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CINEMA 4D Essentials 7: MoGraph Modeling and Animation

CINEMA 4D Essentials 7: MoGraph Modeling and Animation

with Rob Garrott

 


CINEMA 4D Essentials with Rob Garrott is a graduated introduction to this complex 3D modeling, rendering, and animation program, which breaks down into installments that can be completed within 2 hours. This edition introduces MoGraph, a toolset that allows you to model and animate objects without keyframes, and shows how to use MoGraph to quickly get your characters up and running. The first half of the course covers how to clone existing objects, modify them to suit your needs, and bring them to life with effectors, MoGraph's special effects. The second half of the course demonstrates how to create movement and abstract animation with MoGraph.
Topics include:
  • Using the Cloner object
  • Understanding the MoGraph Selection tool
  • Animating a logo with the Fracture object
  • Creating movement with the Time effector
  • Animating with the Matrix object

show more

author
Rob Garrott
subject
3D + Animation, Modeling, Video, Motion Graphics, Visual Effects
software
CINEMA 4D R14
level
Beginner
duration
56m 17s
released
Sep 28, 2012

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Introduction
Welcome
00:04Hi, I'm Rob Garrott.
00:05Welcome to CINEMA 4D Essentials:
00:06MoGraph Modeling and Animation.
00:08In this course, we'll start by looking at the heart of MoGraph, the Cloner
00:12object, and how it can be used to quickly model a stadium environment.
00:15Then, we'll examine some key MoGraph techniques, like animating with the Fracture
00:19Object, tracing movement in the scene with the Tracer object, and using the
00:23Matrix object to drive the position of clones.
00:26So let's get started with CINEMA 4D Essentials:
00:28MoGraph Modeling and Animation.
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Using the exercise files
00:00If you're a premium member of lynda.com, then you've got access to the Exercise
00:03Files for this course.
00:04I'm working with them on my Desktop and the files are organized in the
00:07subfolders that go with each chapter.
00:09Inside each subfolder will be the files used in that chapter, and the files
00:13in each chapter folder are different, based on the needs of that particular
00:16chapter.
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1. Procedural Modeling with MoGraph
What is MoGraph?
00:00Probably, the most important thing in making CINEMA 4D the choice for motion
00:04graphics is a module called MoGraph.
00:07MoGraph is a procedural modeling and animation module within CINEMA 4D.
00:11What it really is though, is a collection of objects, and at the heart of those
00:15objects is something called the Cloner object.
00:17What MoGraph excels at is making copies and then repeating those copies and
00:21manipulating those copies.
00:23I have here an example from another course that I created, and this is a stadium.
00:28So what we've got going on here, this entire stadium, except for the type in the
00:32cell phone, was created using MoGraph.
00:33In fact, it was created using a few Cloners and a bunch of simple primitive objects.
00:38I've got the scene file here that generated that rendering that you saw, and
00:42I've stripped out all the compositing tags and things so that we just have a raw stadium.
00:46I've also hidden a few objects.
00:48I've hidden the lights, which are here in the scene, and I'll make the top status dot red.
00:53I've also hidden the background tubes, but let's bring those back into the scene.
00:58And you can see it as I twirl up in the hierarchy here, there is one object that
01:03is repeated over and over again and that's the Cloner object.
01:05The Cloner object is what allows us to repeat this simple primitive object,
01:09which is just a cube that's been flattened and elongated, and it's repeated
01:14around a central axis.
01:16And that's the MoGraph Cloner at work.
01:18Same thing goes for these light elements.
01:19The light elements are a grid of MoGraph clones that have then been repeated
01:23around, so I've cloned the Cloner to do that.
01:26And in fact, if you twirl open the Stadium seats null object and the Stadium
01:30lights cloner, you'll see that I've cloned a Cloner.
01:33So what does that mean?
01:34What is the Cloner object?
01:35The Cloner object is the heart of MoGraph and it repeats things in a variety of different ways.
01:40It has some settings on there under the Object Properties that allow you to
01:44control what type of arrangement of clones you're creating.
01:47You can create things like Grid Arrays and Linear Arrays and Radial Arrays.
01:51Then once you've created these arrays, you can manipulate them using
01:54things called Effectors.
01:56In this chapter, we're going to take a look at the most important objects in MoGraph.
01:59It is an incredibly deep toolset and we're really just scratching the surface.
02:03But hopefully, you'll get to see the power that's contained there.
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Using the Cloner object
00:00At the heart of the MoGraph Module is something called the Cloner object.
00:04The Cloner object is a Generator Object that creates copies of just about
00:08anything you place under it.
00:09I've got a simple stadium section here and this is the seating module from the
00:13stadium in the MoGraph example movie.
00:15This was created using simple polygon modeling tools based on an Extrude NURB.
00:20The first thing I did was to create the stadium section, the profile of the
00:24section using the Extrude NURB Object and a Spline. I'll hide that.
00:28And you can see that if I turn that off, that's just a simple spline.
00:31I then copied it and made it editable, and then extruded that outward to get the Stadium seats.
00:37I then used a Selection Tag to limit the appearance of the crowd texture on the
00:42front faces of those seating sections.
00:45Then what I did was, to give the illusion of tapering in,
00:49I used a Free Form Deformer Object, and that's a special type of deformer
00:53that when you go into Point mode allows you to grab the points on it and move them around.
00:57And when I move those points, it deforms the stadium.
00:59And so, what I've done is I've tapered the stadium inward to account for the
01:03rotation that's going to be placed on each of the sections.
01:06And if I turn the Free Form Deformer off, you can see that the Stadium section
01:10gets wider towards the back.
01:11That way when I repeat it around an axis there won't be gaps in it.
01:15So what I can do with the Cloner object, let's bring the Cloner object in the
01:19scene, I'll go to MoGraph and then add a Cloner.
01:22And the Cloner object is an amazing thing.
01:24Under the Object properties it's got a Mode pull-down.
01:27Now it defaults to Linear.
01:28So when I drop this child underneath the Cloner, watch what happens.
01:32I'm going to drop the child under there and immediately it makes copies of
01:35whatever you drop under it.
01:36So I'll select the Cloner object again and go back to its Object properties.
01:40Let's raise that up so we can see all these options.
01:42And by default, the Count is 3 and the Offset is 0.
01:46Down here the in the Coordinate properties, this is how much each individual
01:49clone is going to be moved.
01:50So if I adjust the Y value, you see that the clones get distributed along the
01:54Y-axis and we can make copies of these things.
01:57As I increase the number of copies, then it increases the count of the objects.
02:02And there's no functional limit that I'm aware of on how many clones you can
02:05actually create, but it is a high number and I haven't come close to reaching it yet.
02:10In fact, most likely your computer will crash before you hit that peak value.
02:14If I wanted to scale each clone, then I could adjust the scale values here and
02:19these scale values will scale the clones over the length of the clone number.
02:22So as I increase that number you'll see that it distributes it even higher, if I
02:27bring it down lower, then it distributes it lower.
02:30The key is that these numbers allow you to manipulate the clones in a very specific way.
02:34Let's bring that back to 100%.
02:37And the Step Mode determines how the values will be distributed among the clones.
02:41As I bring that to Cumulative, I can adjust the Step Size downward, and I can
02:46bring that back to Single Value, and adjust the Step Size upward.
02:50And as I adjust the rotation, this is probably the easiest thing to see, and
02:54let's increase our clone Count.
02:56So we see that we get a spiral here.
