we will cover as we go throughout the series.
01:14The next up is the Coordinate property, and the Coordinate property shows me
01:17where the object is in space, what size it is, and the rotation values.
01:21Remember, the values that you see in these fields are relative to the object's
01:24parent or to the center of the world, one of the two.
01:27New to version 12 is the Freeze Transformations option, which is really crucial
01:31when you're getting into character animation.
01:33What Freeze Transformations allows you to do is to lock the coordinate
01:36properties into a specific value that you can then animate from more easily.
01:40For example, if I rotate this pyramid-- I am going to rotate it just randomly--
01:44and you'll notice when I go back to the pyramid that the values for the
01:48rotation are now randomized.
01:50It just grabbed it and just rotated it all over the place.
01:52If I click on the Freeze All button, I can now freeze a rotation.
01:57You'll notice that even though my pyramid is now rotated randomly here around
02:01the world axis, it shows up still at 0, 0, 0.
02:05That makes animating pyramid much easier.
02:07So let's add a second object to the scene.
02:09Let's add a cone this time, which is very similar to the pyramid except it has
02:13some slightly different properties.
02:15I am going to move this cone on the negative X axis, and get it out of the way
02:19so they are both in different locations.
02:22The Attribute Manager shows you the attributes for each of these objects as I
02:26click on them, but what if you wanted to be able to modify the attributes for
02:30both objects at the same time?
02:31I can select both objects, and then the attributes that they have in common will
02:35now be available to me.
02:37In this case, I have got some object properties, which I can change just the
02:40orientation, or I can change the coordinates.
02:42If I, for example, put in Y value and make them both 500 units on the Y axis,
02:48they both will jump 500 units on the Y axis.
02:52Now, you'll notice that they are local, and because in my pyramid when I froze
02:58the transformations, it moved in a different direction, so that's why with freeze
03:01transformations, you have to be really careful with.
03:04The next situation that you might find yourself in is wanting to have both
03:07properties for both objects up on-screen at the same time, and that's where either
03:11the Lock button or the New Attribute Manager button come into play.
03:15If I click on the pyramid, for example, and I click the New Attribute Manager
03:20button, I can add a new Attribute Manager to the scene that can be floating
03:24around in the interface.
03:25That allows me to see the properties for both the cone and the pyramid at the same.
03:29So I can select the cone property. And you can see that my pyramid Attribute
03:32Manager did not change, and I can modify the pyramid and change its value.
03:36Let's move it back to 0.
03:37So it's back at the center of the world.
03:39I can also move the cone back to the center of the world here as well. 0, 0, 0.
03:42You can see I can easily make changes to both of these objects without having
03:48to click back and forth on the objects to get their attributes to show up in
03:51the Attribute Manager.
03:54One last element is the Lock icon.
03:57The Lock icon allows me to lock down an Attribute Manager.
04:00So, for example, if click on my cone and click the Lock button, now when I click
04:05the pyramid I don't see the attributes, and that allows me to modify elements
04:09and click other objects in the scene, and it allows me to modify the properties
04:13of the object that I still have selected, even though I am clicking on other objects.
04:16So the Attribute Manager can be a little problematic sometimes when you're
04:20clicking on things in scene, and this allows you to lock it off so that it
04:23doesn't jump around on you.
04:25The other icons in the top of the Attribute Manager that I didn't cover are
04:29essential in other types of the animation and modeling, but they're not really
04:33crucial to really understanding C4D at this time.
04:36The most important thing to remember about the Attribute Manager is that even
04:39though it will change constantly, a simple click on the element you would like
04:42to see will get it right back to where you need.
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Creating a basic model with primitive and null objects
00:00Creating models in 3D can be a very complex task, or it can be really simple.
00:05The key is to decide ahead of time what you're trying to create and how much
00:08detail it needs to have.
00:09Once you have those key questions answered, their technique falls right into place.
00:13So my goal for this exercise is to create an airplane with just 3D objects.
00:18So what I did was I spent a few seconds making a sketch.
00:22If I go out to the Finder here, I'm going to open this sketch up in Preview.
00:25This is not a very good sketch.
00:27But the key is the quality of this sketch isn't nearly as important as the fact
00:31that you've made it.
00:32The process of making the sketch helps you visualize the kinds of pieces that
00:35you'll need for your model.
00:37As you can see from this sketch, my fuselage is really just a sort of a squished out cone.
00:42My wings are just an elongated cube that's been flattened, and the same thing goes
00:46for my control services and tail back here.
00:49So, this process that I went through to make the sketch helps me visualize
00:52the kinds of objects I'm going to need to create when I get into Cinema 4D.
00:57So let's go back to Cinema 4D now, and start off by adding a cone to the scene
01:01for the fuselage, because we're going to build our plane around the fuselage.
01:05So let's add a cone to the scene.
01:07The Cone Properties under the Object Properties will allow us to change the
01:12orientation of the cone.
01:14Well, I want to build my plane along the Z axis, and so I want my cone to
01:18flow along the Z axis.
01:18So I'm going to take my Orientation, and change it be positive +Z. You can see
01:23my cone flips over.
01:24And that was without actually rotating it; all I have done is changed the way
01:27the software is drawing the cone.
01:29Next up, I want to change the shape of the cone.
01:31So let's start off by making the Height about to say 1,000 units or so.
01:36Then I'm going to go to the height and go 1,000, and Enter.
01:41Then I'm going to change the shape of the end of the cone here.
01:46So under the Caps property, I can activate the bottom cap, and that will round it off.
01:52That's going to become the nose of my plane.
01:54Under the Object Properties, I'm going to take the Top Radius, and enlarge
01:58that up just a bit.
01:59You can see that makes the back of the cone a little bit fatter.
02:03Let's go ahead and, rather than have that be flat,
02:05I'm going to go to the Caps property again, and activate the Top cap to round
02:09that off, and that becomes our fuselage.
02:13Next up, let's create the wings.
02:15So, I'm going to add a cube to the scene, and the cube comes up at the center of the world.
02:19Anytime you add objects in C4D,
02:20they always show up at the center of the world.
02:22So I always build my models around the center of the world, and that makes the
02:25organization or the objects really easy.
02:28So I'll take my cube now.
02:30Let's make it flat. Say on the Y axis, I'm going to scrub the value here, so you
02:33can see which value I'm changing.
02:35I'll take this Y value, and make it say 5 units.
02:39That's going to make a really thin wing.
02:41That's maybe a little too thin. Let's make that 10.
02:43Then on the X axis, I'll scrub that value, so you can see which one I'm changing.
02:47I want to make the wings nice and wide here.
02:50Let's make it say about a thousand units again; 1,000.
02:56This wing, if you zoom in on, it's kind of a square, and really a wing would
03:00have a nice, soft leading edge.
03:01So I'm going to change the Fillet property.
03:04Fillet is a fancy way of saying "rounding" in 3D.
03:07So if I click on the Fillet option, you can see the wing becomes rounded.
03:12That's a little more interesting to look at than just a flat square.
03:15The plane flies around a center of gravity, and that's how I want to build
03:18my plane here in C4D.
03:20So right now, the wings on this type of plane are really where the
03:24object rotates around.
03:25So if I take my cone, I don't want to have my cone sticking this far out,
03:28I want to take the cone, and move it on the Z axis back a bit.
03:33It's pretty good right about there.
03:34So now the wings are going to be right and sort of in the middle of the fuselage.
03:37Now we can create the canopy where our pilot would sit.
03:40I'm going to use a capsule object for that.
03:43So I'll add a capsule to the scene.
03:44Notice it comes in at the center of the world.
03:47I'm going to change the Orientation once again to +Z. When I do that,
03:52the capsule disappears.
03:53But it's right inside the fuselage.
03:55So let's take that capsule and raise it up on Y, and then let's move it back just a bit.
04:04Then I'm going to rotate it.
04:05Now in order to really see what's going on here, I'm going to switch to the four-way view.
04:09So I'm going to middle-mouse click here and middle-mouse click again in the
04:12Right-hand view to bring that to the full screen.
04:14Now if I grab the Rotate tool, I can click outside the yellow circle here, and
04:19drag, and rotate my capsule up into position.
04:22Well, I'm looking to line up this green band with this black line here, so make
04:27sure that they're parallel.
04:28Now when I switch back to the Move tool, I can take that Y handle and drag it
04:32up, and my canopy lines up nicely with the fuselage.
04:36When I go back into the Perspective view, I can adjust the Y axis on the
04:41canopy, and get it settled in a position a little bit better.
04:44Next up, I want to create the tail and control surfaces for the backend of the plane.
04:49Rather than duplicate this process over, add a cube and make it flat and
04:52everything, I'm just going to start with a cube that I have already.
04:55Let's take this cube, hold down the Control key on the Mac or the PC, and drag a copy down to create a copy.
05:02I could also copy and paste it into the scene, but I'd like to do a Ctrl+Drag
05:05like that whenever possible.
05:07It's really a fast way to make a copy.
05:09So, I'm going to rename this horizontal stabilizer, which is the surface at
05:13the back of the plane.
05:14So I'll call it Horiz, and then Stabil. There we go.
05:19Now I'm going to need to move this back,
05:21so I would grab the Z handle for it, and drag it all the way back to the end of the plane here.
05:27Now in the Object Properties for this cube object that I've called
05:30horizontal stabilizer,
05:31I'm going to change the X value from 1,000, let's bring it down to say
05:37maybe, let's call it 400. There we go. It's a little bit fat.
05:44So let's change the Z value from 200 to say 100. There we go.
05:49Then I'll drag it back into position just a little bit more.
05:53That becomes our horizontal stabilizer.
05:55Now, we can repeat the process for the tail.
05:57I'll take the horizontal stabilizer, and then I'll hold down the Ctrl key,
06:02and make a copy of that.
06:03Let's rename this object and call it "Tail."
06:07The tail now needs to point on the Y axis.
06:09I have a couple of choices.
06:10I can either rotate the tail into position, or I could change the properties here.
06:15So let's change the properties, since that's I think a little bit easier to do
06:17than rotating it, because we don't have to guess about anything.
06:20So if I go to the X value, I want it to be the same thickness,
06:24so I change the X value to be 10, and then I'll change the Y value to be say
06:29100, and then the Z value, I can leave at 100 for now.
06:34We're going to adjust these values in just a second.
06:36Next, I need to move that tail into position,
06:38so I grab the Y handle, and drag it right up.
06:42Now, that is a little bit short, so let's change the Y value to be say 150.
06:48I think that's looking a little bit better. There we go.
06:51So now you can see we've got our tail, and our horizontal stabilizer at the back all built.
06:57Now we're ready for the propeller.
06:59When I'm modeling in C4D, I always like to build things around the center of the world.
07:03Right now, my plane is actually in the center of the world, and it's kind of in the way.
07:06So what I'm going to do is click on the first check mark here in the Object
07:10Manager, and drag down, by holding the mouse key down.
07:14That's going to disable all of my primitive objects.
07:16When I let go, everything disappears.
07:17Now they're all still in the scene.
07:18I can turn them back on again by clicking and panning up again, or clicking and
07:22panning down to turn them off.
07:23So it's really easy to turn these objects off and on.
07:26I have the scene empty now, so it's going to make it really easy to model my
07:29propeller in position.
07:30A common mistake that new modelers make is to try and model the propeller in
07:34position on the plane, and that makes things really difficult.
07:37What I prefer to do is to model the propeller at the center of the world, and
07:40then move it into position on the plane.
07:42That's what we're going to do here.
07:43So let's start off by making the central shaft for the propeller.
07:46We're going to use a capsule object to do that again.
07:49So I'm going to change the Orientation to be +Z once again.
07:53That's going to flow along the length of our plane.
07:55We don't need quite this many segments for our propeller shaft, because it's
07:58going to be pretty small in the plane.
08:00So let's bring this down to say 12 on the Rotation Segments.
08:04Then in the Height Segments, we're going to only need one really,
08:06so we'll change that down.
08:08We'll leave the Cap Segments alone.
08:09So that's the central shaft around which our propeller will rotate.
08:13Now what I'm going to do is add a disc to the scene.
08:16The disc object is going to become one of the propeller blades.
08:19So right now, it's on the wrong axis,
08:22so let's change the Orientation, once again, to +Z.
08:24Now the disc has a cool property called Slice.
08:29I can change that slice by activating the Slice option.
08:33You can see it cut my disc in half.
08:35By adjusting these values left and right, I can adjust where my disc starts and stops.
08:41Let's zoom in on that a little bit more.
08:43Actually, that's not too bad for a thickness for a propeller.
08:47Now what I do want to change though, is under the Object Properties, is change
08:49the Outer Radius, and make the Outer Radius a little bit bigger.
08:55That's not a bad ratio.
08:57What I'm trying to find is a good ratio between the shaft and the propeller blade.
09:01Let's make that Outer Radius just a bit larger. There we go.
09:06Now I can call this one "Prop Right."
09:10When I name objects, I try to name them from the point of view of the object itself.
09:14So from the planes point of view, this becomes the right propeller.
09:19Now I'm going to make a copy of this Prop Right object, and then rotate it
09:24around into position on the other side of the object.
09:27I can use the Slice option also, and change it here,
09:29but in this case, I'll just rotate it around.
09:31That way I don't have to guess about what the values are.
09:33So I use the Rotate tool--R on the keyboard--and rotate my propeller around.
09:37I'll hold down the Shift key to constrain the rotation to even increments, and
09:42rotate it 180 degrees around.
09:45Now, I've got my propeller.
09:46To make it a little more aerodynamic, I can just rotate these propeller blades a
09:51little bit around their X axis.
09:52I'll grab the Prop Right object and rotate it just the other way.
09:57That's going to look a little bit more realistic.
10:00Let's rename this object and call it "Prop left," by the way. Prop left.
10:05These propeller elements need to rotate with the capsule.
10:08So let's rename this capsule, and call it "Prop shaft."
10:12Then take both of these objects,
10:13I'm going to draw a rectangle around both the Prop left and right objects, and
10:17then drag them down, and make them children of the Prop shaft object.
10:21Now when I select the Prop shaft and rotate it, they all rotate together, just
10:25like a real propeller would.
10:27Now I'm ready to turn my plane back on, so I can activate all of these objects
10:32by clicking on the check marks and panning down again.
10:34When I let go, everything is in position.
10:37I've got a problem: my propeller is huge compared my plane.
10:39But that's really easy to fix with the Scale tool.
10:42Let's move this forward on the Z axis, and get it into the position.
10:49Then we're going to adjust the size of this propeller.
10:52So let's use the Scale tool now.
10:54I'm in model mode, which allows me to resize the prop shaft without actually
10:58changing the physical scale of it.
11:01What that does is in fact change the object properties of it.
11:04So watch what happens.
11:05When I click on this Prop shaft object and scale down, I'm going to drag to the
11:09left, and change the size of it--right about there so.
11:12I'll twirl up Freeze Transformations.
11:14The Coordinate value still are at 1.
11:17What changed was the physical radius and height of my propeller shaft.
11:21It did the same thing for the children as well, which is really nice.
11:25I think that's just a good size for my propeller.
11:27It's got a good proportion to it, relative to the size of plane.
11:30When my plane flies, I want all the parts to move together
11:33so I'm ready to group things together under a single null object.
11:36So let's go the primitive objects here, and click and hold, and add a null.
11:39If you remember, a null is just an access point in space with no geometry
11:43or anything associated with it, and use it for grouping and organizing your objects.
11:47So let's take all of these elements and make them children of the null.
11:51I'll call that null Plane. There we go.
11:55So now when I twirl that Plane element open and closed, I can see all the parts of my plane.
12:01More importantly, when I move this plane object around in the scene, my plane
12:07will rotate with it.
12:08I can adjust its rotation, and bank it, make cool sound effects while I'm doing it.
12:13It's always a lot of fun to do that.
12:15If you were to watch me in my studio, you'd hear me making all kinds of crazy
12:18sound effects while I work.
12:19It helps to keep me awake, and also helps keep the creative juices flowing.
12:24So you can see with just a few simple objects, we've made a fun little plane.
12:27The key though, to this whole process was the few minutes I spent sketching out
12:31the original design.
12:32Let's open that up, so we can see what it looks like.
12:34So I'll just resize the window, and compare the sketches side by side.
12:38You can see that compared to sketch, my primitive plane here looks pretty close.
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3. Working with Splines
Creating and working with splines
00:00A spline is two or more points that are connected by a line.
00:03Sounds simple, right?
00:04But that's simple statement unlocks a whole world of possibilities in Cinema 4D.
00:09The term "spline" is a fancy way of saying a path, and you're used to seeing paths
00:13in Photoshop and Illustrator and After Effects.
00:15Paths in Cinema 4D are just as powerful, and also just as easy to use.
00:19Let's take a look at the spline icon. It's right next to the primitive objects here,
00:23this blue squiggle line here.
00:25When I click on it, that gives me list of all the spline objects in the Cinema 4D.
00:29Now there is the Freehand spline, and the other spline tools for
00:32creating free-form splines.
00:34There are also spline primitives as well.
00:36So let's take a look, and start off with a spline primitive, and then take a
00:39look at some of the freeform splines for drawing more complicated paths.
00:43So I'll start off with a flower spline.
00:45And a flower spline is simply a flower-like shape that has some primitive
00:50attributes that you can control,
00:52for example, the Outer Radius and Inner Radius.
00:54I can control how large the petals are, how many petals I've actually made.
00:59There are lots of things you can do with the flower spline.
01:02Now one thing you remember about splines is that they do not render.
01:05If I click on the Render in Picture Viewer button, this white clapboard here,
01:09if I click that once, you see I get a black scene.
01:12Now that's because splines don't render.
01:13There are no geometry associated with the spline.
01:16Now that doesn't mean they're not useful, because you can create all kinds of
01:18modeling and animation with spline objects.
01:21It's just that they don't render on their own.
01:22So what I need to do in order to be able to see this flower is I'll hit A on
01:26the keyboard to redraw the frame, and I will add an Extrude NURB to the scene,
01:31and drag this flower underneath the Extrude NURB.
01:33The Extrude NURB creates geometry based on the shape of the flower spline.
01:37So let's see what that looks like when we render it.
01:39You can see, now we can see the shape of the flower in three dimensions.
01:45We're going to cover the Extrude NURB more later in this chapter.
01:47So let's focus back on the spline objects themselves.
01:50I'm going to n the delete this Extrude NURB from the scene and just get
01:53back to my empty scene and talk about how to draw free-form splines.
01:57So underneath the Spline icons, we've got a several freeform spline tools.
02:01Now I've never ever used the Freehand tool.
02:04From a design standpoint, it's just not very worthwhile to even waste your time with it.
02:09Now it works just like a Pencil tool in say Photoshop, or Illustrator, but it's
02:13just not that useful.
02:14What I prefer to do is to draw my splines one point at a time. That gives a
02:18lot more precision.
02:19So, all of these other tools work in that way.
02:21Now the Bezier Spline tool is what you're used to seeing in Photoshop and Illustrator.
02:25So I'm going to add a Bezier spline to the scene.
02:27Now this is a very important rule.
02:29When you draw your splines, never draw your splines in the Perspective view.
02:32You want to draw your splines in one of the orthographic views.
02:35The reason for that is that Cinema 4D draws the points in space based on the
02:39angle of view with the camera.
02:41So if I draw my spline in this view--one, two, three, four--
02:45I've drawn a really crude-looking Z shape here,
02:49but that Z shape is not what I think it is.
02:51If I orbit around, look how it's drawn it.
02:54It's actually drawn that Z out on the ground plane, and that's based on the
02:58angle that I was looking at the world at.
03:00So I'm going to delete that spline completely and get back to the Bezier spline tool.
03:05I'm going to switch to the Front View.
03:07I'm going to draw the letter S. I'll use the Spline tool the same way I'd use the
03:11Pen tool in Photoshop or Illustrator.
03:13If I click once, I get a single point.
03:15If I click and drag, I get Bezier handles, and that makes it really easy to draw
03:20a very rough-looking letter S, right here in the Orthographic view.
03:27Now I can use the Selection tool to grab individual points.
03:31I can use the Move tool to change the handles of those points.
03:35If I want to adjust the tension of the handles on one side only, I can use the Shift key.
03:40Holding on the Shift key, and clicking and dragging on that handle to break that
03:45handle, that tangency.
03:46A three-button mouse is really important in this process, because when I
03:50right-click, I'm going to get a series of contextual menus.
03:53And the contextual menus will change based on the type of object that you have selected.
03:57But for the spline object, when I right- click, it gives me the opportunity to do
04:00some things to the points of the spline.
04:02I want to be able to change this point back to what it was before.
04:06So if I change this to Soft Interpolation, that will reset the point handles
04:10back to what they were before, and that allows me to move them with the Move tool back again.
04:15If I want to get a corner point here, I can right-click and go to
04:17Hard Interpolation.
04:19That allows me to have just a single corner point.
04:22So let's undo that and get it back to a Bezier handle there.
04:26Now let's say you're not happy with the shape of this, and I'd like to adjust the
04:29endpoints of this letter S. Now, I can add points to the end of the spline by
04:33using the Move tool,
04:34holding down the Ctrl key, and clicking any place after the spline.
04:39I can add points to the end of the spline.
04:42Now that's great if you only want to add points to this side of spline,
04:45but what happens if you want to add points to this side of the spline.
04:48Well, that's where the spline direction comes in.
04:50You may have noticed that my spline has a gradient color associated with it,
04:54where there is white at one end and blue at the other end.
04:57That gradient color indicates the direction of the spline.
05:00White side is the starting point.
05:02Blue side is the ending point.
05:04That's based on the order in which I clicked the points originally.
05:07When I first drew this letter S, I started here, and worked my way round
05:10the spline this way.
05:11So when you use the Move tool to add points to a spline, it only adds points
05:15to the ending point.
05:16So, what I need to do is reverse the direction of my spline and then add points
05:20to this side over here. So I can right-click, and go to Reverse Sequence.
05:25Now you notice the color has changed.
05:27Now I can use the Move tool and add points to this side of the spline.
05:30So I hold down the Ctrl key with the Move tool active, and I can add points to
05:34this end of the spline.
05:35Let's take a look at one more spline type and a very important command Close Spline.
05:39So I'm going to delete this spline from the scene again.
05:43I'm going to go up to my Spline icons here.
05:45I'm going to use something called a B-spline.
05:46The B-spline is going be new to you if you've never looked at a 3D application
05:50before, because unfortunately, Photoshop, and Illustrator, and After Effects
05:53don't have the spline type.
05:54I really wished they did. It's an amazing way to create beautiful, free-flowing splines.
05:58So the way the B-spline works is that when I use this tool, the first time I
06:02click, I get a single point.
06:04The second time I click, I get a straight line.
06:06The third time I click, I get an arc based on the triangulated position of
06:11these three points.
06:12The fourth time I click, based on the second three points, it creates another
06:16arc, and so on, and so forth.
06:17So it's really easy to make smooth, free-flowing shapes with a B-spline.
06:22When you go to move those points around, you can click and drag on those points
06:26and move them around in space.
06:29It is really an easy way to create a free-flowing spline.
06:34Now I can quickly make that S in a way that took about seven or eight points.
06:39I've got much fewer points now with the spline, and I can make a much smoother shape.
06:43Now, the shape that I'm making while I'm talking here isn't necessarily that smooth.
06:47That's because I'm talking and making it at the same time.
06:50But you can see the power of that B-spline.
06:52So, the next thing I want to be able to do is to close the spline up.
06:55So let's take this and add a few points to the end here, and go one, two, and three.
07:01Now I want to be able to close the spline with the top right here.
07:06In Photoshop and Illustrator and After Effects, you end up clicking right
07:09on that point right there, but there is actually a better way to do that in Cinema 4D.
07:13If I click on the spline object to get the Object Properties back up,
07:16I can select the Close Spline option.
07:19When I click that it automatically closes the spline up for me.
07:22I can always unclose it at any time I want.
07:24It makes it really easy to open and close the spine.
07:27Now remember, a spline by itself doesn't render.
07:29In order to be able to see these complex paths, we'll need to give them shapes.
07:33That's where the NURB objects come in.
07:35In the next few movies, we'll take a look at some of them.
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Selecting and transforming points on a spline
00:00So a spline is an object that's made up of points, and those points can be manipulated.
00:05There are a couple of tools that I want to talk about for manipulating and
00:09moving those points.
00:10So let's create a spline.
00:11I'm going to go to the Front view here and use the Bezier Spline tool, and just
00:16create a quick spline here.
00:18The shape isn't important.
00:21So if I navigate out here to the Perspective view, I now have access to these points.
00:26Now the reason I have access to the points is because of something called the
00:29Point Mode icon over here.
00:31Now if you hover over this icon, in the bottom-left of the interface, you'll see
00:35the words "Use Point Tool."
00:36Now I call this a mode, even though in the interface they call it a tool.
00:40The reason I call it a mode is it changes how the objects and tools behave.
00:43To me, that's more of a mode than a tool.
00:45So that's where I differ from the guys who wrote the program.
00:49But the important thing to remember is that this gives you access to the points
00:52that make up your object.
00:54So what I can do now on the spline is I can now start to select points.
00:58I want to grab the Selection tool to do that.
01:00Now if I click and hold on this icon, there are several selection tools.
01:04Now the first up is the Live Selection.
01:06The way the Live Selection tool works is I can click on a single point,
01:09but I can also click and drag to select more than one point.
01:12This is called painting a selection.
01:14Notice as I click and drag around, I'm selecting multiple points.
01:18Now if I want to remove points from that selection, I can hold down the Ctrl key
01:22and I can remove a point from the selection.
01:25I can also remove multiple points by Ctrl+Painting from the selection as well.
01:29Once I have those points selected, I can now move them around with the Selection tool.
01:33So I can move those points with the handles, or I can use the axis bands to move
01:38those points around as well.
01:40So the next selection tool I want to talk about is the Rectangular Selection tool.
01:44The Rectangular Selection tool allows you to drag a rectangle around a selected point.
01:49So, I can click and drag.
01:51I tend to normally drag from the top down, but you can drag any direction you
01:56want to select points.
01:57You can drag across the entire screen to grab all those points.
02:00Once again, holding down the Ctrl key allows you to deselect those points.
02:04Now once you have those points selected, you can also rotate those points.
02:07If I click on the Rotate tool, I can rotate the points around at a given axis,
02:12or I can freely rotate them.
02:13One thing you'll notice about points in general is that if I switch back to the
02:17Selection tool now, I just used a keyboard shortcut there: the Spacebar.
02:21The Spacebar allows me to move from the Rotation tool back to the Selection tool.
02:26It moves in general from wherever your last selected tool was back to
02:30the Selection tool.
02:31So if I select a single point and try and use the Rotate tool by hitting the
02:34Spacebar and to get back to it, I can rotate that single point, because it has those handles.
02:40What's really happening is it's rotating the handles of the point and not the point itself.
02:44If I try and use the Scale tool--the letter T on the keyboard--on the single
02:47point, it scales the handles.
02:50You notice that it scales those handles along their axis.
02:53So, next up in the selection tools is the Lasso Selection tool.
02:57Now, the Lasso Selection tool allows me to draw in irregular lasso selection around an object.
03:03You'll notice as I draw that selection, it fills in a ghost shape, showing me the
03:09area that I've got selected.
03:11So it's really handy for seeing where it is you've drawn the lasso.
03:14Once you let go the lasso, then you end up selecting the points.
03:17Same thing. Hold down the Ctrl key, you can deselect from the points region.
03:22The last selection tool is the Polygon Selection tool.
03:26The Polygon Selection tool is a little bit different than the Lasso Selection
03:28tool, because it allows you to click.
03:31Each time you click, you're drawing a point on a polygon.
03:35So it's a way to make a more precise irregular selection than you can with the Lasso tool.
03:39When you are done selecting again, you get back around of the other side of the
03:43polygon, it will select the object.
03:45So once again, I'm going to click, click, click, click, click, click, and when I
03:50come back around to that point, I click again on that end point for the polygon,
03:55and it selects the points.
03:56And same thing. You can hold on the Ctrl key to deselect those points.
04:01So selecting and manipulating your points is really crucial for creating
04:05smooth, flowing, and elegant shapes using splines.
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Modeling with splines: Sweep NURBS
00:00The Sweep NURB object is really a lot of fun.
00:02It's super easy to use as long as you set it up correctly.
00:05A Sweep NURB is a shape created by taking one spline and projecting it along
00:09the length of another spline.
00:10To understand what that means, take a look around your desk.
00:12The cable attached to your mouse, or a power cable, or an air-conditioning duct--
00:16these are all great examples of Sweep NURBS.
00:18Now the term NURB, Non- Uniform Rational B-Spline,
00:21has the word B-spline in it, but don't take that to mean that you can only
00:24use B-splines with NURBS.
00:26I just happen to like using the B- spline with the Sweep NURB object, but you
00:30can use any type of spline at all.
00:31It's a way for the computer software to derive a very complex shape out of a
00:35very un-complex shape.
00:37So let's see what that means.
00:39I'm going to draw a B-spline.
00:41If you remember from the previous movie, I like to draw my splines in
00:44the Orthographic view.
00:45So let's switch to the Orthographic view, and I'm going to draw this in the front.
00:49I'm going to grab my B-Spline tool.
00:51Now the way that B-spline works is that the first time I click, I get a single point.
00:55The second time I click, I get a straight line.
00:57The third time I click, I get an arc, and that arc is based on the triangulated
01:02positions of these three splines.
01:04So, you can see there is a nice flow from this top point down to the arc of the spline.
01:09Now, the fourth time I click, I'm going to get a new arc, and that arc is based
01:14on the previous three points.
01:16So you can see I have an arc based on one, two, three, and I have another arc
01:20based on one, two, three.
01:22So let's just draw a few more arcs.
01:23I'm going to just randomly draw a fun little shape here.
01:27The shape really isn't important, because the cool thing about the B-splines and
01:31the cool thing about Sweep NURBS is that the splines stays live throughout the
01:34modeling process, so I can always go back and change my spline at anytime.
01:37So let's switch back to the Perspective view.
01:39You can see that I've drawn this spline around the Z axis, and on the plane that
01:45defined by the Y and X axes.
01:47That's because I drew it in the Front view.
01:49So let's add a Sweep NURB to the scene, and see what that looks like.
01:52So I'm going to go down to the NURB icons here and click and hold and add a
01:56Sweep NURB object to the scene.
01:58The icons for the Sweep NURB object actually looks like a tube.
02:02But you'll notice that on the tube are two little white lines.
02:05Those white lines are very important, because they indicate how many splines
02:08you're going to need in order to actually the Sweep NURB.
02:11You're going to need a profile that's going to become the outer shape of the spline.
02:14You're going to need a length of spline to create the actual length of the tube
02:18that the profile becomes.
02:20So, the length of the spline we have here with our B-spline that we created a second ago.
02:25Now what I want to do is go and add a profile.
02:28So let's just start off with a circle.
02:29I'm going to add a circle to the scene, and that circle is really thick compared
02:33to how big my spline is.
02:35So let's change the Radius down to say maybe 20 units.
02:39The order that you put the objects into the Sweep NURB is very important.
02:42If I add a circle to the Sweep NURB, nothing happens.
02:45That's because the Sweep NURB is a generator object, but it needs more than one
02:48child in order to produce results.
02:50If I drag the spline up and add it to the Sweep NURB as a child of the Sweep
02:55NURB, but below the circle, I then get a swept path along that spline.
03:00Now, the order is very important.
03:02If I reverse this order, I get a very different shape.
03:05Now what's happening is it's taking this spline and sweeping it along the circle.
03:09That gives me a very different type of shape.
03:11This is not necessarily bad.
03:13It's just a different result than what I expected.
03:16So let's take the circle and reposition it in the hierarchy here, so that
03:19it's above the spline.
03:20The spline itself is still alive,
03:22so I can go in and grab points anywhere on the spline.
03:25I'm going to use my Selection tool, and grab this point, for example.
03:28I can move these, and this spline is still active.
03:30A lot of time what I like to do when I draw my Sweep NURBS is I draw them in an
03:34Orthographic view, and then I come back, and add depth to them later to create a
03:38more interesting shape.
03:40So you can just work through this and create a very complex three-dimensional
03:44shape very quickly with that B-spline.
03:47Now let's take a look at the properties for the Sweep NURB object.
03:49Now if I select this object and look at the Attributes Manager, I've got some
03:52very important properties.
03:53Now there is a lot of stuff here.
03:54I don't have time to cover all of it in this movie.
03:56So what I'm going to focus on is just the things that are really essential to know.
04:00So, first step is the End Scale.
04:02The End Scale controls how long that Sweep NURB is at the end of the spline.
04:06If you remember from my discussion on what a spline is,
04:09my spline has a direction.
04:10If I disable the Sweep NURB for a moment and go into Point mode and
04:13then select my path,
04:15I can see the color.
04:16That is white at this end and then blue at this end.
04:19So white is the starting point, blue is the ending point.
04:22So back on the Sweep NURB--let's enable it, and select it again--
04:25the End Scale will change how large my object is at the end down here. So I can
04:30scrub and make it larger than 100%, or I can bring it down to 0, and get a
04:33little rat tail in there.
04:35If we render that, let's see what that looks like when we render.
04:37I'll click the Render in Active View button.
04:39You can see I now have a shape that is thick on one side and very thin at the other.
04:43So that's the End Scale.
04:45The End Rotation is also important,
04:47but we won't we able to see the result of the End Rotation,= because of the type
04:50of path that I'm sweeping along the spline.
04:52I'm sweeping a circle along there.
04:54A circle, when it rotates, still looks like a circle.
04:56So let's add a different shape to the Sweep NURB.
04:58That's one of the nice things about the Sweep NURB is that everything stays live
05:01when you're working with it.
05:02So I click on the circle and delete it from the scene.
05:05Now, that Sweep NURB disappears,
05:06but I can always add a new spline to it.
05:08So let's add a star.
05:09I'm going to make that star smaller just by using the Scale tool.
05:13So I hit T on the keyboard to bring up the Scale tool, and just scale down my
05:18star, and then add it to the Sweep NURB.
05:20Now I've got this swept star along that path.
05:23So now I've got the star properties that I can adjust.
05:26I can take the Outer Radius and change that.
05:30But I can also, more importantly, adjust the Sweep NURB.
05:33If I select the Sweep NURB, I can go to the End Rotation now.
05:36I can adjust the End Rotation, and along the length of my spline, the object
05:40will start to twist.
05:41You see, as I scrub that value, my shape twists along the length of the spline.
05:46That allows you to make some very complex shapes.
05:50Next step in the essential things about the Sweep NURB is the Start Growth and End Growth.
05:54I'm going to hit A on the keyboard to redraw my scene.
05:57The Start Growth and End Growth allow me to adjust where on the spline the Sweep NURB starts.
06:03So I can animate this property over time and have a spline that grows on.
06:08I'm just scrubbing the value now, but you can set keyframes for this as well.
06:12Same thing goes for the End Growth.
06:13The End Growth starts from the other side, and comes back towards the middle.
06:15So it allows you to really control, finely, where that shape starts and ends.
06:19Now I'm going to adjust the End Scale back to 100%
06:23so my spline has the same thickness for the start and the end, because the next
06:26thing I want to show is the Details property.
06:29If I twirl open the word "Details" here, you'll notice that there is a little
06:32triangle next to the word "Detail."
06:34If I twirl that open, I now have these two graphs here.
06:37These graphs are very important, because they give you a really precise control
06:41over the scale and rotation of your Sweep NURB.
06:44Now anytime you see a graph like this in C4D, the left side of the graph refers
06:48to the beginning of the spline, the right side of the graph refers to the end of the spline.
06:52So if I take this graph now, and I'm going to adjust the scale, I can take the
06:56beginning and make the beginning smaller.
06:59I can take the end and make the end smaller.
07:01My spine disappears completely, because this line is now flat.
07:04If I click in this graph in the middle, I can make my spline fatter in
07:08the middle as well.
07:09I can shift these points.
07:11I can add points at anytime.
07:12You can see, I can also animate the position of this point and really create an
07:16undulating, sort of snake-like object
07:18that's a lot of fun to watch move around.
07:20Same thing goes for the Rotation.
07:21I can take this Rotation value, and I can adjust the rotation along the length
07:26of the spline by adding or removing points.
07:29Now I just clicked to add.
07:30If you want to remove a point, just drag down off of the graph and remove that point.
07:35One last thing about the graphs: if you draw a graph that you're not happy with,
07:39you can always reset them at anytime by right-clicking any place inside the
07:42graph window and clicking Reset.
07:45That will reset the graph.
07:46You can just click back again to draw a new set of points.
07:50The Sweep NURB is one of those objects that you start to see all around you in the real world.
07:54It's an indispensable tool for all kinds of modeling and animation projects.
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Modeling with splines: Lathe NURBS
00:00A lathe is a machine that spins a piece of wood or metal around an axis, right
00:04down the center of the object, allowing a craftsperson to carve away bits of the
00:08wood or metal to reveal a rounded, smoothly flowing shape.
00:11A baseball bat is a perfect example of what you can create with a lathe.
00:14So in Cinema 4D, there is an easy way to create shapes just like that baseball
00:18bat, except this time we are going to create a wine glass.
00:20The Lathe NURB object is underneath the NURBS. And if you look at the icon for
00:24it, once again there's a big hint in the icon for how a Lathe NURB is used.
00:28Its icon is green. That means it's a generator. It's going to need a child to
00:32generate some sort of result. And you could tell by the icon that it's going to
00:35need just one, because there is just one white line on there.
00:39So if I let go of the Lathe NURB and add it to the scene, nothing happens.
00:42What I need to do next is to draw the spline that the Lathe NURB is going to use.
00:46Now, I like to always draw my splines in the Orthographic view. And in this case,
00:51I'll draw the spline in the Front view.
00:52So I'm going to middle-mouse-click and go to the Front view. And I'm going to
00:56deselect the Lathe NURB, so I don't have the axis point in the middle of screen anymore.
01:00I'm going to use a spline.
01:01This time I am going to use a Bezier spline to draw this shape.
01:04So I am going to grab the Bezier Spline tool, and in the Front view, I am going
01:08to drag the axis down so that the X axis--where the floor of the world is--is
01:15right near the bottom of the screen.
01:16Now, I am drawing a wine glass, and I would like for my wine glass to sit on the
01:20floor. That's why I am drawing it in this configuration.
01:22So you have to think of how the wine glass would look if it were cut in half?
01:25What we are going to be drawing is, along one axis, the shape of the wine glass
01:30around this Y axis. And so I'll take this point, and I'll start here and go one--
01:36and I will just roughly create a shape here. And the beautiful thing about this is
01:40that you can always go back and change the shapes later on.
01:43Now, this is going to be a really ugly wine glass to start off with, and I am going
01:47to refine the shape later.
01:49So I am just going to rough-in these points, and then I will click here and then
01:53go back here and draw that in and then click once here at the axis. [00:01 :59.55] Now, this wine shape--let's go back to the Perspective view and enlarge the
02:03scene so we can see it a little bit better.
02:05So this really ugly wine glass now, it's just like a cutout of the wine glass
02:09and we need to add it to the Lathe NURB in order to be able to actually see the geometry.
02:12So if I select the spline and drag it and make it a child of the Lathe NURB, suddenly
02:17I get my heinous-looking wine glass. And what I really want to do is to refine
02:21this shape, but before I do, I want to talk about a couple of things that are
02:24going to go on with this.
02:26If you look at the points on the wine glass--and one of the beautiful things
02:29about the Lathe NURB and all of the NURB objects is that they stay live while
02:32you're working with them.
02:33If I click on the X handle for this point that I have selected down here, I can
02:37open up a hole in my wine glass. And that's because, the way the Lathe NURB works,
02:41is it revolves around this Y axis, but if the point at the top and bottom of the
02:46NURB aren't exactly flushed with this Y axis, it's going to create either a hole
02:51opening, or it's going to create an overlapping scene, and that's not good.
02:55So what I want to have is a situation where my point is exactly flushed with the
02:59Y axis, and that's where the Coordinate Manager comes in.
03:03The Coordinate Manager allows us to use the numerical value of the selected
03:08elements that we have to model very precisely.
03:10So if I look at the Coordinate Manager, it's showing me the location of
03:14the selected point.
03:15The Coordinate properties show me the location of the axis point for the entire
03:20spline, but the Coordinate Manager shows me where that single point is in space.
03:24And if I take this point and move it onto zero on the X axis, I know that
03:29it's exactly flush.
03:30And if I switch to the Front view, I can disable my Lathe NURB for a second,
03:34and I can grab this point up here. I'll grab my Selection tool and select that point.
03:38I can do the exact same thing: select the X axis in the Coordinate Manager
03:42and set it to zero.
03:43Now I know that these points are exactly flushed on the Y. Now, that allows me
03:48to remodel my spline and make a little more elegant.
03:51So if I can take these points now and then move them around--now, there's a very
03:55important tool that is not on currently, and I'm going to activate it right now.
03:59That's called the axis band.
04:01And the axis band, if you go to the Filter menu and just select All, that
04:05activates the axis band, and it allows me to click on this gray band here and
04:09move the point around without having to go back to the Move tool. You notice I
04:12am still in the Selection tool, and I can move this point around.
04:15The Axis Bands allow you to constrain the movement of your point, or select the
04:19element to a single plane.
04:21And it's very important when you are working with a Lathe NURB, you don't want
04:24to ever get your points out of alignment along this Z axis.
04:28If I move my point this way, suddenly if I activate the Lathe NURB, I am going
04:32to end up with very twisted geometry.
04:34If I click the on Lathe NURB, you can see that instead of flowing smoothly down
04:38the glass, my points are now shifting to the left, and that's very bad.
04:41So I'm going to undo a couple of times and get back to just before I moved
04:45that point, and that was using the Command+Z or Ctrl+Z on the keyboard.
04:49Now, I can go back to the Front view and refine the shape.
04:52So I can take this point here and move it in.
04:54Let's take all of these points and move them out here a little ways and then
05:00take that guy in just right there.
05:02Now if I want to adjust the Beziers, I have to switch back to the Move tool, but
05:06I'm pretty good right now. Grab that one and move it back here. There we go.
05:12I am going to get a nice thin shape on my glass. There we go.
05:16And then down here at the base, I am going to use the Coordinate Manager once again.
05:20I want to have this point and this point.
05:23I'll hold down the Shift key, or actually paint a selection across both of those guys.
05:27And then I am going to use the Coordinate Manager to set the Y size to be zero.
05:30That's going to flatten my points out and make them exactly as same height in
05:34the Y axis, so I set that Y to be zero.
05:36You'll notice how they got flat.
05:38Now what I want to do is make them exactly flush with the ground plane. And I'll
05:41set the Y position to be zero as well, and then they jump right up.
05:45I should have done that with this point as well, but I will just move that one
05:48by itself back to Y zero.
05:51So let's refine the bottom of the glass, again a little bit more here. I am just
05:54going to drag that out and get that into position there.
05:57So that's pretty good, I think.
05:59That's a much more elegant shape than I had before.
06:01And if I turn that on, you can see I have the glass.
06:04Now the base of wine glass isn't normally that thick,
06:07so I can just grab these points and drag them on X axis.
06:11Now, you'll notice I just painted the selection like that.
06:13I'm clicking with the Selection tool and dragging around in a circle here to
06:17select all those points.
06:18I am going to bring that in towards the central axis here and just to change the
06:24size of the wine glass.
06:25And I am watching the Perspective view to see if I get the size right, and there we go.
06:29I think that's the nice relationship between the base and the top of the glass.
06:32So now that I've got my wine glass, let's take a look at some of the
06:35properties on the Lathe NURB.
06:36The Object properties, I can control the angle, and that allows me to open the
06:41wine glass up, close the wine glass up.
06:44I can adjust the subdivisions, which control how smooth the wine glass is around
06:49that axis; how many times is it being subdivided around that axis?
06:53Now, the answer to that question, how many times should I subdivide it is
06:56dependent on entirely on how close you get to the camera.
06:59If I back out a little bit--I'll do a Command+R or Ctrl+R to render--
07:03you can see that from this distance, I can still see quite a bit of fastening on
07:06my objects, so that subdivision of 19 right there might not be enough.
07:11If I back out quite a ways from here, you can see at this distance that 19
07:15looks pretty smooth.
07:17So the answer to the question how much should I subdivide depends entirely on
07:20how closer you will be getting to the camera.