02:57And as I change that back to Cumulative, you'll see that it distributes the
03:01amounts differently throughout the clone Count.
03:03As I increase the P rotation and the B rotation, bank and pitch, then I'm now
03:09rotating that clone and it starts off and adds a little bit of rotation to each
03:13clone going forward and creating this shape in the stack.
03:17Now these are just some of the options and these options are going to change
03:20when I change the Mode pull-down.
03:22When I change the Mode from Linear to Radial, now I'm going to get a Radial
03:27arrangement of all of these seating clusters.
03:29And there's a Radius, there's also a Count, I can increase the Count.
03:34I can also change the Plane, and that's what I'm going to do next.
03:37Let's change the Plane to XZ, and now my clones are arranged around a Y-axis.
03:42Now by adjusting the Radius outward, I can get a distribution.
03:46Now the slider tops out at 1,000 here, which you can keep scrubbing that
03:50value higher and higher.
03:52And I am going to bring the Count down to 11, and then let's go to the Transform Options.
03:57The Transform Options allow you to rotate the individual clones.
04:01So let's go to the heading rotation and I can rotate each clone around its local axis.
04:07And as I bring that to 90 degrees, let's just type in 90 to make it easier, now
04:12I can go back to the Object properties and adjust the Radius inward until my
04:16clones are touching.
04:18Let's zoom in on that.
04:19I want to be careful how close they get.
04:21If I get down too far then I'll get some weird overlaps, and so, I want to --
04:25just right about there.
04:26About 1791 I ought to do it.
04:29And you can see that's why within the section hierarchy I added the FFD Object.
04:33If I turn that off for a second, you'll see that I get these gaps and my clones
04:37would never line up.
04:38So by adding that FFD, that allowed me to stretch the objects and have them meet
04:43correctly at the ends.
04:45Now let's take a look at how to create the lighting element.
04:47So I'm going to hide that momentarily.
04:49Hold down the Option key and click twice on the status dots.
04:52I'm going to add a Cube to this scene and I'm going to call this Cube stad light.
04:57Now I have a material already setup for this, but it's basically just a fully
05:00illuminate material.
05:01The only channel active is the Luminous Channel.
05:04And these are going to simulate the lights that go around the stadium.
05:06They're going to be representative of the lights.
05:08It's not a real stadium light.
05:09It's just a grid of white squares.
05:12So let's add the stadium material to the stad light object and now we get this white cube.
05:17I'm going to flatten it out along its Z-axis.
05:20Let's make it two so it's a nice flat element.
05:22I'm going to go to the View menu under the Perspective View and do a Frame
05:26Default, so I know what angle I'm looking at my object from.
05:29You want to be very careful when you're setting this up.
05:32Now I can start my first clone.
05:33So let's go to MoGraph and go to Cloner and let's add our stadium light,
05:37there is a child of the cloner, and you'll see it immediately makes three copies of it.
05:41What we want do though is change the Cloner from a Linear arrangement to a Grid Array.
05:46When we do that, we get a grid of objects.
05:49Now let's start off by changing the Count.
05:51Anytime you see an arrangement of three fields like this, it always means X, Y,
05:55and Z. So this is 3 units on X, 3 units on Y, 3 units on Z. So I don't want to
06:02have any on the Z-axis, just the original clone, so I'll change that to 1 on Z.
06:06And you can see that flattens out the Grid Array.
06:08Next, let's change the Counts on X and Y. I want to make the Y value 3,
06:13and the X Count 5.
06:15Now it doesn't look like anything has happened.
06:17You can't actually see our clones.
06:18That's because of this white material on here and the fact that they're all overlapping.
06:22The size of the grid is way too small for the objects that I have in it.
06:26So let's take that grid and spread it out.
06:30I'm going to spread it on X until you can see the individual clones, and I'll
06:35spread it on Y until you can see those individual clones.
06:37And now you can see that I've got a grid of these clones.
06:41Next, I want to create a copy around a central axis of this clone.
06:44And that's the amazing thing about MoGraph is you can nest the clones.
06:47You can clone Cloner objects.
06:49It will literally copy anything you put under it.
06:51So let's go under the MoGraph menu and add another Cloner to the scene.
06:54Then let's name our original light cloner and call this one light grid
06:59cloner, and then let's take the light grid cloner and make it a child of the
07:04new cloner that we've added.
07:05Let's change the name of this cloner while we're at it.
07:08We'll call this one Seat section cloner.
07:11Now this new cloner that we've added to the scene that is cloning the light
07:14grid, you can see it's already made its three copies.
07:17And let's change that mode from Linear to Radial.
07:19And we want to use similar settings for what we have for the seats, so we want to
07:23change the Plane to XZ, and then we want to adjust the Radius outward.
07:27And it's going to be around 1791 as well.
07:30So let's leave it right about there for now.
07:32And then, let's increase the Count.
07:34We want the Count to match the Count of our stadium sections.
07:37So that's 11, and you can see that my objects are probably going to be a
07:42little bit too big.
07:43Let's make the stadium seat cloner visible.
07:45And you can see that our lighting elements are way too big.
07:48So let's go to the Cloner object and adjust the Radius outward till our lighting
07:52grids or outside the seats.
07:54Let's raise them up just a bit.
07:56So I'll raise the whole Cloner up, so the lights are sitting just above.
08:00We'll probably have to move them again in a second.
08:02Now these lights are way too big, so I need to scale them down.
08:06Now I could go into the Cloner object and do a Transform and change the scale here.
08:11But I think I want to change the scale with something called an Effector.
08:14The real power in MoGraph comes from combining the Cloner object with other
08:18objects called Effectors.
08:19The Effectors allow you to modify the clones in the Cloner object.
08:23So with this cloner selected, I'm going to go the MoGraph menu and go to
08:26Effector and add a Plain Effector.
08:29And the Plain Effector is 'plain,' as in ordinary.
08:32Meaning, it only does ordinary position scale and rotation.
08:35So when I add that, you're going to see my clones jump.
08:38They jumped up on the Y-axis.
08:39That's because the Plain Effector, under the parameter properties, by default it
08:43modifies the clones by moving them 100 units on the Y-axis.
08:47So let's uncheck that.
08:48We don't want to move them on Y. What we want to do is scale them, and we want
08:53them to scale uniformly.
08:54So let's change that.
08:55And now we can just scrub that value, and watch what happens.
08:58We can scale those clones down to just the size we need.
09:01And the beautiful thing about this, it's completely none-destructive.
09:03If I want to turn that Plain Effector off, then my clones jump right back to
09:07the original value.
09:08I know that this Plain Effector is affecting this Cloner, because in the Cloner
09:12Effectors field, it's listed right there.
09:14So that is a real basic look at how you can create clones using the Cloner object.
09:18In the next movie we'll take a look at how we can do further modifications to
09:22our Clones using the Effectors.
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Modifying clones with Effectors
00:00The Effector objects are a special type of operator that allows you to modify clones.
00:05They can also be used to modify objects that are not clones as well.
00:09They operate just like deformers in some instances.
00:12In order to demonstrate this, let's first set up a quick clone.
00:15I've got a very simple flag set up here. Let's hit Play.
00:18You can see that I'm using a Wind Deformer to modify this plane to make it look
00:22like a flag waving in the wind.
00:24And what I want to do is cover this with objects.
00:27Let's add a MoGraph Cloner object to the scene, and let's have that cloner
00:30clone a bunch of cubes, so I'll add a cube to the scene.
00:34Now that cube's really big relative to our flag.
00:36And so, let's make it much smaller.
00:38I'll hit T on the keyboard and scale it way down. There we go.
00:43Now I'll take the cube and make it a child of the Cloner object.
00:46And the cloner, under its Object Properties, is defaulted to Linear.
00:49So let's change that to Object.
00:51And when I do that, I get this New Object field and the object that I want to
00:56drag in there is the plane.
00:58But before I do that, CINEMA 4D evaluates the Object Manager from the top down,
01:02and so you want to have the thing that's driving the position of the clones
01:05above the Cloner object in the hierarchy.
01:08So let's take the cloner and drag it way down here and then we'll leave the
01:11original null group with the flag in there up above.
01:15So now under the Cloner, I'm going to take the plane and drop it right into that group.
01:19And as I drag that in there, watch what happens.
01:22I immediately get this flag covered with all of these cubes.
01:26And if I it Play, you can see that those cubes are moving exactly with that.
01:32Now by default, the cloner is creating a cube at the location of every vertex,
01:38and you could see that the distribution is vertex.
01:40I could change that to be based on the edges, and I'll get a checkerboard pattern.
01:44I'm going to change that to be randomly distributed across the surface.
01:48And then when I do that I get a count, which is always fun.
01:52I can also tell it to be based on the Polygon Center, and I think that's what
01:56I'll leave it on is Polygon Center for now.
01:58Now that's quite a few clones for my purposes today, so what I'll do is
02:02reduce that number.
02:03The way I reduce the number when I'm distributing among Polygon Centers, is by
02:06reducing the number of polygons.
02:08So let's go to the Plane and change the Count on the segments from 20 x 20 to, say, 10 x 10.
02:14Then I'm just going to have a hundred clones here.
02:17That's going to give me a nice smooth playback and I think it will be easy for
02:21demonstration purposes.
02:22So now that I've got that cloner group set up, I want to modify these
02:26clones with an Effector.
02:27So before I do that, let's hide the planes.
02:29So let's go to the null object and hold down the Opt or Alt key and click
02:33twice on the status dot. Boom, boom.
02:35And now you could see that I've hidden that.
02:37Now also, to make these clones more visible, let's make a new material.
02:41I'll double click on the Material Manager, and under the Basic properties,
02:44let's add in Luminance.
02:45That's going to make it nice and bright.
02:47And then bring the luminance value from 100% down to, say, 50%.
02:50And now you can apply that material to the cloner.
02:54Now that I have applied it to the cloner, the cubes are nice and easy to see.
02:59So let's select the Cloner object and go the MoGraph menu and go to the Effector
03:03sub-menu and let's start off,
03:04you saw the Plain Effector in the previous movie,
03:06that just does position, scale, and rotation. And we could in fact, modify these
03:10clones based on their local position on the flag.
03:13What instead I think I want to do is I want to randomize them a little bit.
03:17They're all very uniform right now.
03:18So let's go to the Random option.
03:20Now, I had the cloner selected, so the Effector went into this Effector
03:24Field automatically.
03:26Now if you don't have your cloner selected, then the Random Effector won't
03:29show up in there. You see when I delete that, the clones go back to their old position.
03:33So I can drag this Random Effector in here at anytime.
03:36I can also disable it, and I can also adjust the intensity, and you can actually
03:40keyframe this value and have the cubes fall back to their position.
03:43So let's hit Play and see what's going on here.
03:46You can see that we've got this really interesting arrangement of cubes that
03:50are being moved based on the position of that flag.
03:54Even though the flag is not visible on the scene, it's using the position
03:57information from the points and polygons that make up that flag to create all these copies.
04:03I can also go into the Random Effector and rotate them.
04:06So let's go and add rotation in and I'll just scrub and add a little bit of value here.
04:10Let's hit Stop and take a look at what we've created here.
04:13And we've got this seemingly random arrangement of clones now.
04:16And the beautiful thing about it is it's non-destructive.
04:18If we don't like that,
04:19we can always disable the Random Effector.
04:22We can even keyframe the Random Effector strength under the Effector property
04:25and adjust it and have those guys come back to their original positions.
04:29So for now, I'm going to disable the Random Effector because I want to show
04:33another Effector, and that is called the Step Effector.
04:36So let's select our Cloner object and go to MoGraph menu and go to Effectors
04:40and add in the Step.
04:42The Step Effector when you add it, will now modify the clones based on this graph here.
04:48The default parameter that it modifies is the scale, and you can adjust how much
04:52scale is being applied by adjusting the scale value here.
04:55And you can also go into the Effector Property and adjust how the scale is being
05:00applied using this graph.
05:02And if I go into the graph I can add new control points anywhere on the spline
05:06by holding down the Control key and clicking in there.
05:09I can now move that around.
05:10You can see I have an arrangement here, and I have control over how they modify.
05:14And I'm going to bring that up so we got a distribution.
05:17Now anytime you see a graph in CINEMA 4D, the left-hand side is the beginning,
05:21the right-hand side is the ending.
05:23And you can tell by dragging this guy up and down, you can see, there's the
05:27beginning, and there's the ending, and we can adjust those values accordingly.
05:32Now the really cool thing about this is that it can be combined with the Random Effector.
05:36Watch this, I'm going to go the Cloner object and under the Effectors property,
05:39you can see I have both Effectors applied here.
05:42But right now, I've got the Random Effector disabled.
05:44So let's click on that and turn it on.
05:46You'll see that we end up with this cloud of cubes that is randomly distributed
05:50but has a scale applied to each of them in a varying degree of intensity.
05:54And you can see that if I hit Play, all of this animation holds still and we can
06:00keep combining these things together.
06:02I can even clone this cloner.
06:04I could go into MoGraph menu and go to add another Cloner object to the scene,
06:08and drop this cloner into that cloner.
06:10And now, let's drag all that down to the bottom here.
06:13Now what happens is I've created an arrangement of these that's--and remember
06:17by default this Cloner object goes three units on Linear.
06:20And let's change that to a Radial Array and then adjust the radius way outward.
06:26And what we'll end up with is this really interesting tunnel effect.
06:29And you can see I'm getting a pretty decent playback on this machine.
06:33It's going to choke for just a moment.
06:35You can see that it jumped to Line Mode.
06:37When that happens, you can do something called Render Instances.
06:41And when I activate Render Instances, I now--I'm going to get a much faster
06:46playback on my machine.
06:47CINEMA 4D thinks about these copies differently.
06:50I could even clone this clone one more time and create a whole tunnel like this,
06:54but you get the idea.
06:55The important thing to remember about the Effectors is that they can be combined
06:58together and they are non-destructive.
07:01So it's okay to play around with them.
07:02Some of the Effectors are a little bit intense like the COFFEE Effector or the
07:06Python Effector, but most of them are pretty intuitive to use.
07:09Just remember that you can't do any harm.
07:11You can always just turn off the Effector if you don't like what it's doing.
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Understanding the MoGraph Selection tool
00:00The power of MoGraph comes from the Cloner object and combining it with Effectors.
00:04But what happens when you want to limit how an Effector is applied to a Cloner?
00:09That's where the MoGraph Selection tool comes in.
00:11I'm going to make a very simple arrangement of clones here.
00:15Let's add a cube to the scene.
00:16The cube is a little bit big, so I'll hit T on the keyboard to get the Scale
00:19tool, and let's just scale it down.
00:22That's pretty good right about there.
00:23There's no right or wrong answer in this one and we just want to create a smaller cube.
00:28And let's go into the MoGraph menu and add a Cloner object.