07:22Now the movement of the object allows me to adjust the offset. And I can actually
07:27create some very complex, organic, shell-like shapes by adjusting that offset, and
07:32there is your curly slide at the kids' park.
07:35So you can really have a lot of fun with that in making some organic shapes out of that.
07:39I am going to bring my Movement back to zero to get my wine glass back again.
07:43And the Scaling value adjusts as it moves, how much does it scale. But once
07:48again, that's really great for making organic, free-form, sort of abstract shapes.
07:53So as you can see, with practice, the Lathe NURB can generate some truly
07:56amazing shapes.
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Modeling with splines: Extrude NURBS
00:00If you've ever played with a Play-Doh press, or tried to make macaroni pasta, then
00:04you have seen an Extrude NURB in action.
00:06An Extrude NURB simply takes as any spline and extends it along a given axis as a close shape.
00:11It has a zillion modeling uses, but it's primarily used to create 3D type in C4D.
00:15So, I am going to add a Text spline and the text spline object, when I select it
00:21and look at the Object properties, has a field for Text. And I want to change
00:24this and type out "lynda.com".
00:28And when I click away from there, I now have the words lynda.com on-screen.
00:33Now, splines don't render.
00:34The reason that they don't render is because there is no geometry, and so
00:37that the Extrude NURB object is going to allow us to create geometry based on the splines.
00:42So let's add an Extrude NURB to the scene.
00:43And once again, if you look at the icon, first off, it's green. That means it's
00:47a generator object.
00:49Secondly, you can see that there is a white line around that cubular shape.
00:52That means it's going to need one child object in order to generate that extruded shape.
00:56So if we let go the Extrude NURB and take our text and add it to the Extrude
01:01NURB, suddenly we have lynda.com extruded type. Let's render that to see what it looks like.
01:06So the cool thing about the text spline is I can change this to be anything I want.
01:11at any time. I can also change the font at any time I want, and it all stays
01:15alive under the Extrude NURB.
01:16But let's take a look at the Extrude NURB properties, first and foremost.
01:19Under the Object properties, we've got Movement.
01:21The Movement controls how far the Extrude NURB travels on a given axis, and by
01:26default it travels just in the +Z direction.
01:29Anytime you see three fields like this in Cinema 4D, it's always X, Y, and Z. And
01:35so you can see on the Z axis, which I have highlighted here, that it's going 20
01:39units on the Z axis.
01:40So, if I change that to say 100, my type gets thicker.
01:44I can make that a million if I wanted to. I will just make it 100,000, and you
01:47can see it goes off into the distance.
01:51So there is no numeric limit on there, but of course, if I try to put a million
01:54in there, it might crash the computer, so I don't want to do that right now.
01:58The Subdivisions, not important until you get to animating your object along a
02:03spline, which we are going to do later in the lessons.
02:06So we are going to leave this at 1 for now, because we're just going to keep our
02:09type nice and simple.
02:10The Iso Subdivision is not something you ever have to worry about.
02:13Flip Normal, same thing for now.
02:15Hierarchical though is very important. We are going to discuss that in depth
02:18when we get into the next lesson working with Adobe Illustrator.
02:22So let's move on to the Caps.
02:23I am going to change this to simplify my scene a little bit. I am going to
02:25bring this down back to let's say 20 units and take a look at what the Caps property does.
02:29If I click on the Caps, the Caps refers to the face of the letter.
02:33There is a start cap, which is the front side of the type, and a back and end cap,
02:38which is the back side of the type.
02:39And if I check this pulldown, I have got four attributes here: None, Cap,
02:43Fillet, and Fillet & Cap.
02:45Now Fillet is a fancy way of saying rounding, and if I add Fillet and Cap, I can
02:51add a bevel to my type.
02:52And you can see, as I zoom in on this, that my bevel is nice and thick and kind of square.
02:57Now in the design world, heavily beveled 3D type is kind of going out of style.
03:02And so when I am creating my type now, I don't normally like to add of big heavy
03:06bevel like that, but I do always add a bevel.
03:08What I do instead is I change the size of that bevel, and the way you do
03:11that is by going to the Radius field and changing that from 5 units down to say 1 unit.
03:16And you can see now, I have a very thin bevel on my type, and let's see what that
03:21looks like when you render.
03:22First, I am going to do rendering, and you can see that I've got a really nice
03:26edge on there, and it's picking up that bevel nicely, and
03:28it adds a lot of personality to the face of the letter, even though it's not
03:32technically beveled per se.
03:33Let's change it back to say a regular cap, so no bevel at all, and render that.
03:38You can see my type doesn't have nearly as much personality. There's no
03:41beveling on the edge to pick up that light, and it just looks a lot flatter and
03:46a lot more computer generated.
03:47So once again, I'd go to the Cap, add Fillet and Cap, and change the Radius to 1 unit.
03:52Once again, you can make it as thick as you want, but I like to keep it nice and thin.
03:56I will bring that down to 1 unit and do another render to test it out.
04:00So getting back to this pulldown here, let's take a look at the couple of the other options.
04:04So, we have got Cap, which we just saw, Fillet and Cap, we just saw.
04:07If you do None, that leaves an open-face type. Let's render that. You can see
04:11that it gives a very thinly extruded look to the type, and we can actually turn
04:16off caps on the back side as well, change that to None, and just have a hollow
04:19type element that we can render and see right all the way through.
04:23Let's turn that back to Fillet only, and Fillet only gives you just the bevel,
04:28so we will change the end of the fillet as well.
04:31Bring the Radius down to one, so it matches the front.
04:33You see that now we have no face, but we do have rounding on there as well.
04:38Now one thing I also forgot to mention is that the number of steps has a
04:40dramatic impact on how your rounding looks.
04:43So let's go back to turn the Fillet and Cap on for the front and back.
04:47On the Radius, I am going to introduce a larger radius into this, so let's just make this
04:52front radius say 10.
04:54And then the Steps controls how round this transition is from the face at
04:59the edge of the type.
05:00So if I change the Steps to 2, you will notice I now have two segments along the transition.
05:07Let's zoom in on this, so we can get a feel for this.
05:09And you will notice as I increase the steps, it's going to get rounder.
05:11So, I will just click these one at a time. There is 3, 4, 5, 6, 7, 8, 9, 10, and
05:18you can keep on going.
05:20The more steps that you put in there, the heavier the geometry gets in.
05:24That means the more polygons it has.
05:26Once again, the answer to the question how many steps should I use,
05:29it really depends on how close you are going to get to the object.
05:32Once again, if I zoom out my logo out here, that rounding probably looks the
05:37same as, let's try 3.
05:39And if I render that, you can see three steps there. It looks the same as 10 steps
05:44from that distance. But when I zoom in and get a nice and tight on this type,
05:51and I will do a rendering right there, so we can see that,
05:54and this close, I can see a little bit of fastening making up that edge, and there
05:58are some other elements here, that's caused by an overlap in the type.
06:02That's because I have the radius on my beveling set too high. If I would bring
06:06that down, get into that zone there, you can see that overlap will go away, and
06:11that fixes that problem.
06:14The Extrude NURB is a really simple object, with a ton of uses.
06:17The most important use though, is creating type, and because there are some key
06:21limitations in the type for C4D, most of the time you will be creating type
06:24in another program, like Adobe Illustrator, and then bringing it into C4D for
06:28extrusion.
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Extruding and organizing paths from Adobe Illustrator
00:00The beauty of Cinema 4D, and one of the main reasons it's become so popular as a
00:03design tool, is that it plays really well with Adobe Illustrator.
00:06The type tool in C4D, it really isn't very good. But that's not a big deal,
00:10since most designers create their type and logos in Illustrator and then bring them into C4D.
00:14Let's move over to Illustrator and take a look at a file that I have
00:17prepared ahead of time.
00:18So I am going to go to the File menu and do an Open and navigate to the Chapter
00:2303 Exercise Files folder, and open up the ch03-06-start.ai file.
00:29And what this is is an Adobe Illustrator file that's been created, and all it
00:33is is the word "EXTRUDE" in Arial Rounded Bold, surrounded by a rounded rectangle here.
00:38You will notice that the artboard here in Illustrator is set to a specific size
00:43that's different than what you normally see in work in Illustrator.
00:45That's because I like to create my artboards in Illustrator based on the size that I'm
00:49going to be working in my final render in Cinema 4D.
00:52And it's because I'm working in television mostly, I work in HD, so I set my art
00:55board to be in 1920 x 1080.
00:58Now, the word "EXTRUDE" here is currently in font data, and Cinema 4D cannot read
01:02font data out of an Illustrator file.
01:04We need to convert it to outlines. And so I am going to select the both elements.
01:08And I am going to go to the Type menu and Create Outlines, and that converts the
01:12font data into paths, so that now my word "EXTRUDE" can be read by Cinema 4D.
01:17There are a couple of other steps I need to do first before we get it into Cinema 4D.
01:21The first thing I need to do is choose center of the word up on the page and then
01:24center the ruler on the page.
01:26And so to do that, I'm going to select the element, hit Command+X or Ctrl+X
01:31on the keyboard to cut it to the clipboard, and then I'll go to the View menu
01:35and Fit All in Window.
01:38And that centers up the pasteboard in the currently opened view, and I am going
01:41to paste it down--Command+V or Ctrl+V. And Illustrator, by default, pastes down in
01:46the center of the currently opened window. And so because my art board was
01:49centered up in there, it pasted down the center of the artboard.
01:51The next thing I want to do is to reset the ruler so that the zero point for
01:55Illustrator is in the center of the screen.
01:57And so I am going to go to the View menu and do Show Ruler, so Rulers > Show
02:02Rulers. And I'm going to go to the Ruler Reset tool, which is this little white
02:05square in the upper-left of the screen.
02:08And you will note right now that the ruler point is right there at the top-
02:11left corner of the page. And so I am going to drag my ruler, so that it is now
02:16centered up in the logo. And so I'd use the Smart Guides that are turned on, and I let go.
02:22And now I have zero centered up vertically and zero centered up horizontally on my logo.
02:27Let's go ahead and prepare this file for Cinema 4D.
02:29Now when Cinema 4D reads an Illustrator file, if there is overlapping paths--in
02:34this case you will notice my rounded rectangle is surrounding the word "EXTRUDE"--
02:37sometimes it will merge all those guys together. And so a good habit to get into
02:41is to break this logo apart into two separate elements, so that you can import
02:46them, and you know that everything comes in correctly.
02:48So what I need to do is to break this logo apart.
02:51So, I am going to select the word "EXTRUDE," just the word part of it, and hit
02:56Command+X or Ctrl+X and that cut that to the clipboard.
02:59So what I am going to do is go to the File > Save As menu, so File > Save As.
03:04I am going to navigate to a subfolder called ch03-ai for c4d.
03:08And this is something I always do in my project folders: I always make a
03:11subfolder and put my Illustrator files that I create specifically for Cinema
03:154D in here. And so I am going to call this one "logo border.ai," logo border.ai and hit Save.
03:26And I am going to be presented with a secondary screen that allows me to choose
03:30which version of Illustrator.
03:31Now Cinema 4D can only open Illustrator version 8 files, and so if I navigate to
03:36the Illustrator 8 file format and hit OK, I'm presented with this warning screen,
03:41warning me that I am saving to an older format.
03:43I am okay about that, so I will just hit OK.
03:45So now, I have got the logo border saved out.
03:48Now, we can save out the Extrude type as well.
03:51So I am going to go Command+F or Ctrl+F to paste down the word "EXTRUDE" in the
03:56center of the screen again, and I'm going to remove the logo border--Command or
04:00Ctrl+X. And then I'll go to the File > Save As menu one more time, and in that
04:07same folder, I will call this will "logo type.ai," and I will hit Save.
04:13I am presented with the same secondary dialog. I tell it to be Illustrator 8.
04:18Hit OK and ignore this warning.
04:22There we go, and so that's it for preparing the type.
04:24Let's move back to Cinema 4D and load that type in.
04:26Okay, so here we are in Cinema 4D, and we are going to load in the type from
04:31Adobe Illustrator. And so the way you do that is under the Object
04:33Manager file menu,
04:34I am going to Merge Objects. And I'll
04:38select that command, and it's going to ask me to navigate to that folder for Ch
04:4203, and there is the ai for C4D.
04:45So let's start off with the border.
04:47I will select that file, hit Open, and I am presented with this window.
04:51And never change the scale.
04:53I always leave that at 1. That way things were imported at a one-to-one
04:56size from Illustrator.
04:57Connect Splines will connect all of the compound paths--the letter O, for example,
05:02is a good example of compound path.
05:04It will come in as a single element and not an inner and outer O. So I will hit
05:09OK now, and now I have this logo border file.
05:12One thing you'll note is that the logo border is not in the screen.
05:16Now this is a new behavior that came in with Adobe CS5.
05:19Something happened to the file format, the way CS5 writes out the Illustrator files.
05:23Normally when you save out an Illustrator 8 file, we will use the ruler to put
05:27the type in the center of the screen, because we set the ruler in Illustrator to
05:30be the center of the screen.
05:31The 0 point here is in the upper-left corner of the screen. So if I back out,
05:36you can see there is my EXTRUDE type right there in the center of screen.
05:39I still do it the old way, even though I know it's broken, and that's just
05:43because I'm hoping that eventually they will fix that function and that it'll come back again.
05:48So just a word of caution: even though you set the ruler point here, it'll still
05:52show up in the bottom right-hand corner.
05:54You could, if you wanted to, skip that step, but I just still do it, in the
05:57hopes that it will change.
05:58So let's go back now to the File menu and reload the type.
06:01I'll go to Merge Object again, and logo type, hit Open, and then hit OK on the
06:07import screen, and there it is. Bam!
06:09They show up exactly lined up perfectly.
06:12I need to move these both to the center of the world, so I will select the logo
06:16type element, go to Coordinates and then change the Coordinate property to be
06:200x0x0, and I am using the Tab key to navigate through that field.
06:25And I'll select the logo border now and change that one to be 0x0x0.
06:31You will notice now that my EXTRUDE type is aligned up at the center of the
06:34world with the logo border.
06:36Now we are ready to extrude.
06:37So let's go to the NURB objects and add an Extrude NURB.
06:41I am going to extrude the type first, so we will call this one "type ext," and
06:46I'll take the logo type object, which is really a null with all the individual
06:50letters underneath it, and I'll put that as a child of the type Extrude NURB.
06:55Now the Extrude NURB, by default tries to extrude the very first thing it encounters.
06:58In this case, the very first it encounters is this null object, logo type, and
07:02that doesn't have any spline.
07:03So what we need to do is tell the Extrude NURB to look at all these splines
07:06underneath the logo type, and there is a button for that.
07:09So underneath the Object properties for the Extrude NURB is the Hierarchal
07:13button. When I click that, now I get my extruded type right there in 3D.
07:18Next, we want to extrude the logo border, and so I'm going to go back to the NURB
07:22objects, add an Extrude NURB, and make the logo border a child of the Extrude
07:27NURB, and then select the Object properties and adjust the depth of it.
07:33You can see the border extruded just fine, but I want to make it a little bit thicker.
07:36So we are going to go to the Movement and adjust that, make it 50, so it's
07:39a little bit thicker.
07:41And then we will take the type element and make it a little bit thicker as well,
07:45so make that 50 as well.
07:47And now I want to add a little bit of a bevel.
07:48Anytime I am working with extrude objects, I always like to add a little bit of
07:51beveling, even if the object isn't supposed to be beveled per se. And that gives
07:55it a nice like highlight edge that will really catch light well.
07:57So let's check the type. I am going to go to Caps properties and do a start cap
08:01with Fillet and Cap as the setting, and then change the Radius to be 1.
08:05And that gives me a nice, thin bevel, and then I will do the same thing on the
08:09border, change that to be Fillet and Cap with a 1 radius. There you go.
08:15If I render that now--Command+R--you can see I get a really nice highlight edge
08:19on my type that wouldn't have been there if I had left it at the default values.
08:22That's pretty much it for the logo extrusion.
08:25What I want to do next is organize the hierarchy a little bit, so I am going to
08:28add a null object to the scene.
08:29Underneath the primitives, add a null,
08:31take both my elements by drawing a rectangle around them in the Object Manager,
08:34and make them children of that null.
08:36And then I will name the null and call it "Logo."
08:39That ensures that when I move this logo around, all my parts move together, and I
08:44can animate just the logo Null, and everything will move nicely. That's it.
08:48The most important things to remember are make your document the same sizes
08:51as you final render,
08:52only outlines can cross into Cinema 4D, and no filler stroke data will be translated.
08:58If you follow those steps, everything will come out just fine.
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4. Polygonal Modeling Tools
Understanding the basic components of 3D objects: Points, edges, and polygons
00:00At their most basic level, all 3D objects are made up of three simple elements:
00:04points, edges, and polygons.
00:06Just like the atoms and other elements that make up our bodies, nothing can
00:08exist in 3D without them.
00:11In the previous chapter, we looked at splines that are points connected by the
00:14representation of a line that can exist in several varieties.
00:17Now we'll take a look at how points can be used to create and manipulate complex shapes.
00:22All objects in 3D are made up of points, edges, and polys, so let's take a look
00:24at what that means.
00:26I am going to add a cube to the scene. This cube exists as what's called a
00:29parametric object. It's also called a primitive object.
00:31What that really means is that it's mathematically generated by the software,
00:35and so it has properties that we can change.
00:37But those properties are really just formulas that manipulate the locations of
00:41points in space. And so if I take this cube and click this icon over in the
00:45left-hand side of the interface, this is the Make Object Editable button.
00:48The shortcut for that is the C on the keyboard.
00:50But I am going to click this button, and you will notice that the icon for the
00:53cube will change from a cube to a little triangle.
00:56That triangle tells me that the cube is now a polygon object, meaning that it's
01:01been converted from its parametric state into a non-editable state.
01:04That doesn't mean we can't make changes to it;
01:06that just means that the software can't make changes to it nondestructively.
01:10We have a whole host of tools that allow us to access and manipulate this model
01:14in a much more fundamental way than we could before.
01:16Over on the left-hand side of the interface are the modes icons.
01:20Now if you hover over them one at a time, you will see that this is Model mode,
01:24this is Axis mode, and this is Point mode, but the interface calls them tools.
01:28Now, I call them modes, because they change the way the tools behave, and so
01:32it's really important. When I am calling the modes, you will notice that the
01:35interface calls them tools. I just really want to be really clear about that,
01:37that's a Rob Garrottism, not necessarily the way the computer software makers
01:41intended it to read.
01:43Over here on the left, we've got model mode, which is the default mode that you
01:46are in when you first launch the application.
01:48Then Axis mode allows you to change the axis points for objects.
01:51This next button is Point mode, and when I click this, you are going to notice
01:55something about the cube.
01:56When I click on it, it changed color. And not only did he change color, but now
02:00I can see little points at each of the corners of the cube. And as I hover over
02:05those points, they turn white, and that tells me that I'm hovering over an
02:09actual point on this cube.
02:11Now, I am going to use the Selection tool and paint a selection over that point.
02:16And as I do that, the point becomes active.
02:19Now points by themselves are simply a location in space. That's all they are.
02:23Points can be used in clouds to create more complex shapes, but a point by itself
02:28has no dimension at all.
02:29And in fact, if I try to use the Scale tool--T on the keyboard--and use the Scale
02:33tool to drag left and right, you will see nothing happens. Same thing for the
02:36Rotation tool--R on the keyboard.
02:38If I try and rotate this point, the point rotates, but nothing actually
02:41changes on the model.
02:42Now if I go to back to the Selection tool--I'll use the Spacebar there to get
02:46me back to the selection tool from the Rotation tool--
02:48and I have hold down the Shift key to paint a selection over this second point,
02:52when I do that now, I can grab both of those points at the same time.
02:56Two or more points together do have dimension.
02:59In this case, they have dimension along their common axis. And if I use the
03:03Scale tool, they will scale along their common axis.
03:05If I use the Rotate tool--R on keyword again--they will rotate along
03:10around their common axis.
03:11I am going to Command+Z or Ctrl+Z on the keyboard to get back to the
03:15original state of the cube.
03:16When I'm manipulating these points, what I am really doing is manipulating
03:20edges and polygons.
03:21So let's take a look at what that means.
03:23Next up over here on the modes is Edge mode.
03:26So a point was simply a location in space that can be grouped with other points
03:29to create more complex shapes, or clouds of points.
03:32An edge is two or more points that are connected by a straight line.
03:35And if I go into Edge mode now--and I'm going to get back to my Selection tool here--
03:39and in Edge mode, I can highlight and hover over the edges, the lines that
03:44connect those points.
03:45And if I select an edge, what I have selected is the distance between two points.
03:49That edge has dimension, but only along its long axis.
03:53So if I use the Scale tool now, you will see that the edge will scale only in two dimensions.
03:58If I use the Rotate tool, I can rotate it freely in space, or I can rotate
04:03it around its axis.
04:04And remember, when you are rotating an edge,
04:07what you are really doing is rotating points.
04:11So as I move those, if I go back into Point mode, I can see that the points
04:15themselves have moved and changed the shape of the cube.
04:17So I am going to undo a couple of times to get back to my undeformed cube.
04:21Next up is Polygon mode.
04:22Now a polygon is three or more edges that define a surface.
04:27A polygon comes in several flavors:
04:29triangles, which are three-sided polygons; quadrangles, which are four-sided
04:33polygons; and N-gons,
04:34which are polygons that have more than four sides.
04:36We will take a look at what an N- gon is in one of the later movies.
04:39Now let's take a look at Polygon mode.
04:41I am going to click the Polygon mode icon, and then go back to my Selection tool.
04:46And as I hover over my object, you will see that it tries to highlight the
04:50entire side of the cube.
04:52That's because, in this case, my cube is made up of a single polygon on each of its six sides.
04:56So if I click on a polygon, it becomes highlighted and active. And if I orbit
05:00around, I can see that each side is a single large square.
05:06So if I select that cube and move it around, I am really moving the polygon, but
05:12fundamentally what I'm doing is moving the points that the polygon is made up of,
05:16and the edges that go along with those points.
05:19So I can move the polygon. I can rotate the polygon. I can scale the polygon.
05:23This is T on the keyboard
05:24to get the Scale tool, R on the keyboard to get the Rotate tool.
05:28And I can rotate it several ways. Now, I'm undoing that movement: Command+Z or Ctrl+Z.
05:33Really, what I'm doing when I am moving that polygon around is I am moving the points.
05:36So let's rotate this polygon just a bit and then go back to Point mode, and you
05:40will see that all of the four points associated with that polygon have moved.
05:43And when they moved, the adjoining polygons, they changed and moved as well, so
05:48their points are all connected to one another.
05:51Next up, I would like to talk about a very important rule, and that's that a
05:54single polygon can not be bent.
05:56And the reason for that relates to how the render engine works. And I'll talk
06:00about in one of the other movies. But what I really want to stress here is that
06:03the way the computer thinks of these surfaces that are made up by the polygons
06:06is that they are a contiguous shape.
06:08And if you try and deform a contiguous shape, the computer doesn't know what
06:12it was that you intended to do, and it will do something unpredictable, and let's
06:16see what that means.
06:17Let's start over with a very fresh cube. I am going to delete cube and then add
06:20a new cube to the scene, and I am going to click the Make Object Editable button
06:24over here on the left-hand side.
06:25When I click that, the cube becomes a polygon shape.
06:29If I select this point and move it up on its Y axis, you will see that my cube
06:34is now distorted on the top. And it would appear that my polygon here is broken
06:39across the axis right here.
06:41But if I render that cube from an angle, I can see that from this angle, it
06:45looks pretty much how I expected it to, with a hard line right there.
06:48But as I rotate around, I see something very different. And if I orbit and
06:52rotate this and render this cube from different angles, it starts to not look
06:56the way I intended it to.
06:57That's because the 3D software is trying to interpret the shape, and the render
07:04engine doesn't know exactly what you want to do with this polygon. And so, from
07:07one angle, it may look like a straight line. From another angle, it may look
07:10like perfectly flat.
07:12And so, really when you're modeling, what you're doing is you're telling the
07:15computer exactly what it is that you like that surface to look like.
07:18And so there's a bunch of tools that we are going to cover in later movies that
07:21will allow you to manipulate the service in a much more specific way, so the
07:24computer does not make those mistakes.
07:26Now that you understand what the basic building blocks are, in the next movies
07:29we will look at some of the tools that can be used to create amazingly-complex,
07:32organic, and mechanical shapes.
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Modeling with the Knife tool
00:00Cinema 4D has a very extensive modeling toolkit. It can be a bit overwhelming
00:04to look at the entire list, but there is hope. It was the goal of the
00:07programmers to give you tools for every conceivable situation, but you can model
00:11some very complex shapes using just four basic tools.
00:14We'll start off with the most important, the Knife tool.
00:16The Knife tool is used to create slices in your objects, and let's see what that means.
00:21I'm going to add a cube to the scene, and this cube is a parametric object. It's
00:25called a primitive, and it means we can change the parameters of it over here in
00:28the Attribute Manager.
00:29I'm going to convert this into a polygon object by using the Make Object Editable
00:33button. When I click that--I can also hit letter C on the keyboard--and my cube
00:37now changes into a polygon object. That means I can overhear the modes icons on
00:41the left-hand side of the interface and click through these modes, so I get
00:44Point mode, Edge mode and Polygon mode.
00:47Now, I normally like to use the Knife tool in Point mode, so I'm going to click
00:50on Point mode and then access the Knife tool.
00:53Though Knife tool can be accessed a couple of ways.
00:56I'm going to switch layouts here to something called the Modeling layout. It's
00:59still the same Cinema 4D application, it's just going to be a rearrangement of
01:02the icons and palettes on-screen.
01:04So I'll go over here to the Layout button and click and hold, and go to the
01:08Modeling layout. And when I let go that, you can see a very quick flash of the
01:12screen, and it's reconfigured all the palettes.
01:15I still have the Object Manager over here on the right and the Attribute
01:18Manager, but the Coordinate Manager shifted, and now I've a whole host of tools
01:22across the bottom here.
01:23Now some of them are grayed out, but the grayed-out icons will change depending
01:25on which mode you're in.
01:27As I switch from Point, Edge, and Polygon mode, you'll see the icons shift and
01:31change based on where those tools can be used.
01:34Now the Knife tool can be used in any of the three modeling modes: Point, Edge, or
01:38Polygon. I prefer to use it in Point mode, just because it allows me a little bit more control.
01:43So let's access the Knife tool.
01:44The Knife Tool icon looks like this, and you can see, as I hover over it, it says
01:48Knife. The shortcut is MK, or just the letter K by itself, so I'm going to
01:53select the Knife tool.
01:54When I do, I see the attributes for the Knife tool.
01:56The Knife tool has several modes to it. The basic is Line mode, and let's take a
02:00look at what that means.
02:01The way the Knife tool works, it is the click and drag operation when
02:04you're using Line mode.
02:05If I click over here on the left-hand side and drag a line across my object,
02:08when I let go, it makes a slice through the object.
02:12That knife slice went right diagonally through my object based on the angle that
02:17I was holding the Knife tool at. If I make a slice this way through my object,
02:21it makes a slice at that angle.
02:23Polygons come in several flavors, and when you using the Knife tool, really what
02:27you're doing is you're creating polygons on your object.
02:29Each time I use that Knife tool, I'm slicing through it, and the result is new
02:33polygons on my object. And you can see that I've made a polygon here, I've made
02:37polygon here, I've made polygon here, and the same on the other side.
02:40When I use the Knife tool in this mode, it's slicing my object, but it's not
02:43slicing all the way through.
02:45When I orbit around my cube, what I see is the result of these knife cuts on the
02:48back side of the cube.
02:50These green lines indicate the presence of N-gons.
02:53Now the reason I'm seeing these green lines in my interface is because I went
02:56to the Filter menu and did All, and that activates the N-gon indication.
03:01Normally, if you had that N-gon indication off, you would not see green line
03:04here. But these green lines tell me that when I use the Knife tool, I created
03:07something called an N-gon.
03:09And N-gon is a polygon with more than four sides, and they're not usually a good
03:14thing. And the reason they're not a good thing is because they can be
03:17misinterpreted by the computer and give you really weird end results.
03:20And so I like to make sure that I don't create those N-gons when I'm using the
03:23Knife tool. And so we're going to switch modes with the Knife tool to make sure
03:27that we don't get those N- gons anywhere on the surface.
03:30Just to repeat the process, delete this cube, add a new cube in the scene, make
03:34it editable, and then make sure that I'm in Point mode.
03:38I'm going to right-click in the interface to get the Knife tool. Same as
03:42going down to the icon below, I just like to right-click a lot. So I get the
03:45Knife tool here, and you see the mode is still set to be Line mode.
03:49Now I'm going to switch this mode to Loop, and when I switch to Loop mode, the
03:53Knife tool behaves in a different way.
03:55Now what it is doing is it's going to cut all the way around my cube, and this
04:00is a much better way to make a cut, because I know for a fact that it's going to
04:03not create an N-gon when I do this, because when I click the knife--boom--and
04:08make a cut, it has made a cut evenly all the way around my object.
04:12Loop mode causes the Knife tool to look for something called an edge Loop.
04:16An edge loop is a selection of edges that travel all the way around your object.
04:21So in this case they're all the way around the Y axis and back to the other side again.
04:25If I use the Knife tool along this edge, it's going to go all the way around the
04:28Z axis and back again, so I can make a cut here.
04:31You'll notice that each time I make that cut, I'm introducing new polygons
04:35in your object, and that's really the whole point of the Knife tool is to
04:38introduce new polygons in your object, so that you can then manipulate them further.
04:42Now the Knife tool has several other modes, but I primarily use it either in
04:46Line mode or Loop mode. And so let's take a look at some of these check marks
04:49here. The Restrict to Selection button and Create N-gons buttons don't
04:53really have an effect when you're using the Knife tool in Point mode, using the Loop mode.
04:58Now let's see how those do have an effect when you're in Polygon mode.
05:01I'm going to switch my mode over here on the left-hand side interface, and they
05:05go into Polygon mode, so I'm now cutting polygons.
05:08I'm going to switch to the Selection tool and select just these two polygons
05:11here. I'm going to grab my Knife tool again, by right-clicking and going to the
05:15Knife tool, and then I'm going to make a cut along this edge right here.
05:19When I make that cut, look what happened: instead of cutting all the way around
05:23my object, it only cut the selected polygons, and that's what this button right
05:27here does, Restrict to Selection.
05:30Now the Create N-gons button was on as well, so when it created that cut it
05:34closed off that cut by creating an N- gons to one side, and that's what the
05:39Create N-gons button does.
05:40Now, I don't normally like to use the Knife tool in this mode just for this
05:43reason. But if you do need to cut the polygons for some reason, you want to
05:47make sure and turn off Restrict to Selection and turn off Creating N-gons,
05:50That way when you make a cut--I'll undo to get rid of that cut: Command+Z or
05:54Ctrl+Z to undo that--
05:56when I make a cut now, even though I have the polygons selected, it still
06:00behaves the same way as it did when I was in Point mode.
06:02So you've got to be really careful about how you select those buttons over
06:05there and which mode that you're in, to make sure that the Knife tool
06:07behaves in a predictable way.
06:09The Knife tool is a great way to add detail that can be used to create
06:12complex objects.
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Modeling with the Extrude tool
00:00The process of modeling is basically just cutting, pushing, and pulling on
00:03polygons, points, and edges.
00:05We've already seen how the Knife tool is used for cutting polygons.
00:08Next, we'll see the Extrude tool, which is for pushing and pulling.
00:11So the Extrude tool works best in Polygon mode, and so what I'm going to do is
00:15add a cube to the scene.
00:16Actually, you know, let's start off with the sphere--vary things up a little bit.
00:20I'm going to switch to the Modeling layout by going to the Layout button and
00:23switching over to Modeling. Still the same application, just a rearrangement of
00:26the icons on-screen. And I'm going to switch over to Polygon mode.
00:31Now, my sphere is still a parametric, or primitive, object, and what I need to do
00:35is convert it into polygon object, so I'm going to click the Make Object Editable
00:39button. So I click on that guy--I could have hit also the letter C on the keyboard.
00:43Now it's a polygon object, and I have access to the polygons that make up the
00:47surface of that sphere. So I'm going to use my Selection tool and grab just a
00:51few polygons on the surface of that sphere.
00:53Now the Extrude tool looks like this.
00:56I can hover over it, and it shows me the name Extrude Selected. And I click on that
01:01and over here on the Attributes now, I have the options for the Extrude tool.
01:05What I'm going to do next is to click and drag to the right.
01:09Now the direction that you drag is very important.
01:11If I click and drag to the right, it extrudes outward. And you will notice I'm
01:15not just pulling the polygons. I want to be very specific about that. I just
01:19did a Command+Z to get back to the original sphere.
01:22If I zoom in on this little bit, if I just grab the handle for the polygons, you
01:27notice I still have the Extrude tool active.
01:29If I grab the handle and move it around, I'm just stretching the surface of the
01:33sphere, I'm not actually creating new polygons. And that's really what the Extrude
01:36tool does is it creates new polygons.
01:39So let's undo that for a second: Command+Z or Ctrl+Z. And now I'm going to
01:42click away from the handles.
01:44I'm not clicking on the handles. I'm going to click and drag to the right, and
01:46it's going to extrude and create a new set of polygons out of the side of that sphere.
01:51Each time I click and drag to the right, it creates a new extrusion, and you
01:55want to be very careful when you are extruding. If I just click one time, it
01:59will either deselect, or if I'm not really precise, and I click and drag just a
02:03little tiny bit, it just made an extrusion, and I want to be really careful about
02:07that. If I zoom way on that, you can see that I actually made a second
02:11extrusion there where I didn't intend to, and so I want to be really careful
02:15about how I click with that.
02:17Let's undo a few times to get back to the basic sphere.
02:20If I click and drag to the left, it's going to extrude inside the sphere, so the
02:25reason for this behavior is something called the normal axis.
02:28A normal axis is the axis of the individual polygon, and normal is an axis
02:34that's perpendicular to the surface of a polygon, and every polygon has a normal
02:38axis. And so when you use the Extrude tool, it extrudes either outward or inward
02:42based on the normal axis.
02:44So let's take a look at some of the modes and how the Extrude tool works.
02:49As I use the Extrude tool, I've got a maximum angle and an offset.
02:53The offset controls how far you are doing the extrusion, and then the
02:56subdivision determines how many extrusions you're going to do when you
02:59hit the Apply button.
03:00So let me undo that, and I'll grab some new polygons.
03:02I just use the Spacebar to get back to the Selection tool.
03:05So I'll click on some different polygons over here on this side of this sphere,
03:09and I will just make a really random selection of polygons.
03:13Now when I switch back to the Extrude tool--I just right-click to get to the Extrude tool--
03:18when I select the Extrude tool, I have these options again. And I can select how
03:23far I want to extrude it numerically and I can also select how many extrusions
03:27I would like to do. And when I hit Apply, it's going to create those extrusions
03:31based on these numeric values.
03:32Now, I don't normally use the Extrude tool in that way, just because it's a
03:36little bit less intuitive than simply clicking and dragging. And most of time
03:40when I'm modeling, it's a very sort of touchy-feely process and not nearly as
03:43mechanical as this, and so I don't normally use the Apply button.
03:46I'm going to undo to get rid of that extrusion, to get me back again.
03:50The Create Caps option is very important because what it will do is to leave
03:55the polygons behind. To see what that means, let's add a plane to the scene. I'm
03:59going to delete this sphere and add just a regular plane object. And the plane
04:02object, once again, is a parametric, so we need to make it editable, so we can
04:06access the polygons.
04:07I'll click on the Make Object Editable button and then go into Polygon mode
04:10over here on the left.
04:11Now, I will select a few polygons on the plane. And when I used the Extrude
04:16tool, I'm going to first extrude with Create Caps off. When I Extrude, and I look
04:23underneath, you can see that because of my subdivisions, it's giving 10
04:26extrusions, but it's left a hole on the back side. Now I'm going to undo that, and
04:31this time I'm going to turn Create Caps on, and when I Extrude, you notice that
04:35it didn't leave a hole, but it still did the same extrusion. That's what Create Caps does.
04:40It leaves polygons behind when you that extrusion.
04:42There is one other future I would like to take a look at, and that's the Maximum
04:46Angle. So to see what that means, let's delete this plane and add a cube.
04:52It's still a parametric object, so I need to make it editable. Once again, make
04:55an object editable. Then I'm going to switch to Polygon mode, and on the cube, I'm
05:00going to use the Selection tool to grab two polygons.
05:07As I go back to the Extrude tool, the Extrude tool has something called a
05:11Maximum Angle, and it also has something called Preserve Groups.
05:14When I use my Extrusion tool right now, it extrudes outward. It creates a new
05:19set of extrusions based on those two selections.
05:23But what happens if I want to extrude both sides of these so that they
05:26still stay connected?
05:27Well, that's where the Maximum Angle and Preserve Groups come in.
05:30I'm going to change my subdivision back to 1 again,
05:32so it just makes one extrusion.
05:33I'm going to undo that extrusion to get back to where I was before.
05:38Now, I'm going to change the Maximum Angle.
05:41What the Maximum Angle does, it looks at the angle between the polygons
05:45and it decides how to control the extrusion based on the angle that these two polygons are at.
05:50So if I change my maximum angle to greater than 90 degrees and do the extrusion,
05:55when it extrudes outward, it's going to extrude those polygons and leave them connected.
06:00That's because I've Preserve Groups turned on. If I undo that and turn Preserve
06:06Groups off, even though I've adjusted the maximum angle, it's still going to
06:11extrude outward in both directions, even though my Maximum Angle--you can see
06:15that Maximum Angle you can see that Maximum Angle in fact has become grayed out
06:17when I turn Preserve Groups off.
06:19The Extrude tool is how you push and pull on polygons and make detailed changes
06:23at the same time.
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Modeling with the Extrude Inner tool
00:00Now we are going to look at the Extrude Inner tool.
00:02At first glance, the title of this tool is bit misleading.
00:05How can this be any different from Extrude tool?
00:07Well, it really is. The Extrude Inner tool allows you to create an inset on the
00:11surface of your model.
00:12It looks at the edges of your polygon selection and then duplicates the edge
00:16while moving it inward.
00:17Let's see what that means.
00:18I'm going to add a cube to the scene. That cube is still a parametric object,
00:23it's a primitive object, so I want to make it editable by clicking on the Make
00:25Object Editable button over here on the left-hand side.
00:28And when I do that, it turns the cube into a polygon object.
00:31Now I can go into Point edge or Polygon mode to use the Extrude Inner tool.
00:35Now the Extrude Inner tool prefers to work in Polygon mode.
00:38So I'm going to switch to Polygon mode and then change my layout.
00:40I'm right now in the Standard layout, and I could in Polygon mode, just
00:43right-click to grab the Extrude Inner tool, which is right here, but I'm going to
00:47switch to Modeling layout, so you can see what that looks like as well.
00:50So when I switch to Modeling layout, it's still the same application; it just
00:53rearranged the icons and made the icons visible for me across the bottom here.
00:57And the Extrude Inner tool, the icon looks just like this.
00:59So when I click on that, it gives me the Extrude Inner Tool options over here in
01:03the Attribute Manager.
01:04Some of the options look very similar to the Extrude tool, but the tool itself
01:07behaves very differently.
01:09So what I'm going to do is select the polygon using the Selection tool and then
01:13get my Extrude Inner tool back.
01:15Notice I'm not clicking on one of the arrows. I'm going to click away from the
01:19object and click and drag over here.
01:21When I click and drag to the right, it extrudes outward, and I don't want to do that.
01:26With this tool, I want to click and drag to the left.
01:30When I click and drag to the left, it extrudes inward.
01:33And what it does is it looks around at all the edges of the existing polygon
01:37and then duplicates those edges and creates a connection, so that the extruded
01:42edges are all connected in the same object.
01:44You can see it creates this inset of the face.
01:46And the thing that it allows you to do is to create these insets that can then
01:50be extruded or manipulated further.
01:52And so it's a great way to start the process of putting a hole in your object.
01:55So, for example, I might want to combine these Extrude Inner within an extrusion.
01:59So just to the Extrude Inner, if I switch to the Extrude tool, I can now extrude
02:04inward on my object.
02:07And that's a little bit different than what you would get if you just use the
02:09Extrude tool by itself.
02:11If I just use the Extrude tool on a single polygon--let's undo that to get
02:14back again, Command+Z or Ctrl+Z. If I just use the Extrude tool, and I will
02:20use the Extrude tool, and then I'll just click and drag to the left, you can
02:23see it extrudes into the cube, but it does it exactly in the same location as that polygon.
02:28Now I've got, on these sides, I've got two polygons in exactly the same location.
02:32That's not really good.
02:33You don't normally want to do that.
02:35And so I'm going to undo-- Command+Z or Ctrl+Z--and get back to the
02:39Extrude Inner tool.
02:40And then I'll click and drag to extrude inward and then use the Extrude tool,
02:45and drag in to the left to create that inset.
02:50Or I could've dragged to the right to create an outset of the cube.
02:57So next up, let's take a look at the Maximum Angle option.
02:59So to see what that does, I'm going to need to select more than one polygon.
03:03So the polygons are all connected on this cube at specific angles.
03:07In this case, the angle is 90 degrees because they're all right angles from the top to the side.
03:11So I'm going to go to the Extrude Inner tool and select that tool and then hit
03:17the Spacebar, or select the Selection tool to get back to the Selection tool.
03:21I'll grab these two polygons and then use the Spacebar to get back to
03:24the Extrude Inner tool.
03:25And now what I have the Extrude Inner tool,
03:27I can see I have a maximum angle here, and it's set to be 89.
03:30If I click and drag to the left, it's going to extrude inward, but it is extruding
03:34them both separately.
03:35So let's undo: Command+Z or Ctrl+Z.
03:38If I change this maximum angle to be greater than 90 degrees--let's change it to be 91--
03:42and now when I click and drag with the Extrude Inner tool to the left, it's
03:46going to extrude inner across both sides of the object, and that's a much better
03:50situation if I wanted to keep these cube's sides connected.
03:54Now when I use the Extrude tool, and extrude to the right they
03:59extrude outward, it's going to extrude both of those size, but it keeps
04:03everything really nice and neat.
04:05I've got quadrangles going all there around the sides of my object now, and
04:08that's a very good situation for modeling.
04:10The Extrude Inner tool is really meant to team up with other tools.
04:13It allows you to set up your geometry to create some very detailed surfaces.
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Closing and connecting geometry with the Create Polygon and Bridge tools
00:00Up until now, we've been looking at one tool at a time, but in this movie we're
00:03going to take a look at two tools that are very closely related.
00:06The Create Polygon tool allows you to construct a polygon out of three or more
00:09points, while the Bridge tool allows you to create a polygon to span the gap
00:12between other polygons.
00:14So what I've got open here on- screen is the beginnings of a bicycle.
00:17Now this is the front triangle of a bicycle, the start of it.
00:20Down here is where the pedals would go, this is going to be the seat tube, and
00:23this is the head tube where the handlebars would actually connect to the frame.
00:27And the forks would go down here, and the rear wheel would be back here, and the
00:30front wheel would be down here.
00:31So what I need to do is I need to create something called the top tube, which
00:35is the tube that connects the head tube to the seat tube and keeps the triangle
00:38from falling apart.
00:39So if I select this object, you can see that I've got some extrusions going on
00:43here that have been then redirected to create the different angles of the bike.
00:47What I want to do is be able to create a polygon, one tube that goes from this
00:51polygon here to this polygon here on the head tube.
00:55And so what I need to do is to span this gap.
00:58So let's take a look at two different ways to do that.
01:00I'm going to go from Model mode into Polygon mode, so I can access the polygons
01:04that make up this object.
01:07Now what I need to do is to create an opening on this model.
01:12So I've got a polygon right here, and I'll use the Selection tool just to make
01:15sure I got exactly the right polygon.
01:17And I've got this polygon right here.
01:19These are the two polygons that I want to create the gap between.
01:22So I need to get them out of the way.
01:23I don't want to create a gap across and have those polygons still be there.
01:27That would make the geometry very strange inside.
01:29So, I need to open that up. So I'm just going to hit the Delete key to delete that polygon.
01:33And then I'll do the same thing on this side over here.
01:35So, I'll select that polygon and hit Delete.
01:38Now, I've created an opening.
01:39You can see, if I zoom in on that area, I've got an opening on the inside here,
01:43and I've got an opening in here.