00:32So let's create a clone by dragging the cube onto the Cloner object, and let's go
00:36to the Object Properties on the Cloner,
00:40and change the count from 3 to, say, 10.
00:45And then let's change the amount to about 108 or so.
00:49I want to be able to see all the clones that I've created.
00:53If you hit H on the keyboard, that will frame up the scene.
00:56Now that I can see everything, let's modify those clones.
00:59Let's go to the MoGraph menu, and under the Effectors,
01:01let's add in a Step Effector.
01:03The Step Effector allows you to modify clones based on a curve, and when I add
01:07that in, you can now see that I get a stepped application of that scale value.
01:12The default parameter is Scale here.
01:14You can see that they scale up over the length of the clone count.
01:17Now I can go back to the Cloner object.
01:20I want to have this very top clone not to be affected by the Step Effector.
01:24That's where the MoGraph Selection tool comes in.
01:26With the Cloner selected, let's go to MoGraph and go to the MoGraph Selection tool.
01:31When I do that, I'm going to get these red dots.
01:34And also, my cursor is changed to an arrow with a circle in it.
01:37And now, if I paint over one of these clones you'll see that it's going to turn yellow.
01:43When I let go of the mouse, you'll notice that I now get this little
01:47radiation-symbol looking tag on my Cloner object.
01:49That's the MoGraph Selection tag and that tells me that this one clone has been identified.
01:56If you select the tag itself, you'll notice there's an Invert option.
01:59Let's click on the Invert, and that's going to select all the other clones
02:03except for that one.
02:05So now, if we go to the Step Effector, under the Effector Field is this little
02:09field right here, Selection.
02:11When I drag my tag into that field, watch what happens.
02:14The very last clone is no longer being affected by the Step Effector.
02:19So whatever I do to these guys, I can take that clone and drag it down, it will
02:23not be affected by that Effector.
02:26Now I can do something else.
02:27I can have a new Effector applied to just that clone.
02:29So if I go to the Cloner object and go to MoGraph Effector, and let's do a --
02:36let's do a Formula Effector on this one.
02:38When I add the Formula Effector to the scene, the Formula Effector animates a
02:42sine wave function through parameters, and the default parameters are
02:45Position and Scale.
02:47And let's undo Scale and have it just do Position.
02:50You can see when I hit Play, it's going to animate or oscillate those
02:54cubes along the Y-axis.
02:58And within the Effector Properties, you've got a formula here and you can put in
03:01a wide variety of formulas.
03:02You're not limited to this formula here, and this is a listing of all the
03:06variables that you can change within those formulas.
03:08But what I really want to have is this guy oscillate and these guys not oscillating.
03:13Let's create a copy of that tag by holding down the Control key and dragging over to the right.
03:18Now let's select the Formula Effector, and you can see that the Formula Effector
03:21is already showing a MoGraph selection.
03:23That's because I had this Selection Tag selected, it was highlighted yellow
03:28when I added the Formula Effector, and that told CINEMA 4D that I wanted to
03:31include it in there.
03:32Now this is going to be confusing because both of our tags are named the same thing.
03:36So let's name this first tag under the Basic properties and call it All others,
03:42and you notice that it broke the relationship.
03:44That's because under the Step Effector, it's looking for MoGraph selections.
03:48Let's drag this All others into that field and now we're back to where we were.
03:52And then on this last Step Effector, let's call this one top only.
03:56And you can see that's going to break the relationship as well.
03:59Let's go back to the Formula Effector, and under the Selection field, let's drag in top only.
04:04Now if I hit Play, you'll see that the only one that is moving is now the top clone.
04:11And I can always get back the other way by disabling the tag or inverting the selection.
04:16I can invert the selection.
04:17You will see that all these guys down below will move and the top one won't. Let's rewind.
04:23Let's go back to the tag and invert it again.
04:25Now let's say I wanted to add some more clones and have a different Selection tag.
04:29You want to make sure that you don't have a tag selected.
04:32Let's deselect that tag and then select the Cloner object and go back to the
04:37MoGraph Selection tool.
04:39And you can see these dots again.
04:41So let's grab some dots right in the middle.
04:44I'll grab those guys.
04:45And if I want to deselect the Clone, I can always hold down the Control key and deselect.
04:51So let's have these three right in the middle, and you can see we get a new
04:55tag, and we'll call these Middle 3.
04:57And now we can have another Effector affecting these clones.
04:59So with the tag selected, let's go to the MoGraph menu and go to Effectors and
05:03add in a Random Effector.
05:06And the Random Effector will now randomize just those three clones.
05:10And under the parameters, you can see that it randomizes in all directions.
05:13Let's leave Y alone, zero that out, and have it just randomly position these
05:17guys on X and Z. And you can see I'm just scrubbing those values.
05:21And so when I hit Play, you can see that it's now oscillating the top one, it's
05:26randomly distributed the Middle 3, and it's doing a step across the rest.
05:29So now let's see what would happen if I wanted to add in these three clones
05:34to that oscillation.
05:36What I can do is, when I want to modify a Selection tag, I can go to the tag
05:41that's called top only, and when I click on the Cloner tool, you can see that
05:46it shows me the selection.
05:47If I click through each of these tags, it shows me what the tags are.
05:51The yellow is selected, orange is not selected.
05:53And so, on this top only selection, I can now hold down the Shift key and grab
05:58those three middle ones.
05:59I'll grab that one, that one, and that one.
06:02You see as I add each one, it starts to move.
06:05And now when I hit Play, you'll see that those guys will oscillate as well as the top one.
06:09As you can see, the MoGraph Selection Tool is a really powerful part of the
06:13MoGraph toolbox and it gives you total control over your clones.
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2. Using MoGraph for Animation
Animating a logo with the Fracture object
00:00The MoGraph Fracture Object allows you to treat objects that are not clones as
00:05if they were clones.
00:07What I mean by that is that the Cloner object creates copies of objects, but
00:10what do you do when you have all the copies you want and you want to simply
00:15modify them with Effectors?
00:16Well, that's where the Fracture object comes in.
00:18So I've got a very simple logo here, and I've hidden the lights and environment
00:22and camera underneath this Null object here.
00:25And you can see if I make them visible, there's the lights and the camera.
00:29I'm going to make the top dot red and then twirl that closed.
00:32And underneath my logo parent, I've got an Extrude NURBS object and I've got my
00:36separate paths for the type in the Shapes.
00:39The way the Fracture object works is that it treats whatever you put under
00:42there as if it were either made up of clones, or if it's a group of objects, then
00:48it will keep those objects as individual clones, and that's what we want to do
00:52for our logo parts.
00:53Let's start off by going to the MoGraph menu and adding in a Fracture object.
00:57And then on this Fracture object, let's call it Type Fracture, and let's make a
01:03copy of that Fracture object and call it Shape Fracture.
01:07We want to have one Fracture object for the outer shapes here and one Fracture
01:11object for the type elements themselves.
01:13You could do everything under one, but we want to have a little bit more control
01:17so that we can adjust how these things come in.
01:20Now what we need to do is build the hierarchy.
01:22There's a very specific hierarchy you need to use when you're extruding objects
01:25underneath the fracture.
01:27So the way the hierarchy needs to work is I'm going to take my Type elements, and
01:32those are the splines that make up the word LOGO, and let's actually switch to
01:35the Perspective View and get to a full screen.
01:39Let's hide the Interactive Render Region.
01:40I'll hit Option or Alt+R in the keyboard to get rid of that.