01:45What I want to do next is to span this gap with polygons, so that it will create
01:49my tube for the top tube.
01:51So I'm going to start off in Point mode.
01:52I like to use the Create Polygon tool when I'm in Point mode.
01:55It works in all of the modes, but I preferred to use it in Point mode.
01:59I'm just going to switch to Modeling layout.
02:00It's going to give me a little bit more room to work, and also allow me to see
02:03the icons for the other tools.
02:04Let's switch the layout to Modeling.
02:07Still the same application, just a rearrangement of the icons.
02:10Now what I'd like to do is to use the Create Polygon tool, so I'm going to
02:14right-click and go to Create Polygon, and its icon looks like this.
02:18You can see I've got it selected down here as well: Create Polygon.
02:22The way this tool works is a little bit tricky, and so I have a little sort of
02:27the musical setup that I like to do when I'm using the tool.
02:30The way it works is you have to click on individual points.
02:33And you can create polygons with three points, or you can create polygons with four points.
02:37Normally you always wanted to create polygons with four points.
02:40And so the way the tool works is I want to click once and drag across.
02:43Now I'm not holding down the mouse button.
02:46I need to click again though, when I get to this point over here.
02:48You see how it highlights that point.
02:50So it creates a little stretchy band that I need to connect to this point over here.
02:54So I click on that guy, and then I am left with a new stretchy band.
02:58And now I can click on this third point.
03:01Now it thinks, "Do you want to close that polygon off?" but I don't.
03:05I want to create four-sided polygon.
03:06So when I go to the last point here, when I hover over that, I'm going to click twice.
03:11Boom, boom. When I do that, it closes off the polygon.
03:15It creates the four-sided polygon for me.
03:17And so let's repeat that process around the model.
03:20So I'm going to go one, two, three. Boom, boom.
03:25And I say that out loud, even when I'm working by myself.
03:28I go one, two, three. Boom, boom.
03:30That way I know for sure that I've created a four-sided polygon, because
03:34that last time I clicked--boom, boom --that closes it off and creates a
03:38four-sided polygon for me.
03:40So that's the sort of manual way to crate a span between gaps.
03:43And I still need to do it on this side over here.
03:45But let's take a look at one other tool, the Bridge tool.
03:48It will allow us to span this gap in a much more automatic way.
03:52The Bridge tool, if I right-click and go to the Bridge tool at the very top of
03:56the menu here, it works in all three of the modes.
03:59In this case though, I think it's going to work a little bit faster for us in Edge mode.
04:02So I'm going to undo the creation of those polygons.
04:05I want to use the Bridge tool next, so let's use it in Edge mode and see how that works.
04:09So if I click into Edge mode now, I can hover over and select the edges now.
04:15And the way the Bridge tool works is it wants you to select two edges to
04:18bridge the gap between.
04:20So if I click on this edge right here and drag across to the other side, you'll
04:24see it's trying to snap and find an edge.
04:26I want to be very careful about which edge I let go of.
04:28If I let go of this edge over here, it's going to be the wrong place.
04:31I want to bridge to this edge right here, and when I do that, and let go,
04:36boom, it automatically creates a polygon for me, and that's a really fast way to do it.
04:40Let's back out just a bit, and let's repeat that process to close up this tube.
04:44So if I bridge this gap, I want to be careful.
04:47See, how it's trying to snap around a little bit, and so you've got to be extra
04:50careful that you go just to that edge right there.
04:52I will just repeat that process again on the inside over here.
04:58Let's go from here to here, and then we will go from here to here.
05:04And you can see I've really quickly, in just four simple steps, closed up that
05:09object and created the front triangle for my bicycle.
05:12So the Bridge tool is a way to quickly do what we were doing with the Create
05:15Polygon tool in a very manual way.
05:16So you know, it's sort of a personal preference thing about which way you do it.
05:20There's no right or wrong answer.
05:21It's just that one tool happens to work quite a bit faster in this situation
05:24than the other tool does.
05:26This might be leaving you with the idea, what's the difference between the two tools?
05:30Why would I ever want to use the Create Polygon tool?
05:32Well the Create Polygon tool is really used for closing up single holes, and the
05:36Bridge tool is used for primarily for spanning gaps between other polygons, so
05:40let's take a look at what that means.
05:42I'm going to go back to Polygon mode and use the selection tool and select all
05:46the polygons of my top tube and then delete them.
05:49So I'll click and hold down the Shift key to add to the selection, to grab all
05:53the polygons of the top tube there.
05:55When I hit the Delete key, boom.
05:57It's going to leave me back with those two openings.
05:59So, let's say I didn't want the Top tube there.
06:01I was going to make a super-advanced composite bike frame and I didn't need a top tube.
06:04So I can close that back up now by using the Create Polygon tool to close
06:09up that single hole.
06:11So I can go back to the Create Polygon tool, and I can go one, two, three, boom,
06:17boom, four, and that closes up the polygon.
06:20One, two, three, boom-boom, and then it closes it up just fine.
06:25So that's really the primary difference between those two tools.
06:28The ability to create polygons where they wasn't any before is really
06:31fundamental to creating advanced, organic, and mechanical shapes.
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Organic modeling: Creating a HyperNURBS object
00:00For all the tools we have been using to this point, I have been showing you them
00:03on objects with lots of flat surfaces and right angles.
00:06But all these cool modeling tools have led us to an important question, how can
00:09we make complex objects with smoothly flowing curves or rounded edges?
00:13That's where the HyperNURB object comes in.
00:15The HyperNURB object is a generator that smoothes the edges of objects that are its children.
00:19So the HyperNURB object is a generator, and its icon looks like this.
00:24If you click and hold on these guys-- these are all the other NURB objects: Lathe
00:27NURB, Sweep NURB, the Loft, Extrude, and Bezier.
00:30Now, the HyperNURB is a little bit different in that
00:33it needs a polygon object as its child.
00:35The Lathe, Sweep, Extrude, and Loft NURBS are all use splines.
00:39But the HyperNURB uses only polygon objects.
00:42So if I let go of this object in the scene, I get this little HyperNURB icon
00:45here, but there's nothing else in my scene. That's because it needs to have a
00:49child in order to actually produce some sort of result.
00:51So let's add a cube to the scene to see what it's going to do.
00:55Now, the HyperNURB object is a generator,
00:56so it needs to have this cube as a child.
00:58If I select the cube and make that cube a child of the HyperNURB, just like
01:03that, when I do that you can see that I get something that looks kind of like a sphere.
01:07Let's render the scene to see what that looks like.
01:09I am going to click on the Render Inactive View button, and that's going
01:12to render the scene.
01:13You can see that I get something looks little bit like a lumpy sphere.
01:16And so let's explain what the HyperNURB is actually doing.
01:19In order to do that, I'll hit the letter A on the keyboard to get back to the
01:23shaded view. And I am going to switch to the actual four-way split screen.
01:27Now I want to able to see a shaded view and each of these four-way split.
01:30So to do that, I'm going to go to the Display menu and change each of the views
01:35to be Gouraud Shading.
01:36So I'll change that one, and I'll go to Display in the Front view, and then I'll
01:42go to Display in the Right-hand view.
01:44So now that I have changed the shading modes, you can see that I see a shaded
01:48sphere, or something that's almost a sphere, in each of the views, and that makes
01:51it lot easier to understand what the HyperNURB is doing.
01:53So in the Top view now, I want to frame this view up on the actual object.
01:57So I will select the Top view, by right- clicking in this gray bar here, and hit
02:01the letter H on the keyboard.
02:02And I'll do the same process for the Front view: click and then hit the letter
02:06H, click and hit the letter H and then in the Perspective view, I will click here
02:10and hit the letter H one more time.
02:12So to explain what the HyperNURB does, we have to think about the edges of our object.
02:16Now a cube has six sides to it, and each of those sides are at right angles to one another.
02:21And what the HyperNURB does is it looks at the midpoints on an object and
02:25creates an arc between those midpoints.
02:27So if I look at the Top view of my object here, or any of the other views, I can
02:32look from the midpoint of this edge to the midpoint of this edge and draw an
02:36arc. And then I can go from the midpoint of this edge to the midpoint of this
02:40edge and draw another arc. And so the HyperNURB repeats that process all the way
02:43around your object, for every single edge.
02:46And then that gives you a smooth rounded object.
02:50Now, that's not necessarily to say it's a sphere, because these edges--four edges
02:54together don't necessarily equal a sphere under the HyperNURB.
02:57It really depends on the arrangement of the edges.
03:00Generally speaking, with a HyperNURB object, if you want to get something
03:02spherical, you need to have more than four sides.
03:05Six sides are really optimal. That gives you a really true spherical shape.
03:09But once again, what it's doing
03:10is it's going from the midpoints, from midpoint to midpoint, and smoothing that out.
03:15So all of the tools that we've used have really been sort of leading up to the
03:18idea that you can manipulate the midpoints to create more complex shapes.
03:22So let's see what that means.
03:23The cube itself is still a parametric object, so I am going to make it editable.
03:27Now notice I do not have the HyperNURB selected, just the cube. So, I select the
03:32cube, and I hit the make object editable button.
03:34When I do that, it turns to a polygon object.
03:37Now let's switch over to Point mode and use the Knife tool.
03:40There's a very important thing I want to turn off.
03:42And you'll notice that on my sphere now, or this HyperNURB object, I have these
03:48lines, and these lines, are called Isoline editing lines.
03:51This is a mode that was introduced a couple of versions back in Cinema 4D to
03:55sort of make the transition for Maya users a little bit easier.
03:57Because Maya, when you model with NURBS, gives you these Isolines on the surface
04:00of your model. And so I actually prefer to work without them,
04:03so I am going to turn those off right now.
04:05So under the Tools menu is the Isoline editing buttons, So, right here, Use
04:10Isoline Editing, I'm going to turn that off. And when I do that, those lines go
04:15away, and now I just see the low polygon mesh that surrounds my HyperNURB object.
04:19That's the way I prefer to work.
04:21Now, let's use the Knife tool.
04:23I am going to switch to the Perspective view now and then right-click to grab my Knife tool.
04:27Here in Point mode, the Knife tool can work in a lot of ways, but I'm going
04:33to switch it to Loop mode. That way I know I am cutting all the way around my
04:37object. And I am going to highlight one of the edges and click with the Knife tool.
04:41When I do that click, you will see that the midpoint is changing. You notice
04:44I'm clicking about in the middle here, so I am cutting these midpoints in half.
04:48So when I click that, you can see that now my cube has become a little more elongated.
04:53Let's click back into the four-way split to see what's happening here.
04:57Now my midpoints have changed.
04:58You can see that the midpoint along this side is now cut to here, and you can
05:02see from here to here, it's drawn an arc. But along this long side where the cut
05:07is, the midpoints are actually very flat, so I get a flat surface.
05:11If I use the Knife tool again and make a cut, each time I make a cut, the object
05:15will get flatter along its Y axis.
05:16So I'm changing those midpoints. And the same thing will happen if I make a cut
05:22along this axis here. When I cut it, you see that it flattens things out.
05:26So it makes those edges really flat based on those new midpoints, each time
05:31I use the Knife tool.
05:32The same thing will happen when I use the Extrude tool.
05:34Let's switch to polygon mode and see what that means.
05:37If I go into polygon mode and right- click to get the Extrude tool, when I click
05:43on this polygon, for example, and use the Extrude, look what it does.
05:47It actually extrudes all the polygons at once. That's because I didn't have an
05:51actual selection of polygons, so it thought I wanted to extrude everything.
05:54So let's undo, Command+Z or Ctrl+Z on the PC, and select this polygon first.
05:59I want to use the Spacebar to get back to the Selection tool, click on this
06:03polygon, and then use the Spacebar again to get back to my Extrude tool.
06:07And when I click and drag--now notice I'm not going to click on the handles, I
06:11am going to click and drag to the right to extrude--and when I do that, it
06:15extrudes outward from that polygon, and it's created a new set of midpoints.
06:20Remember, it creates an arc between those midpoints. Let's switch back to the Front view.
06:24So you can see now I have an arc going from this midpoint to this midpoint, and
06:29then an arc going from this midpoint to this midpoint, which creates this line
06:34here, and then back around at this midpoint.
06:37So that's really all the HyperNURB object does is it create arcs between midpoints.
06:42There's one other setting I want to talk about on the HyperNURB, and that's the
06:44subdivision setting.
06:46The HyperNURB object has two subdivision levels.
06:48Let's take a look at that in the Perspective view.
06:50Now what a subdivision is
06:51is the amount of polygons that make up an object.
06:54So when you first add a cube to the HyperNURB, it has a subdivision here in the
06:57editor window of two. That means, on my original cube, I would get two polygons
07:02for every one polygon that I had in my original Cube.
07:05In order to speed things up, there's something called the Subdivision Renderer,
07:08and that is set at a higher level. That's so you have more performance when you're
07:12working in the Editor window. But when you render the object, you get a much
07:16smoother surface than you'd see here in the Editor window.
07:18So to do that, to see what that means, I'm going to first click here in the
07:23Editor window, the Render in Active View button. You can see I can still see quite
07:26a bit of fastening on that object.
07:28Now I am going to click the Render in Picture View button, which is this
07:31clapboard right here.
07:32When I click that, that renders the object to the Picture viewer, and now I see
07:37what that HyperNURB will actually look like when I render.
07:39You can see it's quite a bit smoother here. That's because it has a
07:42higher subdivision level.
07:43I am going to close up the Picture viewer.
07:46The Subdivision in Editor level is always lower than the Subdivision
07:49in Rendering level.
07:50You never want to have this higher than the renderer level.
07:53You can change this down. If I hit the letter A on the keyboard to redraw the
07:56screen, if I change this down to 1, I get a much lower polygon object. The
08:01Subdivision in Renderer level is still the same value at 3, so when I render,
08:05even though this is very crunchy and low-polygon here, when I click the Render
08:08In Picture viewer button, it still renders smoothly.
08:11Now that we know how to create, manipulate, and smooth polygons using the
08:14HyperNURB object, you can create just about anything you could imagine.
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Organic modeling: Setting up a scene and reference images
00:00Now that I've shown you all these cool tools, what can we do with them?
00:03Eventually, you will be able to create entire worlds, but for now we are going
00:06to keep it simple and create a basic smartphone.
00:09One of the coolest things about the new generation of phones is that they are
00:12really simple on the outside compared to phones just even a couple of years ago.
00:15That makes them much easier to create.
00:17So what I have done is I have created my own smartphone, and I have done that in Illustrator.
00:22Let's open up the Illustrator file for this template. And I have just made a
00:25basic phone shape here.
00:26It's really just a big screen with a button on it.
00:29That's the cool thing is that most phones today, that's really all there are, just a big
00:32screen with maybe one or two buttons on the front.
00:35So I've exported these simple sketches from Illustrator into Photoshop files.
00:39Let's hide Illustrator now and go back out here to the Finder.
00:43These phone front in phone side PSD files are just the phone front and the phone side.
00:49These are going to become the guides for us in our modeling process.
00:52What we want be able to do is have these as references inside the Cinema 4D file,
00:57so that we can look at them and use them as a guide for our modeling.
01:00So in order to do that, we are going to be using them as textures inside the
01:03Cinema 4D, but Cinema 4D looks for files in very specific places.
01:06So when it uses textures, it prefers to find files in something called a tex folder.
01:11That tex stands for textures.
01:14So in this folder, in Chapter 7 folder, I am going to create a new folder and call it "tex."
01:21So this text folder now is going to contain this phone front and phone side object.
01:26So I will take the phone front and the phone side and put them into the tex folder.
01:31Now when I go back to Cinema 4D, the very first step in my process is going to
01:35be to save out this file in the same location as that tex folder.
01:40So let's go to the File menu and do a Save As and navigate to our Exercise Files
01:47into the Ch 04 folder. And in the ch04- 07 folder, we are going to save it, not in
01:53the tex folder, just in the same location as the tex folder.
01:56I'm going to name this file "ch04_07_start," and I will hit Save.
02:05Now, we have got the ch04- 07 start file saved out.
02:08So now when I place these images into a material, Cinema 4D is not going to ask
02:13me, "Hey, where did these images come from?"
02:14It's going to know automatically.
02:16The next step in our process is to create a material.
02:19So down here in the Material Manager, I'm going to go to the File menu and do New Material.
02:24A material is an element that can be used to change the color and texture of
02:27objects in the application.
02:28In this case, we are going to creating material that will just be a simply a
02:31guide for our smartphone.
02:33So in the material, I'm going to, in the Color channel--which is already
02:37selected for me here--
02:38I'm going to load up an image. And if I click the Load Image icon, which is this
02:42little button right here, I'm presented with a Finder window.
02:45So if I navigate to the Desktop and go to the Exercise Files, to Ch 04, and
02:53ch04-07, and to the tex folder, I can grab the phone front PSD file and hit Open.
02:58Now what happens is it loads in that phone front PSD file here in the texture
03:04window, and it also tells me how big that image is: 536 pixels by 1,000 pixels.
03:09That number is going to be important in just a minute.
03:12Let's rename this material by clicking on the Basic properties and going in the
03:15Material field, in the Name field, and typing in "Phone Front".
03:21We need to have an object to put this phone front material onto.
03:24So what I want to do is go into the primitive objects and grab a plane.
03:29What I need to do is to reposition this plane and also change its size.
03:33I want to change the Orientation to be -Z, and what that's going to do is make
03:37the phone image show up exactly like it would in Photoshop on the plane.
03:42So I change the Orientation under the object properties for the plane to be -Z.
03:47Now, I want to make the Width and Height of the plane be exactly the same
03:51aspect ratio as my Photoshop file, and I need the dimensions of that file to make that happen.
03:55So if I go to the Phone Material,
03:57I click on that into the Material Manager and go to the Color channel and look
04:00at the image Resolution down here, 536 x 1000,
04:05if I select my plane and make it 536, hit the Tab key, and go over to 100 there, 1,000 units,
04:16now my plane is the same size as my Photoshop file. And that's very important
04:23because we don't want the file to be stretched at all;
04:25we want it to show up just like it would.
04:27Now, we don't need al these polygons on the plane itself,
04:30So we can just change the segments from to one by one.
04:33Now, we just have one large polygon.
04:35Now, all I need to do is take the Phone Front material and drag it from the
04:39Material Manager up onto the plane object in the Object Manager.
04:43You can see now our phone front shows up right there on the object.
04:48Next, we want to create the material that will be the reference for our side of our phone.
04:52So I am going to change the name of this plane and call it "Front" and then hold
04:57down the Ctrl key and drag a copy of that.
05:00That's the Ctrl key on the PC as well.
05:02So I will hold down the Ctrl key and drag a copy of that and call that "side."
05:07The side material, I need to create.
05:10So I'm going to just simply create a copy of this material down here in the
05:13Material Manager by once again holding down the Control key and dragging to the right.
05:17Then I'll double-click on the words here underneath the sphere to change that
05:22name and call this one "phone side."
05:27Now I need to load in that side material,
05:29so I go to the Color channel of that material, click the Load Image button, and
05:33go to phone side, and hit Open.
05:36Now I've got the phone side in that material.
05:39What I need to do next is to apply that material to the phone side object.
05:43So what I do is go drag the material right from the Material Manager, and what I
05:47am going to do is replace the existing material.
05:49So as I drag it onto the side, if I drag it right onto that icon and let go, it
05:54replaces that material with the new material that I just dragged up there.
05:58Right now, I have got two polygons in exactly the same location,
06:01so it's only showing me one.
06:02So what I need to is rotate the side object, so that will be visible in the side
06:06view of the Editor window.
06:07So let's take the side object. Under the Coordinate properties, change its heading.
06:12So if I scrub the heading value, I can see which one I want to change.
06:15There is the button there on the front, and there's my button here on the Front view.
06:19So if I rotate this positive 90 degrees, my side is going to now be on the right
06:25orientation compared to the front.
06:27The next thing I want to do is to move this plane so that the front face here
06:31lines up with the font face there.
06:34To do that, I'm going to grab the X handle for this plane and just drag
06:39back until it's flush--
06:41there we go--with the object.
06:44Now, I can see that I have a button that lines up there, the planes are lined
06:47up, and I can see exactly how deep my phone needs to be.
06:50That's really the whole point of this exercise is to get these guides in here, so
06:54you know exactly how to make the proportions of your object.
06:57Next thing we need to do is to arrange these front and side profiles so they are
07:01out of our modeling area.
07:02We are going to be modeling right here at the center of the world, and we don't
07:05want these planes to be in our way.
07:07So I am going to take the side view and move it over here on the X axis.
07:10It doesn't really matter how far,
07:12just out of the way.
07:13Then I'll take the Front view and move it on its Z axis out of the way as well.
07:19That leaves me a nice open space here to create our model.
07:21Now what I need to do is to group these two planes underneath a null object so
07:25that I can keep track of them with just one click.
07:27So I am going to go to the primitive objects, add a null to the scene, and call
07:31this null "Ref Planes."
07:37Then I'll take both the side and front objects and parent them to the Ref Planes.
07:41Now, I can move those guys around or hide them using the status buttons
07:45with just one click.
07:46So that makes it a lot easier to keep track of.
07:48I will twirl that closed.
07:50Now I need to create a basic HyperNURB setup that will allow us to begin
07:54the modeling process.
07:55Let's say add a HyperNURB to the scene and then a cube to the scene and make
08:00that cube a child of the HyperNURB.
08:02Then I want to make the cube the same size as the starting point for our models.
08:07I know that under the phone, if I click on the phone front material and look at
08:12the resolution there, it's 536 x 1,000.
08:14So, if I change my cube under the Object properties to be on the X axis, 536, and
08:20the Y axis to be 1,000,
08:23then I will have a good starting point for my phone.
08:25That's pretty much it for the file prep.
08:27Now, we can have some fun creating the phone.
Collapse this transcript
Organic modeling: Creating a simple model
00:00The shapes we have for the phone are our guideline for how to approach the modeling.
00:04The curves of the corners and the surface detail tell us where we will need
00:06to make our strategic cuts that will give us the control we need to create the right shape.
00:10So here in our file, we've got our cube and HyperNURB in the Reference plane
00:13set up, and what we want to do is to create something called a modeling history for
00:18our object. So the first step in that process--Cinema 4D does not have built in
00:21modeling history, so I sort of created a technique that gives me my own sort of
00:25version of a modeling history.
00:26And what I do is I create a null object, and let's go to the Primitive objects
00:31here and add a null to the scene. And I am going to call the null object HIDER.
00:36And the HIDER object, I like put at the bottom of the scene, and I am going to
00:40make both its status dots red.
00:42That means that anything that I put under that HIDER object will be hidden from view.
00:46And so anytime I am about to make a drastic change in my model, I will take a
00:50copy of that object and put it into the HIDER, saving it for later, in case I
00:54need to go back a step.
00:55So in this cube, we are about to make a drastic change in it by making it editable.
00:59So I am going to select the cube and hold down the Ctrl key, and then Ctrl+Drag
01:04a copy of it into the HIDER and call it 001.
01:08Now that I've got that 001 object in there, I am sort of protected if I had to
01:11get back to the original of starting cube.
01:13Let's select that cube now, the remaining one, underneath the HyperNURB, and make
01:17it editable by clicking on the Make Object Editable button.
01:20Now we can go into Point mode and start to make our strategic cuts with the Knife tool.
01:24Let's start off by switching the layout back to Modeling.
01:27That gives us just a little bit more room to work.
01:30You can model perfectly well on the Standard view;
01:33this gives me a little more room in the Editor view.
01:36So I'm going to be making some cuts in this object, and I want to be able to see
01:40what the effect of those cuts is in all four views.
01:43Let's switch to the four-way view, and I want to see the actual shape of the
01:46object in each of these views,
01:48so I need to change the Display mode to Gouraud Shading, which is one of the shaded modes.
01:53I will select that in each of the views. And then I have got that shading view
02:01selected in each of the views. Now, I can easily see what's going on.
02:04I'd really like to be able to see the actual phone reference image behind the
02:08geometry in each of these views.
02:10And so there is a really cool feature called X-Ray mode for the HyperNURB object
02:13that allows us to see that.
02:15So if we click on the HyperNURB and go to the Basic properties and select X-Ray,
02:20that will give me an x-ray view of the HyperNURB, and allows me to see the actual
02:24phone reference image behind it.
02:25Now, we are going to turn that X-Ray mode off and on throughout the modeling
02:28process, so it's just good to know where it is.
02:31Let's switch back to the cube object. Now, I am going to use the Knife tool to
02:35make some strategic cuts.
02:37So I will right-click and grab the Knife tool and making sure that I am in Point
02:42mode, I am going to set the mode for the Knife tool to loop.
02:45That means that I will be cutting all the way around my object. So, I am going
02:49to make some strategic cuts vertically and then a couple of cuts horizontally as well.
02:53So these vertical cuts I am going to make are going to be about right here for
02:56the top. And each time I do that, it reshapes the HyperNURB object, and that's
02:59where the whole point of the modeling process is you're making cuts and
03:02pushing and pulling on polygons to shape the object to meet the needs of the reference image.
03:07Now I am going to make a couple more cuts vertically. One. And then look down
03:12here at the base. We are going to make a cut right about here.
03:15Now the next set of cuts I want to make are going to be in the region of the
03:20screen base. I want to have a cut that goes right here at the base of the screen.
03:24So let's make a cut right there, and then we will make another cut right about
03:28there, and make one last cut right at the bottom.
03:31And you'll notice that as I make these cuts, the gray shape that represents
03:35the HyperNURB becomes reshaped so that we can get closer and closer to our reference image.
03:42Now that I got those horizontal cuts made, I can make the vertical cuts around
03:45my object to get the sides of the object in position.
03:49So, I'm going to go back to the Perspective view and just make two cuts:
03:52one about here and one about here. And what I would really ought to have
03:57is both of these cuts lined up exactly the same distance from the edges of the phone.
04:02There is a really cool numerical technique that we can use, using the Coordinate
04:05Manager, that will allow us to do just that.
04:08So what I need to do is let's bring the Coordinate Manager up, so we can see it
04:11a little bit better, and I need to switch my Selection tool.
04:15When I am working in Point mode, I prefer to work with the rectangular selection,
04:18and it's very important to turn off Only Select Visible Elements.
04:21That way when I select points, I know that I am going to be selecting points on
04:24both sides of a model.
04:25So, for example, if I grab those points, you can see that even though these points
04:29are on the back side of my model, it grabbed them just as well.
04:33Let's switch to the Front view and reposition the views, so we can see the whole phone.
04:39I'm going to draw a rectangle around all the points that make up those two vertical cuts.
04:43I want to get them exactly centered up on the X axis, so that they are lined up
04:48on either side of the Y axis in this Front view.
04:51So what I need to do is, in the Coordinate Manager, if I change this value for
04:56position to be zero, that's going to line up the midpoint of all these points on the Y axis.
05:01So I'd go here and change that X value to be zero, and now they slide along the
05:07X axis until they are exactly centered on the Y axis.
05:11Now that I have got those cuts lined up, I want to change the size of them
05:15just a little bit. And I can use the Scale tool to do this, and just sort of
05:18eyeball it into position.
05:20I am going to go to the Scale tool and then click on just the red handle, and
05:26adjust the size about here.
05:31I want to go to--that's pretty good.
05:33I don't want to go all the way to the edge, because I want my phone to have a
05:37little bit of rounding at the top. So, we are going to back out from the edge,
05:40about maybe there, and the size that you want to go for is somewhere in the 430 unit range.
05:47If you look at the Size property in the Coordinate Manager, you can see that it
05:50shows the size of the selected point is about 430 units.
05:54Now I'm ready to start making some edits that will make up the actual screen of the phone.
05:59So let's switch back to the Perspective view, and we are going to be making
06:02these changes in Polygon mode, using the Extrude Inner tool.
06:06So let's switch to Polygon mode, and then I am also going to switch my Select
06:10tool to the Live Selection tool.
06:12I like to use the Live Selection tool when I am working with Polygons because
06:15it allows me to select the polygons right directly.
06:18So I am going to select all the polygons that are on the front of the phone, all
06:23the way down to the actual screen.
06:26And if I accidentally select one polygon too many--I don't need that one there,
06:30I can hold down the Ctrl key and deselect it.
06:33If I look at all four views, you can see I have all the polygons now that line
06:37up exactly with the screen.
06:38If you in the Front view, I have stopped my selection right at the base of the scene.
06:43Now, what we need to do is we need to create an inset.
06:46You can see that the screen extends almost all the way to the outer edge of the phone.
06:50So we need to create an inset from our outer edge to account for that distance
06:54from the screen to the edge of the phone.
06:56So let's go back to the Perspective view and zoom in on the corner.
06:59Now, this is going to be a lot easier to see without the x-ray turned on,
07:03so let's turn X-Ray mode off.
07:04I am going to select the HyperNURB and go to the Basic properties--and let's
07:10enlarge that window, so we can see X-Ray mode--and I am going to uncheck X-Ray mode.
07:14And let's select the cube again, so we can see our selected polygons. And I am
07:19going to zoom in just on the edge here
07:21and right-click to get the Extrude Inner tool.
07:25Now we are going to extrude inward by dragging to the left, about that far.
07:33I don't want to ever see these guys overlap like that.
07:36That's a bad situation. So I want to only drag in about half the distance, maybe
07:41a third of the distance from the edge to the inner cut. There we go.
07:46Now that's going to be--this group of polygons right here is going to be the
07:49outer edge of our phone bevel. That's going to--in this inner set of polygons,
07:53is going to become the screen.
07:55Now what we want to do is create a little scene that will represent the edge
07:59of the screen itself.
08:00Now this is a multistep process.
08:02We are going to be switching back and forth between the Extrude tool and
08:04the Extrude Inner tool.
08:06So what I want to do next is grab the Extrude tool and do two extrusions inward
08:11into the phone. So, I am going to extrude to the left once. And you can see,
08:18let's zoom in on that area and turn the HyperNURB off, so you can see what happened there.
08:23You can see I did an extrusion, and I have a little inset right there.
08:26Let's extrude one more time down into it, so you can see I have two
08:30extrusions right there.
08:32Now we are going to extrude inward. Basically, what we are creating is a
08:34little trough, and that trough will become the seam between the screen and
08:38the outer edge of the phone.
08:40Let's right-click and get to the Extrude Inner tool, and then we are going to
08:44extrude inward just a bit. And let's zoom in there, so you can see exactly what I did there.
08:52Now, you can see I have got an actual little gap of polygons there between my
08:57selected polygons and the wall that I created earlier.
08:59Now, we are going to come back out towards the front of the phone, and let's use
09:03the Extrude tool to do that. And once again, we are going to do two extrusions:
09:06one long one to get us back about to this edge here, and one short one to get us
09:12back to the face of the phone.
09:19Let's turn the HyperNURB back on.
09:21You can see now we have a screen set in our phone.
09:25Let's render in active view here, so we can actually see what happened.
09:29You can see now we have a really nice edge around our phone.
09:32Let's back out, so you can see the whole thing, and I will render right there.
09:37That's pretty much of it for the body of the phone.
09:38We've still got some finishing touches to do, but the bulk of the modeling
09:42is done.
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Organic modeling: Adding the finishing touches
00:00Next up are some of the little details that will make the phone look much more realistic.
00:04The key to realism is your model's surface detail.
00:07The more you can add, the more real it will look.
00:09Of course you need to budget for time spent modeling these details versus how
00:12close the object will be to the camera, versus how long will it take you to
00:15create the details, and how long will take to render.
00:18For the purpose of this exercise, we're just going to focus on the front button
00:21scroll wheel and the sides of the phone.
00:23Here is where we left off in the previous movie. And the phone looks really good.
00:27Let me do a little quick rendering of it.
00:29Command+R on the keyboard or Ctrl+R to do that. That was the same thing as clicking
00:33the white clapboard up here.
00:35There are some issues with the sides of the phone.
00:37You can see, first of all, I have got little dip right here that actually
00:40shouldn't be on the phone, and also if I rotate around to the sides this way and
00:44do another Command+R, or Ctrl+R, my phone is boxy on the back side and really it
00:48should actually be nice and rounded on the back here.
00:51So what I need to do is make a couple of cuts along the sides of the phone, in
00:56order to create some detail, so I can manage that shape.
00:59So let's select the cube here. I am about to make another drastic change in it,
01:03so let's hold down the Ctrl key and make a copy of that cube and call it 002,
01:09go back to the cube that's remaining, and switch over to Point mode.
01:13Now I like to use the Knife tool in Point mode. It makes things a little bit
01:16easier for me to control the points.
01:19So I am going to right-click and grab the Knife tool, and make sure your Knife tool is
01:23set to be in Loop mode.
01:25Now, it's in Loop mode now because I had had this file opened from recording the
01:29previous movie. But when you first open a file, it may not be in Loop mode,
01:33so it's very important to check that make sure that's you're in Loop mode when
01:36you use the Knife tool.
01:37So now that I have got that Knife tool selected, I am in Loop mode, I
01:40can go and make a couple of cuts along the length of the model towards the back of the phone.
01:46So, I am going to make the first cut right really close to the edge, and what's
01:50that going to do is flatten out the face of my phone. Boom.
01:53Now when I have made that cut, if we do a little quick rendering--Command+R or
01:56Ctrl+R--you can see I had got rid of that dip that I had in the phone before.
02:00That little dip on either side of the phone is gone.
02:04So, I hit the letter A on the keyboard to redraw the screen.
02:06Now we are going to make another cut about midway back here, and that's going to
02:09become sort of the middle point of the phone that will allow us to make some curves
02:14in the side of the phone.
02:15These next steps we are going to require is to be able to see the reference
02:19image behind, so I'm going to go to the HyperNURB and turn on X-Ray mode.
02:23Let's switch to the right-hand view, in order to actually see that actually see
02:27the shape of the model.
02:29Now, let's select the cube, and what I want to be able to do is to take all the
02:33points that are on this front group and move them back so they are flush with
02:36the front face of the phone in this view.
02:38So let's switch our Selection tool to be the Rectangle Selection tool, and then
02:42make double sure that Only Select Visible Elements is turned off.
02:46That way when we grab a rectangle of all of these points, I know for sure that
02:50it's dragging and collecting all the points on both sides of my model.
02:54Now, I am free to move in here and drag these guys on their Z axis.
03:01I want to be very careful.
03:02I don't want these guys to overlap this way,
03:04so I am going to stop about there and then hold down the Ctrl key and deselect
03:09all of those points and then drag the face points so they are flush with
03:14the face of the phone.
03:15You can see my phone got a lot closer to the drawing.
03:20Now what I can do is just shape the tops of the phone.
03:23So in order to do that, I want to take this point here and drag them down just
03:29a bit, and this point here and drag it forward just a bit, and these points at
03:34the top of the phone can come down just a hair, and that guy right there can come in this way.
03:42What that does for me is that creates a nice, rounded shape on the phone.
03:46Let's repeat that process down at the bottom.
03:48I am going to start off by grabbing these points here and dragging them up just
03:55a hair and then same thing for that bottom corner point--just drag it up in
04:03the position like that. And you can see, when we go back to Perspective view, let's do a
04:07little quick rendering. Command or Ctrl+R. Let's angle that a little bit better.
04:14We have a nice, rounded shape on the back of our phone.
04:17That's pretty much it for the geometry the phone.
04:18Now we can add the little button on the front that becomes the Home button for our smart phone.
04:23So let's zoom around here.
04:24We can see from our front reference image that it's basically just a little dome on
04:28the front of the phone. A good way to start that
04:31is going to be with a sphere object.
04:32So let's add a sphere to the scene, and the sphere is going to be in position on
04:39the front of our smart phone.
04:40The way that HyperNURB works is it's going to smooth the first thing that it sees.
04:44So if I were to put the sphere in the HyperNURB, now it's trying to smooth the
04:48sphere, and you notice that the rest of our object has gotten hard edges again.
04:52So, what I need to do is to place null object underneath HyperNURB, and then put
04:57both of my elements underneath it.
04:58So let's take this sphere out of here.
05:00Create a new null object and them call this one "phone," and I am going to put the
05:06phone object underneath the HyperNURB, and then take the sphere and put it under
05:10the HyperNURB, and that cube that was originally the body, I am going to rename that
05:14"body" and put that under the phone. Null as well.
05:18We can see both of these guys are now peers of one another as children of the phone
05:21null, which is a child of the HyperNURB.
05:23Now, the sphere I have under here is being doubly smoothed.
05:27It was already smooth to begin with because it's a sphere, and it has a
05:32parametric function that makes it smooth all the time,
05:34but I don't need that many polygons.
05:36I am going to go to the sphere, and under the Object Properties, change the
05:39Segment count from 24 to just 6.
05:41It looks like a diamond now, but that shape will render perfectly when we
05:47actually hit the Render button, and we don't need that many polygons to
05:50define that sphere.
05:52So in order to see what this looks like, let's turn off X-Ray.
05:55I am going to go to the HyperNURB object and go to the Basic properties and
05:59turn off X-Ray. And you can see that when I deselect everything, that sphere
06:02object is still in there.
06:04It doesn't look quite spherical. We are going to fix that in just a second.
06:07But this is a really good example of how the HyperNURB treats polygons.
06:11So if we select the sphere itself, you can see that it's looking at the points
06:15on this guy and actually smoothing them out. What we are going to do is we are
06:17going to rotate this sphere and get it into position, so that it actually looks
06:22at these pointed polygons on the top and bottom of the sphere, and that's going
06:26to give us the rounded edge we need.
06:27So let's start off by going to the sphere itself and going to the Coordinate
06:31properties and changing the pitch rotation to be 90 degrees.
06:36Now, what we see is a nice, round button.
06:40So, let's get this into position on our phone.
06:42In order to see exactly where it needs to go, we are going to turn X-Ray back on.
06:46So I am going to go HyperNURB, go to the Basic properties turn on X-Ray, and then
06:50in the Front view, I am going to zoom in a little bit, select my sphere and then
06:55move it in the position, so that it's centered up on that location. There we go.
07:01Now I can just go to the sphere Object properties and change the Radius until it
07:05matches up with the drawing. There we go. Perfect. Great!
07:12Let's do a quick render and see what we've got here.
07:14Our button is sticking out a little bit far, but also it's missing a little bit of
07:17detail on the front.
07:18There is a little bezel that should be sort of the transition between the
07:22button itself and the phone body, and so we are going to create that using a torus object.
07:26A torus is a fancy way of saying a donut. And so there is a great parametric
07:31object, or primitive object, for that. If I click and hold on the Cube icon, I can
07:35grab a torus object here, and add it to the scene.
07:39Now I want that torus object to be in the same location as my sphere,
07:43so I am going to make it a child of the sphere, and then I am going to position
07:48it using the Coordinate properties.
07:49Now, these values are relative to the parent,
07:51so if I 0 this position and rotation out, it's going to rotate into the exact
07:57same position and orientation as the sphere.
08:00I was using the Tab key to get between those fields.
08:04Let's turn off the X-Ray mode one more time though, so we can see what we are positioning.
08:08Let's switch to the HyperNURB object and go to the Basic properties and turn off
08:12X-Ray and then zoom in here on our object.
08:16So first thing is our torus is way too big, so let's go to the Object
08:20properties for the torus.
08:21The torus has a couple of Radius fields.
08:24The first radius is the Ring Radius. That's basically the inner radius of the
08:29phone. And we want to change that inward, so that it tightens up around our sphere
08:35and then we change the Pipe Radius.
08:39We are going to have to do this a couple of times in order to get that in towards the phone. There we go.
08:44Here we go. And so I am going to use to eyeball that into position, and so by
08:51adjusting the Pipe Segments, about right there. And what I end up with this, a
08:56little sort of collar around my button.
08:58Now, the button itself is sticking out a little bit too far, so let's select this
09:01sphere and then drag it inward.
09:07My torus goes away for a second, and that feels pretty good right there.
09:11Now I can grab the torus itself and bring it back out, so that it's just
09:16sticking out of the surface of the phone.
09:19That's too many polygons in the torus, as well.
09:21We can change the Segments from 36 to just 6 again.
09:25Actually, that's too few.
09:28Let's crank that up a bit.
09:291, 2, 3. There we go.
09:33That's going to give us a nice, round bezel.
09:35So let's back out and take a look at our phone and see how it looks from a distance.
09:41Command or Ctrl+R. Our phone geometry is looking pretty good.
09:44Normally, I would add a lot more details, like volume buttons and headphone jacks.
09:48But hopefully you'll get the idea from this that creating a simple shape like
09:51this phone is a really achievable task.
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5. Using Deformers to Modify Objects
Working with deformers
00:00In the movie on the object categories, we talked about passive and active
00:04objects, and within the active category, there's an important class of object
00:08called operators. And deformers are operators.
00:11Just to refresh your memory, an operator works on its parent or its peer.
00:14Let's see what that means with the bend deformer.
00:16So here in an empty scene I'm going to add a bend deformer to the scene.
00:20And if I click and hold on the Bend Deformer icon, you can see there is a whole
00:24bunch of other deformers under here that all do a wide variety of purposes.
00:29The key to remember about the deformers is they work essentially the same way:
00:33they work on their parent or their peer.
00:35So let's see what that means with the bend deformer.
00:36Oops! I accidentally added an explosion object to the scene.
00:40I don't want to do that.
00:40I am going to delete that from the scene.
00:42Now with the bend deformer active, I can go its Object properties and adjust the
00:47Strength to get a bendy effect. But this bendy effect doesn't actually render;
00:52it actually needs to work on an object.
00:53If I were to click the Render in Active View button, nothing happens.
00:56So what I want to do is have an object in the scene that is actually being bent.
01:00Let's hit A on the keyboard to get back to the Shaded view.
01:03So I am going to add, instead of a cube this time, let's add a cylinder to the scene.
01:07Now, the bend deformer works on its parent or its peer.
01:10So I can take the bend deformer and parent it to the cylinder object, and now
01:15when I use the bend deformer Strength option on the bend deformer, it will
01:18affect the cylinder.
01:20The problem with this effect is that you could see the cylinder is not actually
01:24bending, and there is a very important reason for this, and that's, a single
01:27polygon cannot be bent.
01:29And if you look at the cylinder, if I select it, you can see that along its
01:32length it is made up of just a bunch of single long polygons.
01:35So they can't bend along this axis.
01:38So what I need to do is go to the cylinder object and take the Height Segments and
01:42change them from one to say 10.
01:44As soon as I do that, my bend deformer now has a dramatic impact on
01:49that cylinder object.
01:51Now, a really important rule for the deformer objects that rely on a specific
01:55field to work--and the bend deformer is one of those.
01:58You'll notice that there is a purple box that surrounds our object.
02:00Let's go back to the bend deformer and adjust the Strength back to zero.
02:05So at zero, you can see there is a purple cage that surrounds my cylinder object.
02:09This cage is the field of influence of the bend deformer.
02:12And the deformer will work better if this field is as close as possible to the
02:17size of the object that it's going to deform.
02:19So let's take the bend deformer, and under the Size option, I'm going to change
02:24the size of the bend deformer to match the cylinder a little more closely.
02:28Let's switch to the four-way view, so we can see what's happening.
02:30Now anytime you see three fields like this, it is always X, Y, and Z. So on the
02:36X field, I am going to adjust the size, and I am looking in the Top view right
02:40here to see how it lines up in the top view. And then on the Y size, I am going
02:46to look in the Front view. And then in the Z size, I am going to look in the
02:50Right-hand view. There we go. I'm going to get the Y size just a little bit tighter.
02:55And so the goal is to get the object, the bend deformer, as close to the size of
02:59the cylinder without going over or into the cylinder itself.
03:03So I am going to adjust the X size just a little bit more. There we go.
03:08Now, what happens is I get a much more predictable behavior on my deformer.
03:12And you can use the deformer at its original size, but this just works a lot
03:17better. Because it's exactly the same size as the bend deformer, it makes it for
03:21much more predictable result.
03:22Now there is a very important button here called Keep Y-Axis Length.
03:26You'll notice that as I adjust the Strength that the cylinder appears to get a
03:30little bit longer as it bends over.
03:32If I click on Keep Y-Axis Length, it will keep the same size as it is bending
03:39and not actually stretch as it is bending.
03:41So that's really important button.
03:44Next up is the Angle option, and the Angle option allows me to control the
03:48direction that it's bending.