01:44And now, I'm looking through the Camera object and I want to have a little more
01:48control than that, so let's uncheck the Active Camera icon right here and then
01:51we're now looking through the Editor Camera.
01:53And now we can see our scene much more comfortably.
01:56So what we want to do is to animate the position of these LOGO type elements
02:01with an Effector and animate the shapes with their own Effector, so there's a
02:04specific hierarchy we need to build.
02:06The way the hierarchy works is that you have to extrude the result of
02:09the Fracture object.
02:10So I'm going to take my Type elements and drag those Splines underneath the
02:15type Fracture object.
02:16You can see there are the splines because I broke in the Extrude NURB.
02:20We don't need this LOGO type Null object anymore.
02:22We're going to take the type Fracture and drag that underneath.
02:27Now with the type Fracture underneath, you can see I still get my logos and
02:31that's a very important hierarchy.
02:32Always extrude the result of the Fracture object and everything will behave correctly.
02:37Now I want to do the same thing for Shape Fracture.
02:40Let's drag the Shape Fracture down here and make it a child of that.
02:43And then I'm going to take the spline and make it a child of the Shape Fracture.
02:47Now it looks like nothing has changed and that's a good thing because that means
02:50that the Fracture object is being seen correctly by the Extrude NURB.
02:53Now we're ready to actually modify these guys with their own Effectors.
02:57So let's start with type Fracture.
02:59I'll click on the Fracture object and go to the MoGraph menu > Effector.
03:03Now I'm going to use the Plain Effector.
03:06That's plain as in ordinary, meaning, just position, scale, and rotation.
03:09So let's add that to the scene, and you can see that my objects immediately
03:13jumped up on the Y-axis, and that's by default.
03:17The Plain Effector modifies objects to move on the Y-axis by 100 units.
03:22So let's undo that and bring that Y value down from 100 to 0.
03:27We want that type to stay there.
03:29So the move that we want to create is we want to have this type come from
03:32infinity and hit its mark here in this position, and then have the shapes come
03:37from over the camera and hit their mark.
03:39And so, it's going to go L-O-G-O and then have the oval shape tumble into position.
03:43So let's -- the way we do that is to have the Plain Effector now modify
03:48these guys on the Z-axis.
03:49So I want them to come from infinity.
03:51It's way off in the distance there.
03:53So let's take the Plain Effector, and under its parameter properties, adjust the
03:56Z value, so I want to go on the positive Z-axis.
03:59Let's put in something like, say, 10,000. There we go.
04:04And let's look through the camera to see how small that is in frame.
04:08And you can see that's pretty small.
04:10And then I'm going to adjust the scale, and I'll do uniform scale, and the scale I
04:15want to have is a -1.
04:18That's going to make my objects disappear.
04:19You can see they're gone now.
04:21So let's uncheck the look through camera button, and now we can look at our scene again.
04:26Now what I want to be able to do is to have the objects come into position one at a time.
04:31To do that, I'm going to need something called Falloff on the Plain
04:34Effector that I have.
04:35Let's start off by naming this Plain Effector and let's call it Type plain
04:39effector, and let's take that Type plain effector and make it a child of the Logo Parent.
04:45Now what we need to do is on the Type plain effector, we're going to go to
04:49the Falloff option.
04:50The Falloff by default is set to Infinite.
04:52We want to change that to be a Box.
04:54And the Box is going to be represented by this yellow box.
04:58You'll notice that as soon as I did that, the things that are outside the box
05:02immediately jumped to the original position.
05:04And the things that are not quite inside the box are now moving a little bit.
05:08What I want to do is to make this box the same size as the original LOGO type
05:12and that involves adjusting the values in the size.
05:14Now I could scrub these, or I could click on the orange button for the yellow box,
05:19and the yellow box controls the size of it.
05:21You'll notice as I increase the size, it connects with those others and sends
05:25them off into the distance, and that's okay.
05:27Let's disable the Plain effector for just a moment and see where our type is,
05:31and I think I'll turn that back on again.
05:33And you can see the most important thing that I want to have is the axes have to
05:38fall into the red zone here.
05:40And the red zone is the difference between the size of the effector and the
05:45place where it's 100% Falloff.
05:46So this is a 100% effect, this is 0% effect out here, and that's determined by
05:50the Falloff option.
05:51I can adjust that to make the size of the box larger or smaller.
05:54I'm going to make it just a little bit smaller, and I think that's going to do just fine.
05:59Now you'll notice if I adjust the X position on this object, as the objects pass
06:06out of the Falloff zone, they hit their mark again.
06:09So if I started at this end and animate on the positive X-axis, this is
06:13going to L-O-G-O, just like that.
06:15Let's undo that for a second and get back to zero.
06:18So let's animate the position of that.
06:21This is our starting point for that effector.
06:23So let's go to the Plain Effector, and I'm going to go to the Coordinate
06:28Properties, and at time zero, let's Ctrl+click on the gray circle for
06:31the position parameter.
06:34And I'll do that for each on X. And I should have clicked on the P column
06:37first and then I could Ctrl+click to add them all at once, but I clicked
06:40individually there.
06:41Now we can move forward in time and have the last keyframe at frame 30.
06:45And for the last keyframe, I'll slide the Plain Effector on the positive
06:48X-axis until all the letters are clear of the yellow box, and you see them slide
06:52into position as they clear the yellow box.
06:55Now if I scrub through the animation, you'll see that my objects hit their mark.
06:59It's probably going to be a little too fast.
07:02We'll do a preview movie in just a moment to check it.
07:05But first, I want to do the actual hoop.
07:07So I'll down the Control key and drag a copy of this effector downward and I'll
07:11name it Hoop plain effector.
07:13Now we want this to affect the Shape Fracture.
07:17So let's select the Shape Fracture object and under the Effectors parameter,
07:21let's drag in our Hoop plain effector.
07:22When we do that, our hoop disappeared.
07:25Now it went on the Z-axis as well.
07:28As we go to the Hoop plain effector object, let's look at that.
07:31We want to, instead of having that be 1,000 on Z, we want to have that be a lot lower.
07:37So let's start off by making it zero.
07:40Now as I scrub this Z value, something's going on here.
07:44I can't exactly tell -- oh, I see what the problem is.
07:46The issue is that on this effector, I was also scaling the type to -1.
07:52That means my hoop is currently scaled to -1.
07:55It's effectively invisible.
07:56So let's disable the Scale option.
07:57We don't want that hoop to scale anyway.
07:59And now you can see that I'll be able to scrub that value.
08:02So let's have that be on the negative Z-axis.
08:05But to determine how far we need to move it, we need to be able to see the camera.
08:09So let's make the camera visible by clicking on its top dot once.
08:13And now you can see that my hoop is just outside the field of view of the camera.
08:17Let's get it to right on the edge.
08:20And if we look through the camera, you can see that as we scrub that value down
08:26towards zero, eventually my hoop's going to show up, and there it is.
08:29We want to get it just outside the field of view of the camera.
08:33And then I'm going to go to the Coordinate Properties and verify that my
08:36keyframes are there.
08:37And you see that now, as we do that, as that leaves, the hoop hits its
08:41position, and so does the type.
08:44Let's do a quick preview movie of this.
08:46I'll hit Opt+B or Alt+B on the PC.
08:48That brings up the Make Preview window.
08:50Let's change that from Full Render to Software Preview, and we'll do, instead of
08:55All Frames, we'll just do from zero to, say, 50 or so.
08:59So we'll go to Manual and change that to 50, and then the Size, I'll change it to
09:04640, and that's the horizontal size, and you can see it picks up the aspect
09:08ratio, and I'll hit OK.
09:10And it's going to quickly burn through that and I'll get to the Picture Viewer. Let's hit Play.
09:14The first time through it's going to cache the frames. And my type --
09:19everything's happening really fast and also it's happening at the same time.
09:23We want the type to come in and then have the hoop come in afterwards.
09:27So let's make some adjustments and have everything happen a little bit slower.
09:31So the first thing I want to do is bring up the timelines.
09:34So rather than just going to the animation layout, I'm just going to bring up the timeline.
09:38So I'll go to Window > Timeline.
09:40And it's currently in the F-Curve Manager, so let's hit the Spacebar and go the keys.
09:44First, I want to have everything happen slower.
09:46So let's highlight both tracks, and then with this orange bar, let's stretch
09:49everything out a bit.
09:50So let's stretch that out to 60 frames, let's double the time on it.
09:53Then I want to have the Hoop plain effector happen later.
09:57So let's take that and have that happen quite a bit after.
10:01So you see that my type now, let's make the timeline just a little bit smaller
10:07and move it down here.
10:09And now we can scrub through and see what's happening here. Boom.
10:16And I think that timing is going to be pretty good.
10:18Let's do another preview movie.
10:20Before we do a preview, let's hide our effectors.
10:22I'll hold on the Option key, or Alt key on the PC, and click twice on those status dots.
10:28Now it's Opt+B or Alt+B, make another preview movie, and it pops up pretty quick,
10:34and now we'll do a preview.
10:40And because our frame range was set to only 50, we're not seeing the actual
10:45arrival of the hoop.
10:46So let's go to Opt+B or Alt+B again, and instead of doing just 0 to 50, let's do
10:510 to 89, which will be the end of the animation.
10:53It's going to pop up again, and then hit Play.
10:56I think that timing is going to be pretty good.
11:02Yup, feeling great.
11:06So the last thing we want to do is to smooth out the animation.
11:10Let's close the timeline up and there's a very special effector for that.
11:13That effector is called the Delay Effector.
11:17Let's twirl open our Type Extrude and twirl close the two fracture objects.
11:21I'm going to select each of the Fracture objects and go to the MoGraph menu and
11:25add in, under the Effectors, a Delay Effector.
11:28And the Delay Effector creates this really interesting effect.
11:32What it does is it smooths out the motion.
11:34You can also add a springing effect by adjusting the Effector properties for
11:38the Blend pull-down.
11:39If we set it to Spring, it will do a 'boing!' kind of action.
11:43By default it's set to Blend and that's just the movement we want.
11:47That's going to create a nice ease-in.
11:49Let's do another preview, Opt+B or Alt+B, and hit OK.
11:52And when that pops up, we'll hit play here in the Picture Viewer, and you'll see
11:56that our animation now is very smooth.
11:59And the beautiful thing about this is that this was all done with just a few
12:06keyframes, and that's really the power of the Effectors.
12:09The Effectors allow you to create movement and modify clones and generate
12:14animation without using very many keyframes.
12:17Sometimes no keyframes at all, sometimes just a few keyframes, but the key
12:20is, I have a very manageable workflow for this type.
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Creating movement with the Time Effector
00:00The MoGraph Time Effector allows you to create motion in objects, and it can be
00:04used to add life to a still scene without adding any keyframes at all.
00:08So I've got a very basic scene set up here, it's just a cloner object, and
00:12under the Object Properties you can see that it's set to Linear, and it's kind
00:16of making 10 clones, and I've got a white material on them so we can see them easily.
00:21And I'm going to start off by showing you what the Time Effector does.
00:24Let's click on the Cloner, and then go to MoGraph, and then go to Effector, and then select Time.
00:29And the Time Effector, when you first add it, it looks like nothing's happened,
00:32except the clones have rotated.
00:34That's because by default, the Time Effector has its parameters set to affect Rotation.
00:39When we hit Play, you'll see that the objects are all rotating around the Y-axis.
00:44And that's basically all the Time Effector does.
00:46It moves, scales, or rotates objects based on the parameters that you set here, and
00:50it does it over time.
00:52So if we go to the Position, and I add a position, let's add X to the position
00:57mix, and then I'll hit Play.
00:58You'll see that all the clones will move on X.
01:01Now that doesn't immediately seem very useful, but we can have a little more
01:06fun by combining another Effector and also changing some of the properties of our Cloner object.
01:11So let's go to the Cloner, and let's instead of making a linear line, let's make a grid array.
01:16Let's go to Grid Array, and it's set for 3 x 3 x 3.
01:20Let's make this 10 x 10 x 10.
01:24That's going to make a lot of those cubes.
01:26And I want to spread out that arrangement, and now I should be able to drag that out.
01:30I'm going to drag that out on all three axes, and I'm just eyeballing this.
01:34I could put in numerical values, but really what I want to do is just to get
01:38a big grid of clones, and let's back out here a little bit so we can see
01:43what's going on with this.
01:44And so, I've got this large arrangement of clones.
01:46Let's spread those out. There we go.
01:48And now what I want to do is to randomize their positions.
01:51They're very, very regular right now and I want to create a cloud of these things.
01:55So let's select the Cloner, and go to the MoGraph menu, and select Effector, and
01:59then Random Effector.
02:00And when I do that, it randomizes the position of each of the clones and it
02:04does that by default.
02:06We want to add in also rotation.
02:08So let's click on the rotation icon and add in Rotation. We scrub that up.
02:13You'll notice as I scrub these values, my clones are now rotating randomly.
02:19Let's orbit around a little bit.
02:20I haven't randomized their positions very much, they still feel like they're in
02:23a grid, so let's scrub these values and really spread them out. There we go.
02:29So now we've got a very random distribution.
02:31It no longer feels like a grid of clones.
02:35So let's hit Play now and see what's going on with our objects. I'll hit Play.
02:39You can see that they're going crazy and they're rotating wildly.
02:42And if you look under the Cloner options, you'll see that the order of the
02:48Effectors as they appear in the Effector Field on the Cloner object is very important.
02:53And it evaluates from the top down.
02:54So right now, it's applying the Time Effector first and then randomizing.
02:58We want to do the reverse of that.
02:59Let's randomize first, and then do the Time Effector. And we're going to get a
03:03very different arrangement.
03:06You can see that now, instead of having the cloud turning, we've got each of the
03:10individual objects turning.
03:12Now I'm getting a little bit of stuttery playback, let's go the Object
03:15Properties and change that to Render Instances, and that's going to give me a
03:19much smoother experience.
03:23And let's zoom in to this cloud and get in here, and you can see that when
03:28I'm inside the cloud, as I hit Play, you can see that I've got this great
03:33environment that we've created in a really short amount of time with no keyframes at all.
03:37The power of the Time Effector is that it allows you to create motion without
03:40any keyframes at all, and that can be really handy and it gives you one less
03:44thing to think about when you get into a really big animation pipeline.
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Creating abstract animation with the Tracer object
00:00The MoGraph Tracer object generates spline information based on the position of
00:06objects in the scene.
00:06It can also generate those splines based on the points that make up those objects.
00:10This can be incredibly useful for modeling and for rigging and for all kinds of situations.
00:14I'm going to show you how to make a very quick abstract background using the
00:18Tracer object to give you a feel for what it can do.
00:21So I've got a basic scene here.
00:23I'm going to hit Play to show you what's going on.