03:49So the Strength controls whether or not it bends, the Angle controls the
03:52direction that it's bent. And you can actually animate both of these properties
03:56to have a really a fun, animated effect for your object and create little noodles
04:00dancing around the scene.
04:02So the bend deformer is an operator object, and it works on its parent or its peer.
04:06So let's see how it works in Peer mode.
04:08One of the advantages to working on it in Peer mode is it gives you a little bit
04:11more freedom for how you can move your object around.
04:13So what I am going to do is I am going to leave this cylinder active, and I am
04:17going to Ctrl+Drag a copy of that object down in the Object Manager. And let's
04:22take this and move it over on the positive X axis and back out just a bit, so we can see.
04:28Now the one that's remaining at the center of the world--let's unparent the bend deformer.
04:33That's going to make the cylinder go straight again, and then let's add a new
04:37null object to the scene.
04:39And this null object will now become the parent of the cylinder and then the bend deformer.
04:43Let's make them children of that null.
04:45You can see now it behaves exactly the same way as it did before, but the
04:49advantage here is that I can now reposition these two objects relative to
04:53one another which is--it was a little bit more difficult in the original arrangement.
04:57So, for example, if I want to take this bend deformer, I can move the bend
05:02deformer and have it change how it works with the cylinder.
05:06I can also move the Y position on it and have it pass through the bend deformer,
05:10and have it do all kinds of weird effects like that.
05:12And those movements weren't really possible with the bend deformer as a child of the cylinder.
05:17This just gives me a lot more freedom.
05:19I can also animate the cylinder independently.
05:21So if I click on the cylinder object and drag on the Y axis, you'll see that it
05:25actually passes through the bend deformer on its way out the other side.
05:29So that's a really cool animated effect: you can have something wrap around a
05:33corner as it moves on its path using the bend deformer.
05:37The cool thing about deformers is that once you know the rules, they all work
05:40pretty much the same way.
05:42They have different attributes, of course and they provide different results, but
05:45how they are used is essentially the same.
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Deforming objects: The Wind Deformer
00:00The wind deformer is a great way to make objects wave as if they were
00:03blowing in the wind.
00:05What it does is animate a sine wave along its X axis.
00:08If you remember your math in high school, a sine wave is a smooth curve with
00:11regular peaks and valleys.
00:13So the wind deformer, if I click and hold on the operator objects here, looks
00:17like a flag. And if you add it to the scene, you don't really see anything;
00:22it's just an access point.
00:23But it's an operator object, and I know that it works with its parent or its peer.
00:27So in this case, let's add a plane to the scene, and I am going to set this up
00:32in Peer mode, because it's going to give me a little more flexibility.
00:35So let's add a null object and call this "flag," and the flag null object will
00:41become the parent of the plane and wind deformer.
00:43So let's select both Plane and the wind deformer and make them children of the
00:47flag. And as soon as we do that, the wind deformer will now have an effect on the plane itself.
00:52I am going to hit Play here, and as you can see, what it's doing, it's animating
00:55a sine wave function through that plane.
00:57Now, one thing you may notice is that as I orbit around this plane, the sine
01:02wave function is traveling through the Z axis of the object.
01:07What you need to do is to take the wind deformer and rotate it so that the sine
01:11wave function is actually traveling along this way, and we get the peaks and
01:15valleys along the X axis this way.
01:17So let's rotate the wind deformer.
01:18I am going to go to the Coordinate properties and adjust the pitch rotation,
01:22and when I do that you will see, as I bring it to 90 degrees--I will just type in 90 right there.
01:29As I bring that to 90 degrees, now my wind deformer is having a much more interesting
01:34impact on that plane.
01:36If I hit play one more time, you can see that it animates that object really nicely.
01:43Now it's not exactly doing a flag yet, and that's because the wind deformer is
01:47animating the sine wave function from one end of the object to the other, evenly,
01:51all the way through it.
01:52What I would rather have it do is animate from just one side of the object, so
01:55it behaves more like a flag.
01:57So in order to do that what I am going to do is to take the plane object and
02:01move it on its X axis so that it is exactly flush with the Z right there.
02:09Now when I look at that, you can see it's going to keep this edge locked down.
02:15Let's hit play one more time.
02:16There we go. So, you can see that it actually animates now just like a flag would.
02:26Now it's moving kind of slow, as if the flag were under water, or something like that.
02:30So let's pick up the speed, and so there are some functions on the wind deformer
02:34that will allow us to change that.
02:36So if we go to the Object properties for the wind deformer--let's get the flag
02:40into a more appropriate position here, so we can see what happens--
02:43the Amplitude, Size, and Frequency are the most important ones.
02:47The amplitude controls how big that sine wave is, so the larger that is, the
02:53bigger our flag's movement will be.
02:54We are going to bring that down just a bit, say to about 15 or so.
02:58The size of it controls how long the sine wave function is along this X axis.
03:04So you can see as I straighten it out, I can have a flag that is really, really
03:09tight waves--of course, that's way too tight obviously--or I can have a flag
03:13that's barely moving at all, in the wind.
03:15Now the frequency controls how fast the sine wave is animating through the object.
03:20So let's hit play, and I'll just turn up the Frequency.
03:24So you can see there, Frequency has a really nice impact on how fast the flag is moving.
03:35The Turbulence function will allow you to make the flag wave a little bit more
03:39randomly, so if I hit play here, you can see that instead of being a regular
03:47flowing wind across the surface, it is actually traveling in a less
03:50predictable fashion.
03:53That's not really what I want to do here,
03:55so I am going to bring that back down to 50.
03:57Now that's really a great way to build a flag, so let's just finish this model
04:01off by adding a flagpole with a cylinder object, and I'll make it really thin,
04:08and I will make it really tall. And then I am going to take the flag object, and
04:14I want it to be in position on the flagpole.
04:17I'm going to rotate that flag, holding on the Shift key to constraint it to even
04:22increments, and then move it up towards the top of the flagpole.
04:25There we go. And then I would like to have a null object to control the entire
04:32flag, so I'll add a new null object to the scene, and call it "flag group," and then
04:39parent both the cylinder and flag null object to the flag group, and now when I
04:43rotate my flag, it will rotate the entire group all together.
04:48Now you might want to have your flag rotating from the very base, so I can go
04:51into Axis mode over here and grab my flag group null, switch to the Selection
04:56tool, and drag it down on its Y axis, until it's at the base of the object,
05:02then switch back out of Axis mode and use the Rotate tool, and I can rotate it
05:06right from the base.
05:07And the cool thing about this is when you hit play, it will really look like a flag.
05:14That's a really quick way to create a great-looking flag animation.
05:17Now you can have some fun and experiment with putting different objects into the hierarchy.
05:20You can wave anything with the wind.
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Deforming objects: The Wrap Deformer
00:00The Wrap deformer is used to deform objects to look as if they are stretched onto
00:03the surface of a sphere or cylinder.
00:05I have created quite a few type effects with this object over the years, and it's
00:08a lot of fun to use.
00:09Let's add a Wrap deformer to the scene.
00:10I am going to click and hold on the Bend deformer icon here, to reveal all of the
00:14other deformer objects underneath it. And the Wrap deformer looks like a sphere
00:18with the W on it. And if I let go that object, you will see that I have got half
00:22of the cylinder here with a rectangle in front of it.
00:25So let's see what that looks like one a piece of type.
00:27I am going to go to the Spline objects and add a text spline to the scene.
00:31And I am going to change it to the word "WRAP."
00:33Now that text spline, because it is spline object, it won't render.
00:36So we need to add it to an Extrude NURB.
00:38So I am going to go to the NURB objects and add an Extrude NURB to the scene and
00:41make that Text Object a child of the Extrude NURB. And now my text object is
00:45visible in the scene.
00:46If I hit the Render in Active View button, you can see that the type
00:49does in fact render.
00:50So let's hit A on the keyboard to get back to the shaded view and back out just a bit.
00:55Now the Wrap deformer, because it's a deformer object, it's an operator.
00:58That means it works on its parent or its peer. But it's best to use this
01:01object in Peer mode.
01:03So what I am going to do is add a null object to the scene and call this
01:07"wrap group," and the wrap group null will become the parent for the Wrap
01:12object and the Extrude NURB.
01:12As soon as we do that, you can see the type is now wrapped around the cylinder,
01:17and there is some really strange effects going on with the type itself.
01:21If you disable the Wrap object for a second, and look at the type, at certain
01:26points on our type, there seem to be more polygons than they are at other points in our object.
01:30And if we turn the Wrap deformer back on, you will notice that the stretching of
01:34the type is happening at different intensities, based on how many polygons are on
01:38here, and that's because the single polygon can't be bent.
01:41What happens with the Extrude NURB, if we disable the Wrap object for a
01:44second and twirl open the Extrude NURB but then disable it so we can select
01:48the Text object, when CINEMA 4D draws this text, it looks at this text as a spline object.
01:53And it can create a whole bunch of virtual points on the spline, but it really
01:57only creates as many as it absolutely has to, to draw the letter shapes.
02:00Now what's happening is we only have one real point between here and here on the
02:05R, for example, which means that this long, flat stretch becomes a single polygon
02:09when we activate the Extrude NURB.
02:10You can click on that, and you see there in fact is one long polygon.
02:14That long polygon, when we activate the Wrap object, you can see that it is not getting bent.
02:19So what we need to do is go to the text spline object and actually change how
02:24the text spline is being drawn.
02:25So we are going to go into the Object properties and change the Intermediate
02:29Points from Adaptive to Uniform. And when we do that, suddenly now we have a
02:34much more even distribution of points along that spline.
02:37If we click on the Extrude NURB, we can see now instead of being one long
02:40polygon, it's a whole bunch of smaller polygons.
02:43Now that we have got that fixed, we can focus on the behavior of the
02:46Wrap deformer itself.
02:48So the Wrap deformer will work best when the Wrap object is closer to the same
02:53size as the thing it's wrapping.
02:55So let's go back and disable the Wrap object for a second, and then select the
02:59Wrap object and go to the Width and Height, and we are going to adjust that Width
03:03and Height until it's encompassing the entire word WRAP.
03:06So we need to bring that down, and let's switch to the four-way view, and drag
03:11that up so that it is positioned around the Wrap object. There we go.
03:15And then a little bit more on the X axis. There we go.
03:18So now that rectangle is encompassing the entire WRAP type object, and when I
03:24activate the Wrap object again, you can see that it wraps much more accurately.
03:29And you can see, where before the P was extending all the way around the back side
03:33here, now the P, because it's contained with in this purple rectangle, goes
03:38right to the edge of this purple rectangle.
03:39So you can see that this rectangle here corresponds exactly to the surface that
03:43it's being wrapped to.
03:45Now, we can start to play with the properties of the Wrap object.
03:47So the Radius will control how big the cylinder that it is getting wrapped on.
03:52Then the Wrap mode is Cylindrical by default, but we can also change that to be Spherical.
03:58If we change that to Spherical, now suddenly it's being wrapped onto a giant sphere.
04:03We can control the radius of the entire sphere and have it be a very small sphere
04:07or a very large sphere.
04:08We can also control how far around the sphere is being wrapped.
04:12So we have a Longitude which controls the long ways, and we have Latitude which
04:17controls the vertical.
04:18So we can wrap it into an entire sphere by bringing that to 90 and positive 90.
04:24Now we have an entire sphere of this type that we can then move around.
04:28The Tension will control how it's being stretched.
04:31It's a little bit strange the Tension, because for some strange reason, when you
04:35do the Tension, it adjusts it back out this way instead of back to the front.
04:40So you need to keep that in the mind if you are going to planning on animating
04:42that Tension option.
04:44You probably are asking yourself, well wouldn't it be great if we could take
04:47this Wrap object and align the type so it looked like it was sitting on the
04:49surface of a sphere?
04:50And that's really the best thing to do with the Wrap object is to do just that.
04:54So let's go ahead and make that happen.
04:56I am going to add a sphere to the scene, and the sphere object comes in at the
04:59center of the world, and it has a Radius.
05:01This Radius here will correspond nicely to the Radius that we are going to
05:05use in our Wrap object.
05:07So the default Radius for the sphere is 100 units.
05:10Let's make it a little bit bigger, like 500 units, and then take our Wrap deformer
05:15and change its radius to 500 units as well.
05:17And now we end up with the sphere of type that's roughly the same size as
05:21our original sphere.
05:23So what I need to do is take the entire Wrap group and move it so that it is
05:26positioned around the original sphere object.
05:29So if we take this and move it on its Z axis--and I will switch the Coordinate
05:33properties so you can see how far I am moving this.
05:36If we move it -500 units on the Z--and I will just do that in numerically: -500--
05:42now our type starts to line up with that.
05:44You have to adjust it vertically just a bit. And you can see that our type lines
05:50up on the surface of the sphere. And if we take the sphere object now and make
05:55its Radius just a hair smaller--1, 2, 3, 4--you can see our type starts to come
06:00right out of the surface of that sphere.
06:02So now we can take the Wrap deformer and adjust the properties of it, so that we
06:06can actually read our type.
06:07So I am going to leave it in Spherical mode, but I am going to adjust the
06:10Latitude back down a bit, the Latitude End back up a bit, and then I will do the
06:16Longitude back a little bit more.
06:20And so now we have got type that is wrapped right onto our sphere, and you can
06:24see that it lines up really nice with the surface of the sphere.
06:27And if we wanted to extend into the sphere, all we do is go back to the Extrude
06:30NURB and adjust the Movement on the Z axis.
06:33Let's make this say 50.
06:34That will have the type go right into the sphere itself. And when we render that,
06:38you can see it looks as if the type is right on the surface of the sphere.
06:41As you can see, the most important step is to correctly arrange the hierarchy.
06:44Once you have done that, the rest is easy.
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Deforming objects: The Spline Wrap
00:00The Spline Wrap deformer is head and shoulders my favorite deformer object.
00:04The effects you can create with it were literally impossible before it came along.
00:08It allows you to deform an object along a spline.
00:10Now, let's see what that means.
00:12Underneath the Deformer objects is the Spline Wrap object.
00:15Now, originally the Spline Wrap object, when it was first introduced, was part of MoGraph.
00:18But now for Version 12, they've actually added it to the regular deformer object.
00:22So even if you don't have the MoGraph module specifically, you'll still have
00:25access to the Spline Wrap object, which is a really cool thing.
00:28Let's add the Spline Wrap object to the scene.
00:30Now, what it does is it takes an object and deforms it along a spline.
00:33So we're going to need two more elements here.
00:35We are going to need an object to deform, and we're going to need a spline.
00:38So let's create the object that we're going to deform.
00:40I am going to create some type that we're going to end up deforming along
00:43this spline object.
00:44So let's select the Spline Objects and go to the Text spline, and let's just
00:49type out some numbers:
00:501, 2, 3, 4, 5, 6, 7, 8.
00:53And then I will just click off of that.
00:55And so now, we've got these eight characters here.
00:57We need to extrude these characters.
00:59So let's add an Extrude object to the scene, and add the text to the Extrude NURB.
01:03So the Extrude NURB object now is extruding the text, and you can see that when
01:06we render--Command+R or Ctrl+R--we can actually see all these numbers.
01:09What we want to be able to do is wrap these numbers along a spline, and have
01:13them flow smoothly along that spline.
01:15The next step in the process is to create the spline that we're going to
01:18actually animate these guys along.
01:20So let's hit A on the keyboard to redraw the frame.
01:23Now, I'm going to draw a spline here, using the B-Spline tool, and I always like
01:26to draw my splines in one of the orthographic views.
01:28In this case, we're going to draw it in the Top view.
01:31So I am going to go to the Top view and back out just a bit, and I'm going to go
01:36to the Spline Objects and grab B-Spline tool.
01:39The b-spline is a really cool object in that it allows you to create very
01:43smooth, flowing, organic shapes.
01:44The way it works is the first time I click, I get a single point.
01:47The second time I click, I get a straight line.
01:50The third time I click, I get an arc based on the position of these three
01:55points, and it sort of averages them and creates a smooth arc based on them.
01:59Now the next time I click, it'll look at the previous three points and create a new arc.
02:03So I can create a very smooth flowing shape quickly with very few points.
02:07So let's switch back to the Perspective view now and take a look at our spline.
02:10What we want to do is to have this type stretch along the spline.
02:14So we're going to use the Spline Wrap object to do that.
02:17Now, the Spline Wrap object, because it's a deformer, it works in Parent or Peer mode.
02:22I always, always use the Spline Wrap in Peer mode.
02:25So let's add a new null object to the scene.
02:27Let's change the name of this null to be "snake."
02:31Now, I call it snake because whatever I wrap with the Spline Wrap object is
02:34going to behave very much like a snake.
02:36So I always like to call the thing that I have spline wrapping a snake object,
02:41even though it's not really a snake.
02:42So I am going to take the Extrude NURB now and make it a child of the snake.
02:46I always put whatever I am going to spline-wrap underneath the null, because
02:48that allows me the ability to go and switch that object out at any time.
02:51The next thing we need to do is we need to add one more null object that is
02:55going to encompass both the snake and the Spline Wrap.
02:58So if we add a new null object to the scene, and we'll call this one "Wrap
03:01group," and we'll take the snake object and the Spline Wrap object and put them
03:07underneath the Wrap group, now initially, nothing happens.
03:10The Spline Wrap Object is here.
03:11They're both peers to one another.
03:12It should be affecting the object.
03:14Well, that's because there is one important step we've left out.
03:16Under the Spline Wrap Object properties is this field right here, and the Spline
03:20field is waiting to be filled up with the spline.
03:23So we take this spline object and drag it into that field, just by clicking and dragging.
03:28When I let go, suddenly my numbers are stretched along the length of the spline,
03:33and that's because of this mode down here.
03:35The mode in the Spline Wrap object defaults to Fit Spline, and if I click and
03:39hold on that, I can switch it to Keep Length.
03:41That will allow the text to be the same length that it was originally.
03:44So now we're free to animate it along the length of the spline.
03:47Now our text is upside down, so what we need to do is to rotate it around a bit.
03:52And if I twirl open the Rotation field, there is a bunch of controls under
03:55here that we're going to be able to use, and I'll talk about more of these in just a minute.
03:59But first thing I want to change is the Banking.
04:00So if I change the Banking from 0 degrees to 180, that's going to flip our type
04:05over, and now our type is animating backwards along the spline, and that's
04:09because of the spline direction.
04:11Now, I'm in Point mode over here on the left-hand side of the interface.
04:14If I click on my spline, I can now see the colors associated with that spline.
04:18These colors indicate the direction.
04:20The Spline Wrap Object always starts at the beginning of the spline and finishes
04:24at the end of the spline.
04:25And because I drew my spline from here all the way over to here, this point is
04:29the beginning of the spline object.
04:30So what I want to do is reverse that, so that my type will be going the other direction.
04:34So I am going to right-click in the interface and tell it to reverse sequence.
04:39Now the beginning of my spline is over here on the left-hand side, and the end
04:43of my spline is over here on the right-hand side.
04:44So now if I go back to my Spline Wrap object, I can adjust the Offset and
04:48have it move around.
04:50Now, I am going to have to adjust the Banking one more time.
04:52Let's bring the Banking back to 0 to flip my type over.
04:56Now, my Offset is looking pretty good, and I can have these numbers flow along the spline.
05:02You can see I am scrubbing the Offset value here.
05:04This is the value that you want to keyframe when it came time to animate this object.
05:08I am going to resize the window here a little bit, just move the Attribute
05:11Manager up, so we can see the attributes of the spline object a little bit more.
05:15And let's close up the Rotation field.
05:17Now, let's take a look at a couple of other properties up here in the top of the
05:20Spline Wrap Object properties.
05:21The From and the To option will animate the object along the spline in a
05:26different way than the Offset does.
05:28The To field will allow you to stretch the object, and you can actually go
05:32beyond 100% and have it stretch along the entire length of the spline.
05:35Generally speaking, you'd only want to leave that on 100%, and then the From
05:39function does just the opposite;
05:41you can squish it on that side of the spline.
05:43There is also something called the Extend mode, and the Extend mode will
05:48either clamp or extend the spline as the object passes beyond it, using the Offset function.
05:52If we adjust the offset, we can actually go beyond 0% and beyond 100%.
05:58And when it's set to Extend, the object will pass beyond the end of the spline.
06:02When it's set to Clamp, it will hit the end of the spline and get choked off.
06:06So you can see that it actually physically disappears when it hits the end of the spline.
06:10So I am going to set that back to be 100% here and then change the End mode back to Extend.
06:17Actually, let's bring the Offset back to 0%.
06:19So now the next function I want to talk about is in the Size area.
06:23So if we twirl open the word Size, we've got two graphs here.
06:27Anytime we see these graphs, the left- hand side of the graph relates to the
06:31beginning of the spline, the right- hand side of the graph is the end of the
06:33spline, and these points can be used to control how the object behaves along the spline.
06:39Now there is two Size graphs here:
06:41Size and Spline Size.
06:43The best way to think of them is the Size graph controls how big the actual object is.
06:48The Spline Size graph controls how big the object is as it moves along the spline.
06:53So let's see what that means.
06:55As I change the Size graph, if I bring it down, you can see that my numbers
07:00on one side gets smaller, and as I pinch this other side down, they'll
07:04disappear entirely.
07:05I can then create a point in the middle and create a height for my object so I
07:10have a very thin point and a very thin end.
07:14Now that's just the size of the object.
07:16As I move the object along the spline, it stays exactly the same size.
07:20Let's bring the Offset back to 0 and then let's reset this Size graph.
07:24I am going to right-click here and go to Reset, and that resets the position here.
07:28I don't have any points here, but I can always click and add them again to get
07:32points at the top-left and top-right of this graph.
07:35Now the Spline Size graph controls how big the object is as it travels along the spline.
07:40In order to see what that means, let's take this Spline Size and move it down.
07:43You'll see that if we zoom in on our object here, it's nothing at this end of
07:47the spline, but it gets slowly larger.
07:49You'll see as I scrub the Offset value, it will grow as it travels to the end of the spline.
07:55So that's what I mean by saying it's along the length of the spline.
07:59As the object moves along the length of the spline, it will get larger.
08:02As it travels back to the other side, it will get smaller.
08:05So you can have something appear to grow along the spline.
08:08This is really fun to use for vines and things like that.
08:11Next up is the Rotation field.
08:13Let's twirl close the Size field and twirl open the Rotation field.
08:17Now, the Rotation field has the same two graphs as the Size field except to this
08:21control the rotation of the object along its length and the rotation of the
08:24object along the spline.
08:26Actually, you know what I am going to do is I am going to go back to the Size
08:28field and reset the Spline Size graph so that my object will remain a constant
08:33size over the length of the spline.
08:34Let's twirl close the Size and then leave the Rotation open.
08:37So now we can adjust the Rotation value.
08:39And of course this is 0 Rotation down here.
08:42If I bring this up, it's going to twist, and that's the object twisting on itself.
08:47As we adjust the Offset value, you can see it remains twisted the entire
08:51way along the spline.
08:54So let's just drag this point off to get it back to straight again, and take out
08:58the Spline Rotation, and this is a little bit more useful I think.
09:01If we adjust the Spline Rotation, you can see it will rotate as it passes along the spline.
09:06So as we adjust the Offset function, it will start out straight and then twist
09:11as it goes all the way through the object.
09:13That's a really fun way to create a dramatic type animation.
09:16Hopefully, it's obvious now why this is my favorite deformer.
09:19You can see how powerful it is.
09:20In fact, my entire lynda.com course, "CINEMA 4D:
09:23Designing a Promo," was based around this very deformer.
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6. Materials and Texturing
Understanding material channels
00:00When computer programmers created the very first 3D rendering engines they
00:03quickly realized that it was impossible for computers to accurately duplicate what our eyes see every day.
00:08So to simplify the calculations, they divided the colors and textures we see into
00:11categories that could be turned off and on depending on what you need.
00:15So over here in the interface at the bottom right is the Material Manager.
00:18The Material Manager is where you create and manage all of the materials in
00:22your scene, and a material is an element that you can add to an object to give
00:25it color or texture.
00:27So let's create a new material.
00:28I'll click on File in the Material Manager and go to New Material at the very
00:32top, and that's creates a material element here in the Material Manager.
00:35Now when I select that object, I get the attributes over here in the Attribute Manager.
00:40In order to see what happens when I change the material, I am going to need an
00:42object in the Editor window in order to see that.
00:45So let's go ahead and add a cube to the scene.
00:47I am going to apply this material to the cube by dragging it from the Material
00:51Manager onto the cube object.
00:53As soon as I let go of the material on the cube object, I can now see a Texture
00:57tag that has been applied to the cube, and that's this little square with the
01:01sphere in it. That's called the Texture tag. When I select it, I can see the tag properties.
01:06This Texture tag controls how the material is being applied to the cube. More on that later.
01:10Let's talk about the material itself.
01:12If you select the Basic properties for the material, you can see that there
01:15is bunch of check boxes here: some of them were checked and some of them were unchecked.
01:19These are all called material channels and the material channels represent the
01:23different categories that the visual elements of our world can be divided into.
01:28So there is Color. There's Luminance, Reflection. Some of these are little bit
01:31self-explanatory and others need explanation.
01:33Now we're going to be covering these categories in a little more detail later,
01:37but what I want to do right now is just explain the logic behind what the names
01:41are. The world around you can be divide it into color and texture. And if you are
01:46think about some objects in front of you, I am looking at a desk right now and
01:48the desk has a wood texture on it.
01:50Now that wood texture has a color. It's kind of brown, with a little bit of grain
01:54to it, and that grain has a slightly darker brown color.
01:57That color that I'm seeing would normally be placed in the Color channel.
02:00When I run my hand across the desk, I can feel a very slight bump pattern to it.
02:05That bump would normally go in the Bump channel.
02:08Now the desk is not reflective, so I wouldn't be seeing a Reflection channel on
02:12it. But the bottle that is on the table, that does have reflection in it, and I
02:16would need to turn it on if I were creating materials for that glass bottle.
02:19So what I am trying to get at here is that when you create materials what you
02:22should be doing is looking at the kind of object you'd like to create and saying,
02:27"What are the characteristics of the surface of that object?
02:30Is it shiny, is it bumpy, is it reflective?"
02:33And based on your answers to that question you'll be able to know which material
02:37channels you want to turn on.
02:38Let's take a look at the Color channel in more detail.
02:41As you turn each one of these material channels off and on, the list of channels
02:45up here will grow or shrink.
02:46For example, if I turn on Bump channel, you will see that the word Bump now
02:50appears here. If I turn Bump off, the Bump goes away.
02:53So let's click on the Color channel and take a look at them.
02:55Most of the channels have exactly the same options here. You have a color swatch
02:59that allows you to pick and choose what colors you want to select. And if you
03:03click on that one time, you can actually bring up the Cinema 4D color picker, and
03:06you can slide around and pick a different color.
03:08Let's go ahead and pick a nice shade of green here. And I want to drag it down to
03:13adjust the value of it, and hit OK. And you can see that my cube is now turned
03:17green, and so I can adjust these color sliders. I can put in specific RGB values.
03:21I can also click and hold on this.
03:23If I don't want to use RGB, if I want to use Hue, Saturation, and Value,
03:27I can use that as well. Or I can put in web color table values. There is lot of choices here.
03:33The Brightness slider controls the intensity of the color.
03:35So right now, it's at 100%. If I drag that down to be 0%, you can see my
03:40cube goes to black.
03:42As I increase that value, a little bit more green gets added to it as it gets brighter.
03:47The Texture field is where you add texture to your material.
03:50You can have flat color in the Color channel, but I can also have an image in the
03:54Color channel, or a pattern in the Color channel.
03:55For example, I can click on this pulldown, and I have a whole of the choices here.
03:59I can load in a pattern, like Noise, and Noise is something called a procedural
04:04shader. And when I add that noise pattern, you can see my material changes
04:08dramatically, and now I have this speckled pattern in here that's overriding the color.
04:12This should give you a really good introduction to what the basic controls
04:15of the materials are.
04:16In later movies we are going to be discussing the broad categories of materials,
04:21like reflection and transparency.
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Applying materials: Projection methods
00:00A projection method is how the software applies a two-dimensional texture onto a
00:04three-dimensional object.
00:05There are quite a few ways of doing this, and all of the techniques depend on
00:08the type of object you are working with--as well as what kind of effect you are trying to achieve.
00:11CINEMA 4D, when it uses a texture that is an external bitmap image like a JPEG
00:17or a PSD file, it needs to know where that file is coming from.
00:21So I am going to go out here in the Finder, to the Exercise Files folders, and in
00:24the 06-02 folder is this textureGrid_1k.
00:27Now, CINEMA 4D, when it pulls in this JPEG, it prefers to look for it in
00:31something called a Text folder.
00:32So I am going to right-click here and make a new folder and create a new
00:36subfolder called "tex," and the textureGrid_ 1k file needs to go into that tex folder,
00:41so I am going to drag it in there.
00:43Now, when we go back to CINEMA 4D, I need to save this file in the same
00:47location as that tex folder.
00:49So let's go to the File menu and do a Save As, and navigate to our
00:53Exercise Files folder.
00:55And in the Chapter 06 subfolder, we're going to go to Chapter 06-02. And in the
01:00same location as a text file, not inside the tex folder, just in the same folder
01:04at the tex folder is in,
01:05I am going to my call this "ch06-02-start."
01:12So now that we have that file saved in the same location of the tex folder,
01:16when we import that JPEG as a texture on our object, we won't get an error
01:20message saying, "Hey! I can't find the texture."
01:22So let's go to the Material Manager now and create a new material, and in the
01:27Basic properties, we've got just what we need here: Color and Specular channel.
01:31So let's go to the Color channel and load in that JPEG that I mentioned earlier.
01:34So I am going to click on the Load Image button and navigate to the Exercise
01:40Files and go to the Chapter 06>06-02 and then the tex folder there, and grab
01:46the textureGrid_1k.jpg.
01:47Now, what this is is a simple JPEG image that I created using Adobe
01:52Illustrator, and I made a grid of letters and numbers.
01:54What this grid allows me to do is to see precisely how an image is being
01:58applied to a given object.
02:00And so I will use this grid a lot when I am modeling to figure out just how that
02:04a texture is being applied, and it allows me to make better decisions on how to
02:07apply the textures to my objects.
02:09So let's see what that does.
02:10I am going to hit Open here, and you can see our Material preview here.
02:14This preview shows us what would happen if the material were applied to a sphere.
02:18So let's go ahead and add a sphere to the scene.
02:20So I will add a sphere to the scene and drag the material from the Material
02:23Manager onto the Sphere object in the Object Manager.
02:26And now that I've done that, let's zoom in on that sphere.
02:28You can see that the material has been applied to the sphere in a spherical fashion.
02:33Now, how did it know that?
02:34It knew that because CINEMA 4D uses something called a default projection method,
02:38and that default projection method is something called UVW mapping.
02:42Now, you'll hear the letters UVW a lot when it comes to texture mapping.
02:45And UVW simply means X, Y, and Z, and how it relates to the surface of your model.
02:50When the programmers were creating the code for the texture mapping algorithms,
02:55they needed to be able to distinguish between the world space and the surface
02:58of the model, and so they chose the letters UVW.
03:00So anytime you hear UVW, still think XYZ, but just know that it means texture mapping.
03:05So UVW mapping takes a one-to-one representation of the object and maps it to a
03:10one-to-one representation of the image.
03:12Now, depending on how the object was made, that UV map could be good, or it could be bad.
03:16In the case of all the parametric objects, like spheres and cubes and cones and
03:19things like that, the UV maps are generated ahead of time by the software
03:23so it knows exactly how to apply that JPEG to the sphere in order to make it
03:28appear correctly on the surface of the sphere.
03:30If we were to model our object from scratch, the UV map would not be correctly
03:33generated, and it wouldn't know what to do.
03:36So let's take a look at some of the other projection methods.
03:38On our sphere, the default projection method is contained in the Texture tag.
03:43On the Texture tag, you'll see the Projection is set to UVW Mapping.
03:46If we click and hold on this, there's a whole bunch of other choices here.
03:50Let's start off with Spherical.
03:51Spherical will not look any different.
03:53Now, there's a really great tool in CINEMA 4D that allows to see a
03:56representation of what this mapping method is happening, and that's the Texture tool.
04:00If I click and hold on this little grid right here and now get a yellow grid
04:05surrounding my object, and this grid is going to change based on the projection
04:08method that I'm using.
04:09So as I select my Texture tag and change the Projection method from Spherical
04:13say to Cylindrical, this Projection changes to a Cylinder.
04:17Now, a very good rule of thumb is that you should never trust what you see in
04:21the Editor window here.
04:22It's an okay representation of how the material is being applied to the object,
04:25but you should always render to see exactly what the editor is seeing.
04:28So I am going to click on the Render in Active View button, and you can see it
04:32looks pretty much the same as it did when it was wrapping spherically, except
04:35there is a little bit of a hole at the top.
04:37Let's change this back to Spherical, so you can see what I mean.
04:40Now, I will do another Command+R or Ctrl+R render.
04:42So you can see that it's getting pinched at the polls, and it's wider at the equator.
04:46But for the projection method for Cylindrical, it left a little bit of an opening here.
04:51That's because the cylinder isn't quite lined up with the sphere.
04:54Let's take a look at the next projection method, which is Flat.
04:56When I select Flat, the material is now projected straight through the object,
05:01and you can see that the texture is appearing as a flat grid that is being shot
05:04straight through my object and out the other side.
05:06And in fact, if I look at this side of the object, I can see my letters. And if
05:09I flip it around to the other side, the letters are all backwards as well.
05:12Once again, don't trust what you see in the Editor window. Always render.
05:16You can see that along the length of the sphere where it's projecting
05:20through, it's getting smeared and stretched right through. That's the Flat projection method.
05:24Now, we're not going to cover every single one of these. I just want to give you
05:27a gist of what they do.
05:29So the Cubic method will apply the material in a cube.
05:32For something like a sphere, this may not be appropriate, but for a type object,
05:36this works very well.
05:37Let's render that, and you can see that it almost looks like a
05:39volleyball pattern on there.
05:40You can see the different letters where the seams of the material come together.
05:44And that's really the power of this grid is it allows me to see where the
05:48seams are on the object.
05:49Let's see what this looks like on a different type of object.
05:51I am going to disable the Sphere for a second and just deselect it.
05:55Let's create some type real quick.
05:56I am going to go to the Text Spline and add a text spline to the scene, and
05:59add an Extrude NURB, and take that Text Spline and go the Extrude NURB and extrude it.
06:04You can see I now have the word Text here in the scene.
06:07Let's take this material from the Material Manager and apply it right to the Extrude NURB.
06:11Now, by default, the Texture tag is set to UVW Mapping, and the yellow grid that
06:17I have here represents UVW Mapping.
06:20And you can see on the object itself, if we render, the material is limited to
06:25the sides of the text, and we get nothing in the front.
06:27That's because the software didn't really know what the extruder was going to
06:31look like, so we couldn't generate the UVW map ahead of time.
06:34So we have to choose a different projection method.
06:36So let's go from UVW Mapping and choose Cubic.
06:39And Cubic mapping, when I render that, gives us a much more useful projection
06:43onto the surface of the model.
06:44The last thing I want to talk about is the idea that you can have multiple
06:47materials on the surface of your object.
06:49So let's go under the Material Manager, and create a brand-new material.
06:53So I'll go to File menu and choose New Material.
06:55And this material, I will just make the color green.
06:59I like green. Green is a beautiful color.
07:01So I am going to make that green, I just drag it down, make it a little bit
07:04darker, a little bit richer shade of green, or saturation. There we go.
07:08Now that I've got that shade of green, if I apply this green material to my type object,
07:14I now have two materials here on the object.
07:17And if I render, you'll see that the green material is overriding the
07:22checkerboard pattern underneath.
07:24That's because when CINEMA 4D looks at these tags, it evaluates these tags from
07:28the right side to the left side,
07:30so the material that's on the right is on top of the other materials.
07:33So what I need to do is to tell this green material to mix into this grid
07:37pattern. And so on the Texture tag, there is a Mix Textures button.
07:42When I click on that Mix Textures button, suddenly the texture will mix in.
07:46Now, I won't see that mixing here in the Editor window. I'll have to render
07:49to see that. But you can see now, the texture is mixing in, and it's an additive mix.
07:54That means that the white values will stay white, but the darker values will get shaded green.
08:00Applying materials to an object can be as simple as a drag and drop, or it can
08:03require entire program like BodyPaint, which is also part of CINEMA 4D.
08:08Until you get a feel for which technique is best, experiment on your objects
08:11using the texture grid and different projection methods to understand how best
08:14to apply your material.
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Creating materials: Reflective surfaces / shiny surfaces
00:00Reflections can be both beautiful and deadly.
00:03What I mean by that is reflections can look amazing, but they can have a
00:06dramatic effect on your render time.
00:08Let's take a look at the reflection channel in a little bit more depth.
00:10I have a scene I've prepared ahead of time.
00:13I am going to open that up from the exercise files. And all this is is a
00:18Extrude NURB, the Type object, the word reflection on a Floor object, which is
00:22one of the scene objects that's in the floor that extends off to infinity in all directions.
00:27Then there is a light in the scene as well,
00:29a target light that is illuminating the object from a particular direction.
00:33The Sphere object is just a regular old sphere, and then the Sky object is
00:37another scene object that is really a virtual dome that surrounds my entire scene.
00:41So what I am going to do is create a couple of materials and apply them to
00:44various objects in the scene, and show how they behave with reflection off and on.
00:49So let's start off by creating material for the floor itself.
00:52I am going to add a new material to the scene by going to the File menu > New
00:56Material, and let's call this material floor, F-L-O-O-R.
01:00Now the floor material, we are going to go to the Basic properties and turn on Reflection.
01:06When we turn on Reflection, we get a perfect mirror ball as our preview. That's
01:11because by default the Reflection property is set at a Brightness of 100%.
01:15So let's apply this material to the floor and see what happens.
01:18When I add that to the floor and hit Command+R, or Ctrl+R, on the keyboard, it's
01:22going to render the scene.
01:24Now what's happening here is that the reflective floor, which is a perfect mirror,
01:29is reflecting the Sky dome that surrounds our entire scene, as well as the
01:33objects that are sitting in close proximity to the floor.
01:36So we can see that the "reflection" word is reflected in the floor, but it's a
01:39little bit brighter.
01:40That's because the reflections are additive.
01:42The brightness of the Sky sphere is brightening up the reflections of the word "reflection."
01:47Let's adjust that brightness down just a little bit on the Reflection channel.
01:51So if we go back to the floor material, and go to the Reflection property and
01:55drag that reflection down-- let's go to about say 25%--
01:59now when we render our scene-- Command+R or Ctrl+R--you can see we just barely
02:03get a little bit of reflection there.
02:05Let's dial that back up again.
02:06Let's change this from 25% to say 50%, and then Command+R or Ctrl+R. There we go.
02:12Now we can start to see a more pleasing reflection in there.
02:15It's not distracting to the word "reflection," and we can also see our ball there as well.
02:20Now wouldn't it be great if there are ways we can have the Editor window
02:24automatically render an update every time we made a change?
02:26There is a great feature for that, and it's called the Interactive Render region.
02:30I am going to go to the clapboards here at the top-middle of the interface and
02:33click and hold on this middle clapboard, and go to Interactive Render Region.
02:37When I let go of that Interactive Render region, it's going to create a
02:41rectangle around my scene. And I can enlarge this rectangle just a little bit
02:46here, so it's encompassing the entire scene.
02:48And this rectangle will update every time I make a change to the scene.
02:51For example, if I click on the floor, and adjust the Reflection property back to
02:56100%, my scene will then re-update here in the Interactive Render region.
03:00Now the Render region has a quality slider.
03:03I can adjust that quality slider by moving this little triangle up to the top,
03:07and I am going to move that up to the top. That's 100% quality.
03:09That's essentially close to the same as what you would see if the interactive
03:12region weren't there, and you hit Command+R or Ctrl+R. So let's go back to the
03:16Reflection channel of the floor material and bring that back to 50%.
03:18You'll see our Interactive Render region update automatically.
03:22I'm going to deselect the Sky object so I don't see the rotation bands for that,
03:27and just click anywhere in the Object Manager in order to deselect that.
03:30Now let's take a look at some of the properties of the Reflection channel.
03:34First up is the Brightness slider, which you saw.
03:37You can also change the color of the reflection.
03:39If I say, for example, change the color of my reflection to yellow, you'll see
03:44that the object itself, the floor object didn't turn yellow, but the reflections did.
03:49So you can see that the word "reflection" that is reflected in the floor is now tinted yellow.
03:53I am going to change that back, since it doesn't look very good.
03:55I am going to bring this back to white, 255-- and now it's back to what it was before.
04:00Let's create a material for the type object and see how reflections behave on
04:04an object like that.
04:05So I am going to make a new material in the Material Manager by going to
04:07File > New Material, and then I am going to change the name of the material to be "type."
04:13Let's change the color. Make that a nice shade of blue. So I am going to
04:19bring the slider up.
04:20Now my sliders are set to HSV:
04:23Hue, Saturation, and Value.
04:24By default, they are normally on RGB sliders, so you can always change that at
04:28any time, and I'll leave that on HSV for now.
04:32Let's make it a nice shade of blue, a little bit more rich, a little bit more
04:35saturation there, and I am going to take that blue material and apply it to the type.
04:39Now I can't see my type over here, so you notice as I drag towards the bottom of
04:43the Object Manager, it automatically scrolled the Object Manager so I can let go
04:47on the Extrude NURB.
04:48Now you can see that the word "reflection" has changed to blue, and also its
04:53reflection has changed to blue as well, but the sphere isn't affected by that.
04:56Now let's add some reflections to the type material.
04:59So I will click on the type material in the Material Manager to get its
05:01properties back, and then in the Basic Properties, turn on Reflection, and I get a
05:05perfect mirror ball.
05:06Now you can see my reflection now, the word "reflection" is a perfect mirror ball.
05:10It's reflecting, I can see the sphere over here, and I can see bits of the sky in
05:14there, and it's a little bit distracting. It almost it's like Chrome.
05:16So let's take this material now and dial down the Reflection property, so it's a
05:21little bit less intense. There we go.
05:25Now you can see our type actually looks a lot nicer.
05:28Let's turn the Reflection channel off and on, so you can see the
05:30difference between those two.
05:32I'll turn the Reflection channel off and then turn it back on again.
05:35Now our type lightens up a little bit, but we get some really nice lines
05:38across the surface.
05:39When you think of objects that are in the real world that are shining, like a
05:42mirror or a car, there're two components to that.
05:45There is the reflections that show up in the surface of the object, but there is
05:48also something called the specular highlight.
05:50In the real world, you can't have a shiny object that doesn't have a specular.
05:54But that's really the nice thing about 3D is you can totally separate those
05:57elements out, and have an object that is shiny without a specular highlight or
06:00with a specular highlight.
06:01So let's take a look what that means on the sphere.
06:03I'm going to go to the Material Manager and make a new material and call this
06:07material "sphere," and let's go to the Color options and change the color of that.
06:11Let's just make it blue again as well, keep everything monochromatic.
06:14I am going to bring that Saturation up a little bit and then apply this material
06:19to the sphere itself.
06:20So I'll scrub up there to the sphere object and add the material to it, and you
06:24see my Editor window automatically updates.
06:26Now this white highlight here is called the specular highlight.
06:30It always shows up at a location on the object that's directly opposite the light source.
06:34Now in the Material properties--let me click on the sphere--under the Basic
06:38options is the Specular highlight button.
06:40If I turn that off, the specular highlight goes away.
06:43Now the cool thing is I can have an object that's reflective and has no specular.
06:47Let's see what that looks like.
06:48I am going to turn the Specular back on, but I'm also going to turn on the
06:51Reflection property, and when I turn on the Reflection at 100% mirror ball,
06:55you can see I get perfect reflection of the horizon, and the word "reflection" on the sphere.
06:59Let's take the Reflection down just a bit, to about 30% or so.
07:04So now we can see the horizon, the word "reflection." We can still see that
07:08specular highlight there.
07:09So let's go back to the Basic properties and turn the Specular off.
07:12And you see that we get now a reflective ball, but we don't have that
07:16distracting highlight on there.
07:17So it really depends on what you would prefer.
07:19You can have an object that is reflective and not shiny.
07:23The last thing I want to talk about here is a setting in the Reflection
07:26properties called Blurring.
07:28I am going to go to my floor material and go to the Reflection channel and
07:32adjust the Blurriness.
07:33Now in the real world, objects are not perfectly smooth. Even the finest
07:37mirror has a little bit of grain pattern to the glass. But most objects aren't
07:41even that smooth, and the Blurriness function adds a lot of realism to your
07:45reflections by blurring the reflections out, but it dramatically effects the render time.
07:49I am going to adjust the Blurriness setting in my floor material up to say 10%,
07:54and what's going to happen you'll notice that the word "reflection" is going to
07:56blur out in intensity.
07:58Now this really looks a lot more realistic, but you can see that my render took
08:02just a little bit longer to update.
08:03The higher I crank this Blurriness value, the longer it's going to take the render.
08:07If I bring this up to say 50%, the reflection is going to blur out a lot.
08:11And let's crank the value up, so we can see the effect dramatically. 75%. There we go.
08:14So you can see there's a lot of blur on the reflection, but it right next to
08:19the object where it makes contact with the floor, it's a very tight,
08:22well-defined reflection.
08:24As that reflection travels outward from the source, it becomes more and more
08:28blurry. But you can see that it added a lot of a render time to our scene.
08:31Reflections really add a lot of realism to your images, but you've got to be
08:35careful with the settings.
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Creating materials: Rough surfaces / bumpy surfaces
00:00In the real world, very few objects are truly smooth.
00:04Mirrors, fine glass, or highly polished metals come to mind.
00:07Nearly everything else though has a texture that you can feel if you were to run
00:10your fingertips across its surface, and that texture really affects how light
00:14falls across the object.
00:15In our Material options in Cinema 4D, the Bump channel is where you control how
00:19rough or smooth your object appears.
00:22There's also a second component to Bump called Displacement.
00:24I am going to take a look at both of those right now.
00:26In the Material Manager, I am going to create a new material and look at the
00:29Basic properties here, and I'm also going to add a cube to the scene, and I'm
00:33going to move that cube over on the negative X axis, and then now I am going to
00:36add a sphere to the scene.
00:38And I'll leave those both right there, close to the center of the world.
00:40Let's zoom in on them.
00:41Now I am going to apply the same material to both the sphere and to the cube.
00:47Now, this default material is white.
00:49Let's go back to the Material properties, and we'll leave it White, but we're
00:52going to add in the Bump channel.
00:54And the Bump channel, when I add it, has no effect.
00:57If I click on the word "Bump" in the Material Attributes, I now have a Texture
01:02pulldown and a grayed-out slider.
01:03What the Bump channel does is it looks at the grayscale values of anything
01:08you put in there--it could be a shader, could be a bitmap image--and it uses
01:12those grayscale values to give the illusion that your surface is higher or
01:17lower in certain spots.
01:18White values go up, black values go down, and 50% gray values don't really change.
01:24So you can use that behavior to create the illusion that your object is bumpy or smooth.
01:29So let's, in the Texture pulldown, add in something called a shader.
01:32If I click on the Texture pulldown, I have a lot of choices here.
01:36We're going to add just the Noise shader, and when I add noise to the object,
01:40suddenly my sphere becomes very lumpy looking.
01:43Now, let's see what that looks like when we render.
01:45I'm going to turn on the Interactive Render region.
01:48If I click on the middle clapboard and add Interactive Render region, then
01:52I'll get a rectangle surrounding part of my scene that I can enlarge to
01:55encompass both objects.
01:56I am going to adjust the Quality slider over here on the right-hand side
01:59and turn that up all the way, and that's going to give me a much better representation.
02:03And this representation will update each time I make a change.
02:06So now you can see that both objects appear to be lumpy.
02:09Now that's a really important word, "appear" to be lumpy.
02:12The Bump channel actually simulates bumps.
02:15It doesn't actually create bumps on the surface of your object, and you can tell
02:18that by looking at the edges of our objects.
02:21If I zoom in on that cube right there, let's zoom in on just the edge of the
02:25cube, when I render and let the Interactive Render Region update--I can also hit
02:30Command+R to get the full frame to render-- you can see that the edges of my
02:34cube are still perfectly straight.
02:36Then every place else on the surface of the cube where I have grayscale values
02:39from that noise shader, that noise shader is creating the illusion of bumps.
02:44Same thing goes for the sphere itself.
02:46We can move over to the sphere and look at just the edges of the sphere.
02:49Let's back out just a bit.
02:50That's a little too close.
02:51You can see the sphere is still perfectly round.
02:54So the Bump channel simulates the appearance of bumps on the surface of your
02:57object, and I can control the strength of that simulation by adjusting the
03:01strength of the Bump channel. If I crank it up really high, you can see that it
03:05gets a little bit sort of fake looking the higher it gets.
03:08Now typically, I wouldn't normally use a Bump channel with this high a value in it.
03:13So what I want to do is adjust the properties on the Shader and the Strength.
03:16So let's bring the Strength back down to the 20% range.
03:19And then let's go into the Shader properties.
03:22If I click on this swatch here, that takes me into the properties of the Noise
03:25shader, and I can change a lot of properties about this noise.
03:29I can change the type of noise it is by clicking on this word and grabbing one
03:32of these different noise patterns.
03:34I can also look to see what the noise patterns are.
03:36I am going to enlarge the window here just a little bit, so I can see the little
03:40triangle here on the right-hand side.
03:42Because the words don't really mean anything to most folks, they gave us a
03:44picture representation to make it a lot easier to select the noise pattern you would like.
03:48Go ahead and pick the Blistered Turbulence.
03:51The Blistered Turbulence gives us sort of a plaster, or almost paper-like look
03:55to the surface of our object.
03:56Now what I can do is I can change the size of this shader to control how big
04:01the pattern is, and I can go to the Global Scale of the shader and adjust it downward.
04:06Let's bring it down to say 20%.
04:07And when I do that, it tightens things up and makes it look a lot more like say
04:12concrete or plaster than the paper material that it was before.
04:15So just by adjusting that one setting, I've really changed the character of the material.
04:19Let's go back up by clicking the up arrow in the Attribute Manager, back to the
04:22Bump channel, and just dial it down just a hair, to say 10%.
04:26There we go, and now it's not quite as dramatic, but it still adds a lot of
04:29character to the surface of our object.
04:30Let's back out a bit.
04:32So that's the Bump channel.
04:33The Bump channel simulates surface indentations, but what happens when you
04:36really want to indent your object?
04:38That's where the Displacement channel comes in.
04:39So let's go back to our material now and select, under the Basic properties,
04:45activate Displacement.
04:46And when I turn on Displacement, nothing happens to the material.
04:49That's because, just like the Bump channel, it's waiting for some input.
04:52So if we go to the Displacement field, it's looking for something to actually
04:57use as a displacement map.
04:58And it's always going to use the grayscale values. And just like the Bump channel,
05:02white values will go up, black values go down, 50% gray channels stay
05:06right where they are.
05:07You can really control how your object behaves by using those values.
05:10So I am going to go to the Texture pulldown and click and add another noise
05:14shader, just like I did before.
05:15Now, when I do that, the Texture preview changes dramatically here, but you
05:19look, nothing really happened in my Editor window, and that's because of a
05:23very important fact.
05:24The displacement effect is resolution-dependent.
05:28It's dependent on the resolution of the shader that you're using.
05:31It's also dependent on the resolution of the object.
05:34So the number of polygons on the surface of your object has a dramatic impact on
05:38the Displacement channel.
05:39So if we go to the cube object for example, our cube is one giant polygon.
05:44And if you remember from the modeling exercises, a single polygon cannot be
05:48bent, so that means the displacement won't have an effect on a simple polygon.
05:52But if I turn up the segments on this cube, let's make this say 10 x 10 x 10,
05:58when I do that, look what happens.
06:00I now start to see this cube move.
06:03And unlike the Bump channel, the Displacement actually moved the surface.
06:07You can see the edges of the cube are now being physically moved.
06:10There is a very important reason why the sphere did not get affected by the
06:14Displacement channel.
06:15If we click on the sphere, under the Object properties is a Render Perfect button.
06:19That Render Perfect button is there so you can have a very low-resolution
06:22sphere, and still have it render smooth.
06:24If I uncheck that Render Perfect button, now suddenly the Displacement channel
06:28will have an effect on the sphere.
06:30And the higher my segments become, the more accurately it will render the
06:34displacement effect.
06:35So if I go to the Segment property and change that to say 128, so I have a very
06:39dense cube, I have a lot more resolution, and it much more accurately represents
06:44the displacement of the object itself.
06:47So what I want to do next is talk about something called Sub-Polygon
06:50displacement, the feature of displacement that allows you to create a virtual
06:53displacement, so you don't have to have so many polygons in the surface of your object.
06:57So I am going to take my sphere and change the Segments back down to say 10, and
07:02I get a very low-resolution sphere.
07:04If I go back to the Material channel and under the Displacement options, if I
07:08activate Sub-Polygon Displacement, I now get a much more highly displaced
07:13object, even though I have fewer polygons.
07:15What's happening is the subdivision level is giving me four polygons for every
07:19one polygon that I had before.
07:21So I get a much more dense sphere with fewer polygons.
07:24Now, sometimes Sub-Polygon displacement can render faster, and sometimes it can render slower.
07:28It really depends on how many polygons you had to start with in your object.
07:32Now that you see how it can be done in the computer, take a look around your
07:35home or office and try to recreate some of the surfaces you see.
Collapse this transcript
Creating materials: Transparent surfaces
00:00Transparency can be a bit tricky because it involves the software having to look
00:03through objects and predict what would happen to the rays as they pass through;
00:06do they bounce around and come out at a different angle like crystal? Or do
00:09they pass right through like window glass? Or do they get distorted like the
00:12lenses on reading glasses.
00:14So to test this out and to understand transparency a little bit better, I have
00:17prepared a wine glass, and this is a really good example of the kind of thing
00:20that you might have to do on a regular basis.
00:23The model that we've got here is a wine glass with some wine inside of it, and
00:27its just two Lathe NURBS.
00:28I am going to turn off the wine itself.
00:30If you orbit around inside here, you can see that there's actual wine.
00:33I don't want to confuse the issue right now.
00:35I just want to focus on the wine glass.
00:37So I am going to turn that off.
00:38The rest of the scene, I have got a Floor object, which is a scene element that
00:41goes off to infinity, and a Sky object, which is basically a big virtual dome
00:45surrounding my scene.
00:47Now I'm going to make a new material here in the Material Manager, File > New
00:50Material. We'll call this material "GLASS."
00:52And the GLASS material is going to have some basic properties of Color,
00:58Specular, and Reflection, and Transparency.
01:01So let's start off with just the transparency for now though, because that's what
01:04we want to talk about.
01:05Eventually we are going to add some reflection to it as well.
01:07So as I add the Transparent channel, you see that the glass preview material
01:12goes away, and basically all we have left are the specular highlights.
01:15Let's go ahead and add this material to the wine glass object.
01:20So as I add it, it becomes a little bit translucent here in the Editor window,
01:23but you should never trust this view.
01:25What you should always do is either Command+R or Ctrl+R to render the scene. Or
01:29you can add the Interactive Render region like I'm going to do.
01:31So I am going to turn on Interactive Render region, and the great thing about
01:34this is that it will automatically update every time I make a change to the wine glass.
01:38So I am going to enlarge the region, and then I'm going to turn the quality up
01:43all the way to the top, so I'll get a pretty close-to-accurate render of my wine glass.
01:47The material that we've got here is transparent, and it's passing all the rays
01:51through, except for where the Specular highlight hits. And the Specular
01:54highlight is this right point source of light that is hitting the glass surface
01:58from the autolight.
01:59Glass normally always has a specular highlight, but it's usually not this wide.
02:03So the first thing I want to do is go to the GLASS material, and under the Specular
02:06channel, we are going to change the Width of this.
02:09The Width is going to control how tightly that specular highlight appears.
02:12So we are going to bring it down nice and tight. There we go.
02:15Now the kind of glass you'd have a wine glass is transparent, but it doesn't
02:18actually pass all the rays.
02:20Some of them get bounced around a little bit. That's because of the curvature.
02:23So we're going to do two things in the Transparency channel.
02:25First thing we are going to do is dial down the Brightness just a bit, so at 100%
02:30brightness, the glass is fully transparent and all the rays pass.
02:33But we are going to go to about 95% or so.
02:35You can see that gives us a little bit of our shape back for the glass.
02:38The next thing we want to do is to turn on something called Refraction.
02:42Now a flat piece of glass passes rays straight through it, and that's why
02:45windows look so nice in the outside world because the glass is flat, and the
02:49image that you see through the glass does not get distorted.
02:51But lenses and curved glasses, like this wine glass, do bend light.
02:56So the bending of that light is called refraction.
02:58In the Transparency channel, a Refraction index of 1 is straight through.
03:02So we are going to turn this up just a little bit to 1.2.
03:051.2 is going to give us a pretty nice refraction. And you can see, instantly our
03:10glass looks a whole lot better.
03:12You can see the light bending as it passes through the glass, and we get to see
03:17the curvature of the glass itself--
03:19very much like a real wine glass-- and this is looking a lot nicer.
03:22Now a transparent object like glass is always reflective in the real world.
03:25You can't have a piece of glass that's not reflective, unless of course you were
03:28to blast it with sand or something like that to change the surface property.
03:32In 3D, however, we can turn off the reflection and turn on the reflection at will.
03:36Now this one glass looks really good, but I think it would look a lot nicer if
03:39we added some reflection to the mix.
03:41I am going to go to the Basic properties and turn on the Reflection channel.
03:44So when I turn on the Reflection channel, suddenly my glass brightens up a bit.
03:48That's because now it's reflecting the world around it.
03:51The sky object that we see in the scene, which is basically just a big virtual
03:55dome that's colored white by default, is now being reflected in our glass, and I
03:59think it looks a whole lot nicer.
04:01So our wine glass is looking fantastic, but what's a wine glass if it's empty?
04:05A wine glass should be full of wine, and so let's go ahead and add some wine to it.
04:09I am going to turn on the wine object, and as I turn that on, you see that
04:14suddenly the wine glass is full of wine, but its white-colored wine right.
04:18Now we could make a chardonnay or something like that, but red wine I think will
04:22look a lot better, and actually I prefer red wine,
04:24so we are going to make some red wine right now.
04:26In the Materials, I'm going to go the File menu and make a new material, and
04:29we'll call this material "WINE."
04:31Now when I make a new material, I always ask myself, what are the properties of that material?
04:36What are the properties of the thing I'm trying to make?
04:38First off, red wine is red, and next up, wine is a little bit transparent.
04:43It's also reflective.
04:45It's a little bit shiny, as well.
04:46So that tells me I need to turn on the Color channel, which is already on by default.
04:51I know I am going to need Reflection, and I know I am going to need Specular,
04:54and I know I am going to need Transparency,
04:55so I am going to turn all those guys on.
04:57As soon as I do that, the wine becomes perfectly transparent. We don't want that.
05:01So let's go to the Transparency channel and bring this down to about maybe,
05:05let's try 40% or so.
05:06You can see now we have a nice- looking sort of mirrored bubble here, and
05:10we're going to apply this wine to the wine object. And that's going to change
05:15how things look here.
05:16And we could see a little bit of our glass through the wine now.
05:19Next thing I want to do is go back to the WINE material and change the color.
05:22So let's pick a nice dark red.
05:24Now, I am going to go to the color picker here by clicking on the swatch.
05:27It make a little bit easier sometimes to visualize.
05:29I am going to grab a nice rich, dark red here.
05:33The color of the glass is affected by the Transparency and the Reflection,
05:38so what I am going to do is go to Reflection now, and make them the same color
05:41and here's a great little trick.
05:43If I hold down the Shift key and select the Reflection channel, I can see the
05:47Reflection channel and the Color channel at the same time.
05:50If I want to get this exact same color into the reflections, all I have to do
05:53is to drag this chip down onto this chip, and suddenly now my wine looks a lot more appetizing.
06:00Next up is the Specular highlight.
06:01Wine has a very tight specular highlight, just like glass.
06:04So if we go to the Specular channel, I am going to dial the Width down a little
06:08bit and then turn up the Height because the specular highlight should be quite a
06:11brighter than that, to give it more of a wet look.
06:13So I am going to dial that up. That's going to give us a much nicer-looking wine surface.
06:18Normally, you would want to orbit around this glass to take a look at it
06:20from some other angles.
06:21So I am going to do that.
06:22Let's just orbit around.
06:23You'll see that the Interactive Rendering region, as soon as I let go the mouse,
06:26will go ahead and re-update. And pretty much the wine glass, because it's a
06:30cylindrically-based object,
06:31is going to look the same as I orbit around just on this plane. But let's look
06:35at it from up above as well, just to get a feel.
06:38You can see how the transparency changes as I orbit around it, and that's based
06:42on primarily what you're seeing through the glass.
06:45Remember, glass material, be it an actual glass or plastic water bottle or
06:49anything that you can actually see through, is a combination of what you see
06:53through the glass as well as what's reflected in it.
Collapse this transcript
Using alpha channels to create a label
00:00In this movie, we're going to be talking about the alpha channel, which is
00:03another component of transparency, but it's a little bit different than the
00:06Transparency channel itself.
00:08So what I've got here is a wine bottle that's sitting on a floor, and let me
00:13change the window size here so we can see our objects.
00:15And the wine bottle itself is a null object with two Lathe NURBS under it:
00:19a Lathe NURB for the lid and a Lathe NURB for the bottle. And I've pre-applied
00:22materials to them to give them their color,
00:24so the wine bottle is nice rich red, and the lid is black. And if I'd Command+R
00:28or Ctrl+R on the keyboard, you see I just have a basic scene here.
00:31A wine bottle normally has a label applied to it, and that label is cut out on
00:35the surface of the bottle.
00:36And the technique I want to use for that in Cinema 4D is called an alpha channel.
00:39So the first step of that process is to create a new material.
00:42So I'm going to go to the Material Manager and go to New Material, and I'm going
00:46to call this "label," l-a-b-e-l.
00:49Now the properties of my label: whenever I make a new material I always like to
00:53say out loud, the kinds of properties that it's going to have.
00:55The label has color, which will be the actual words and letters that are on the
00:58label, and it needs to be cut out on the surface of the object, and that is
01:02called an alpha channel.
01:03So I know, in the Basic properties, I'm going to need Specular as well because my
01:06label will be a little bit shiny, and I'm going to need alpha.
01:08So if I activate the Alpha, nothing happens to my material preview here. That's
01:12because the alpha channel needs an image, or some other bitmap or grayscale
01:17information in order to actually cut out the material.
01:20So we're going to do that, and the file that we're going to use in the Chapter 6
01:23Project Files folder, there's a tex folder here, and it's called
01:27bottle_label.psd. And it's a Photoshop file that I've created that has a
01:32transparency outside this red border.
01:34So it's basically a rounded rectangle that will stick onto the surface of the bottle.
01:38Let's go back to Cinema 4D.
01:39So I need to load that Photoshop file into the Color channel, and so let's go
01:43to the Color channel, click on the Load Image button, and then navigate to that tex folder.
01:48You can see I'm in the tex folder, in Chapter 6 Project Files folder. And I'm
01:52going to go to the bottle_label.psd and hit Open.
01:55And that's now load it into the Color channel.
01:57Now I need to go to the alpha channel and put the same image in.
02:00Now I could click on the Load Image button and navigate to that same location, or
02:04I could go to the Texture pulldown here, go to the Bitmaps menu--and the Bitmaps
02:08menu will contain any bitmap images:
02:11JPEGs, Photoshop files, TIFF files, you name it, that are already used in the project.
02:15And so, since the only thing I've used in this product is the bottle_label.psd,
02:19it shows up right there in the menu.
02:21So I'm going to go to the bottle_label.psd and let go, and now I've got this
02:24alpha channel in here, and you can see it actually reads the transparency of
02:27the Photoshop file.
02:28Now that we've got our label created, we need to apply it to the bottle.
02:31So I'm going to move my window down here just a bit, so I've little bit more
02:34working room, and I'm going to take the label material and drag it from the
02:37Material Manager onto the bottle.
02:39Now CINEMA 4D allows you to have an infinite number of materials on your object.
02:43The order here that they appear in is very important.
02:45Our material on the right-hand side overwrites the material on the left-hand side.
02:48So it reads the materials from right to left.
02:51So as you can see, my label is actually on top of the glass, which is just the way
02:54I want it. But if I render, if I hit Command+R or Ctrl+R on the keyboard, you can
02:58see that it's actually wrapped the label all the way around the bottle, and
03:02that's because of the default projection method.
03:04If I click the Texture tag that's applied to the bottle and go to the Tag
03:08properties, and I look at the Projection method, it defaults to UVW Mapping. And
03:13the UV Map for a Lathe NURB object basically is a cylindrical wrap.
03:17Now that's kind of what we want, but we don't want it to wrap on the whole bottle.
03:21So what we need to do next is to change the Projection method.
03:24So I'm going to go to the UV Mapping pulldown here and select Cylindrical,
03:27because our label needs to be wrapped cylindrically around the bottle.
03:31So if I let go on the Cylindrical Projection method, you can see now it wraps
03:36cylindrically around the bottle, just like it was before, except now it repeats
03:39over and over again.
03:40So I don't want it to repeat--I only want to have one label on my bottle--
03:43so I need to turn off the Tile option.
03:45The Tile option causes the material to repeat over and over again on the
03:48surface of the object.
03:49So if I uncheck that, I now have one label.
03:52Now, that label is in the wrong position, so what I need to do now is use the
03:55Texture tool to move that label around.
03:58So if I go to the Texture tool, as long as I have the bottle selected, and I have
04:01the material selected, then I'll see this representation of the projection method
04:05on the bottle itself.
04:07If I didn't have the bottle selected, I wouldn't see that yellow grid
04:11surrounding the bottle.
04:12So make sure that you have your actual bottle selected, and then click on the
04:16material, and then you'll see the actual projection method for that material.
04:19So now that I have the Texture tool selected, I can move this texture around.
04:23So the first thing I want to do is raise it up so it's about on the middle of
04:26the bottle itself, and we can orbit. And let's zoom in on that, so we can see it
04:29a little bit better.
04:30It's about positioned, height-wise, where I want it on bottle, but it's
04:34wrapping too far around.
04:35So if I go to the Tag properties for the texture that I have that represents
04:39the label, I can adjust the Length U and Length V. The Length V will control
04:44the height of the label, and I don't really want to change that. I think its
04:47fine the way it is.
04:48The Length U will adjust the width of the label. And as I scrub that down, I need
04:54to orbit around so I can see the label itself as it changes shape. And I'm down
04:59to about 46%. And I'm going to change the height just a bit and squish it down
05:05just a bit, so it feels a little bit more proportionally correct. And I think
05:09that's looking pretty good.
05:10Now if I go back to the Perspective View Edit menu and choose Frame Default,
05:14that's going to snap me back to a 45-degree angle of orientation.
05:18Now my bottle is a lot larger than this default framing,
05:21so I'm going to back out from here, and you can see that based on this angle of
05:25view the label is on the back side of the bottle. And I'd like the front of my
05:28bottle to be over here,
05:29so what I'm going to do is go to the Coordinate properties for this same
05:32Texture tag and adjust the Heading rotation to be 180, and that's going to flop the label around.
05:38It basically rotates it 180 degrees around its Y axis, so it's on the front of the bottle.
05:44Let's take a look at what our label looks like when it's rendered.
05:46I'm going to fill up the frame with the bottle and then hit Command+R or Ctrl+R on the
05:49keyboard, and there it is.
05:52That's really all the basic steps for putting the label on the bottle.
05:54The important thing to remember about the difference between transparency and
05:57alpha channel is that transparency cuts all the way through the object, while
06:01the alpha channel allows you to reveal a material that is underneath the second material.
06:05So have some fun with this and experiment and make your own wine label and then
06:09stick it on the bottle and see how it looks.
Collapse this transcript
Using selection tags to apply materials to part of an object
00:00When you're applying textures to objects, there is a lot of times where you need
00:03to be able to limit where that texture shows up, and there is a very special tag
00:07to do that in Cinema 4D.
00:08I am going to add a sphere to the scene, and that sphere is a regular spherical object.
00:13It has polygons, but it's still parametric.
00:15And what I want to do is be able to create a material that only shows up on the
00:18equator of this sphere.
00:19So in order to do that, I need to make this sphere editable.
00:22So I am going to go to the Make Object Editable button and click on that.
00:24Now my sphere is a polygon object, and I can go into Polygon mode and actually
00:28select individual polygons on the surface of this sphere.
00:31So I am going to use the Selection tool now and paint the selection all the way
00:35around the equator of this sphere, and I'll orbit around.
00:37Now any polygons that I get that I don't want, like that one right there, I'll
00:40hold down the Ctrl key and deselect them. And I am going to paint around and
00:46then paint around and paint around--there we go-- and then hold on the Ctrl key to deselect that.
00:52So you can see I have a selection all the way around the equator.
00:54Now what I want to have is just the material that shows up on the equator only.
00:58And so, under the Selection menu, at the very bottom, is Set Selection.
01:03Now when I execute this command, I am going to get a red triangle on my sphere object.
01:06I'll let go of Set Selection, You can see a red triangle here.
01:09And this Selection tag is very, very useful for modeling as well as texturing.
01:13So, let's say, for example, I deselect my polygons and select my sphere again.
01:19At some point I want to be able to reselect those polygons.
01:21If you click on the Selection Tag, I can go back to Select Polygons, and the
01:25selection of those polygons is stored in this tag.
01:28I can also deselect the polygons.
01:29I can hide those polygons and make them invisible, which is really useful when
01:33you're modeling and you want to see part of your model that's being blocked
01:36by some other polygons. You can hide those from view using the Selection tag.
01:39When it comes to texturing though, the really useful bit for this tag is to
01:43limit how materials show up on objects.
01:46So I am going to unhide these polygons to get back to our sphere, and I'll
01:49create a new material.
01:50In this material, I'll just change the colors. Let's make it a nice shade of
01:54blue, and apply it to our sphere.
01:57And now I want to have another material that is just around the equator.
02:01So I'm going to go to the Material Manager > File menu and make a new material and
02:05this material, I'll just leave it white and drag it onto this sphere.
02:08Now Cinema 4D evaluates these materials from right to left.
02:11So the white material is overriding the blue.
02:13What I want to do next is limit the white material to only show up on the
02:16equator, and the way I do that is by going to the Tag properties and in the
02:19Selection field, I drag this rectangle right into that field.
02:25When I let go, now you can see the white material is only showing up on the equator.
02:29When I deselect, I can see a stripe on my ball.
02:32So when I render that, you can see there is the material, limited to only
02:35the equator polygons.
02:36That's a really important technique for texture mapping. As easy as it is to
02:40apply materials to objects,
02:41not every material needs a solid color, and so this is a great way to add extra
02:46materials to your objects and control them in a very specific way.
Collapse this transcript
Texturing type using multiple materials
00:00CINEMA 4D is used a lot in the television industry for creating
00:03three-dimensional type, and flying it around on-screen.
00:06Three-dimensional type by itself sometimes needs a lot of help in order to be
00:09really legible onscreen, and so there is a great technique in CINEMA 4D for
00:13creating your type and making it a lot more readable on-screen.
00:16So let's see what this means.
00:18I'm going to render this scene. Command+R. You can see I've got this Extrude logo.
00:22This is the same Extrude logo that we created in a previous chapter.
00:26It renders out great.
00:27Now, I've got an orange material here.
00:28I'm going to apply that material to the border, and I'll apply it to the type as well.
00:33Now that orange material, it looks okay, but I really want to be able to
00:36read the word "Extrude."
00:37I want it to pop out of the logo itself, and so what I really want to be able to
00:41do is to control the faces of the logo separate from the Extrudes of the logo.
00:46There is a great technique for that.
00:48It involves a Selection tag.
00:49Now in a previous movie, I talked about the Selection Tag command.
00:52While the Extrude NURB has some built- in selection tags that you don't have to
00:56actually have the red triangle on for.
00:58You just have to know the code for them.
01:00So, I'm going to go to the Materials.
01:03The first thing I'm going to need to do is make a darker material.
01:05I would like to have a darker material on the sides of my type than on the faces.
01:10That's going to make the faces pop out.
01:11So if I go to the Materials, I can take this logo face,
01:14hold down the Ctrl key, and drag a copy of it.
01:17Now I'll rename it, and call it "logo sides."
01:21In the logo sides material, I'll go to the Color option, and just darken it down.
01:26Bring it down about maybe 55% or so.
01:28So if I apply this to the border, and I'll apply it to the type, now when I
01:35render--Command+R or Ctrl+R--this material is on the right-hand side.
01:38It's overriding that bright orange material.
01:40So I then need to move this material to the left.
01:43So I'm going to drag it over on each element.
01:46Now when I render, you can see my logo is back to the bright orange that it was before.
01:52So what I want to do now is to limit this bright orange material to only
01:55showing up on the faces:
01:56the face of the border, and the face of the type as well.
01:59In order to do that, what I have to do is select the material.
02:02I'll start with the type.
02:03And on the Texture tag, there is a Selection field.
02:06If I type in these letters, capital C, and the number 1--and the case is
02:11very important here--
02:12capital C and the number 1, and hit Return, you'll see that the texture now shows up
02:17only on the face of the object.
02:18Now when I render--Command+R-- my type is a lot more legible.
02:22So let's do that same process for the border.
02:24I'll go to click the border material, the actual face of the tag that's on the Object.
02:30I'll go the Selection field, and type in capital C and the number 1.
02:35When I do that, now my border also shows up with a brighter face.
02:40The next thing I'd like to do is to have the edges really pop off of there.
02:44That's going to make it a lot more interesting to look at when it flies around.
02:47So in order to do that, I'm going to make a third material.
02:50So, I'll start with that logo face again,
02:51hold down the Ctrl key, and drag it to the right.
02:54I'll call this one "logo EDGE."
02:57And that logo Edge material I want to show up only on the bevels that I've got
03:02on this type, and on the border.
03:05So let's start off by adding it to the type.
03:08When I render now, it's overriding those other materials.
03:11So let's start by changing this color to make it a lot brighter.
03:15I'll go to the Basic properties.
03:16I'm going to add in a little bit of luminance.
03:18Luminance is going to initially change the ball to be completely white.
03:23You can see it changed my type to be completely white now, because it's
03:25overriding those materials.
03:27So I want to go down to the Luminance channel and dial it down just a bit and
03:30then change the color.
03:31I'd like to have the same color in my Luminance channel that I have in the Color channel.
03:35So if I hold down the Shift key and grab the Color channel, I can just drag
03:39this swatch from the Color channel to the Luminance channel and
03:41then just select the Luminance channel and brighten it up a bit.
03:44So you can see, compared to the faces, the edges are quite a brighter.
03:50I think I'll turn up the Reflection a bit on the edges as well. That'll
03:53make them pop even more.
03:55Now, this material is still overriding the others.
03:58So what I'll need to do is go to the Selection field, and this time, I'll type in R1.
04:02Remember, the case is very important.
04:06When I hit Return, now it's only on the edges.
04:09When I render, you can see my edges are really pop off of that type.
04:12Let's repeat that process for the border.
04:14Actually, all I really need to do is just hold down the Ctrl key and drag this
04:19Texture tag up onto the border.
04:21Because I've already got the Selection Tag in there, when I render, my border
04:25edges will pop off nicely as well.
04:27So, the selection tags are built into the Extrude NURB object.
04:31The numbers that you need to remember are C1 for the cap one--that's the cap on the face--
04:36R1 for the rounding on the face.
04:39Then for the back side, it's C2 and R2.
04:42So the number 1 indicates the front, the 2 indicates the back side of the type.
04:46The cap is the face, and the rounding is the bevel.
04:50This technique is really useful for making your type pop and making your
04:54logos a lot more legible.
Collapse this transcript
7. Lights
Understanding how lights work in the 3D world
00:00In the real world, light comes from a source and bounces all around the
00:03environment it's in, until it finally lands on your eye.
00:06Your brain then interprets that light into images.
00:08All of that light bouncing around us all the time is physically impossible for
00:11even the most powerful computers to accurately calculate.
00:14When the programmers were working on the lighting engine for C4D, they needed to
00:18make some decisions.
00:19Foremost was this: if the render engine is not able to accurately calculate
00:23light bounce, what are the absolute basic characteristics of the behavior of
00:26lights that an artist could use to simulate different lightening scenarios?
00:30The answer to that question can be found in the types of lights that you see in
00:33the Cinema 4D application.
00:34So I have a basic file here open in Cinema 4D.
00:37It's just this floor and a sphere.
00:39That floor object goes off to infinity.
00:41Now normally if I hit Command+R here, you can see that my scene is lit.
00:45The sphere has a specular highlight on it, and that specular highlight is being
00:47caused by something called the Auto Light.
00:50The Auto light is on by default so that you can actually see what's happening in
00:53your scene when you hit the Render button.
00:55Now as soon as you start to add physical lights in your scene, the Auto light
00:58turns off automatically.
00:59When I add a light to the scene right now--I am going to click and hold on the
01:03scene objects, so you can see there are some other light types here.
01:06I am going to add just a basic Omni light to the scene.
01:09When I add that light to the scene, my scene goes dark.
01:12Now an Omni light is a light that shines in every direction
01:15omni-directionally, and that's why they call it an Omni light.
01:18This Omni light right now is exactly in the center of the world, but that also
01:21happens to be in the center of our floor and just underneath our sphere.
01:24So let's move this light up on the Y axis.
01:27So I will move it up on the Y axis about maybe 300 units or so, and then I am
01:31going to back up just a bit, so you can see the light object itself.
01:34If I Command+R or Ctrl+R right now, you can see now my scene is lit from above.
01:39There is a transition, or a falloff, on the surface of my sphere that goes
01:43from bright to dark.
01:45Now that word "falloff" is very important.
01:46We are going to be using it a lot in the lighting chapter, as well as
01:49the materials chapter.
01:51Falloff simply means a transition from one state to another.
01:53In this case, the falloff is from light to dark.
01:56Now one thing you don't see is shadows.
01:58The programmers, when they created lights, they said, okay, we are going to allow
02:02artists to create light, but we want to keep the shadows separate.
02:05That way if they don't need to have shadows on all the time, they can light
02:09without shadow and save a lot render time.
02:11In the real world, you can't have light without shadow, but in 3D they give you
02:14that option, and it's very handy in a lot of situations.
02:17Now that we have a light in our scene, let's take a look at some of the light options.
02:20So I am going to click on the light to give me the Light Attributes, and under
02:24the Basic properties you've got the name and the layer and Visible in Editor and
02:27Visible in Renderer.
02:28But now you have a whole host of other options here.
02:32And if I go to the General properties,
02:34the General properties are where you control the color and intensity of the
02:38light, as well as the kind of light you have, and whether or not it's casting shadows.
02:41So right now our light Type is set to Omni, and you can actually change your
02:45light to any other type of light at any given time.
02:47For now I am going to leave this on Omni, and remember,
02:49now Omni light shines omni-directionally, and the Intensity slider will control
02:53the brightness of the light.
02:54So as I slide the Intensity slider to the left, you can see my scene gets darker.
02:58Now one thing you should be very careful of is never trusting what you see
03:01in the Editor window.
03:03So what I am going to do is I'm going to activate the Interactive Render region.
03:07In order to do that I am going to click and hold on the middle clapboard here,
03:11and as I scroll down to Interactive Render Region, when I let go of that, I am
03:15going to get a rectangle on my scene.
03:16I am going to enlarge that rectangle and just make it big enough to
03:20encompass the sphere itself.
03:22There is a Quality slider here on the right-hand side. I am going to slide that
03:24up to the very top, so I get a much more accurate representation of my scene.
03:29Now that I have the Interactive Render region turned on, anytime I make a
03:32change, I can immediately see the results of the change in the Render window.
03:36I am going to adjust the Intensity slider here down a bit, so you see that the
03:41scene gets darker as ingest the intensity downward.
03:43I will bring it back up to 100%.
03:45Now lights can actually go beyond 100% intensity.
03:48So the slider here peeks out at 100%, but you can always scrub it using the
03:52scrubber here, by clicking on this guy and dragging upward.
03:55You can continue changing the brightness on up to infinity, basically.
04:00You will notice that as the light gets brighter, a very important thing happens.
04:03The contrast of the image changes dramatically, and that's a really cool thing.
04:07In the real world, when you work with lights you have a very little bit of
04:11control over how that light behaves.
04:13In 3D you can change the behavior of the light dramatically, and it provides for
04:16a lot of flexibility in the lighting engine.
04:18There is one other thing I want to talk about in regards to 3D lighting versus
04:22real world lighting, and that's the idea of how light interacts with objects.
04:26In the real world, when you shine a light on something, if that object is opaque--
04:30meaning it doesn't pass light--
04:31you get a shadow on the other side.
04:33That's how shadows are created in the real world.
04:34Light does not pass through an object, and it occludes the light and blocks
04:38the light from passing through, and it creates a shadow on the other side of that object.
04:41Well, in 3D, the light behaves quite a bit differently.
04:44Let's see what that means.
04:45I'm going to delete this light and add another light in the scene, just to make
04:48sure I get all my settings back to where they were.
04:50So I'll add another Omni light.
04:53You see it shows up in the center of floor.
04:54Now I can just drag it up on the Y axis, and so it's illuminating the scene again.
04:59Now in order to show this next phenomenon, I need a second object in the scene.
05:03I am going to add a cube to the scene.
05:04The cube shows up in the center of the floor.
05:06Let's move it up 100 units on the Y axis.
05:09I will go the Coordinate properties and go to the Y position and change
05:11that value to be 100.
05:13Now I am going to slide this object on the Z axis.
05:15I'm going to move my light, and I'm going to move my light to this location, just
05:20in front of the sphere.
05:21Now in the real world, you'd expect the light to be blocked by the sphere and
05:25that dark zone to appear on the surface of the cube.
05:27But that's not going to happen.
05:28So let's see what that means.
05:30When I grab the light itself, I am going to move it on Z axis, and then down on
05:34the Y axis, and as I move it down in front of the sphere, you will see that the
05:38light actually passes right through the sphere and hits the side of the cube,
05:42just as if this sphere wasn't there.
05:45So this behavior is really quite a bit different than what you would expect in the real world.
05:49In order to get a behavior more consistent with the real world, what you need to
05:52do is to turn on Shadows.
05:54So, if I go to the General properties of my Light Object and go to the Shadow
05:58pulldown, and select the default Shadow Maps (Soft).
06:02When I do that, suddenly the light behaves more like it would in the real world,
06:06and it's casting a shadow.
06:07So, the important thing to remember about the differences between light
06:11in Cinema 4D and light in the real world, is that, number one, light does not bounce.
06:15Number two, light passes through objects until you turn on shadows.
06:20As long as you keep those two things in mind, you will have a much more
06:22consistent experience when you're doing your lighting.
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Adjusting falloff to limit how light affects objects
00:00Another very important component of light in Cinema 4D is something called
00:04falloff, and falloff is the idea that light diminishes in intensity from its source point.
00:10In the real world that happens naturally, but in 3D light does not fall off with
00:15intensity by default.
00:16Now I have a basic scene open here with a floor object and a sphere, and the
00:20auto light is lighting the scene.
00:21If I click Command+R, you see that there is the general illumination.
00:24I am going to add a light source to the scene, and the light I'm going to add is
00:27the Omni light, just the very first light type up here.
00:30And the light when it comes in is at 0, 0, 0, and it's in the center of the
00:34world, underneath the sphere, and basically in the floor.
00:36So, I need to move that, and I am going to move that light up.
00:39Now this light, it's only a few units from the sphere right now, but if I were
00:44to take that light--I am going to back up in the Perspective view here and
00:47I'll go to the Top view, and I'm going to move that light on the Z axis until
00:53it's a long ways away.
00:54And you'll see the light is still the same intensity.
00:57Now it's not illuminating the floor right here, but it's hitting the sphere with
01:00the exact same intensity that it did when it was right next to it, and that's a
01:04behavior that's on by default.
01:06And so if you want to have something that's a little more realistic, you have
01:08to turn on Falloff.
01:10So I am going to undo my movement of the light and get it right back to the
01:13sphere and go to the Detail section of the Lights.
01:16So if I click on my Light and go to the Details properties, that's where I can
01:19turn the Falloff off and on.
01:21Now the word falloff simply means a transition from one state to another, and
01:25in this case, the falloff is a transition from intensity, from 100% intensity to 0% intensity.
01:32Now there are several different types of falloff, and we are going to use the
01:34Inverse Square, which is you can see by the description in the interface is
01:37physically accurate.
01:39But there's actually several other types of falloff, and there's a really handy
01:43image that is in the Help system that allows you to see what the different
01:46Falloff types look like.
01:47So I am going to right-click on the word Falloff and go to Show Help at the
01:51bottom of that contextual menu.
01:53And when I let go, it's going to jump in the Help system right to the word
01:56Falloff and show me that image that I was talking about.
02:00And if we click on this image, it will get a lot larger.
02:02And I'll enlarge my screen here, so we can see the different Falloff types.
02:06And you can see the default Falloff is None, and the light is the same intensity
02:11all the way through this room that they've set up.
02:13And then Linear is this behavior, and you can see the light gets less intense.
02:17And as we scroll down here, Inverse Square is what we are going to be using for our scene.
02:22That's a little bit more physically accurate.
02:23So you have a very bright source of light close to the light, and then it falls
02:27off in intensity as you get away from that light.
02:29And so you can experiment with these other types to see which you prefer, but we
02:33are going to use Inverse Square for this.
02:34I am going to close the Help window up and go back to the Falloff pulldown and
02:38select Inverse Square.
02:40And when I do that, I get a preview ring on my light--and I'll switch back
02:44to the Perspective view here--and this preview ring tells me where the falloff ends.
02:49And so if I render, Command+R, you can see that I have a very bright source of
02:53light right here next to my sphere, but farther away from the sphere, the
02:57light gets less intense.
02:58I'll hit A on the keyboard to redraw the screen.
03:01You will see as I drag that light farther away from the sphere, the light
03:04intensity will begin to diminish.
03:06I am going to back out just a bit and then drag it way off to the left here and render.
03:11You can see now it's behaving in a much more physically accurate way.
03:14So the whole idea of falloff really is to provide you with a way to control the
03:17intensity of your light as it relates to other objects.
03:20It's not on by default, but you can turn it on at anytime and also you can turn
03:23it off at anytime as well.
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Understanding light types
00:00To understand the four primary light types, we'll need to once again think
00:03about the real world.
00:04The four light types are Omni, Spot, Infinite, and Area, and each of these is
00:08designed to simulate a different type of situation in the real world.
00:11Let's see what that means.
00:12I am going to add a light to the scene.
00:14I've got a basic scene open here with just a floor object and a sphere. And
00:18I'm going to go to the Scene Objects pulldown, and each of the four light
00:21types are listed here in the Scene Objects pulldown, but I am just going to
00:24add a light to the scene.
00:26We can change our light type to any one of the other light types at any moment,
00:29and that's one of the really nice things.
00:31You're not stuck with a given light type, and you can change it to suit your needs.
00:34So as I add this light to the scene, it shows up in the center of the world
00:37and my scene gets dark, and that's because the light is in the floor and
00:40underneath the sphere.
00:41So I am going to raise that up, and move it over on the X axis, so it's just to
00:46the left of my sphere.
00:47Now the light type is Omni light and an Omni light shines equally in all directions.
00:52So if I add a second object to the scene, like this pyramid--and I'll move the
00:56pyramid up on the Y axis, so it's flushed with the floor, and then move it over
01:00here on the left and orbit around just a bit-- you can see that the cone actually
01:04is being illuminated the same way as the sphere.
01:07So the light shines in all directions.
01:09If I were to put something up above it, it would be illuminated as well.
01:12So we've got light coming from 360 degrees all the way around it.
01:15The next type of Light we're going to look at is something called an Area light.
01:18And an Area light is basically a rectangle of light, and a great example of
01:22that is a monitor. The computer monitor that I am sitting in front of is really a light source.
01:26A window in a room is a rectangle that emits light.
01:29Now, an Area light can be any shape you want. It defaults to a rectangle.
01:33So what I am going to do is select my Light object and go to the General tab
01:37and change the light type from Omni to Area.
01:41And the Area Light now, you can see it defaults to a rectangle and if I render--
01:45Command+R or Ctrl+R on the PC--it is basically a rectangle that emits light, and
01:49immediately underneath that rectangle, you get a zone of darkness.