00:25And you can see my objects are just kind of randomly rotating through the scene.
00:29What I want to do is to create spline information based on the positions of each
00:33of these cubes, linking them together.
00:35So if I go to the MoGraph menu and add a Tracer object to the scene, the Tracer
00:39object, under its Object Properties, has this field, the Trace Link field.
00:43The Tracer object doesn't do anything until this Trace Link field is filled.
00:47A very important thing to remember about the Tracer is that it needs to be below
00:51any objects that are being used in the Trace Link field.
00:54It needs to be below them in the Object Manager.
00:56So let's take the Tracer and drag it down to the very bottom.
00:59Now let's take the Cloner object and drag it into the Trace Link field.
01:03And when we do that, it looks like nothing happened.
01:06That's because we're telling it to trace paths.
01:08If we were to hit Play, you'll see that little splines are being drawn based on
01:15the position of each of those cubes.
01:17If I were to go to the Time Effector and adjust the speed of those objects by
01:24having them move faster,
01:26let's rewind back to 0 and hit Play again,
01:28you'll see that I get very long splines.
01:33And that is incredibly fun to watch, but if I hit Cmd+R on the keyboard,
01:36you'll see that nothing really happens with the Tracer object.
01:39That's because the Tracer object is generating splines, and the splines don't render.
01:44So in order to have something actually visible in the scene, we need to use that
01:48Tracer in one of the spline-based NURBS objects.
01:51In this case, we're going to use it inside of the Sweep NURBS.
01:55So let's add a Sweep NURBS to the scene.
01:57Oops, I accidentally added a Hyper NURBS.
01:59Let's delete that and add in a Sweep NURBS.
02:01So let's click and hold on the Hyper NURBS and add a Sweep NURB, and drag the Sweep NURBS
02:06down just above the Tracer object.
02:08Now drag the Tracer object into the Sweep NURBS.
02:11Now initially, nothing happens, that's because we have to tell the Sweep NURBS
02:15what to trace along that Tracer object.
02:18And so, let's go to the Spline objects and let's add in a Circle Spline.
02:22The Circle Spline is very large right now so let's make it small.
02:25Hit T on the keyboard and scale it way down.
02:27That's pretty good size right there.
02:32I want to make it much smaller than the cubes.
02:34Now let's take the circle and drag it into the Sweep NURBS, and the way the
02:38hierarchy works is it says, "Take this circle and sweep it along this Tracer object."
02:42And so what you end up with is paths based on the position information of
02:46each of these cubes.
02:48Now the awesome thing is that you can go into the Sweep NURBS and adjust
02:51the shapes of these.
02:52Now they're kind of chunky and I want to have them taper off as if each of the
02:57cubes was its own little comet.
02:58So I'll go into the Sweep NURBS and under the Details, let's twirl that open and
03:02raise it up, there is a Scale and Rotation.
03:05We want to adjust the Scale.
03:06And anytime you see a field like this, it's start and end.
03:09And I want to have the start, which is going to be this end or this end of the
03:13object, go smaller, so let's drag that down.
03:16I'll drag those down in time like that.
03:19And you'll see that now I have these little points, so if we rewind back to zero.
03:24Now one of the weird things about the Tracer object is that there's always a
03:28little bit of lag and sometimes you need to force the screen.
03:31I just hit the letter A on the keyboard to force the screen to redraw.
03:35And now I'm going to hit Play.
03:36And the screen is very chunky, but you can get a feel for what it's doing by
03:41making those tracers.
03:42And you can see it reverts to Box Mode.
03:44So we need to do a preview movie.
03:46When I stop the playback, you can see I'm getting these great lines in the scene.
03:50Let's make our cubes go even farther by adjusting The Time Effector.
03:55And so, I had it set for 244.
03:57Let's make it something really extreme like, say, 5,000.
04:02And then rewind back to 0.
04:04And I'll hit A on the keyboard to redraw the frame.
04:07And now, rather than trying to hit Play here, let's make a preview movie.
04:10Let's go Opt+B or Alt+B, and then don't forget to change the Preview movie from
04:15Full Render to Software Preview.
04:18And then I'm going to go to Image Size and adjust the size and call it 640.
04:23And that's the horizontal resolution,
04:25it's going to keep the aspect ratio that's set in the Render Settings.
04:28And the Render Settings are just the defaults right now, so they're square.
04:31So I'll hit OK here, and it's going to go through and think about it.
04:35Once the preview movie is done, it's going to pop up the picture viewer here. So let's hit Play.
04:40The first time through, it's going to try and cache those frames, and each time
04:45it goes through, there we go.
04:47So now, you can see we're getting this really cool movement based on the
04:50position of those splines.
04:51And so, if we close up the picture viewer, and let's hit Play on the keyboard and
04:55let it chunk through for a minute, somewhere around frame 30 or so, so we can get
05:00a feel for how long those splines are.
05:02And one of the cool things you can do is add a Camera to this.
05:06Let's go and add a Camera object to the scene, and I'm going to look through that camera.
05:10And let's go to the Render Settings and activate Depth of Field.
05:13Now before I do that, let's adjust the Depth Settings on the camera.
05:17So let's go to the Object Properties and check our Focus Distance.
05:20And the Focus Distance defaults to 2,000 meters.
05:22And let's see where that is relative to our objects.
05:24Let's click on the middle mouse button and get our four-way view going.
05:28You can see we're fairly well deep inside this area, and let's back out a bit so
05:34that we're going to be a little bit over here and over here so we're in a more
05:38dense part of the cloud when we look through the camera.
05:40We can back out here and see the same thing.
05:43And then what we'll do is in the Camera Properties, we'll go to the Details
05:48section and let's activate Rear Blur.
05:51And that's going to give us this cloud here.
05:53I'll leave the Front Blur alone.
05:54We should have a little bit of Depth of Field going on.
05:57Let's go to the Render Settings, Cmd+B or Ctrl+B, and activate the
06:01standard Depth of Field.
06:02We go to Effects, and then Depth of Field, and now we can turn that closed.
06:06And when I look through the camera now, let's do a quick rendering.
06:10Let's bring that full screen and do a Cmd+R or Ctrl+R on the keyboard.
06:16And it's a post effect and so after the post effect happens, you see that we get
06:19this really cool-looking Depth of Field.
06:21Now this Depth of Field effect is not nearly as nice as the Physical Render
06:26Depth of Field, but it renders very fast.
06:28And you can see it gives us a really cool abstract result.
06:32The Tracer object has literally a million uses.
06:35It can connect things with splines, it can draw splines based on the position
06:38and point information as objects move through the scene. You can have all
06:42kinds of fun with it.
06:43Even though it's not just for abstracts, you can have a lot of fun creating this
06:47type of animation with the Tracer object.
Collapse this transcript
Building and animating a train using the Matrix object
00:00The Matrix object is an often misunderstood part of the MoGraph module.
00:04It's an object that looks for all intents like a cloner, but it doesn't actually
00:08make clones, it makes position information.
00:11Now that may seem kind of confusing, but we're going to use a very concrete
00:14example to show what that means.
00:16We're going to use the Matrix object to make a very simple train animation,
00:19combining it with Spline Wrap.
00:21Now in order to get started with this, let's take a look at what the
00:24Matrix object does.
00:25And I'm going to add a Matrix object to the scene, so let's go under the MoGraph
00:29menu and go to Matrix.
00:32When I add that, I get this little grid of cubes in the scene, and these
00:36cubes represent position.