01:52That's because no light comes out of the edges of that rectangle, and there is
01:56also a set of virtual barn doors on that rectangle to control how far the light spreads.
02:01If I go to the Details tab, I can adjust the falloff angle for the light by
02:04changing this value right here.
02:06As I decrease that falloff angle, I can control how much light comes out of the
02:10front of that rectangle.
02:11It defaults to 180 degrees, which is fully open.
02:15You can see that the light spreads out evenly all the way around the object.
02:19Now, the cool thing about an Area light is that you're not limited to just
02:22the rectangular shape.
02:23In the Details properties of an Area light, is the Area Shape pulldown, and I
02:28can change this to any one of these shapes.
02:30You can have a disc, a rectangle, a line, a sphere. You can also have an object
02:36as well, and when you let go on the Object, it presents you with an Object
02:39field, and I can add a cube to the scene, for example, and I can have that cube emit light.
02:45If I go to Light object in the Detail section in the Object field, I add the
02:49cube into that field, look: it won't go. And that's because this object needs to
02:54be a polygonal object, and my cube is a parametric, or a primitive object.
02:58And so if I take the cube and make it editable, then go back to my light and in
03:03the Object field, I'll be able to add the cube to the Object field.
03:06Now suddenly, the cube is emitting the light, not the light itself.
03:10If I move the light around, you see nothing happens. But if I move the cube
03:14around, I can move that cube, and now the cube is emitting light.
03:20Let's back up just a bit here, so you can see the effect that the cube is having
03:24on the scene. I'll render that.
03:26This is a really great technique if you're creating a room scene, for example, and
03:29you have a light bulb in that scene, and you want the light to come exactly from
03:31the location of light bulb, you can have that light bulb in the Object field for
03:35that light and then not have to physically place the light in the same location
03:39as light bulb, because the light bulb itself will be creating the light source.
03:43So the next type of light I want to talk about is something called an Infinite
03:46light, and the Infinite light is designed to simulate the behavior of the sun.
03:51The earth itself is 93 million miles away from the sun.
03:55The sun is a gigantic Omni light, basically.
03:57It shines in all directions, and we know that because we can see light
04:00hitting planets on the other sides of their orbits. But we only ever see the sun from one side.
04:04The sun is so large compared to the earth, and we're still so relatively close
04:08to it that the light traveling from the sun is effectively a giant wall of
04:12parallel light rays.
04:13They haven't really spread out that far. And so to simulate that lighting
04:16effect, they gave us the infinite light, and the infinite light is basically
04:20just a big wall of light that travels in one direction.
04:22I will just delete this cube; I don't need it anymore.
04:24And I will go to the Light object and change, under the General properties, the
04:28Type from Area to Infinite.
04:30When I change it from Area to Infinite, now when I render, you'll see that only
04:34the sphere is being illuminated, not the pyramid.
04:37If I hit A on the keyboard to redraw it, the way the Area light works is that it
04:40shines on the Z axis.
04:42You can have objects on either side of that wall, but they'll only be
04:45illuminated from one direction.
04:47So, for example, what I mean by that is if I take this sphere and move it down on
04:51its local X axis way down away from the light, you can see that it's still being illuminated.
04:56If I move it on its Z axis, from this angle we don't see the illumination, but
05:00if I orbit around, you will see, when I render, that I get an illumination on just
05:05this side of the objects, regardless of where the light is.
05:08Even if I take the light and move it this way or move it on this X axis, it
05:12illuminates only that side.
05:13If I rotate the light, wherever that Z axis is pointing is the direction that
05:17the light will be coming from.
05:19So if I rotate the light around this way, you can see that it changes the
05:22direction of the illumination.
05:24So the Infinite light is a great starting point if you're creating an outdoor scene.
05:27The last light type I want to talk about is the Spot light.
05:31In order to just to get back to a basic scene here, I am going to delete my
05:34light originally, and take my sphere and zero out its X and Z position.
05:39So I will zero that and then zero that.
05:41I'll leave it on Y 100, so it will still be above the floor.
05:44Now, I am going to add a new light to the scene, and this time, I will just add
05:47the Spot light. You can add these and change them at any time, so I'll
05:50just add a pre-made spot.
05:51Now, the Spot light is basically a conical field of light, like a track light or
05:55a spotlight that you'd see in a theater, and anything falling outside the cone
05:59doesn't get illuminated.
06:00So if I move the light up on the Y axis, you can see that even though the light
06:06is above the scene, the pyramid and the sphere are outside of the cone, and so
06:11they are not being illuminated.
06:12If I render, my scene is black.
06:14As I rotate the cone downward, you can see it starts to hit the floor, and now
06:19it's hitting the top of the sphere.
06:21And if I raise that cone up, the cone will expand.
06:26Now, the cone that you see here is really just a representation of the outer
06:30limits of the light, not the distance that the light will travel.
06:33So I can change the size of the cone by clicking and dragging on these
06:37orange handles, and that changes how large the cone is, but not how far the light extends.
06:42You can drag the center to change the representation's length, and that's really
06:46useful just so you can see what the light is hitting.
06:48But once again, it does not affect how far the light extends. You'd have to
06:51adjust the Falloff in order to do that, and the Falloff is covered in a previous movie.
06:55These four basic light types can get you through nearly any kind of lighting
06:58situation you can imagine.
07:00Take a look around your home or office and see what kinds of light types you
07:02can identify.
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Creating and manipulating shadows
00:00In the real world, you can't have lights without shadows, but the early
00:03programmers discovered it was much better for the render engine to
00:06separate lights and shadows.
00:07This allows an artist to save render time whenever possible.
00:10It also allows you to fine-tune your renderings in a way that it's impossible
00:13using a real camera and real lights.
00:15So I've got a basic scene open here, and it's just a floor object that extends
00:18off to infinity in all directions and an Extrude NURB with a text spline
00:22underneath, and the Extrude NURB is just sitting on the floor here.
00:24So I'm going to illuminate this with a Spot light.
00:27Now, if I click and hold on the Light types here, there is a special type of
00:31Spot light I'm going to use, and that's called a Target light.
00:33And a Target light is simply a Spot light with a special tag on it that tells it
00:38to always look at this LightTarget object.
00:41And the LightTarget is simply a null object that I can move around, and wherever
00:45I move the null object, the light has to point at it.
00:48So if I back up a bit, you see that the null object is at the center of the
00:53world, and wherever I move that null, the light has to follow.
00:57It's really handy for setting up a very basic light setup like this, because it
01:01immediately comes in pointing at the center of the world, and if you put your
01:03object to the center of the world, there it is.
01:05So now what I want to do next is I'll need to take this Light and make it a
01:10little bit farther out from the object. And then I'm going to expand the cone by
01:14clicking on one of these orange dots and dragging in outward a little bit.
01:18Now I know my cone is hitting the object.
01:20We don't need to see the light anymore, so let's zoom in our scene.
01:22I'm going to go in here and do a render: Command+R or Ctrl+R. You can see there
01:27is an important element from the scene missing, and that's shadows.
01:30Shadows are not on by default, and there is really great reason for that.
01:33Shadows can take up a lot of render time, and so the programmers felt it would
01:36be better to be able to choose whether or not they wanted to have shadows on.
01:39And so this time we do want to have shadows, so we need to activate shadows for that light.
01:43So if I click on the Light object and under the General options--
01:47or I can go to the Shadow options, but either place; they have the same pulldown--
01:51so under the General options, you'll see there is a Shadow pulldown.
01:53Under the Shadow options, there is a Shadow pulldown there as well.
01:56So I'll just go in the Shadow pulldown and change the Shadow type from None
02:00to Shadow Maps (Soft).
02:01Now the Shadow Maps (Soft), the way that works is it takes a rectangle from the
02:05point of view of the light source and projects that rectangle on your scene.
02:09Wherever the rectangle falls on a piece of geometry, a shadow is made, and that
02:14shadow is then projected along the length of the light onto any other objects
02:18that fall behind it to create the shape of the shadow.
02:21Now that shadow map is resolution dependent.
02:23When I let go on the Shadow Maps (Soft) type, you'll see that I get a Shadow Map
02:27Resolution X and Y field.
02:29Now there is also a pulldown here, and I can set some default values. I can
02:33also set custom values here as well.
02:34Now that I've turned on shadow maps--so let's render and see what it looks like:
02:37Command+R or Ctrl+R--and you can see that now I have shadows. My image looks a
02:41lot more interesting.
02:42There are some fundamental problems with shadow maps though, in that
02:45they're not very accurate.
02:46If you look down at the base of my letters, you can see there is a little bit of
02:49bleed on the shadow where the letters come in contact with the floor.
02:53Also, you notice that the shadow doesn't feather off. It's soft all the way
02:56around. And that's really sort of the compromise with shadow maps is that they
03:00render a lot faster than some other types of shadows, but they really don't look that good.
03:04And so there is always a compromise with shadow maps.
03:06Now there are a lot of situations where the shadow map will provide you with perfectly
03:09adequate results, and you don't need to mess with the other shallow types. But
03:13for this purpose, it doesn't really look that good.
03:14Now we're going to take a look at the next shadow type, which is Raytraced (Hard).
03:18And Raytraced (Hard) shadows are the easiest shadows for the computer to draw.
03:22If I Command+R or Ctrl+R on the keyboard, you'll see that the shadow itself has a hard edge.
03:28Now the crunchiness that you see on the edges of the shadow is controlled in the
03:32Anti-aliasing settings and the Render settings.
03:34We'll cover that in a different chapter.
03:35Now the cool thing about Raytraced (Hard) shadows is that they render very fast,
03:39and you can control the density of the shadows by adjusting the Density value.
03:43A 100% is the full density of the shadow, and I'll go to say 50%, and you
03:48see that when I render--Command+R or Ctrl+R--the shadows are still there; they're
03:52just a little bit lighter than they were before.
03:54You can also change the colors of the shadows, which can be really handy when
03:57you're working on a specific design.
03:59The last type of shadow I want to talk about is called an Area shadow.
04:02If I click and hold on the Shadow type and go to the last type of Shadow > Area,
04:07now when I render, the first thing you'll notice is that the render took a
04:09little bit longer, but the other thing you'll notice is that the shadows look a lot nicer.
04:14Now, I have my Density set at 50%. It remembers that from the previous render.
04:18So I'm going to go to the Density and turn that back up to 100%, and then I'm
04:22going to render again.
04:23So now, the beautiful thing about area shadows is that they actually
04:27interact with the geometry.
04:29And you can see that at the base of the letters the shadow is very hard
04:33where it comes in contact with the floor and then feathers off as it moves
04:36out from the objects.
04:38And that's just the way shadows behave in the real world. And so it's a much
04:42more accurate shadow type, but it does take a lot longer to render.
04:45Now the Accuracy, Minimum, and Maximum Samples area control the accuracy and
04:49quality of the shadow itself.
04:51Now, if you increase the sample rate, your shadows will take longer to render,
04:55but they will look better.
04:56So if we go to the Maximum Samples here and change this from 100 to say 200,
05:01when I render, you'll see that as I increase the samples, the shadows will get
05:06much less grainy, but the renders will take fractionally longer each time I
05:09increase that value.
05:10So you have to be really careful with that setting.
05:11The default values will usually work in most situations, and you can always
05:15adjust them later if they're not working correctly.
05:17In a perfect world with unlimited render time, I would always use area shadows.
05:21They really do look great, but unfortunately, they come at a high price.
05:24So when I'm working, I experiment with shadow settings to see what I can get away with.
05:27Sometimes I have the sacrifice shadow quality just to get the job out the door.
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Creating light rays with visible light
00:00The air around us is filled with particles:
00:01water, dust, pollen, et cetera--and these particles have a dramatic effect on light.
00:06The particles reflect and refract and obstruct the light rays, making them visible.
00:10Really what you're seeing is not the ray itself, but the effect of the rays
00:13striking the particles.
00:15In nature, this is on all of the time.
00:16But once again, the programmers decided to separate that effect out.
00:20They went one step further and gave us two types of visible light:
00:23Standard Visible and Volumetric.
00:25So I have got our basic scene open here, and it's just a text object that says
00:29"visible light," and it's an Extrude NURB with the text lying underneath it. And
00:32when I render--Command+R or Ctrl+R on the keyboard--there it is, illuminated
00:35with the Auto light.
00:37So what I am going to do is add a new light to the scene, and I'll use an
00:40Omni light for this exercise and the Omni light shows up at the center of the
00:43world, right in my light. And what I am going to do is move it back behind the elements.
00:48When I render, you can see I just see the back side edges of this light.
00:52Now, what I'm going to do is go to the Light, and under the General properties. I
00:55am going to go to the Visible Light pull down and turn on Visible Light.
01:00Now there're three types of visible light here, and I know in my intro I
01:03said there were two types of visible light, but there was exactly volumetric and
01:06inverse volumetric. They're just the reverse of each other.
01:08So I'd really think of them as only being two.
01:10So I am going to go to Visible Light, and Visible Light is the most basic kind.
01:14And when I add that light to the scene, you see now I have a sphere
01:17surrounding my light source.
01:18That sphere indicates the extent to which the visible light extends into the scene.
01:22Let's render our scene right now: Command+R or Ctrl+R. You can see, now our scene
01:26looks very different.
01:27The light itself is visible, and is visible as a sort of cloud that's
01:31brighter in the center and less intense out towards the edges, and that's called a falloff.
01:36So anytime you hear the word falloff, it means change in intensity from
01:39one state to another.
01:40It's the intensity in the brightness or the visibility of the light.
01:43So it's more visible in the center and less visible out towards the edges.
01:46Now underneath the Visibility tab, which becomes available when you activate
01:50visible light, you've got some options here.
01:53You have an Inner and Outer Distance and the Inner and Outer Distance controls
01:57where that falloff occurs.
01:59So if I increased the Inner Distance and bring that out towards the Outer
02:03Distance, you'll notice that when I render now, this zone of brightness becomes larger,
02:10the transition zone become smaller.
02:12So if I bring this all the way out to just below 500, and render, I now have a
02:19much harder visible light area.
02:21You can also change the shape of the visible light by adjusting a Relative Scale.
02:24Now the downside to visible light, the basic type of visible light, is that it
02:27does not interact with the object.
02:30Before I do anything else though, I am going to turn the Inner Distance back
02:32down to 0 so I'll have my Light source back to its original state.
02:36Under the General properties, I'm going to change the Visible type from Visible
02:41to Volumetric. And when I activate Volumetric and render, you are going to
02:46notice that now the light is actually interacting with the geometry, and that's
02:51the difference between Visible Light and Volumetric Light.
02:54Volumetric Light can still be seen, but it also interacts with the geometry.
02:58Let's move this light closer to our object, in order to get a better feel for how
03:03this works, and I will render this now.
03:05So you can see as the light rays pass the object, they create a visible
03:08obstruction to the light source.
03:10And those light rays actually extend out from the edges of the object.
03:14Now let's take a look at the last type of Visible Light:
03:16Inverse Volumetric.
03:18So if I click on the Visible Light type, I can go to Inverse Volumetric. And
03:21you'll see that Inverse Volumetric still interacts with the geometry, but
03:24instead of coming from the outer edges, it actually comes from the shape of the
03:29objects themselves. And honestly, I've never used this on a production, but you
03:34never know when you might need have to use for it.
03:36Volumetric lights can be a really beautiful addition to a rendering. Just be
03:39careful because they can have a dramatic impact on your render time.
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Creating a simple three-point light setup
00:00In the photography studio, a 3-point light setup is the starting point for many,
00:04many shots, and so it is in 3D.
00:06A 3-point light setup consists of three lights:
00:08a key, a fill, and a back.
00:10The key light is the primary source of illumination for the subject, the
00:13fill light fills in the details on the opposite side of the subject from the
00:17key light, and the back light provides a visible edge to the back side of your object.
00:22Let's see what that means with a simple logo.
00:24So what I have got here is just a basic logo that was created in a previous chapter.
00:28When I render this, it looks okay, but I think a 3-point light setup is really
00:31going to make it pop.
00:33The first step to adding a 3-point light setup is going to be to add a light.
00:37Now, the type of light I am going to use in this situation, If I click and hold on
00:40the Scene Objects here, I am going to go to a Target light.
00:43Now, a target light is simply a spotlight that has a special tag on it that
00:47tells it to always look at this object called Light Target, and the Light Target
00:51is just a null that's at the center of the world.
00:54So if I back out, you can see there is my spotlight, there's my light target, and
00:57as I move this light target around, the spotlight always has to look at it.
01:01So a Target Light is really a great place to start for a 3-point light setup
01:04because I know my light is going to be pointing right at the center of the world,
01:07exactly where my logo is.
01:09Now, the light cone for the spotlight is a little bit too small, and now my light
01:13is also too close to my object.
01:14So I am going to take the light and drag it on its Z axis and bring it way out from the logo.
01:21Next thing I want to do is to take this cone and extend it downward.
01:24Now, the cone indicates where light falls, and anything falling outside the cone
01:29will not get illuminated.
01:30So I want to make sure that my cone encompasses the entire logo.
01:34So the best way to do that is to take the cone and extend it.
01:37As I click on this middle orange dot here, I am extending the cone outward, and
01:42that's a great way to see exactly what your light is hitting.
01:45It has no effect on how far your light travels. This cone is simply a
01:48representation of the spotlight and where the spotlight is falling, and it
01:52doesn't really have an impact on how far the light extends. Really, all it's
01:55useful for is for seeing just where your light is falling.
01:58I am going to zoom in on this logo, take a little render test here, and I think
02:02my light is a little bit high.
02:04I am going to bring it down just a bit, and so I will switch to the 4-way view
02:08and drag that down just a hair, and then go in here and render:
02:12Command+R. That key position I think is pretty good.
02:14It's coming right across the face of our logo, giving us a little bit of
02:18illumination on the edges as well.
02:20Now, what I'd like to do next is to fill in the back side detail.
02:23So in the 4-way view, what I am going to do is in the Top view move my lights.
02:28And this light that I have here at the top of the scene is going to be
02:31called the key light.
02:32So let's change the name right now.
02:33We'll call it "Key light."
02:36That key light is now the primary source of illumination for our subject.
02:40Now, I want to create the fill, and the fill light is going to be based on the key light.
02:43So the next thing I want to do is just hold down the Ctrl key and drag a
02:47copy of the key light.
02:48Now, this copy of the key light points at the exact same light target.
02:52That's going to really help us out later.
02:53So I will change name of this light and call it "fill light."
02:57Now the fill light should be coming from the opposite direction as the key.
03:01So what I need to do is change where this fill light is coming from.
03:04So in the Top view, I am going to drag, I have the fill light selected, I
03:08have the Move tool active, and I am going to click anywhere in the gray area and drag.
03:13You notice I'm not clicking on the handles.
03:14That's really important.
03:16As I drag, the light is forced to always point at the center of the world where
03:21that light target is, because that makes it a lot easier to position the light.
03:24Now, I want to be able to, in the Front view, drag that light down, so it's
03:28coming kind of opposite.
03:29You can see that it's opposing the key light this way, and it's opposing the
03:32key light this way.
03:34Let's go back to this view here and render our scene.
03:38Now, our logo is too flat now, but now I can see the edges on the side, where I couldn't before.
03:43The fill light is a little bit too hot,
03:44so I am going to go back to the Intensity and bring it down to about, just
03:47make it 25% or 30%. There we go.
03:50You can see now, I see a little bit of information on these edges here, and
03:55that's just what I want.
03:56Next up is the back light.
03:58The back light provides a visible edge to our subject, and really the position of
04:02the back light is dependent entirely on where your camera is.
04:06Normally, when I light a scene like this, I wouldn't light it without actually
04:09looking through the camera. But because we haven't really covered cameras yet, I
04:12want to focus on just the lighting at this time.
04:15So in order to add that back light, I am going to work with the fill light as a starting point.
04:19So I will hold down the Ctrl key, drag a copy of the fill light, and change
04:23the name to "back light."
04:24Now, this back light uses the same light target as before.
04:27So if I switch to the 4-way view, I can take this back light and drag it right
04:32to the back side of the logo, and then I am going to drag it up as well.
04:36The reason I dragged it up is that from this angle, the edge that I want to hit
04:40is this back side right here and the top edges of the logo on the back here.
04:44So if I render now, you can see now I've got a nice illumination on the top of
04:48the logo, and on the tops of the letters themselves.
04:51The last step I want to do is to organize my scene a little bit.
04:54I have got these three lights in the scene and then my light target.
04:58What I am going to do is parent them to a null object.
05:00The reason I am parenting them to a null object is that I want to be able to
05:03sometimes move this light rig around, and a parent that's centered up on the light
05:07rig will make it a lot easier to do so.
05:08So I am going to go to Primitive Objects and add a null to the scene.
05:11I will call that null "light rig," and I'll take the key light, the back light,
05:17and the fill light, plus the Light Target and hold down the Shift key and grab
05:21all those guys, and drag them, and make them children of the light rig.
05:24So now that they're all children of the light rig, I can twirl it closed, and I can
05:27also move that light rig around, and I can rotate that light rig.
05:31So if I don't like the position of it, I can just adjust it.
05:34It's a really easy way to control your lights.
05:36For simple product stills and many logo animations, this simple setup will be all you need.
05:40A great animation technique I use is to animate the heading rotation of the
05:44parent null to get the lights to travel across the surface of your subject.
05:47It really adds a lot of life to your logo, or product.
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8. Keyframes and Animation
Understanding keyframe animation
00:00I'm here in After Effects to illustrate the concept of animation keyframes.
00:05The term keyframe originated in traditional animation.
00:08It refers to the important or key drawing in an animation cycle.
00:12The animation was measured in frames of film, which runs at 24 frames per second.
00:16Lead animators would draw important moments of a character, jumping for joy for
00:19example, and then someone called an in- between artist would come in and fill in
00:23all the drawings that would get the character from keyframe to keyframe.
00:27I'm here in After Effects and I've got a little character jumping for joy that
00:30I've drawn out by hand and scanned the frames in, in the computer.
00:34In one composition here, I have just the keyframes of the animation movement,
00:38and you can see the keyframes are his arms in the air preparing to jump,
00:43the initial squat as he prepares to leap into the air, the bottom of the squat,
00:49the initial jump, the top of the jump, and then his leg coming down preparing to land again.
00:58If I do a RAM preview, I am going to hit 0 on the numeric keypad to RAM
01:01preview this and he's jumping. You can see all the movement of the jump.
01:05It's not very smooth though.
01:07All you're seeing is the key moments of the jump cycle.
01:09So, an in-between artist, in this case, me, went back and filled in all of
01:14that in between detail.
01:15So, I'll go over to this other frame.
01:17This timeline has all of the in-between keyframes.
01:19You can see them in lavender here.
01:21If I do a ramp preview on this, the jump is a lot more smooth.
01:26It has all of those in-between keyframes in it.
01:29Now, it's not very well drawn, but it is very smooth animation.
01:32I am going to move over to C4D.
01:35In the computer, a keyframes simply means a recorded parameter in a
01:38specific moment in time.
01:39That parameter could be a position or scale or rotation or color, just about
01:43anything in the scene.
01:44The great part about keyframes in the computer is that the software will do all
01:47the work of filling in the in-between frames.
01:49I am going to add a sphere to the scene, and I am going to animate that sphere
01:53traveling from the negative X axis to the positive X axis.
01:56Now, there's lots of ways to make keyframes in CINEMA 4D.
01:58I am just going to show you a couple right here.
02:01So if I take this sphere and use the red handle to drag it to the negative X axis,
02:06this region down here is the time bar and this time bar has a slider,
02:12this green rectangle, and it has a preview range adjustment.
02:18It also has time controls that allow me to play forward or play backward, and
02:22it has some recording buttons for recording keyframes and you can also decide
02:26which parameters you are going to record keyframes for.
02:28Now, the easiest way to record position keyframes for this sphere is to use the Record button.
02:34Now, I don't normally use the Record button and I'll explain why in just a
02:37minute, but for now I am going to show you how to do it.
02:40So, I have taken my sphere and put it on the negative x axis.
02:43Now, at Time 0, and my time slider is at Time 0. I can tell by moving that guy
02:47and seeing the 0 right there.
02:49My time slider is at Time 0.
02:51If I take this sphere now and click the red button with a key on it, I've now
02:57added a keyframe for that.
02:58So, let's see what that physically means.
03:00Under the Quarter properties for the sphere, you can now see these red dots on
03:05Position, Scale, and Rotation.
03:06I will undo just so you can see what it looked like before.
03:09Now, any place in the interface you see a black circle,
03:13that means that that particular parameter can be recorded as a
03:16keyframe information.
03:17So, when I hit the Record button, it's going to record the position, scale, and
03:21rotation for that sphere.
03:23At the moment in time I hit the Record button.
03:26So, at Time 0, I hit the Record button and all of these guys turned red.
03:30That means I'm parked on a keyframe.
03:33Now, let's move the time slider forward to Frame 90.
03:35You'll notice that the dots have changed to red circles.
03:38That means that each of these tracks has animation on it, but were not parked on a keyframe.
03:43So now to get the sphere to move across the screen, I am going to drag the red
03:48handle and you'll notice that now the X axis is changed. That's because I moved my
03:54sphere only on the x axis.
03:56Changed values are shown in yellow.
03:58So now I can hit the Record button one more time and it sets keyframes for that.
04:03Now, I want to hit the Play button, which is this little green triangle right here.
04:08My sphere is moving from one side of the screen to the other.
04:12So animating really is that simple at its most fundamental level.
04:16The course is a lot more to it but that's really the basic of it.
04:20As I said before, that's not the way I usually like to make keyframes.
04:23So let's try this again with a different object.
04:25I am going to close this scene with Command+W. Don't bother saving, and I'll add
04:29a cube to this seamless time.
04:31This time I'll take the cube and move it on the negative x axis and I am
04:34already at Time 0, and I'm going to set keyframes for this cube manually and
04:39this is the way I like to set keyframes.
04:41I don't like to use Record button because it sets too many keyframes.
04:43For example, when I animated that sphere, I've only changed the X position, but
04:48the red button added keyframes for Position, Scale, and Rotation.
04:52Now, you can disable some functions on the red button to make it so that it only
04:56records Position, but I prefer to do things manually.
04:58That way I know exactly what keyframes I am getting and exactly when I set them.
05:02So now what I am going to do is at Time 0 I have the cube selected and in the
05:06Coordinates properties for that cube, I am going to click on the P column.
05:10You'll notice when I click on the P column, it highlights all of the letter Ps for Position.
05:14If I hold down the Ctrl key and then click on the circle, the circle changes
05:19to a dot, and now you see that I also have a rectangle one down below my time slider.
05:25That indicates there is a keyframe parked on this frame.
05:27So if I take my time slider down and move it to the end of the preview range,
05:33if I look at the Quarter properties, you can see that the red dot is changed into a red circle.
05:36That means that there's animation on this track, on this parameter, but just not
05:40at the moment in time that we are currently on in the time slider.
05:43So, what I want to do next is to drag it across the screen again.
05:47Then I'll hold down the Ctrl key to make a keyframe.
05:50Now you'll notice that there is now a path that starts at our cube
05:55starting point and ends where our cube is currently parked, and that's
05:57called the animation path.
05:59That animation path becomes visible as soon as you add Position keyframes onto an object.
06:03Let's add some Rotation keyframes under this cube as well.
06:07I'm going to go back to Time 0 and what I want to do is just rotate the cube randomly.
06:12I am going to just rotate it like that.
06:15I'll select the cube again and then click on the R column.
06:19With the R column selected, when I hold down the Ctrl key, it's going to make
06:22Rotation keyframes for all three axes.
06:25Now, when I move forward in time back to frame 90, I want to click inside of the
06:29yellow circle but not on one of the bands.
06:31I'll just rotate this randomly again and add a keyframe by holding down the Ctrl key.
06:37Now, my cube will rotate as it travels across its animation.
06:40Now, one last thing I want to talk about and that's the Make Preview option.
06:46As a general rule, I never ever trust what I see in the Editor window.
06:51In a simple scene like this with just one cube, we are seeing real-time
06:54playback, but as your scenes get more complex you will not see real-time
06:57playback in the Editor window and so you should never rely on that for judging
07:01the speed of your animation.
07:03What you should do instead is make a preview movie.
07:06Underneath the middle clapboard at the very bottom of the menu is the Make
07:09Preview option, and when I add the Make Preview, I get a secondary window that pops up.
07:13Now, for some bizarre reason, the Make Preview option defaults to Full Render,
07:18which of course defeats the purpose of making a preview.
07:20So, we're going to change this option from Full Render to Software Preview.
07:25This is going to give us a movie that looks exactly like what we see in
07:28the Editor window here.
07:29So, All Frames is fine for now.
07:32We are going to render every frame in the preview range that's on our time slider,
07:36and then our image size is set for 320, currently 320x240.
07:40What you see here is the horizontal resolution.
07:44The vertical resolution is controlled by what you set in the Render Settings,
07:46and we will talk more about that later.
07:48The Image Size, we will change this to 640 and just tab over to Frame Rate.
07:52Now, I'm going to be working at 30 frames per second most of the times, so
07:55I'll leave this on 30.
07:57When I hit OK, I get a blue bar for progress down at the bottom left of
08:01the interface and once that blue progress bar is done, the Picture Viewer pops open.
08:06The Picture Viewer is CINEMA 4D's way of showing you renders and you can render
08:11still images. You can render movies and sequences here and you can actually
08:14watch them and play them back here without ever having to leave the application.
08:17It's a very powerful tool.
08:19So, if I hit Play on the keyboard, which is the Spacebar in the Picture Viewer,
08:24or I can hit the green triangle here, my animation will play.
08:28Now, the first time it plays through it's caching the frames.
08:32When it gets done caching the frames, it's giving me real-time playback and
08:38this playback you can actually trust.
08:40Understanding keyframes is the most important part of animating with C4D.
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Animating in the Timeline
00:00A keyframe is a recorded parameter at a particular moment in time.
00:04The Timeline is the physical representation of those keyframes and where you
00:07manipulate and control your animation.
00:09Now I've got a basic scene file open here with a cube animating from the +X
00:14axis to the -X axis.
00:16I'll hit Play on here so you can see what the animation looks like.
00:18So the cube is simply animating across the screen, a very simple animation with a
00:22little bit of rotation on it as well.
00:25So here in the time slider when I select the cube, I can actually see these
00:30little rectangles and these little rectangles represent the keyframes for what
00:34I have set on the cube.
00:36Now, I don't normally manipulate my keyframes that way.
00:39The reason is is that these are really small and when you have a lot of
00:42keyframes in your object they can become very confusing about which keyframes
00:46you're manipulating.
00:47So there is actually a much better way to manipulate the keyframes and
00:50that's using the Timeline.
00:51Over here on the Layout button I'm going to switch to the Animation layout.
00:55With the Animation layout active, I can now see the Timeline at the bottom of
01:00the screen and the Timeline is the physical representation of the keyframes that
01:03I've set on this cube.
01:04If you look over here in the bottom of the window, I've got the Cube there below
01:09this white line and I've got keyframes at the start and end of my animation.
01:13And if I grab this time slider here, I can scrub it left and right and actually
01:16see my animation playing.
01:19Now, this rectangle represents the keyframe information, so at Time 0 I know
01:24that there is a keyframe on my cube.
01:26At Time 90, there is also a keyframe on my cube.
01:29I can actually select these keyframes and move them around.
01:32So if I drag that to the left, I can make my animation faster than the 90 frames it was.
01:38Now my object will travel from 0 to 50, so it goes quite a bit faster.
01:43I can also drag this keyframe to the right and now my animation will hold for a
01:49moment and then start to playback and finish, and then hold for a moment more
01:54before it looks around again.
01:55If I hit Play on the keyboard, you'll see that the Timeline updates along with
02:01the Preview Range, along with the Editor window.
02:06Now, the animation that you see is created by keyframes.
02:11Keyframes really are just numbers, and the numbers that are contained in the
02:14keyframes vary depending on the type of keyframe that you're looking at.
02:17Now, in the case of my cube here, I've got Position and Rotation keyframes,
02:21and if I twirl open the cube, I can now see the Position track and the Rotation track.
02:27I can also see a bunch of other stuff in the Timeline here that I don't really
02:30want to know about and there is a really great way to clean up this view.
02:33Now in a simple scene like this, there is not that many elements, but you may be
02:37working on scenes that have hundreds of objects in it and you don't want to
02:40have to scroll through all of them in order to manipulate your keyframes.
02:43You really only care about the items that have keyframes on them already.
02:46And so what I'm going to do is go to the View menu and go to
02:49Show > Show Animated.
02:51That's going to clean up this left-hand side of the Timeline.
02:54So now I don't have to worry about all of things there that I don't see.
02:57They haven't been deleted from the scene. They're just been removed from the
02:59Timeline, because they don't have keyframes on them.
03:01So now I can click on the word Position and I can manipulate the entire
03:06Position track by moving it around, grabbing this Yellow bar.
03:12If I take the left side of the Yellow bar and drag it to the right, now I'm
03:17compressing those keyframes.
03:20So I can also click on the summary line and that will select all the keyframes
03:25for all my objects in the scene and I can drag those keyframes around.
03:31So not only can you move keyframes in the Timeline, but you can also
03:34copy keyframes as well.
03:36So what I want to do is I'd like to have my cube animate across a screen, but I
03:40want it to pause in the middle of the animation.
03:43First, I'm going to slow my animation back down again. So I will drag these
03:46keyframes back to the left, drag these keyframes back to the right.
03:49Now, navigating in the Timeline, if I hold the number 1 key as I drag left and right,
03:54that allows me to pan in the Timeline.
03:56If I hold the number 2 key as I drag left and right, that allows me to scale the Timeline.
04:02So I can zoom in really close or comeback out really wide to get a good view of my keyframes.
04:07So the Timeline allows you to manipulate your keyframes and control what
04:10objects are doing at specific moments in time.
04:13And now you've got the basics of adding keyframes and manipulating them there,
04:16but there is still a lot more left to do with it and in the rest of
04:19this chapter, we'll devote ourselves to understanding how to do this in a lot more detail.
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Controlling what happens in between keyframes using the F-Curve Manager
00:00Keyframes allow you to control where your object will be and what it will
00:03look like on a particular frame, but in order to really gain control over
00:06your animation, you need to be able to manipulate what happens in-between the keyframes.
00:10Does an object move smoothly into position or does it clunk?
00:13Does it bounce like a super-ball or does it thud like a bowling ball?
00:16These are the questions you can answer with the F-Curve Manager.
00:19So what I have open here is a file that has a sphere animating in it and
00:24I've got some other copies of that sphere and we will talk about those in just a second.
00:27This sphere is animating with two keyframes that are having it moved from left
00:31to right and I'm looking at it in the top view.
00:33So when I hit Play, you will see that the object will move from left to right.
00:39These are just using the default keyframes.
00:41In CINEMA 4D when it makes a keyframes, it uses something called soft
00:44interpolation to try and make a smooth animation for you.
00:47So by default, this object is traveling from left to right, but it's doing a
00:51very smooth start and a very smooth stop.
00:54Let's see what that looks like in the F-Curve Manager.
00:56So to access the F-Curve Manager, it's part of the Timeline, and I have the
01:00F-Curve Manager visible now, but I got there by going from the Timeline and back and forth.
01:04So if I click on this keyframe button right here, I'm back in the Timeline.
01:08I am going to hit the letter H on the keyboard which is the same thing as doing
01:11the Frame All command.
01:13If I go to the Frame menu and select Frame All, you can see that the keyboard
01:16shortcut for this is the letter H.
01:19So, here in the Timeline, I can see the keyframes themselves.
01:22The F-Curve Manager allows them to see what happens in between the keyframes.
01:25So I can get there by clicking on this little EKG looking icon right here.
01:30So it takes me to the F-Curve, but there is a better way to do that.
01:32With my mouse over the F-Curve Manager, I can hit the Spacebar to go back and forth.
01:36So now in the F-Curve Manager, I want to be able to see the curves for this
01:40first sphere, default.
01:42So, if I click on that default, I now see some colored lines over here and
01:46these colored lines represent the curves.
01:49Now I am only seeing part of the lines. So I want to be able to see them all.
01:52So I am going to use that Frame All command.
01:53So, if I go to the Frame menu again and use Frame All, I'll also hit the
01:57letter H on the keyboard,
01:58now I am seeing the entire curves.
02:01The curves are color-coordinated to go along with the axes that they represent.
02:05X, Y, Z, R, G, B. The X axis is always red.
02:09So by looking at the curve, I can see exactly what my object is doing.
02:12It's moving in time from one position to another and it's moving starting off
02:16slow and it's coming to a slow stop.
02:19The reason I know this is because of the numbers that are showing here.
02:22The numbers across the top of the F- Curve Manager represent the time value.
02:25The numbers across the left-hand side represent the keyframe value.
02:29These keyframes values will change depending on the type of keyframes you're looking at.
02:33In this case, we are looking at Position frames, so we are seeing
02:36Position values here.
02:37So, the default interpolation method soft has created these nice smooth
02:41animations for me and what I want to be able to do now is to change these
02:45animations and make the ball behave in a different way.
02:48So what I've done is I have copied this ball and just moved it down one.
02:51I am going to activate the next ball by holding down the Option key and clicking
02:55on these two red dots, and that turns them both gray at the same time.
02:59So now if I hit Play, you will see I have two spheres moving exactly the same way.
03:07Now if I stop playback there, what I would like to do now is have the second
03:10ball move in a linear fashion.
03:12A linear move does not slow and does not speed up and slow down again when it
03:17comes into the keyframe.
03:18It moves in a constant rate from one keyframe to another.
03:21So, in order to do that, I need to first find the F-Curves for that linear object.
03:26So in order to see those F-Curves, I need to click on the linear object.
03:29Now I am seeing the curves for that linear object.
03:32I want to select all these keyframes, so I can drag a rectangle around a couple
03:37of them and then hit Command+A or Ctrl+A to grab all of the keyframes.
03:41Now I can right-click in the interface to get a contextual menu and at the very
03:44top is a Linear command.
03:46If I execute that, it removes the tangent handles off of the keyframes and makes
03:51them into a linear curve.
03:53So now when I hit Play, you'll see the balls behave very differently.
04:03What's happening here is both balls are starting and stopping at the same time,
04:07but they're traveling between those Start and Stop points at very different rates.
04:11The bottom ball is moving at a constant speed. The top ball is starting off with
04:17a very slow move and then speeding up and then slowing down again as it hits its mark,
04:20but they both hit their mark at the same time.
04:22So next up is something called an ease in.
04:25In order to understand what an ease in is, you have to think about what
04:28keyframes really mean.
04:29To the computer, keyframes are really just a spreadsheet and there is data
04:33flowing into and out of that spreadsheet.
04:35So when you hear the term ease in and ease out, you're really talking about data
04:39flowing into and out of a keyframe.
04:41So, data travels through the Timeline from left to right.
04:44So an ease in is what's coming into a keyframe from the left-hand side and ease
04:49out is what's happening out of the keyframe from the right-hand side.
04:52So let's make an ease in.
04:53I am going to activate the ease in ball.
04:56The ease in ball, when I select the curves, they've been made linear and I
05:00made them linear using the exact same technique that I did on that linear ball just a moment ago.
05:05So now what I want to do is I am creating an ease in.
05:08If I draw a rectangle around those guys, I can create an ease in by
05:12right-clicking and going to the Spline Types and doing Ease In.
05:16You can see what happens is now I have a linear move here and a very smooth stop.
05:21So let's see what that looks like when we hit Play.
05:27So, the ball starts off at the same rate as the linear ball, but then it has to
05:33slow down as it makes its mark.
05:35If I select the ease in ball, you can see, if I hit Play again, it will make
05:40it easier to identify.
05:41They all hit their mark at the exact same time.
05:45So let's take a look at the next one, Ease Out.
05:47I am going to activate it by holding on the Option key and clicking on both dots
05:51and then I'm going to select the curves for that, and these are linearized just
05:54like the previous one.
05:55So I want to grab these keyframes and right-click and do Spline Types > Ease Out.
06:01The Ease Out function now creates an ease out of the keyframes.
06:05So you can see that we have got handles now and an easing out of the keyframe.
06:09So it starts off with a very smooth stop and then created a smooth stop over here.
06:13So if I want to go back here, I can fix this by right-clicking and going to
06:18Spline Types > Zero Angle/Length.
06:20That will create a linear stop for me.
06:22So I have a smooth start and a linear stop, the way I intended.
06:25So let's click Play.
06:27I'll click on the ease out ball.
06:29So you can see they still hit their mark at the same time, but the ease out is
06:38taking off with a very smooth start and coming in hard on its mark.
06:43Next up is the easy ease and if you're an After Effects user, you will remember
06:47that easy ease is a phrase from After Effects.
06:50It allows you to create a very smooth animation in After Effects and it works great.
06:54So Cinema 4D programmers created a move that's very similar to that here in the application.
06:58So I am going to go to the easy ease object.
07:00Let's make it visible first and then I will select it here.
07:03So we can see it's playing back.
07:05Here in the F-Curve Manager if I click on easy ease, it's got linear keyframes
07:09on it just like the other ones.
07:10I'm going to select all the keyframes, Command+A or Ctrl+A, and then I'm going
07:17to go to Spline Types > Easy Ease.
07:19When I let go of that, I get keyframe that looks pretty much like the default.
07:24So when I hit play, you will see that the default object and the easy ease
07:29object are moving in exactly the same way.
07:35Next up is something called a hold keyframe.
07:37A hold keyframe is really more like a switch than a keyframe.
07:41The object is going to hold this position until the next keyframe and then it's
07:44going to pop just like that and snap to the next keyframe.
07:48So let's make that visible and see what it looks like.
07:50I will make the hold object visible and then I will select it.
07:53So we can see it a little easier.
07:55Now down in the F-Curve Manager, I am going to click on the hold object and
07:58linearize keyframe just like before.
08:00I am going to select these outgoing keyframes and right-click and go to Step and
08:06Step is what in After Effects lingo would be called a hold keyframe.
08:10So if we hit Play, you will see that the object now will snap into position.
08:17It holds its mark and snap. Boom!
08:24So all of the objects are still hitting their mark at the same time.
08:27It's just that this one waits and waits and waits, and boom, jumps right into position.
08:30The last step is the clamp.
08:31I am going to hold down the Option key and make the clamp visible, select it
08:36here so we can watch it a little bit better.
08:37Then I'll click on the clamp object down here in the F-Curve Manager to see its curves.
08:41Now when I made this, I actually created separate keyframes for a pause here and
08:46this object should be hitting its mark.
08:48Let's see what it's doing by default.
08:49These are the default keyframes that I got when I first made the animation
08:52for the clamp object.
08:53So when I hit Play, you can see that instead of pausing, it's doing this yo-yo effect.
09:03So the yo-yo effect is not desirable in this case.
09:05I want to have it actually paused.
09:07So there is a great function for that called clamp.
09:09So if I right-click in the interface and select the Clamp option, the Clamp
09:17option flattens out the curves and makes the yo-yo effect go away.
09:20So now when I hit Play, as you can see, when I hit Play now, the clamp ball
09:26hits its mark, pauses, and then continues on and catches up with the rest of its buddies.
09:30Last up is custom tangents and I will make the custom tangents ball visible,
09:34select it here, and click on the custom tangents F-Curves.
09:38Right now I have them on by default and really the custom tangents are just
09:41taking the handles and moving them any which way you want.
09:44One of the great things about the F-Curve Manager is that if I move these curves,
09:47I have a direct impact on what the animation does and how it behaves.
09:51So if I twirl-open the F-Curve for the custom tangents, I am going to twirl open
09:55position, and I am just going to focus on position X. So if I click position X,
09:59now I have isolated that F-Curve and I can take these tangent handles, and I am
10:03going to select just this one on the left side and I can move that curve up.
10:09I can create effects very similar to the commands up above, but I am doing them
10:12in a manual way, and I'm doing them in a way that gives me a much more extreme
10:16effect than it did before.
10:17So I will move this into something that looks a lot like the ease in.
10:20So if I move this up to ease in, I want to be careful not to go above that red line.
10:25Now when I hit play, watch the custom tangents ball.
10:28It's going to come into a much slower stop than it did before.
10:35So let me stop playback again.
10:36I can also take this tangent and do it way down here and my object will actually
10:41go backwards and then come back and catch up with its buddies.
10:53So we have been looking at this animation in a little top view up in the
10:56upper left-hand corner.
10:57I am going to switch my layout back to Standard just so we can get a bigger view of it.
11:01Now I will switch to Standard layout here and I have still got the Top
11:04view fullscreen here.
11:06I'll deselect the custom tangents ball and we will watch them all playback in
11:09the real-time here when I hit Play.
11:11So as you can see, all of these balls are animated with the same two basic
11:17keyframes except for the clamp ball.
11:19But they're moving in very different ways and that's all thanks to the power of
11:23the F-Curve Manager.
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Copying keyframes to create an animated pause
00:00Many times in an animation project you are going to want to be able to create a
00:03pause in animation, and CINEMA 4D's default interpolation method of Soft tries
00:08to create a smooth animation between keyframes that isn't conducive to making a pause.
00:13So what we're going to do here is in a little exercise where we create a pause
00:16in an animation and then go back and fix it manually using the F-Curve Manager.
00:21So I have here a simple cube animating from the negative x axis to the positive x axis.
00:28So when I play the animation, you can see that it moves from the negative x to
00:32the positive x, and it's doing a standard default interpolation on the keyframes.
00:37Let's switch over to the Animation layout, so we can see the Timeline
00:40and F-curve Manager.
00:41I will click on the Layout button and switch to Animation layout.
00:45Still the same application, and we've just rearranged the palettes so we can see things better.
00:48You can see down in the Timeline here, I'm looking at the cube and everything else.
00:53Now I don't necessarily want to see all this other stuff, so I am going to go to
00:55the View menu and go Show > Animated.
00:59Now, it gets rid of all the extra stuff in the Timeline here.
01:02So now that I have the Timeline, I can see that my cube is moving from left to
01:05right as I scrub through the scene here.
01:07What I want to do is create a pause at exactly the middle of the animation.
01:10So at the middle of the animation in Frame 45, my cube is at this point in space.
01:16So what I need to do is create a keyframe at this point in time, because this is
01:19where I want it to pause and so the way to do that is to hold down the Ctrl key
01:22and click right at that point in time.
01:25Now that I've created the keyframe, I can say where do I want that pause to start?
01:29And I want it to start probably around frame 30.
01:31So my pause is going to start here.
01:33That means, my object has to get to this point faster and that's what happens
01:36when I move the keyframe to the left.
01:38Now what I need to do is to Ctrl+Drag a copy of this.
01:41So if I hold down the Ctrl key and drag a copy of that keyframe over to frame 50,
01:44now I have the exact same keyframe values at frame 30 and frame 50.
01:48You can see, as I click through those keyframe values, nothing changes.
01:52Now when I hit Play, you would expect that this cube would hit those two marks
01:57and pause in its animation, but it doesn't.
01:59CINEMA 4D's default interpolation is going to create something called an
02:02Overshoot and an Undershoot which creates a yo-yo like effect.
02:05So when I hit Play, you can see that there is a yo-yo move in the middle of the animation.
02:13It does not pause.
02:14So I will stop playback here.
02:18Let's take a look at what the F- Curves look like for this animation.
02:21With my mouse over the Timeline, if I hit the Spacebar, that will take me to
02:24the F-Curve Manager.
02:25Now, I can't see the curves yet until I select the cube over here in
02:29the left-hand side.
02:30I am going to hit the letter H on the keyboard to frame up the curves.
02:34You can see that the object is moving only on the x axis.
02:38So, I really only need to focus on the X-Curve right now.
02:40So if I twirl open the cube, and select position X, I can see just the
02:45Position X F-Curve.
02:47Now, I am going to hit the letter H one more time to make sure that I've got
02:49everything framed up, and I do.
02:51So it may not be easy to see on the web interface at home, but there is actually
02:56something called an Overshoot and an Undershoot here.
02:58That's caused by the default interpolation method.
03:00If I select this keyframe, you can see that the handles for it actually continue
03:05on up past the keyframe value and the handles for the second keyframe, they are
03:10down below and lead up into it.
03:12So this little hump right here that's created, and I'll zoom in on it, holding
03:15down the 2 key on the keyboard and dragging up, and then using the 1 key to pan up.
03:20This curve right here is an Overshoot.
03:22It's gone past the value.
03:24This curve right here is an Undershoot.
03:26It's coming up into the value.
03:28So that Overshoot and Undershoot is what's causing the yo-yo.
03:31So we need to be able to flatten that out.
03:33So there's a couple of ways to do that.
03:35We could use the Clamp function, but I'd like to do it manually.
03:38I normally prefer to do things manually in CINEMA 4D because I like to know
03:41exactly what it is that I've done. I tend not to like functions and things
03:44that do things just like that with a snap.
03:47So in order to do this, let's click on the Position track to get all the curves together.
03:51I am going to hit H on the keyboard to frame everything up and so I'm going to draw rectangle.
03:56Oops! Undo.
03:58I accidentally clicked on that red line again and that red line allows me to
04:03change the scale over the keyframes all at once.
04:05So when you click on that, you can drag it and raise it up and down.
04:08I am going to undo.
04:10So now I am going to click any place other than that red line and drag a
04:13rectangle around those guys and select the keyframes in the middle.
04:17Now, over here when I select keyframes in the Attribute Manager, I can now
04:21see the attributes for the selected keyframes, and there is a little button
04:25here, Auto Tangents.
04:26Auto Tangents is normally on for all keyframes, and that's what creates that
04:31actual rebounding effect that you see here.
04:34So if I turn this off, suddenly now I have access to put input manual values.
04:39This left time and left value, right time and right value,
04:42these numbers tell me where my tangent handles are.
04:46So the time is left and right; the value is up and down.
04:50So if I put a 0 in the Left Value field, I'll just type in 0 right here and hit
04:56Enter, it zeroes out both the left value and right value.
05:01Look what happened to my curves down here. They got perfectly flat.
05:04Now, this is the same effect that you get if you ran the Clamp function.
05:07It's just that I did it manually, and I knew exactly what I did when I did it
05:11and that's very important to me.
05:12Now, when we hit Play on the animation, you can see that the cube is now pausing
05:18right in the middle of its animation, and taking off smoothly, and then
05:21animating into a stop smoothly.
05:23Pauses like this are a really common thing in animation and the F-Curve Manager
05:27makes it really easy to create them.
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F-curve exercise: Bouncing a ball down stairs
00:01Here is a little Zen-like exercise that will show you in really simple terms
00:04what the awesome power of the F-Curve Manager really means.
00:07We are going to animate a ball bouncing down the stairs and then control the
00:10weight of the ball using the F-Curve Manager.
00:12So what I have here is a very simple project file.
00:14It's just an Extrude NURB for the stairs and a sphere for the ball and I want
00:19to be able to animate this ball bouncing down these stairs.
00:22We are going to be using the Timeline in the F-Curve Manager a lot.
00:25So I am going to switch over to the Animation layout and I will navigate over
00:28here to the Layout button and I will click on the Animation layout.
00:32Animation layout shows me the Timeline, and I can switch back and forth between
00:36the Timeline in the F-Curve Manager really easy.
00:38Now in animation process, there is a lot of ways to approach everyone, and
00:42in this one, I think the best way to approach it is just by thinking about
00:45it in two dimensions.
00:46So we don't really need to look at it here in the Perspective view.
00:49We want to look at it in the side profile, which in this case is the right-hand view.
00:55So I will zoom out here just a bit so we can see the stairs and the ball and as
01:03I zoom out now, I am getting a clearer picture of where my objects are in
01:06relationship to one another.
01:08So the very first step in the animation process in any animation process should be
01:11to say out loud what did you want to do.
01:13I would like to bounce this ball down the stairs.
01:16That statement tells me a lot of information.
01:18It tells me what I want to do, but it also allows me to think about what kind of
01:22steps I will need to go through in order to make that vision come to life.
01:26So in this case, the very first step we have to have is we have to have a ball and stairs.
01:29Well, we got that.
01:30So the next step is where do I want that ball to animate from when it
01:35bounces down the stairs.
01:36So what I am going to do is select this sphere and take this sphere and find a
01:40starting point for it to come down.
01:41Now I am going to use the Move tool and click and drag any place in the Editor
01:45window here and as I drag up, I am going to put it right about here.
01:51I think that's a pretty good starting point for my sphere.
01:54I need to start setting some keyframes and in this case we are not going to
01:57worry about making this sphere roll.
01:58We are going to focus on position keyframes at this time.
02:01So I am going to start off by setting position keyframes for the sphere at Time 0.
02:06So, if I click on this sphere and go to Coordinate properties and click on
02:09the P column and I will hold down the Ctrl key, and boom, make some keyframes
02:13for a position at Time 0.
02:15You can see now we have a summary keyframe and we have a position track in my Timeline.
02:19A really good tactic that you should use when you approach any animation,
02:22no matter how difficult or simple it is, is to animate in stages.
02:25You don't want to try and do all of your animation in the first pass.
02:28So what I'd like to do in a situation like this is I like to put keyframes on the keyframes,
02:33one of the most important parts of the animation, and then I keyframe those
02:37important parts and then I fill in the details later.
02:39Well, in this case, the important parts of the animation are where the ball
02:43comes in contact with the stairs.
02:45So if select my sphere and I need to move my time slider forward so I can
02:50have it in advance, and I am going to initially just set these keyframes up every
02:54ten frames and I will be able to go back and change the speed of the animation anytime I want.
02:58So I am just going to use every ten frames as sort of a guide right now.
03:01If I move my time slider forward to frame ten and then take my sphere and move
03:05it down so that it's in contact with the top stair, that is the first important
03:10moment of the animation.
03:11So now what I need to do is add a keyframe for that.
03:14Now CINEMA 4D has automatic keyframing, but it's not on by default.
03:17I don't normally like to use it.
03:18So I am going to make keyframe manually and you can see over here in the
03:22Coordinate properties, this yellow value indicates that the Position track has
03:27changed for Y and Z. X has not changed. It's still red.
03:31So I want to set a keyframe now at this point in time.
03:33I will hold down the Ctrl key and click on that circle.
03:35So now I need to repeat that process for each of the stairs.
03:38So I am going to go ahead and do that.
03:40Move your time slider forward ten and then move the ball down the stairs.
03:44Ctrl+click to add a keyframe.
03:48Move your time slider 10, move the ball down the stairs, and Ctrl+click to add a keyframe,
03:54and I will repeat that process.
03:58When you accidentally forget to move the time slider like I just did and move
04:02your sphere, when you move the time slider, it's going to jump back to the
04:04position of the last keyframe automatically.
04:07So I will now move the ball down the stairs one more time and then I will
04:10Ctrl+click to add a keyframe.
04:13I am going to do this one more time.
04:15I will move the time slider into position and then move my ball to the very
04:21base of the stairs.
04:22Let's don't forget to just add a keyframe. Ctrl+click on those circles.
04:26So now as I scrub through this image, you can see that my object is really just
04:31sliding through the stairs and I don't want it to do that.
04:33So this is where the F-Curve Manager comes in.
04:36I am going to switch over to the F- Curve Manager now by using the Spacebar.
04:39In fact, if I have my mouse over the Timeline and hit the Spacebar, it sends me
04:42to the F-Curve Manager.
04:44Now the F-Curve Manager doesn't initially show me anything until I click on the word Position.
04:48Once I do that, I start to see some lines here and if you can't see any lines at
04:52all, you need to hit the letter H on the keyboard.
04:54H will frame up all of the curves that are visible for the selected object.
04:59So now I have to ask another question.
05:02What makes an object look like it's bouncing down the stairs?
05:05What axis does it need to move on while it's bouncing?
05:08Well, it needs to move forward, in this case on the Z, and it also needs to move
05:13up and down to indicate the bouncing, and in that the case it's on the Y.
05:17So what I need to do is to twirl open my track and I need to start playing
05:21with the Y position.
05:23So if I click on Y, I can now see the curve just for the Y position.
05:27So now I can control just how that ball is going to bounce down the stairs, by
05:32grabbing a single keyframe and then fiddling with the Bezier curves that allow
05:38me to adjust the tension in and out of the keyframe.
05:41Now if I drag this handle up and down, I can create a curve in my animation.
05:46Let me back out here a little bit, and you can see my ball starts to arch up, but
05:49it also arches down on this side and I don't want that.
05:52So what I need to be able to do is to break this handle.
05:56In order to break that handle, I am going to hold down the Shift key and click
06:00on that and as I break that handle, I can raise it up and that allows me to
06:05create an arch in my animation.
06:06Let me give myself a little bit more room to work in the F-Curve Manager here,
06:09and that's really all there is to it.
06:11I need to repeat this process for each of the keyframe, but it's the same process.
06:15Let me adjust that down a little bit and I will select the next keyframe, hold
06:19down the Shift key, and then I will move that curve into position.
06:24Grab this next keyframe, hold down the Shift key, and move the curve.
06:31Grab this next keyframe, hold down the Shift key, and move the curve, and same
06:37thing for the very last one. There we go.
06:42Now you can see that the curve is telling me exactly what the ball is going to do.
06:46Let's hit Play and see what that looks like.
06:48I am going to deselect this sphere before I do that though and then just hit Play.
06:51So as you can see, the ball bounces down the stairs.
06:56Now it starts off with the little bit too high an arch at first.
06:59So I can change that really easy.
07:01If I just go over here to the F-Curve Manager and grab the second keyframe,
07:05I can take this handle and just move it down just a bit and then hit Play.
07:14Now the beautiful thing about the F-Curve Manager-- let me stop the playback for a second.
07:17The beautiful thing about the F-Curve Manager is that it allows you a lot of flexibility.
07:21And you saw how fast it was to animate that sphere, but it's also really fast to
07:25adjust the weight of it, and that's really the amazing power of the F-Curve
07:29Manager is how you can control the weight.
07:30Right now, this ball feels very bouncy.
07:32What if I wanted to make it into a bowling ball?
07:35Well, a bowling ball doesn't bounce very much.
07:38So I need to adjust the size of these curves.
07:40So if I go into the F-Curve Manager on the Y axis again and just bring the size
07:46of these curves way down, and I am going to select my sphere so I can see what's going on.
07:49I am going to bring these curves way, way down.
07:52So if I grab this one, bring it down here and then this one, and bring it down here,
07:58and just work my way down the curve, here we go.
08:07So again, I am trying to get them a little more even.
08:09I missed one there. Here we go.
08:11So now when I hit Play, I get a very different result.
08:15Boom, boom, boom, boom.
08:18Oh! I have missed that last curve.
08:20Let's go ahead and fix that.
08:21I don't even have to stop playback.
08:22I can grab this last keyframe, and just drag it down and make it small too.
08:35Up until this point, we have been looking at this just in the right-hand view.
08:39Let's go back to the Perspective view, and you have heard me say it before in other movies,
08:43you should probably never trust what you see in the Perspective view and you should
08:46always do a Make Preview movie.
08:47So I am going to deselect this sphere, and go to the middle clapboard here
08:52and do a Make Preview.
08:53Now the Make Preview defaults to full render, but this scene is going to
08:56render really fast.
08:57So I will go ahead and hit OK and give me a full frame render.
09:01I will change the size.
09:02Let's bring that up to 640 and tab through the Frame Rate at 30 frames per
09:07second is just fine.
09:08So I will hit OK and now it gives me a Preview bar down here and that
09:12calculating Preview bar tells me how far along the render is going and when it
09:15gets to the end, the Picture Viewer will pop-open. Here we go.
09:22So with the Picture Viewer open, I can hit Play here and the first time
09:25through it's going to cache the frames and once it's got the frames cached,
09:29then we will see real time playback.
09:30So I will hit Play here.
09:31Let me stop playback for a second.
09:34I have got a little bit of bad bounce here, but that's a really easy tweak with
09:37the F-Curve Manager.
09:38That's really the great thing about it is it makes it super-easy to go back
09:41through and make changes to your animation.
09:44Hopefully, now you can see just how powerful the F-Curve Manager can be.
09:48If you look in the exercise files, I have got two different examples,
09:51one with a bouncy ball and one with a heavy ball.
09:53Take a look at those and have some fun.
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9. Camera Movement and Control
Understanding the differences between the Editor Camera and a camera object
00:00In previous movies, we've been looking at our scenes through something
00:03called the Editor Camera.
00:04It's a virtual camera that is created by the software to allow you to see what
00:07is happening in your scene.
00:09It's fine for modeling and demonstration purposes.
00:11But when it's time to actually animate, you need to be looking through a Camera object.
00:15The Camera object actually exists in your Object Manager.
00:18It can be manipulated, and more importantly, it can be keyframed.
00:20The Editor Camera cannot.
00:22So I've got a new scene here.
00:24I'm going to add a Cube to it.
00:25When I orbit around this, I'm using the Editor Camera.
00:29Once again, the Editor Camera really is just for modeling and just general use purposes.
00:34If we want to be able to actually control our camera, so we need to add a
00:36physical Camera object to the scene.
00:38Underneath the Scene Objects is the Camera.
00:41There is also a Target Camera, we're not going to be using that.
00:43We're going to use a regular Camera object.
00:45When I let go over the Camera object, I get this green line that is now framing my object.
00:50This green line represents the camera.
00:52I'm not actually looking through my Camera object.
00:55When I back up, I'm going to use the navigation tools to back up and look at my camera.
00:59I can see that Camera object, and it came in at the same point of view that I
01:03was looking at the world through.
01:05That's a very important thing.
01:06It's a really good rule of thumb,
01:08never add a camera unless you are in the Perspective view.
01:11The reason for that is that if I'm in the Top View, and I add a camera, I'm going
01:15to get a top camera.
01:16That's not necessarily what I want for rendering purposes.
01:19So it's always better to make sure you are in the Perspective view and then add your camera.
01:23Now that I have the camera in the scene, I want to be able to look through it.
01:27There is two ways to do that.
01:28I can go to the Cameras menu, and go to Scene Cameras, and look through the Camera.
01:33When I do, you'll see my view snap back to the camera's point of view.
01:35Now I'm physically looking through this camera.
01:38The other way to do that is with the Active Camera icon.
01:41That's this little guy right here.
01:42You can have many, many cameras in your scene.
01:45There is no physical limit on how many cameras you can have in your scene.
01:48But how do you know which one you're looking at?
01:50This icon will tell you.
01:51You can uncheck it or check it to snap back and forth between the Editor Camera
01:56and the camera that you are looking through.
01:58Now that I'm actually looking through this camera, I can manipulate the
02:00actual Camera object.
02:02If I switch to the 4-way view, I'm going to back out in the Top,
02:06I can use the Move and Rotate tools to actually move this camera around.
02:10You can see as I move the Camera object in the Top view, my Perspective view changes.
02:15That's because I'm moving the Camera object.
02:17I can also move the Camera object by navigating in the Perspective view.
02:21This is something you need to be really careful about when you're setting up a scene.
02:24Only do this when you're looking though the camera when you know exactly what
02:27it is that you're going to do.
02:28If I just use the regular navigation controls, just like before the one, two,
02:32and three keys, I can orbit around. I can dolly back and forth.
02:37You see that the position of the camera changes each time I do that.
02:40I can also pan left and right.
02:44But each time I move, unlike with the Editor Camera, I'm physically moving the Camera object.
02:49It's a good idea to get into a habit of naming your cameras when you're
02:52working on a project.
02:53Like I said earlier, there'll be many times when you'll have a lot of cameras in
02:56your scene, and you want to be able to tell them apart.
02:58So they're not all just named Camera.
03:00So you can change the name of your camera and call it cube cam.
03:03You'll just notice that in the Camera menu, under Scene Cameras, it changes here as well.
03:08So I can uncheck it here and look through it, look through the Scene
03:11Camera, or I can uncheck it here and look through the Editor Camera as well
03:14using the Camera menu.
03:15But the important thing is that the name of the camera is shows up here on this list.
03:19So I'll look back through it.
03:20The biggest advantage to using a physical Camera object is that it can actually
03:24be animated; the Editor Camera cannot.
03:26This makes it perfect for animations.
03:28So let's see what that looks like in motion.
03:29I'm going to set keyframes on the position for my cube cam and have it
03:33animate pass this cube.
03:35So if I go to the cube cam, now I'll click on the P column, and hold down the
03:39Ctrl key, and set keyframes for it
03:41at time 0. My slider is at time 0.
03:44Actually, before I set those keyframes, let's reposition the camera a little bit.
03:47So I'm going to bring the camera so the cube is over here on the left-hand side of the frame.
03:51I'll hold down the Ctrl key, set a keyframes, and then I'll move my Time slider
03:55forward in time to frame 90.
03:56Now I'm going to move my camera to the other side.
04:01Move my cube to the other side of frame by dragging the camera on its X axis.
04:05Now I'll set another keyframe.
04:06It's really important to realize what these gray values here in the
04:09Perspective view mean.
04:11The Perspective view shows you these gray areas to indicate what will be inside
04:16the camera's field of view.
04:17Anything showing up in this dark zone will be outside of the camera's field of view
04:20and will not render.
04:21So you want to be really careful about when you're moving your camera around
04:24to keep your object within the frame at all times, unless of course you want it
04:28to go off camera. Then you let it slide into that gray area, and you'll be good to go.
04:37When I hit Play, only the Top view is active, and that's because CINEMA 4D by
04:41default only animates the active view.
04:43I can tell this is the active view because of this white border around it.
04:47So if I click on a Perspective view that will switch the playback to the
04:51Perspective view, and I'll be able to actually see that animating and the other
04:54views will stop their animation.
04:55So I'll just stop this playback here.
04:57The most important element here is that the Camera object gives us
05:00something tangible that we can precisely control in our animation and
05:03that's a really good thing.
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Exploring field of view and aspect ratio
00:00In a real camera, the focal length of the lens determines how much a lens will
00:03magnify distant objects.
00:05It also affects how much of the world the lens sees, known as the field of view.
00:09The longer the focal length, the more the scene is magnified and the less you
00:12see of the greater world.
00:13Let's see what that means in Cinema 4D.
00:16So we've got a very simple file open here with just three objects and these
00:19three objects are at the center of the world.
00:21And I want to illustrate the idea of field of view and focal length for a camera.
00:24So I need to add a physical Camera object to the scene.
00:27A great rule of thumb when you're going to add a Camera Object is to always
00:30make sure you're in the Perspective View.
00:31So I am going to bring the Perspective View to fullscreen.
00:34I am going to click and hold on the Scene Objects and go to the Camera object
00:37and when I add that to the scene, I get this green line around here that tells
00:40me that there's a Camera object right in the same location as the Editor Camera.
00:43So as I backup, you can see there is my Camera object.
00:46Now I want to get this Camera object to the center of the world.
00:49So I am going to zero out its position and rotation.
00:51So if I go to the Coordinate properties
00:52for the camera, I can go 0, tab, 0, tab, 0 ,and then never change the scale on a
00:58camera, and I am going to go to Rotation and zero it out as well, using the Tab
01:02key to move through the fields.
01:04So now my camera is at the exact center of the world and I need to look through it.
01:08So when I select the Camera Active icon that puts me looking through the camera.
01:13And my camera is actually inside the cube now, looking at the walls of the cube.
01:17So I am going to switch to the four- way view and drag my camera on its Z axis
01:21back until I can see all three objects.
01:26I can see all three objects now, but these objects, the sphere and the pyramid,
01:31are actually being clipped off.
01:32Anything in this dark gray area is not going to be seen by the camera when it
01:36renders and this represents the field of view.
01:39So I'll make sure that when I drag this camera back that all three of these
01:41objects are within the field of view of the camera.
01:45So if I go back to the Top view, I am going to dolly out just a bit and keep
01:49dragging this guy back until all three objects are in the field of view.
01:52In the Top view, you can see this green line here. This represents the field
01:56of view of the camera and once the objects pass this green line, I know the
02:00camera is seeing them.
02:02Typically, when I am working on animation, I'll pay very close attention to
02:05where that green line is in relationship to my objects.
02:07What I have done here is I have adjusted the position of the camera to get the
02:11objects in the view, but Cinema 4D, just like a real camera, has the ability to
02:15change its focal length and so if I go to the Object properties for the camera,
02:20I can adjust the Focal Length or the Field of View.
02:23I am going to scrub these values and you can see how they are linked
02:25together because Focal Length, Aperture Width and Field of View are all
02:27related to one another.
02:29So as I adjust the Focal Length, I am going to scrub this value, you can see
02:32that the Field of View changes.
02:34When I have a very low value here, I have a very wide angle lens, and as I scrub
02:39this value to a high number, it is going to become a very telephoto lens, and as
02:43the lens gets more telephoto, my Field of View closes down.
02:46Normally, in a real camera the aperture width will control how much light
02:50falls into the lens.
02:51In Cinema 4D the Aperture Width directly affects the Field of View and so as I
02:56increase the Aperture Width, I'm also changing my Field of View.
02:59The two are directly related.
03:00Understanding focal length can help you stylize your renders by breaking out of
03:04the standard view of your scene.
03:05It can also help you in the special effects shot where you need to match your
03:08camera or an image or movie that was shot with a real camera.
03:11There are a lot of great photography resources out there and here on lynda.com
03:14that can help you master this concept.
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Explaining parallax in camera movement
00:00The term parallax refers to the apparent difference in speed of movement between
00:03objects that are closed to the camera and objects that are farther away.
00:07Objects that are farther away appear to move more slowly than objects that are
00:09closed to the camera, even if they are directly in line with one another.
00:13So here in C4D I have got a file open and this is just a simple camera animation.
00:18If I select my Camera, you can see it's got the keyframes on it that are
00:20animating it from one side of the X axis to the other and if I scrub through
00:24the animation, you can see it's going to move and as it moves, my elements are
00:29passing the camera.
00:31Now all of the elements, if you look at them in the Top view, I'll select them,
00:34they are all directly in line with one another.
00:36I'm going to switch to the Perspective view and bring a fullscreen.
00:38When I hit Play, you're going to see that the red pillar is going to fly pass
00:41the camera, whereas the other objects that are farther away from the camera
00:43are going to appear to move much more slowly.
00:55All of us have seen this effect when we're riding in a car.
00:57If you look at a cornfield for example as you're driving past it and you
01:00happened to be driving along the rows, you'll see this effect, and the rows will
01:03appear to snap into line with one another, and then the rows that are very close
01:07to you will fly by, and the rows that are farther away will go much more slowly.
01:10And I have an example of that as well, if we go to the Window menu and switch
01:14over to the ch09-03-grid file. I have the same grid laid up and the same objects
01:19that are just laid out in a grid now and if I switch to the four-way view,
01:21you can see it's just a grid of objects here.
01:24I'll click on it to make them more visible.
01:27Bring the Perspective view back to fullscreen and hit Play.
01:30You can see that the objects that are closed to the camera are whipping past,
01:37whereas the objects that are farther away are going by much more slowly.
01:42So parallax can have a dramatic effect on how you animate your objects.
01:46And you want to be very careful about when you're moving the camera pass the scene,
01:48because if your objects are intended to stay in camera for the entire
01:51animation then you want to be very careful about the distance that they are from
01:55one another, because that will have a dramatic impact on how you frame your
01:57camera and how you also animate it.
02:00Parallax is the single greatest factor in creating depth in your scene.
02:03You can use it to dramatic effect to make objects more or less important and
02:06help the viewer focus on what is important in your scene.
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Creating a dynamic camera movement
00:00In this short exercise, we're going to create a camera move that orbits in a
00:03smooth arc around our logo from its left to its right then zooms through one of the letters.
00:08That opening sentence is the first step to becoming an animator.
00:10I always tell my students to say out loud what it is they're trying to accomplish.
00:14If you can't say it in words, then it probably can't be done.
00:17Now that we said what it is we want to do, let's make it happen.
00:20What we have opened here is the EXTRUDE logo that we created in the previous
00:23movie, and it's just the logo under a Null object, the Border object and the
00:28Type along with a three point light rig that's underneath its own Null object.
00:32Now, we're going to be animating and working in this file, but I don't want to
00:35see the light rig anymore. I only want it to show up when it's time to render.
00:39So I am going to make the top dot on the Light rig red.
00:42This status dot indicates visible in Editor and when I click it twice, it turns
00:47red and the light rig is gone.
00:49It will still show up when it renders because the bottom dot is gray.
00:52You just don't have to look at it anymore.
00:54Now we can just focus on the logo.
00:56Up until this point, we've always been looking through the Editor Camera, and now
01:00that we're going to actually animate our scene. We want to look through a
01:03physical camera object.
01:04So underneath the Scene objects, when I click and hold, is the Camera object.
01:08We're not going to be using a Target Camera, just the regular Camera object.
01:11And as a general rule, I always make sure that I'm in the Perspective view
01:14when I add the camera.
01:15When I do add the camera, I get this green box around the scene and that
01:19indicates that there is a Camera object present.
01:21What happened was CINEMA 4D added that camera at the same location as the
01:25current Editor view.
01:26So If I back up a little bit, and I can now see my camera.
01:29Now, we're going to be using something called a camera rig in order to
01:32complete this animation.
01:33Now, that may sound like a fancy word but really all it means is two objects
01:37that have a relationship to one another.
01:39In this case, we're going to be using a Camera and a Null object.
01:42When I create that rig, I want to have the camera in the center of the world.
01:45So let's zero out its position.
01:47Now I'll go to the Coordinate properties for the Camera and in the Position field,
01:49I will hit 0, Tab, 0, Tab, 0, and then Tab over to the Rotation field and
01:54then go 0, Tab, 0, Tab, 0.
01:57Now, I know my camera is in exactly the center of the world, and I can add a Null
02:00object that I am going to use as its parent.
02:02So let's go to the Primitives and add a Null and I am going to call this Null,
02:06CAMERA PARENT.
02:11Now, let's parent the camera to the CAMERA PARENT.
02:14Now, anytime I move the camera, I want to be very careful about which object I am selecting.
02:19If I have the CAMERA PARENT selected like I do right now, anytime I move the
02:22CAMERA PARENT, the camera has to follow, but the camera can still have its
02:26own position or rotation. It's just always going to be relative to the CAMERA PARENT.
02:29So let's undo a couple of times to get back to our position at the center of the world.
02:35Now what I want to do is look through the camera.
02:37So I am going to click the Camera Look Through button and my camera is inside
02:40my logo right now at the center of the world.
02:41So let's switch to the 4-way view and back the camera up so that we can see.
02:46Pay careful attention. I am grabbing the Camera, not the CAMERA PARENT.
02:49I am going to leave the CAMERA PARENT at the center of the world.
02:51So if I select the Camera and drag it back on the Z axis, and I'm watching the
02:56Perspective view, and I am looking at either side of the Perspective view for
03:00this light gray versus dark gray zone.
03:02The dark gray zone indicates the field of view of the camera and anything
03:05falling into that dark gray zone will now render.
03:07So if I back my camera up until the word EXTRUDE and the border around it are
03:13safely inside of that light gray zone. I am going to back up in my Top view a
03:19little bit more and back up just about there.
03:23So I am about 1600 units on the -Z, and I think that's a pretty comfortable spot for the logo.
03:29So this is going to be our hero position, and I call it a hero position because
03:32it's the position that the logo will hit at the most important point in the
03:35animation when the viewer has to actually see it.
03:38When I animate for logos especially, I always animate from the hero
03:42position backwards.
03:43That way I know exactly where my camera has to be and where my logo has to be
03:48at the most important point in the animation.
03:49Everything I do after that is easy.
03:51So now that we've found our hero position, let's go ahead and set some keyframes
03:54for the CAMERA PARENT in the camera.
03:55So I'll start off with the CAMERA PARENT and now I click the CAMERA PARENT and
03:59in the Position and Rotation fields, I am going to set keyframes.
04:02If I hold down the Ctrl key and click on the P column and then click on the R
04:05column, it allows me to select both columns at the same time.
04:09When I do that, I can now set keyframes on both columns at the same time with
04:13just a single click.
04:14I'll hold down the Ctrl key and click on the actual black circle.
04:18That will set a keyframe for both at the same time.
04:20Now, let's repeat the process for the camera.
04:23So if I select the Camera, it already remembers the last selection that I had for P and R.
04:27So I'll hold down the Ctrl key and click on the black circle. Boom!
04:31I just set those keyframes at times 0, but that's not really where I want
04:34my logo to animate to.
04:36This is going to be about a 30 frame move to reveal the logo and then a little
04:40bit of a drift and then a zoom through.
04:42So what I want to do is move these keyframes that I just set to time 30.
04:46In reality, what I should have done was set at a time 30 to begin with, but I
04:49made a little mistake and so we're going to recover here by just simply
04:51moving the keyframes.
04:52So let's switch to the Animation layout and go Layout button switch to
04:56Animation layout and now I can see my keyframes.
04:59So all I have to do is just grab these keyframes.
05:01Because I'm grabbing the keyframes for the CAMERA PARENT, it's going to grab
05:03the keyframes for the camera as well, and I can just move those guys over to time 30.
05:09So now, my camera will animate to this point at time 30.
05:12So let's back up to time 0 again and find the starting point for our animation.
05:16I'm going to enlarge the window just a bit, so I have a little more room to work here,
05:20 and I'll grab the CAMERA PARENT and rotate it.
05:24Now, I am going to rotate it around its heading, because remember from our
05:27description, we want our camera to start at the top-right of the logo.
05:31So, if we go to heading and scrub it in the positive direction, we can find the
05:35starting point for that value. And that's about right.
05:39I don't want to go all the way round behind and I don't want to be dead on.
05:42I just want to start about there.
05:44So it's about 84 degrees.
05:47Now, if I adjust the pitch, I want to adjust the pitch in the negative direction
05:51to get that logo up.
05:53So I am going to go to about 24 degrees.
05:57That's a little bit farther than that.
05:59What I'm looking for is the bottom of the logo.
06:01I want the bottom of this logo to just get close to the bottom of the frame.
06:04That's not too bad, right around -32 degrees.
06:05So let's set a keyframe for position and rotation of the CAMERA PARENT.
06:09I'll select both columns again, just like I did before, hold down the Ctrl key
06:14and click on the circle to set that value.
06:18Now when I scrub through the animation, the logo will reveal itself to us.
06:23So we've created the first part of the animation. We want to now create the
06:26drifting part of the animation.
06:28So the logo is going to hit its mark at time 30 and then it should drift in
06:31frame just a little bit. A little bit of movement and rotation gives the logo life.
06:35So let's advance forward to about 60 frames and then we're going to adjust the
06:41CAMERA PARENT, and adjust the Position and Rotation of the CAMERA PARENT.
06:45So let's give it just a little bit of Z position change.
06:49So we're going to zoom in on our logo just a bit.
06:51I am scrubbing in the positive value direction on the Z axis for the CAMERA PARENT.
06:55That's pretty good, right about there, something about 145 units on the Z axis,
07:01and I will hold down the Ctrl key and set a keyframe for that.
07:04I want to adjust a little bit of Bank Rotation.
07:06That Bank Rotation will help give it a little bit of energy as well.
07:10So I am going to adjust from the positive direction for the Bank Rotation. That's good.
07:14Right about there, about 13 degrees, and then I will hold down the Ctrl key and set that keyframe.
07:18Now, the last step for the first part of our logo animation process is to
07:21establish that zoom through the logo.
07:23So that's going to happen over about 10 frames, maybe less, but let's start
07:27off with 10 frames.
07:28We can always move the keyframes later if we don't like the timing.
07:30So I am going to move the time slider to 70 and then I am going to take the
07:33CAMERA PARENT and just move it on the Z axis right up to the logo and let's see
07:39where we hit the logo at.
07:40So, if I go to the Top view and move that Z axis for the CAMERA PARENT, so you
07:46can see when the camera hits the logo, it hits right in the center of the R.
07:49So what I want to do is in the Perspective view, grab the CAMERA PARENT and just
07:54move it over just a bit on the X axis and up just a bit on Y, so that my logo
07:59will pass right through the center of the R.
08:01So now I can drag it again on the Z axis.
08:03I will do that in the Top view and push right on through the R, and once it's through,
08:09the camera can stop when we're good to go.
08:12So now I'll set keyframes for the CAMERA PARENT and the beginning steps for our
08:15logo animation is done.
08:17Let's make a preview render of this movie and see what the camera move looks like.
08:21I'm going to go to the middle clapboard here and click and hold on that and
08:24go to Make Preview.
08:26Now, for some reason, the Make Preview option defaults to Full Render.
08:29We're going to change that to Software Preview, and with Software Preview active,
08:33we can now change the Image Size to be 640, and it'll automatically
08:38adjust the height for the image.
08:41I'll hit OK and we get a progress bar down in the bottom-left of the interface.
08:44When that progress bar is done, Boom!
08:46The Picture Viewer opens up.
08:48Now, we can just hit Play here in the Picture Viewer. The first time through
08:51it's going to catch the frames, and then once it's done playing it will play
08:59the animation back in real-time.
09:01As you watch the playback, you'll notice that the camera move is not exactly smooth.
09:06When it hits its mark at the hero position, it has a little bit of a wiggle on it,
09:10and that wiggle is caused by the F-Curves.
09:12The default interpolation for CINEMA 4D tries to make a smooth curve for us every time.
09:17And in this case, we don't wanted a smooth curve. We want a flat curve and so in
09:21the next movie, what we'll do is refine the F-Curves for this and really make
09:24our logo animation look great.
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Refining and previewing a camera movement
00:00In the previous movie, we created a really cool looking logo move using a camera
00:03parent and logo, but that logo move is far from finished.
00:07In this movie, what we are going to be doing is refining the move in order
00:10to smooth things out.
00:11So I have opened the same camera move that we created before and as I scrub
00:15through it, you can see that there is a little bit of a wiggle at this point in time.
00:22Our logo is really not looking very smooth.
00:24What we want to have is a nice smooth drift through this section that then slams
00:29through the logo, so none of this wiggle.
00:32So what we need to do is to fix the F- Curves for this. That's a normal step in
00:35the animation process.
00:36Whenever you animate, you always start off by roughing in the keyframes and then
00:40go back and refine the curves, and so that's what we'll do right now.
00:44I am going to switch to the Animation layout and in the Animation layout, I can
00:49now see the keyframes for our CAMERA PARENT.
00:51Now our camera really only has one keyframe on it, just to establish its
00:54position and rotation.
00:55So we don't really need to worry about it at this time.
00:57We're just going to focus on the CAMERA PARENT because that is doing all of the work here.
01:00So in the Timeline, I can see that I've got keyframes from about 0 to 70.
01:06I want to be able to see the curves for those.
01:08So I am going to either click on this little icon right here, which will bring
01:11me to the F-Curve Manager, or I'll just hit the Spacebar.
01:14By hitting the Spacebar that will toggle open the F-Curve Manager.
01:18In order to see the curves for the CAMERA PARENT, what I need to do is to click
01:22on the word Position, and when I do that I start to see some colored lines.
01:25Those colored lines are the F-Curves.
01:27Now it shows me the F-Curves sort of at a random scale and I can use the 1 and 2 keys.
01:321 will allow me to pan left and right,
01:352 allows me to scale up and down and left and right, and I can zoom in to see
01:39those F-curves, but what I really want to do is to show them all at once.
01:43So if I hit the letter H on the keyboard that will frame up the curve.
01:47One of the problems with working at the scale is that I can't actually see all
01:50of the curve itself.
01:51So what I would like to do when I am working is to isolate the individual curves.
01:55The way I do that is by twirling open the word Position and then clicking on
01:59Position-X, for example.
02:01Normally, what I do is I work from top to bottom.
02:03I'll start with Position-X and then go back and refine the curves.
02:06The reason I do that is because that allows me to see exactly what my object is doing
02:10and I can really refine it.
02:12It's not necessarily a quick process, but it gives me a very refined move in a
02:16relatively shorter amount of time.
02:17So now when I click the Position-X, I can see just the Position-X curve and when
02:22I hit the letter H on the keyboard, it focuses on just that curve, and now I can
02:25see where my problems are.
02:27As you look at that movement, you can see that there is the overshoot and
02:31that's what's causing our wiggle.
02:32That's part of the problem with our wiggle is this Position-X movement.
02:35So what I want to do is grab this keyframe right here, and I'd like to bring the
02:39handle to flat so that it's perfectly flat lined up with these other points.
02:42Now I could eyeball it, but there's a better way.
02:45I am going to do it numerically.
02:46Up here in the Attributes for the keyframe that I have selected, I can go to the
02:49Tangents fields and change the Left Value to be 0.
02:52It'll automatically change the Right Value for me and flatten out my curve.
02:56I am going to repeat that process for the Position Y and Z. So if I click on
03:01Position-Y, there is that same undershoot.
03:04Before on the X, it was an overshoot;
03:05on the Y, it's an undershoot.
03:07I'll grab this keyframe right here and do the same thing.
03:11Now in this case, I have to unclick the Auto Tangents because I didn't move
03:14the handles beforehand.
03:15So, if I unclick Auto Tangents and then set the Left value to be 0.
03:19Now my curve is flattened out again.
03:21So let's do the same thing for Z.
03:23I need to hit H on the keyboard and make sure I have got everything.
03:27I don't want to flatten this out.
03:28What I want to do instead is adjust the Z position.
03:31So if I go in on Frame 60 and just bring that curve up, that's going to
03:38smooth things out for me.
03:40So I am going to bring that curve up and that gives me a little bit of drift.
03:44Then I can grab this curve and 0 that one out.
03:47So if I select this one in uncheck Auto Tangents and zero it out, now I can see
03:53I've got a nice flat curve here in a nice smooth start.
03:56Let's double-check that and make sure that we are not actually backing up a little bit.
04:00If I grab these two keyframes and hit the letter S on the keyboard, S as in Sam,
04:05when I zoom in, I can now see just that curve for those two keyframes.
04:08If I enlarge the space a little bit and zoom up, you can see that even though my
04:13curve handle is still flat. I still have an undershoot. That undershoot is
04:16caused by this handle.
04:17So what I need to do is select just this handle and bring it up so that my
04:22curve comes up above that blue line.
04:25Now my Position won't go backwards. It will drift nicely towards the next keyframe.
04:30Now I can move on to the rotation.
04:31If I click Rotation - H, hit H on the keyboard to see everything,
04:36do the same thing again,
04:37I'll just select this keyframe and then go to the Attributes, and let's enlarge
04:42that window a little bit.
04:43Uncheck the Auto Tangents and set that to be 0.
04:47Same thing for the Rotation - P. I need to select this keyframe, uncheck Auto
04:53Tangents, set the Value to be 0. Rotation - B.
04:57Now this one is going to be tricky, just like the Position - Z. So if I hit H on
05:02the keyboard, I can see I have got a little bit of a drift left and right.
05:06So if I grab this keyframe, if I zero that out, let's go ahead and do that just
05:10so we can see what happens.
05:11Now it fixes it down here, but up here we still got an overshoot.
05:16I'd like this logo to continue rotating as we pass through, so I am going to
05:20take this keyframe and move it up.
05:23As I do that, I am changing the Rotation value for the CAMERA PARENT at
05:26this point in time.
05:27So by moving it up, I am moving it to the point where it's roughly in line with
05:31that previous keyframe.
05:33So that's pretty much it for refining it.
05:34We have got one last step to do though.
05:36If I hit letter H on the keyboard, I am going to click on the CAMERA PARENT and
05:39then hit H one more time.
05:41Now I want to grab all the keyframes at the start and all the keyframes at
05:44the end, and then I am going to right-click and go to Spline Types > Zero Angle/Zero Length.
05:50What that does for me is it gets rid of the handles at the top and bottom of the animation.
05:54It's always a good rule,
05:55you want to start on motion and cut on motion at the end.
05:57You don't want your camera to speed up at the beginning of the animation or
06:00slow down at the beginning of the animation.
06:02Let's preview this movie and see what it looks like.
06:03I am going to go to the Make Preview option by clicking on the middle clapboard,
06:08going down to the Make Preview option.
06:10Now because I have the same project file open from recording the last movie,
06:15it still says Software Preview here.
06:16So it remembered that. If you've quit the application and come back, it will
06:20say Full Render here.
06:22So you want to make sure that this is set to be Software Preview.
06:25So I hit OK and I get the progress bar down at the bottom and when it's done,
06:32boom, here's the Picture Viewer with our animation.
06:35Now I am going to hit Play here, and it's going to cache the frames the first time,
06:37and then once it's on caching, it will loop over and over again.
06:40Now this little animation looks really good.
06:50There's one thing I'd like to do though.
06:51At the moment it hits the 0 position, the logo kind of stops right here and
06:56then starts its drift.