00:39If I hit Cmd+R or Ctrl+R on the keyboard, you see that my train part
00:43renders, but the little cubes did not.
00:45That's because they are just position information.
00:48I'll hit A on the keyboard to redraw the screen.
00:51So how do we use the Matrix object?
00:53Well, we use the Matrix object by cloning other things onto it.
00:57And so, I need to have a cloner for my train cars in order to clone them
01:01onto the Matrix object.
01:02Let's go to the MoGraph menu, and go to Cloner, and then drag the Cloner down
01:06above the train cars.
01:08Let's take the train cars and make them children of the Cloner object.
01:11And when I do that, it's going to go to Linear Mode by default.
01:14And let's change that from Linear Mode to Object.
01:17And when I do that, they disappear. That's because the Object Mode is waiting for
01:20me to tell it where to put the clones.
01:23And so, we're going to say put the clones on the Matrix object.
01:26And when I do that, I get all these clones.
01:28Now the Matrix object was much smaller than the cars so the cars are all bunched together.
01:33So let's go into the Matrix object and with it selected, use the Move tool and
01:37just drag out the handles for that to make the Matrix object larger.
01:42And you'll see that the Matrix object is in fact driving the position of all of those clones.
01:48And that's really the interesting thing about the Matrix is that it just makes position.
01:52Now how is this useful?
01:53This can be useful in the case of a train.
01:55I want to make a train that's going to go down a track.
01:58The easiest way to do that is with Spline Wrap, but unfortunately, when I use
02:02Spline Wrap, Spline Wrap is going to deform the train as it goes down the track.
02:06I don't want the train to move like a snake.
02:08I want it to move like actual train cars, like as if they were solid objects
02:12moving down the track.
02:13So what I'll do is I'll use the Spline Wrap to wrap the Matrix object and then
02:18clone our cars onto that Matrix.
02:19So let's start off by preparing the Matrix object for the train.
02:22And what we want to do is under the Matrix, instead of using a Grid Array,
02:26let's set it to be Linear.
02:28Now it's going to switch around a bit.
02:30Let's change the X value to be minus, and we'll just scrub until we get a
02:34good distribution of our cars.
02:35And I think that's pretty good right there.
02:37And we can only see three of our cars but we have four here, so we need to
02:42increase the count from 3 to 4 and we'll see the last of our cars.
02:46Now the order of the clones under here is very important.
02:48If I were to put the engine down here, you'll see that that's going to flip the
02:53order around, and that's problematic.
02:54So I'll bring that engine back up to the top.
02:56And you can see that it's first in line here.
02:59Now what we need to do is to build our Spline Wrap hierarchy.
03:02So let's start off with a spline, and let's click on the top view, and our
03:06spline needs to be quite a bit larger than our train, so I'm going to go into
03:10the B-Spline tool, and let's draw out a spline.
03:13The exact shape isn't really important.
03:15I want to be careful with how small the curves are, and I'm going to go into
03:20the Selection tool and grab just that point and just move it and it kind of
03:24flatten this curve out a little bit.
03:26Just like on a real train, a real train can't go through a curve that has
03:29too small a radius.
03:30We want to do the same thing here.
03:32So that's pretty good, I think, for our train path.
03:35So now we can go back to the Perspective View, and we're going to use the Spline Wrap.
03:40And so, the Spline Wrap is a Deformer object, and I'm going to use it in Peer Mode.
03:44So let's add a Spline Wrap to the scene, let's also add a Null.
03:47Let's call this Null Train Wrap group.
03:51Take the Spline Wrap and the Matrix object underneath it.
03:55Now the Matrix object needs to be placed under a Null, otherwise this is not going to work.
04:00So I'll select the Matrix object and hit Opt+G or Alt+G on the keyboard.
04:04And that places the Matrix underneath its own Null.
04:07And this is one of those things you just have to trust me on.
04:10It won't work correctly unless you do this, so let's go to Null and change the
04:14name and call it Train matrix.
04:17Now what we can do is, under the Spline Wrap, the Spline Wrap needs to know what
04:22Spline should I use, and it's always a good idea to have the Spline above the
04:27hierarchy for the Spline Wrap.
04:28Let's twirl that down.
04:30And then in the Spline Wrap, we're going to tell the Spline Wrap to use this
04:34Spline to wrap that.
04:35Now when we do that, it looks like nothing's happened.
04:38Let's hit A on the keyboard.
04:39You'll see that our cars are all spread out.
04:42There's a little bit of strange lag here that I'm getting because of
04:45my recording software.
04:46You shouldn't get this lag at home, but if you do, hitting A on the keyboard
04:50usually forces the screen to redraw correctly.
04:52Sometimes you can also drag the time slider left or right to get the screen to
04:55redraw correctly.
04:56Now what's happened here is that the mode for the Spline Wrap is Fit Spline, so
05:00it's taken my matrix and spread it out all across the Spline.
05:04You can see there's the other car down there.
05:06So I'm going to tell it to, instead of Fit Spline, to Keep Length.
05:09And when I do that, I'll move the time slider and you can see that it jumps
05:13everything down again.
05:14There's our train at the right end of the spline but, hey, it's upside down.
05:18The way we fix that is by using something called a Rail Spline.
05:21So let's make a copy of this spline by holding down the Control key, and let's
05:25call it Train Rail.
05:26Let's call this other spline Train spline.
05:28And now, in the Spline Wrap object, underneath the Object properties, we'll
05:32go to the Spline field, and we're going to go to the Rail field and drag in the Train Rail.
05:37And when I do that, I'll drag right on the keyboard, and you see nothing happened.
05:42That's because the train rail is in exactly the same position as the original splines.
05:46So what I need to do is to go into the rail, and in Point Mode, select a single
05:51point, hit Cmd+A or Ctrl+A, and then drag all these points up.
05:56And now when I move the time slider, you see that the train will jump up to
06:00the right position.
06:01Now I'm ready to animate my train.
06:02So if I go into the Spline Wrap at time zero, I'm going to set a keyframe for
06:07the offset parameters.
06:08So let's hold down the Control key and click on that gray dot and make it a red dot,
06:12and that sets a keyframe.
06:14And now let's move forward in time to frame 90, and then change that to be 100%,
06:18and I'll Ctrl-click on that.
06:20It looks like nothing happened and that's because of that screen redraw issue.
06:23Let's go ahead and hit Play, and you'll see that our train now animates along the path.
06:34And it's a pretty convincing motion, if we scrub backwards in time, you'll see
06:37that as it hits its mark and goes through, the train is not deforming, it's
06:42actually moving along the spline and the cars are changing direction,
06:45they're following each other as they move down the Spline.
06:48And that's really the power of the Matrix.
06:50The Matrix object just generates the position information so we're not
06:53deforming the cars, we're actually deforming the Matrix and then cloning the
06:57cars onto that Matrix.
06:58And it clones them into the locations of their access points so that the
07:02cars don't get deformed.
07:04That's one of the many uses for the Matrix object.
07:07Now that you understand the basis of how it works, experiment to see what
07:10else you can do.
Collapse this transcript
Conclusion
What's coming next?
00:00I hope you enjoyed CINEMA 4D Essentials:
00:02MoGraph Modeling and Animation.
00:03In the next course, CINEMA 4D Essentials:
00:05Character Rigging and Xpresso.
00:07We'll look at the Xpresso module and how it can be used to create relationships
00:10between objects, and then we'll examine the basics of character rigging using
00:14the Character Tools in CINEMA 4D.
Collapse this transcript


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