06:57So what we are going to is we are going to adjust the rotation curves in order
07:02to make that logo animation just a little bit smoother right there.
07:06Close the Picture Viewer up and go back to the CAMERA PARENT Rotation - B,
07:11and I am going to hit H on the keyboard to frame that up.
07:14What I want to do is at this point in time grab this keyframe and then push it
07:20up just a bit, and when I push it up, you'll see that curve starts to get
07:25deformed, and I am going to adjust this handle right here to get it back again.
07:31And I want to try and create a nice smooth animation.
07:34What happens is now my logo hits that mark and keeps on rotating.
07:40Instead of coming to a flat rotation, it hits its mark kind of at an angle and
07:44then keeps on rotating smoothly as we leave the frame.
07:48That's going to give us a much smoother animation than we did before.
07:51So let's preview that real quick, and I'll use the keyboard shortcut for Make
07:55Preview, which is Option+B or Alt+B on the PC, and that's the same thing is going
07:59to the menu and click in Make Preview.
08:01So I'll just hit Option+B or Alt+B on the PC and then hit OK and preview the animation.
08:06When I hit Play now, it's going to cache the frames and a lot of that pause is gone.
08:17There is still a little bit of a pause in there, but I could tweak the other
08:20curves, but I think you get the idea now.
08:22So as you can see, animation is a multi-step process and the way I always
08:29preferred to work is by working in stages.
08:31I'd start off by roughing in my animation.
08:33I don't even think about what the F- Curves are doing, and then once I've got the
08:36basic points of the animation complete, the keyframes of the animation, then I
08:41go back and refine the F-Curves.
08:43So if you use a multistage process, you'll get better results every time.
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10. Rendering
Understanding the render engine
00:00The render engine is the component of the software that takes the contents
00:03of the viewport and creates a bitmap image that can be saved out in a
00:06variety of file formats.
00:08The goal of the programmers was to recreate in the computer what our eyes do
00:11every second we have them open.
00:13This turned out to be no small task.
00:14Now what I've got here is a very simple scene.
00:17I've a sphere, a camera, and a light and this is a gross oversimplification of
00:22what is actually happening in the software, but I think it will help to
00:24illustrate the point.
00:26So our eyes work by using photons that are bouncing around us all the time and
00:31eventually land on our eye, and that goes into our retina which gets converted
00:35into ambiguous that our brain interprets for us.
00:37Now the software engineers couldn't have all those photons.
00:40What they come up with was the idea of rays.
00:42And rays will shootout from the point of view of the camera and the point of
00:46view of the light and then strike objects in the scene and how they impact
00:50those objects is then interpreted by the software, and that's what creates the
00:53pixels that we see.
00:54So I have a really simple scene here that I created using a little bit of
00:57MoGraph and a particle emitter in.
00:59When I hit the Play button here, you'll see that these lines here represent the rays.
01:03So they're shooting out from the point of view of the camera. They're shooting
01:05out from the point of the light and they're striking our sphere.
01:08And if I look through the camera, you can see that some of the light rays are
01:13striking the sphere and some are going off to infinity.
01:16Now the ones that go off to infinity don't report back to the camera and they
01:20don't actually produce any pixels.
01:21So you get black in that area, and the light rays that don't strike an object,
01:25 those will go off to infinity as well and they don't have an impact on the scene.
01:30So when I hit the Render button, I'll just click on the Render Active View.
01:34You can see that every place where a ray did not strike the sphere. We get black.
01:38That's really the basic way that the render engine works and everything that you
01:41do from a modeling and texturing standpoint is all designed to produce the
01:45correct result when you hit that Render button.
01:48I never really had a full appreciation of what the human eye was capable of
01:51until I started to work with 3D applications.
01:53It takes thousands and thousands of lines of code to create the render engine
01:57and a huge processor to run it on, and it doesn't even come close to what our
02:00eyes do every second of every day.
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Exploring render settings
00:00The still renders that we've been doing in the viewport are fine for preview
00:03purposes, but at some point we need to get this image out of Cinema 4D and into
00:07another application like After Effects or Photoshop.
00:09That's where the Render Settings come in.
00:11They allow us to control all the aspects of how our images will be rendered and
00:14saved to the hard drive.
00:15Now what I have opened here is the same logo animation that we created in
00:20the previous chapter.
00:21If I scrub through you can see we start high on the logo and then reveal it and
00:25then fly through the letter R out the other side.
00:28I want to be able to get this render out to After Effects for later compositing
00:32and making it look even prettier than it already is.
00:35So what I want to be able to do is change how Cinema 4D is actually going
00:38to render this out.
00:39So I need to go to the Render Settings.
00:40The Render Settings are accessed by either clicking on this white clapboard with
00:44a little field behind it or by going to the Render menu and activating the
00:48Render Settings there.
00:49I could also hit Command+B on the keyboard.
00:51So I'll activate the Render Settings, and the window is divided into two sections.
00:56On the left-hand side we have a list of setting categories and on the right-hand
01:00side will show us what category we are looking at.
01:03So right now we are looking at the General categories.
01:05The General settings show us what type of the render we are going to be doing.
01:08Is it a Full Render or Software Preview?
01:10Most of the time we will be using full render, but there are times when you're
01:13creating a vameramatic, for example, which is just a shaded view of your animation
01:17that you're going to be using in another program like Final Cut or After Effects.
01:20Yhen you can do a Software Preview render.
01:22Hardware Preview will give you the same view as a Software Preview render, which
01:26is what you see in the Editor window, plus any overlays like the Perspective or
01:30the world axis down in the bottom left of the window.
01:35The CineMan is a third-party render system that you don't have to worry about right now.
01:39So for now just leave it on Full Render.
01:42So next up is the Output option, and the Output option is where you control how
01:46big your frame is going to be, what aspect ratio the frame is going to be, and
01:49how many frames you're going to render.
01:52The most common question that gets asked is how big should I render my images out at?
01:56And there is a lot of answers to that question, but it all depends on what your
01:59final formats is going to be.
02:01For me, because I work in the television industry, most of the time I'm
02:05rendering things out in HD.
02:06So 1920x1080 at 30 frames a second.
02:10There are some presets here.
02:11If I click and hold on this button right here, I can select a wide variety of presets.
02:16In the Film/Video presets if I scroll down and go to the HDTV 1080 29.97,
02:21that will give me the kind of render that I need for working with After
02:26Effects for television.
02:28You can see why did that. It changed the Width and Height, the Resolution, the
02:32Film Aspect ratio and the Frame Rate.
02:35Now the Frame Range, that controls how many frames I am going to render.
02:39That I need to set manually so that I know exactly what frames I am going to get.
02:43Now normally when I work I don't usually use the presets.
02:46I learn how to use Cinema 4D long before the presets even existed.
02:49So I have just gotten used to setting them by hand.
02:52So I can come back in at anytime and set these values.
02:54Let's say we are going to going to be doing a print image. We can actually
02:57change these values to be whatever we want.
02:59If we are working on a print image for Photoshop, we could say we want to render
03:02it 8.5x11 inches and then we can change the Resolution to 300 dpi.
03:08That will give us an image resolution of 2550x3300.
03:13So there is a lot of flexibility in how you can work with the Render Settings.
03:16You can see it automatically calculated the aspect ratio for me, and when I
03:19changed those values it changed them here in this Perspective view as well.
03:23You can see that now my dark gray zone, which indicates what falls outside the render,
03:27that is now changed and if I scrub through my animation, you can see that
03:31my camera shape has changed and my logo is a lot smaller in frame.
03:35Now, normally I wouldn't render an animation out like this, but if I wanted to
03:38say render this logo out for an ad that was going to be created based on this
03:43animation, this would be a good way to do it.
03:44So I'm going to go back to the Render Settings here, and I am going to change this back.
03:49Now for the purposes of this tutorial series we are going to be rendering things
03:52out at 640x360 which is sort of a web 16x9 format.
03:56So if go back to the pull down here and change it to pixels, I'll change
04:01the Width to 640, and then I have to hit the Tab key twice to get down the next field.
04:06I'll change the height to 360 and when I do that, you're going to see the Film
04:10Aspect Ratio change.
04:12That changes to 1.778 which is an HDTV 16x9 standard aspect ratio.
04:19If I wanted to render it to some other aspect ratio, I can pick one of these or I
04:22can calculate my own.
04:24The Pixel Aspect Ratio is a sort of a holdover from the early days of
04:29television before the HD formats came in and you used to have to render things
04:33out with non-square pixels.
04:35Thankfully, we're getting away from that and you normally don't need to
04:38touch this anymore.
04:39In fact, I always tell my students even if they get into a situation where
04:42someone asked for non-square pixels, I tell them to always render things out
04:45of Cinema 4D's square and then use After Effects to correct for that Pixel Aspect Ratio.
04:51So for now always leave that Pixel Aspect Ratio at 1.
04:55The Frame Rate, you can render it 29.97 or you can render it 30 frames per
04:59second for television.
05:01Generally speaking, you're rendering very short shots out of Cinema 4D.
05:0430 frames, 45 frames, 90 frames, and over those short kinds of time spans you
05:11don't notice a difference between 29.97 and 30 frames a second.
05:14So you're free to change this however you feel.
05:16When you render out of After Effects, if you take this image in, this rendering
05:19in to After Effects and you render it out that way, you would remember they are
05:22always going to render up 29.97 depending on the format, but you will render it
05:26out to that frame rate out of After Effects on the backside.
05:30So the Frame Range controls how many frames we are going to render.
05:33If I scrub through my animation, you can see that the logo was clear at frame-
05:38just move the Render Settings out of the way here, about frame 70. Boom!
05:42So I only need to render from frame 0, which is the very first frame, to 70 and
05:51you see the frame step is 1.
05:53That's how many frames you can render one frame for every frame of the animation.
05:58You can see it automatically calculates the frames for me.
06:01Never ever render fields out of Cinema 4D. Fields is bad.
06:06Fields are once again a throwback to the old days of television.
06:09Most folks don't ever render fields anymore.
06:12If you do find yourself in a situation where you need to render fields, then
06:14you're going to want to double up the Frame Rate and then use After Effects to
06:17create that fielded look.
06:19Last up is the Save option.
06:22The Save option allows us to tell these rendered frames where to go and what
06:26format to be in when you get there.
06:28There are a ton of file formats that you can actually render to.
06:32In practice, I usually only ever render to Photoshop PSD sequences.
06:36The reason for that is that let's say you're rendering and your render took five
06:39hours to render, which is not all at uncommon.
06:41You've been rendering for four and a- half hours and suddenly you lose power.
06:46If you've been rendering to a QuickTime movie and it doesn't get to write
06:48the last frame of the QuickTime movie, all of that for four and a-half hours
06:51of rendering is toast. Throw it away.
06:53It's done. You can't use it in After Effects.
06:55You have to go back to square one and start all over again.
06:57But with an image sequence you can pick up right where we left off.
07:00You look in the folder, see what the last frame rendered was, come back to the
07:03Render Settings here, change your frame count to that started that frame, and
07:07then keep right on going, and you haven't lost all that time.
07:10Image sequence is good. QuickTime movie bad.
07:13The File field allows us to tell the image where to go when it gets saved.
07:17So as I click on this and navigate to my Desktop to my Exercise Files to my
07:21Chapter 10 folder, I can make a subfolder in here called renders, and I have one already.
07:26So I can click in the Save As field and call this rendering logo and when it
07:31saves out, it's going to save into the renders folder an entire image sequence
07:35called logo001, logo002, logo003, a single Photoshop file for each frame of
07:40animation from frame 0 to frame 70.
07:44The last step in the whole process to make sure you turn on Alpha Channel,
07:47depending on the animation that you are doing, but right now this logo animation
07:50is going to render over black and I want to be able to change the background.
07:54So I will need to render an Alpha Channel, which is an embedded selection that
07:57allows me to place another background behind it, and I always render straight
08:00alpha out of Cinema 4D.
08:02This is a very basic summary of the very basic Render Settings, and you'll need
08:06to learn how to adjust these Render Settings based on the type of rendering that you need.
08:11Is it a print image or is it an animation?
08:13What resolution does it need to be? What file format?
08:16What aspect ratio?
08:17Those are the key questions you need to ask yourself and your client before you
08:20get started with the Cinema 4D process.
08:22Once you have those answers then you're good to go.
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Rendering: Still images vs. animation
00:00Rendering for stills or animations is very similar.
00:03For both, you will need to know the final render size, aspect ratio, and file format.
00:07The big difference is that for stills, you will render one frame and for
00:09animation, you will render many frames.
00:12So what I have open here is the same animation file we created in the previous
00:15chapter, and we are going to set up some Render Settings for this so that we can
00:19render it out in two different ways.
00:20One as a still render and one as an animation.
00:23So let's bring up the Render Settings by clicking on this white clapboard on the
00:26right-hand side here and when I bring up the Render Settings, I have got the
00:29left-hand side of the window shows me the General categories of Render Settings
00:32and the right-hand side will show me those settings.
00:35Click on the General category and make sure that we are actually doing a
00:37Full Render, and we are.
00:39Then I will go to the Output.
00:40So first up, we are going to render a still image.
00:42So we are going to set this up to be a fairly large file size.
00:45So I am going to change the Width and Height to be a 2000 pixel square, and you
00:50need to tab over twice to get to the Height field, and then I will change the
00:53height to be 2000, and then the Resolution we will leave at 72 DPI.
00:59The Image Resolution is the important thing.
01:01It's 2000 pixel across, and we go back out here to the Editor view and we can see
01:05that our Extrude logo is inside this large square area.
01:09Now the frame that I would like to render is going to be frame that's about 20, I think.
01:14I think that's a really nice angle for the logo.
01:17So over here, I park my time slider on frame 20.
01:20Now in the Output options, it shows me that I am going to render the Current Frame.
01:23If I want to make sure that I always render Frame 20, then what I need to do is
01:27change this to be Manual and then I set the frame range From 20, tab, to 20.
01:34Now it will always render Frame 20 no matter what frame I am parked on.
01:38The Film Aspect is going to be 1:1.
01:40The Pixel Aspect should always be 1.
01:42So everything else here is set.
01:44Now we can go to the Save dialog and tell it where to put the file and what
01:48format to put the file in.
01:49So let's go down to the Save option.
01:51First step, I will click the File field and I will click the Save File button
01:55and that will tell me where do I want to put this file.
01:58So I am going to navigate to the Desktop, to my Exercise Files, to Ch 10, to my
02:02renders folder, and I am going to put the file loose in here.
02:05Now the animation we are going to create a sub-folder for it, but I will
02:08put this still render loose, and we will call this one logo_still and then hit Save.
02:15You can see it shows us exactly where the file is going to go and what the file
02:18name is going to be.
02:19Now you can tell what format.
02:20Generally speaking, I always render a PSD sequences.
02:23So if we click on the Format button, I will render to Photoshop (PSD).
02:27So that means it's going to render a Photoshop file of my still image from Frame 20.
02:32Now I can tell it to have an Alpha channel.
02:34I would like to be able to swap the background.
02:35It's going to render over black, but I want to be able to change that background
02:38now, and I want to create a straight Alpha channel.
02:41So a straight Alpha channel will bleed the edges of the subject just a little
02:44bit so that when the Alpha channel cuts it out, it gets a very, very clean matte,
02:48and it gives us much better edges than it would be for where the default is pre-multiplied.
02:53Now that we have got the three important settings down.
02:55We have told it how big to render the image, we have told it what frame to
02:58render, and we have told it where to put that render, and we have also told it what file format.
03:02I think we are ready to go for the still image rendering.
03:05Let's save this file first before we render.
03:07It's always a good habit to get into to save your file before you hit the Render button.
03:11So I am going to go to File menu and do a Save As.
03:14Now I will call this one ch10-03-working.
03:19Now that I have got the file saved, I can hit the actual Render button, which
03:22is this middle clapboard right here, but what that button means is the Render to Picture Viewer.
03:27So if we select Render to Picture Viewer, the Picture Viewer will start up and
03:30it will start to render our image.
03:32So you can see that rendering went pretty quick.
03:34Our logo was not a lot of geometry and 2000 pixels across isn't very big for a single object.
03:40Our size right now is 24.5% and you can see that it's crunching up the
03:45image pretty good here.
03:46So I will go to the View menu and change the Zoom value to be 100% and you
03:50can see it zooms in.
03:51Now the image itself is a little bit crunchy around the edges and that's the
03:56straight Alpha channel working.
03:58If I go to the layer option, I can select and look at the Alpha.
04:02So I click on Single-Pass and then click on Alpha, and you can see that the
04:05Alpha pass is very smooth indeed.
04:07I can always click back on Background to get back to the actual image.
04:12So that's pretty much it for rendering your still image.
04:14It's a very simple process.
04:15Now we are going to render an animation, which is not a lot different.
04:18So if we go to the Render Settings, I want to start off with this basic Render Setting.
04:22I am going to keep this setting and add a new one, and you can have multiple
04:26Render Settings in CINEMA 4D, so you can render the same file out many different ways.
04:30So I am going to hold down the Ctrl key and then drag the word Render Setting down.
04:34That's going to give me a new Render Setting.
04:36I am going to double-click on the words Render Settings and change the name of
04:39this to STill image.
04:44Now on the Render Settings that is leftover, I want to make sure that it is
04:47highlighted yellow so I know that I am working on it.
04:49I am going to call this one Animation.
04:52Now in the Animation render settings, we need to go back to the Output field,
04:55and change the Width and Height from 2000 to be 640 by 360.
05:03That's going to give us a 16:9 aspect ratio and what's called a web standard format.
05:08Now that we have the aspect ratio set, we can tell it what frames to render.
05:12I want to make sure I'm rendering-- I am going to close up the Picture Viewer in the
05:14background here. I want to make sure I'm rendering all the frames in the animation.
05:17So my logo is clear at Frame 70, so I want to render From 0 To 70.
05:25It's going to render 71 frames.
05:29So we are rendering 640x360. We are rendering 71 frames.
05:33The last thing we want to double-check is something called the Anti-Aliasing settings.
05:36For still images, you can get away with a different Anti-Aliasing setting than
05:40you would for animation.
05:41And what I want to do is change this from Geometry to Best and then I am going
05:46to change the Filter from Still Image to Animation.
05:49That's going to give me a finer edge on my image and a softer feel to the image overall.
05:54So I will much less likely to get crunchy lines when I bring this into After Effects.
06:00Last up is I need to change the Save option.
06:02If I go to Save settings and go to the File field, I am still going to render a
06:06Photoshop file, but I am going to render a sequence of Photoshop files and I
06:09don't want to put them loose in that folder.
06:11I want to give them their own sub-folder.
06:13So if I click on the Save dialog, I can see that I am in the correct renders folder.
06:17I am going to make a new sub- folder in here, and call it logo anim, as
06:22short for animation, and then I will change the file name to logo_anim and then
06:28hit the Save button.
06:29Now I can know that my logo_anim is going to into that logo anim folder.
06:32And I can verify that here.
06:34So I am saving it to a Photoshop file.
06:35I have got Alpha Channel still on. I am ready to go.
06:37So let's save this file and then hit the Render in Picture Viewer button again
06:41and when I do that, the render will come up and start to render.
06:45And let's enlarge the Picture Viewer while it's going.
06:48We can see our rendering go.
06:49And if I navigate out to the Finder and look in the renders folder, you can see
06:53that the logo anim folder is slowly filling up with Photoshop files.
06:57We can back down here. You see there is a single Photoshop file for each one of
07:00the frames of the animation.
07:06Now that the rendering is done, we can go back to the Picture Viewer and we can
07:08actually scrub through the animation.
07:10We can also hit Play and let it play.
07:17Don't be alarmed by these crunchy edges that you see here.
07:19That's the straight Alpha channel doing its magic and when we bring that in
07:22After Effects, it's going to look fantastic.
07:25These basic render settings are really easy for simple scenes like this one.
07:29When you need more control over your scene though, you'll need to start working
07:32with multi-pass rendering and in later movies we'll do just that.
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Setting up multi-pass rendering for still images
00:00Multi-pass rendering gives you the total control over your rendered image
00:03by allowing you to render out the individual components that make up your
00:06final rendered image.
00:08Things like shadows and reflections can be adjusted in a compositing application
00:11like Photoshop without having to go back to CINEMA 4D to re-render.
00:15So I have open here a file that is just a series of cubes that were created
00:20for MoGraph, but I have made the cloner object editable. You can see it's
00:23still called cloner.
00:24Underneath that objects are a series of cubes and they are just a single master
00:28cube with a bunch of instances, and there's a sky object in here with some
00:32lights and a floor object.
00:34The floor object has a reflective material on it, and if I render, I'll just
00:38click the Render in Active View button so you can see what this rendering looks like.
00:43It's just a very basic scene.
00:44So we have got a floor that goes off to infinity and some shadows and some
00:47reflections and also something called Ambient Occlusion, which I'll show you in
00:51the Render Settings.
00:53Now what I want to be able to do is to take this image into Photoshop and
00:56then manipulate it.
00:57I'd like to be able to change the color of the cubes.
01:00I'd like to be able to change how intense the reflection is and how intense
01:04the shadow is without having to comeback to CINEMA 4D and that's where
01:07multi-pass rendering comes in.
01:09So let's take a look at the Render Settings.
01:10I'll click on the Render Settings icon up here and in the Render Settings is
01:15this little button right here, Multi-Pass.
01:17When I click on that, it looks like nothing changed here, but under the Save
01:21option now, I have a new field called Multi-Pass Image and that Multi-Pass
01:26Image field is where we are going to save our file.
01:29We don't need the File > Saved dialog from up here anymore.
01:32We only use the Multi- Pass Image file save dialog.
01:36Now the Render Settings are going to be essentially the same for still
01:39image like we did before.
01:41So if I go to the General settings, we are going to render Full Render.
01:44We are going to go to the Output and change the frame size to 1000x1000 square.
01:49So 1000x1000, and we are going to render just a single frame, and there is no
01:55animation in this file so I'll just leave it on Current Frame 0.
01:59Now I can go to the Save dialog and I can tell it where to put the file,
02:02and also what format.
02:03We are going to save it to a Photoshop (PSD) file.
02:06We are going to also save it to a layered Photoshop file and this button is very important.
02:10When you render an animation, we are going to do that in another movie.
02:13You always want to make sure for animation that this button is absolutely off.
02:17But for a still image, we're going to render to a multilayered file that we can
02:19then open up right inside of Photoshop.
02:21Now that we've got the Multi-layer File option, verify that it's on for this
02:25particular render, we can go back to the File dialog and tell it where to put the file.
02:30So I am going to click on that and navigate to my Chapter 10 renders folder, and I
02:34will call this cubes.
02:36Now I'll hit the Save and you can see it's telling me exactly where the file is going to go.
02:42I don't need to worry about an Alpha channel because my scene goes off to infinity.
02:45So there is no Alpha channel. There is no empty image anywhere around my subject.
02:50Now we can talk about the Multi-Pass options.
02:52Just turning this Multi- Pass option on isn't enough.
02:55We have to tell it what aspects of the multi-pass we'd like to render.
02:58You do that with the Multi-Pass button here.
03:00When I click and hold on that, I'd get a whole bunch of choices here.
03:05At the very top is Add Image Layers and Add Material Layers.
03:09Don't use the Material layers.
03:10We only want to use Image layers.
03:12The Material layers are for much more advanced programming and compositing.
03:16We don't need to worry about those.
03:17We're going to go to Add Image Layers and when I Add Image Layers, I now get
03:21a list of all the possible layers that I could render out for this file.
03:26Now I am not going to need all of these.
03:28Some of these are going to show up black, but basically the way you choose which
03:31renders you need is by understanding what materials you have in your scene.
03:35Does you material use the Illuminate channel?
03:36if so, then you will need the Ambient channel.
03:38Does you material use the Color channel?
03:40If so, you'll need the Diffuse channel.
03:42And you do that, and you'll analyze that process and work your way through.
03:45What I'll do is I am going to render out all these channels and we'll go
03:48through one at a time, so that you can see which renders are on and which
03:51renders have nothing in them.
03:53Next up, I need to create something called an object buffer.
03:56As I said it earlier in the movie, I want to be able to change the color of these cubes.
04:01To do that in Photoshop, I am going to need an Alpha channel selection for these cubes.
04:06And an object buffer is a way of getting a selection for an object that doesn't
04:10have an Alpha channel naturally.
04:11I am going to close the Render Settings up for just a moment.
04:14The way you add an object buffer to an element in Cinema 4D is by right-clicking
04:18on that object. In this case, it's a Cloner group.
04:20When I right-click on that, I go to some Cinema 4D Tags > Compositing.
04:24Now we are going to cover the Compositing tag in a lot more detail in another movie,
04:28but for now the only thing you need to worry about is the Object Buffer option.
04:31If you click on that, we are going to enable Object Buffer 1.
04:34That's the first step of the Object Buffer process.
04:36The second step is to activate the Object Buffer in the Multi-Pass settings.
04:40Let's go back to the Render Settings and then click on the Multi-Pass and
04:44select Object Buffer.
04:45When we do that, we are going to get the Object Buffer option here and you can
04:48see that the Group ID is one.
04:50It's very important that this number 1 here match this number 1 here.
04:53It has to be a number and it can be any number in the world as long as
04:57those two numbers match.
04:58Last up, I want to double- check my Anti-Aliasing setting.
05:01So I'll click on the Anti-Aliasing option and I am going to change it from
05:04Geometry to Best, and make sure the Filter is set for Still Image since we are
05:09rendering a still image here.
05:11So I've verified the save.
05:13I know what size render I am setting and I have turned on Multi-Pass and added
05:17the Multi-Pass layers.
05:18I think I am just about ready to render.
05:19Before I do that though, I always save.
05:21So let's do a File > Save As, and we are going to change this file name to
05:28working and hit Save.
05:33Now that I've saved the file, I am ready to render.
05:34So let's move the Render Settings out of the way, just close it up altogether,
05:38and I can click on the Render to Picture Viewer option and it's going to start
05:41to render that image.
05:44While it's rendering, I can talk about the Picture Viewer and by default
05:48it's set for Image.
05:49If I want to preview the layers of this Multi-Pass, now that it's done saving
05:53the file, I can click on Single-Pass and I can click through each of these
05:57guys one at a time.
05:59You can see that the Atmosphere channel is blank.
06:01It has nothing in it at all. That's because we didn't use the Atmosphere effect.
06:05Same thing for Multiply.
06:06Refraction, we don't have any transparency in our scene, so it's blank as well.
06:10I can go through each of these guys one at a time.
06:12We did use Reflection.
06:13Ambient Occlusion, we did use as well.
06:16Global Illumination, no; Caustics, no.
06:18Ambient, no.
06:19The Shadow, yes, so there is our shadow pass.
06:22The Specular, yes, and that's a little bit of a specular on the floor you're seeing.
06:26The Diffuse paths that's the basic color, and then there's our Object Buffer,
06:30the Alpha channel for the cubes.
06:31Let's open this up in Photoshop and just verify that all the layers are there.
06:36Go to the File menu and do an Open and navigate to my Desktop, to my Exercise Files,
06:41Ch 10, to my renders folder, and grab the cubes.psd file and hit Open, and
06:48it's going to think about it for just a moment and then open it up.
06:51Now that's one of the amazing things about CINEMA 4D is that it works really
06:54well with Photoshop.
06:55So now I have opened this Photoshop file up, and I've got all my layers active to me.
07:00So if I click on the Layers palette and make it visible, you can see I have
07:03got all my layers here.
07:05Now if I want to be able to, for example,, change the intensity of the shadows,
07:09I can just go to the Shadow layer, click on it and adjust the Opacity.
07:13Let's say I decided I don't want shadows at all.
07:14I could just turn the Shadows off.
07:16If I decide I want to have the shadows darker, I can duplicate the Shadow layer.
07:20I'll drag the Shadow layer down under the New Layer icon and duplicate it and
07:24you can see my shadow has got darker.
07:25If I decided I want to have less reflection, I can go to the Reflection layer
07:31and then adjust the Opacity of that layer from 100% down to say 20%.
07:36You can see my reflections got a lot less intense.
07:40I'm doing all of this without having to go back to CINEMA 4D and that's really
07:44the power of multi-pass rendering.
07:45It allows you to make drastic changes to your image that you would normally have
07:48to go back to CINEMA 4D to do.
07:50For example, let's say we wanted to change the color of these cubes.
07:54Now if you didn't have a multi-pass render with an object buffer in it, you'd
07:57have to go all the way back to CINEMA 4D, change the color of the material and
08:01then re-render out the entire project.
08:02Well, that's the beauty of multi-pass rendering.
08:04We don't have to do that.
08:05So I am going to go over to the Channels palette and load the object buffer by
08:09Command+clicking on the Object Buffer channel icon right here, and when I go
08:13back to the Layers palette, I can add in an adjustment layer and because I
08:17Command+click on the object buffer when I add the adjustment layer, Hue and
08:20Saturation, it's going to come in with the mask on it already.
08:24Any changes that I make, if I change the Hue, I can adjust the color of these
08:28cubes without affecting the background, and that's really the best illustration
08:32of the power of multi-pass rendering.
08:34It frees you from having to go back to CINEMA 4D.
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Batch-rendering multiple files
00:00There will be many times that you're going to want to render multiple files.
00:04For example, you may have several versions of the same graphic, Tuesday, Friday,
00:07Coming Up Next, that sort of thing.
00:09C4D has a newly rewritten Batch Render Queue that allows you to set up many
00:13renders, hit the Go button, and walk away.
00:15The New Render Queue is under the Render menu.
00:17If I go to Render Queue and the Render Queue window will pop open.
00:20The top part of the Render Queue will list the job names and the bottom part of
00:24the Render Queue window shows you the stats for those jobs.
00:26And so, in order to get the jobs in, it's really easy just to drag and drop.
00:29I could open up them from the File menu and do add a current scene or open files
00:33form the desktop, but drag and drop has much more fun.
00:35So I want to navigate out here to the Finder and I've got four files
00:38prepared ahead of time.
00:39And I am just going to drag them one at a time into the Render Queue, one,
00:42two, three, and four.
00:47Coming back to C4D, in the Render Queue, I can click through each one of these
00:51jobs and look at the stats for them.
00:54I am going to raise the window up here so I can see things a little better.
00:57One of the issues that I've got with these files is that their render location
01:01works just fine for me.
01:03It's going to render correctly on my machine, but on your machine at home,
01:05you need to change where the image is going because your local file directory
01:09structure is different, and that's the great thing about the Render Queue is we
01:12can do that right here without having to reopen the file.
01:15So for file number 1, I am going to select it, click on the Location button,
01:19the Image Save button, and I click that.
01:21It's saying where I want to save it.
01:22I am going to navigate to my Exercise Files, Ch 10 folder, to the renders folder,
01:26and I'll just save it as number ONE. Click Save.
01:29Now I can go back to number 2, do the same thing.
01:32I'll make sure it's going to the same renders folder and hit Save.
01:35Number 3, repeat the process. It's going in the same renders folder,. Hit Save.
01:41And number 4, the fourth file, I actually set up two different render settings,
01:45one to render the image as an animation, and another one to render it as a still
01:49image and so what I want to do is we are going to need to make two versions of
01:52this Render Queue file and we can render it from two different render settings.
01:56So for this one, I am going to specify where I want it to go and in the Render
01:59Settings pull down here, I can say I want to use the Animation render setting.
02:04And then I will tell it, render this animation to the renders folder in my Ch 10
02:08Exercise Files and hit Save.
02:10Now I can hold down the Ctrl key, make a copy of this, and then select this
02:15number 5, and in that one I tell it to use the Still image render setting and
02:20then I'll tell it to put it in the renders folder.
02:22So, when I save it in the renders folder, I'll hit Save.
02:25Now I've got all my files ready to go.
02:29Once we have all of our files ready to go, we can click on the Jobs menu and
02:33click Start Rendering.
02:34And when we hit Start Rendering, away it goes.
02:37Now the beautiful thing about the Render Queue-- I'm going to move the Render
02:39window out of the way-- is that it's completely in the background.
02:42I can continue working in Cinema 4D. I can add a cube and move that cube around.
02:47The Render Queue goes all by its own.
02:50So now that the Render Queue is finished, you can see all the circles have
02:53turned to green, meaning the render has finished successfully.
02:56We can navigate back out to the Finder and check our results.
02:59Here in the renders folder, we've got each of the renderings, ONE, TWO, THREE,
03:04and then the animation and the still image and they've all rendered successfully
03:08to the right location.
03:09One other thing I want to mention. There is a log file that will get saved out
03:13and that's controlled by this setting right here.
03:15You can see the log location and it's saved out an XML file for each rendering.
03:18So you can check the stats on the rendering, how long did it take, where did it
03:21to render to, that sort of thing.
03:23The location of that log file is wherever the project file is saved at.
03:28Batch rendering really allows you to be productive with your time.
03:31It enables you to let your machine work for you while you're off doing something
03:34else and that's always a good thing.
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11. 3D Animation Workflow: Compositing in After Effects
Understanding the 3D animation workflow
00:01When you render an image in C4D, the end result can be amazing, but for all the
00:05incredible things that any 3D program can do they are good for manipulating the
00:08images they produce.
00:10For example, what if you wanted to change the color of one of the objects in your scene?
00:13If you couldn't use an application like Photoshop or After Effects you would
00:16have to go all the way back to Cinema 4D, make your changes, and spend the time
00:20re-rendering your image.
00:21There is a much better way though, and the secret is compositing.
00:24So I have got a project file here in Cinema 4D. It's just some cubes that are
00:28sitting on top of floor object with the sky. There is little bit of reflection
00:31on the cubes and a little bit reflection on the floor and when I render them
00:34out it looks like this.
00:35I am going to Photoshop to show the rendering and what I've done is I've set up
00:39something called multi-pass rendering.
00:41Now these cubes may look familiar to you, and we've used them in a previous
00:44chapter, but I want to go over this ground again because it's really
00:47foundational for understanding how we are going to be using After Effects in later movies.
00:51So I've got the Multi-Pass layers here and these were set up in the Render
00:55Settings of the Cinema 4D file.
00:56If I go back to Cinema 4D and bring up the Render Settings, Command+B or Ctrl+B
01:00on the keyboard, those Render Settings have the multi-pass layers activated and
01:05you can see that I've got all of these layers turned on.
01:08Some of them were turned off as well, and those are the ones that I don't need
01:10for this particular image.
01:12The ones I have turned on will show up in Photoshop as individual layers and all
01:17of these layers have different blending modes on them.
01:19You can see this one is set for Multiply, the Global Illumination layer is set
01:22for Linear Dodge. Each one adds up to make the image that you're seeing here.
01:27Now the beautiful thing about these layers is I can completely change this
01:30image with just a few clicks by manipulating it here and without going back to Cinema 4D.
01:35So let's say, for example, I wanted to change the color of these cubes. I could
01:40now use something called an object buffer to isolate the cubes and change the
01:44color right here in Photoshop without having to go back to Cinema 4D.
01:48So let's go back to the Channels palette and I've got my object buffer here and
01:52once again, this was set up inside the Render Settings inside of Cinema 4 D, and
01:56this object buffer is an Alpha channel, a mask for these layers.
02:00When I load this selection, I'm going to hold down the Command key and click on
02:04Object Buffer 1, and when I turn that layer off now I'll make that invisible.
02:08I now have a marching ant selection around my cubes.
02:11And so if I go back to my layers I can add an adjustment layer that will
02:15only affect the cubes.
02:17So I'll go to Adjustment Layers icon and select Hue/Saturation and when I do
02:21that the Hue/Saturation layer adjustment window comes up, but in back to my
02:25layers I already have a mask set for my Hue and Saturation layer.
02:29So now when I make this Hue and Saturation adjustment it's only going to affect
02:32the stuff inside that mask.
02:34So going back to the adjustments I can just shift these cubes right to blue. There we go.
02:41Now this blue that I've done has affected the cubes, but you can see that the
02:45Reflections down below are still orange and so that's not technically correct,
02:49so I want to shift these guys back to blue as well.
02:52So if I go back to the Channels, I'm going to load up the object buffer and I'll
02:58bring object buffer up visible.
03:00I am going to Command+Click on the object buffer, and I'll go back to Layers and
03:04I want to add another Hue and Saturation adjustment layer.
03:07So I'll go back to Reflection and select the Adjustment Layer palette and then
03:11go to Hue/Saturation.
03:12Now when I've done that it's added a mask to the Hue and Saturation there, but
03:16that mask is the wrong shape.
03:18It's actually inverted from what I need.
03:19If I go back to the layers, you can see it has exactly the same shape as the
03:23previous Hue and Saturation.
03:25If I make an adjustment to that it's going to effect the cubes again, and I don't
03:28want to do that. Command+Z or Ctrl+Z. So what I need to do is go back to that layer,
03:33select just the mask for that and hit Command+I or Ctrl+I. You see it
03:39inverted the mask and now I can adjust these reflections with Hue and Saturation
03:44and not affect my original cubes.
03:47So I can go back to the Adjustments and push my reflections back. You can see
03:52the reflection is slowly turning blue. There we go.
03:56So the great thing about that is I can change the reflection color and then
03:59change the cube color independently of one other, and that's really the
04:03foundational concept here is how much control you have over your image inside of
04:07a compositing application like Photoshop or After Effects.
04:09Being able to manipulate your images like this is the most important part of
04:13truly mastering the art of 3D.
04:15In later movies, we are going to examine some of the tools that Cinema 4D has to
04:18make this process much more easy.
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Using the Compositing tag
00:00The Compositing tag is by far are the most important tag in the
00:03entire application.
00:05Wouldn't it be great if there was a way to control whether or not the render
00:07engine sees an object in your scene, or whether not that object affects other
00:11objects in the scene?
00:12Well, the Compositing tag can do just that.
00:14So what I have got here is an animation that I created ahead of time for this
00:18exercise and it's a very simple thing.
00:20We are going to pull back from the letters 3D and then there's going to be 2D
00:25letters that we are going to add later inside of After Effects that are going to snap in, 3D vs 2.5D.
00:31So the versus and 2.5D are just type objects here in Cinema 4D that I am using as
00:35place holders for my letters inside of After Effects.
00:38And so, eventually I am going to be replacing in these elements with actual
00:41layers inside of After Effects.
00:42So what I want to be able to do-- there is some problems with this scene now.
00:45When I hit the Render button, I am on a Render in Active View right now.
00:48When I do that, I've got some elements here that are set up.
00:51Now, this disc here is something I call a Hilite disk, and it's used to create a
00:56highlight on the surface of type elements, and normally you don't want this disc
01:00to be seen by the render engine.
01:02And I don't want the disc to be seen by the floor and I don't want it to be
01:06seen by the camera either.
01:07So I wanted to just show up on the surface of the type. That's where the
01:10Compositing tag comes in.
01:12If I right-click on the Hilite disk object, you can see it's underneath the
01:16Type parent object.
01:18If I right on that and go to Cinema 4D Tags and then do Compositing,
01:23the Compositing tag has a lot of options.
01:25Now, when this image goes back to the shaded view, you'll notice the Hilite disc
01:28goes away. That's because this top red dot is set to off.
01:33That means that the object will not show up in the Editor window, but because
01:36the bottom dot is gray. That means it will show up in the render.
01:39But what the Compositing tag does is it take that's idea one step further.
01:43It says not only will you show up in the render, but you won't be seen by the camera.
01:47And there's a very special button for that.
01:49If you select the Compositing tag and go onto the Tag Properties, there is a
01:52Seen by Camera option and when I uncheck that, now when I render, you will see
01:58that the Hilite disc doesn't show up in the camera, but unfortunately it's still
02:03casting shadows, and it's still being seeing by the floor. You can see actually
02:06the reflection of the Hilite disc down here.
02:08So there's some more buttons I need to check in the Compositing tag.
02:11First up, in the Compositing tag are Cast and Receive Shadows.
02:14I don't want that Hilite disc to Cast or Receive Shadows in my scene, so I
02:17uncheck those options. Let's render now.
02:20Now you can see my type looks a lot different. There's a really nice highlight
02:23going across the surface of it, but it's still being seen by the floor.
02:26And what I need to be able to do is to tell that Hilite disc not to show up in
02:30the reflections of the floor.
02:32There's a very special field in the Compositing tag for doing this and it's
02:35called the Exclusion field.
02:36So if I select the Compositing tag and go to the Exclusion option, there is a
02:41Mode pull down here - Exclude or Include.
02:43So if I drag my Floor object into this field, so I click on the Floor and drag
02:47it right into this field, this will tell the Hilite disk not to affect the Floor object.
02:53And so when I render again, I will click on the render option. You can see now
02:56the Hilite disk is gone from the floor, so no longer is it casting shadows, no
03:01longer is it receiving shadows. It's only showing up in the surface of the type
03:05and it's not showing up in the surface of the floor.
03:07So that right there shows the amazing power of it.
03:10Now, let's take this a little bit further and clean up the rest of the scene.
03:13The reflection sphere that I have surrounded my scene is providing me with some
03:16surface variations on my type, but I don't want it to show up on the floor.
03:20So, if I right-click on reflections sphere, I can go to Cinema 4D Tags and do
03:25Compositing, just like I did before, and I want to tell this reflection sphere,
03:29don't affect the floor.
03:30So I go to the exclusion option on this and I drag the Floor in here again and
03:35now when I render, you are going to see a very different looking floor.
03:38See how much darker and richer the floor is?
03:40That's because it has reflection on it, but that reflection was picking up this
03:44bright highlight from the reflection sphere that's surrounding the scene.
03:48Now the floor looks a lot richer and bluer and I can see my type reflection
03:51a lot more clearly.
03:53One last thing I need to do with the reflection sphere is I need to tell it not
03:56to be seen by the camera.
03:57So if I go to the Compositing tag and go to the Tag Properties, I can tell it I
04:01don't want to Cast or Receive Shadows. I don't want to have it Seen by Camera.
04:04So I turn off all three of those options and now when I render, my scene looks a
04:09lot more interesting.
04:10That white backdrop that you were seeing in the whole scene was in fact
04:13the reflection sphere.
04:14Now, I have got a nice black backdrop on my scene and my type is featured
04:17prominently in the frame and it's a lot easier to see.
04:21The last step in this process for the Compositing tag is to add something called
04:25an object buffer for the type.
04:26Now I always do this for any objects in my scene that I think I might have
04:30to manipulate later.
04:31In this case, I'm going to need to be able to make some type appear to come from
04:35behind my 3D type object.
04:37And the object buffer is going to allow me to do just.
04:39So I will right-click on the Extrude NURBE and go to Cinema 4D Tags and do Compositing.
04:45And in the Compositing tag, I'm going to activate the Object Buffer number 1.
04:51Now this number here is important.
04:53This number has to match the render settings we are going to set in the Render Settings.
04:56As long as the two numbers match between the render settings and the set field
05:00here in the Object Buffer settings here in the Compositing tag, then we will get
05:03the object buffer when we render.
05:05The Compositing Tag can dramatically change how our image looks.
05:09I use it on every single render I do for a project.
05:12If we didn't have this powerful tool, it would be impossible to create most of
05:15the effects you see being done in Cinema 4D.
Collapse this transcript
Using the External Compositing tag
00:00The External Compositing tag was added to the application a couple of versions ago
00:04and it answered a very important question for working with After Effects.
00:07The question was this.
00:08How do I get the position and rotation of an object in Cinema 4D into After Effects?
00:13Prior to this tag being added to the application, there was a cumbersome
00:16workaround, but now that we have the tag, it's really, really easy.
00:20So what I've got here is the same 3D VS 2.5D animation that we are using in this
00:25chapter and the VS and the 2.5D that slide into frame, these are just 2D type
00:32splines that have no geometry on them.
00:34And I want to be able to place these with After Effects type.
00:37And so I need to have a way to get the animation from these objects that I have
00:42already done here in C4D into After Effects.
00:44And that's where the External Compositing tag comes in.
00:46So if I right-click on the VS POSITION and go to CINEMA 4D Tags and then do
00:51External Compositing.
00:52And that's different than the Compositing tag.
00:54I want to do External Compositing.
00:56Now that I've added that tag to the object, I can go over to it in the select
01:00the Tag Properties and you will see there are some options here.
01:04We are going to leave the Children unchecked because we don't have any children
01:07for our object and we'll leave the Cache option on and everything else we'll
01:10leave alone as the defaults.
01:12For the most part, you don't really need to touch those.
01:14If you wanted to have a solid layer for your object inside of