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CINEMA 4D Essentials 9: Particles and Dynamics

CINEMA 4D Essentials 9: Particles and Dynamics

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. In this installment, Rob introduces particles, a cluster of objects used to simulate effects like snow, sparks, fog, or fire, and dynamics, which allow you to define how objects interact with their environment. The course covers creating a splash effect with particles, working with more advanced Thinking Particles, and how to understand the difference between the dynamics system's rigid bodies and soft bodies.
Topics include:
  • Working with particle forces and the Emitter object
  • Using Thinking Particles with the MoGraph Tracer
  • Understanding the Dynamics engine
  • Combining Thinking Particles with Dynamics
  • Creating dangling objects with spline dynamics

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author
Rob Garrott
subject
3D + Animation, Textures, Video, Motion Graphics, Materials, Visual Effects
software
CINEMA 4D R14
level
Beginner
duration
1h 27m
released
Sep 28, 2012

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Introduction
Welcome
00:04Hi, I'm Rob Garrott.
00:05Welcome to CINEMA 4D Essentials: Particles and Dynamics.
00:08The Particles and Dynamics components of C4D make up something called
00:11the Simulation Engine.
00:12In this course, the basic particle engine is the first thing we'll examine.
00:16It ships with every version of C4D, and it's incredibly easy to use.
00:20Next, we'll look at the more complex Thinking Particles Engine.
00:23It's based on Xpresso and is an important part of the Studio bundle of C4D.
00:27Finally, we'll have some fun with the Dynamics Engine, creating rigid bodies,
00:31soft bodies, and combining dynamics with both Thinking Particles and MoGraph.
00:36So let's get started with CINEMA 4D Essentials: Particles and Dynamics.
Collapse this transcript
Using the exercise files
00:00If you're a premium member of lynda.com, then you've got access to the Exercise
00:04Files for this course.
00:06I'm working with them on my Desktop, and the files are organized in the
00:08subfolders that go with each chapter.
00:11Inside each of these subfolders will be files used in that chapter, and the files
00:15in each chapter folder are organized based on the needs of that chapter.
Collapse this transcript
1. The Basic Particle Engine
Understanding the Emitter object
00:00Particles can be an amazing part of both Motion Graphics and Visual Effects.
00:04CINEMA 4D has actually two particle systems.
00:07It has the basic Particle Engine and Thinking Particles built into it.
00:11In this chapter, we're going to take a look at the basic Particle Engine and how it works.
00:16At the heart of the basic Particle Engine is something called an Emitter Object.
00:19An Emitter Object spits particles into the scene.
00:21Let's go to the Simulate Menu, and go to Particles, and add an Emitter Object to the scene.
00:28An Emitter Object looks like a rectangle.
00:30Now, it has a Green icon, that means it's a generator. And it is an active object.
00:34Let's hit Play and you'll see that it's now spitting particles into the scene.
00:40I'll just hit Stop.
00:41Let's orbit around our Emitter and take a look at those particles.
00:46Let's zoom in on them.
00:46You can see that the particles are represented by a little dash line.
00:50This dash line indicates the speed of the particles.
00:53These particles are going kind of slow so the line is short.
00:56The longer the line, the faster the particles are.
00:58The important thing to remember about the Emitter Object is that by default, the
01:02Emitter Object doesn't render.
01:03And if I hit Cmd+R or Ctrl+R on the keyboard, you see I have nothing in my scene.
01:08That's because the Particle Emitter does not spit out objects, it just spits out
01:12representations for the location of the particles.
01:14We have to tell it what to spit out.
01:17Let's hit A on the keyboard to redraw the frame.
01:19Let's add in a Cube.
01:22Now the Cube comes in larger than the Emitter Object.
01:24So let's scale it down, hit T on the keyboard and scale it right on down.
01:28Make sure that it's smaller than the Emitter.
01:31It doesn't really matter how much.
01:32Now let's take that cube and drag it and make it a child of the Emitter.
01:36Now let's render, Cmd+R or Ctrl+R. And you see that now we see our Cubes.
01:41There's a very important button on the Emitter Object under the Particle
01:44Properties, at the very bottom, and that's called Show Objects.
01:47We want to turn that on, so we can actually see our particles here in the Editor
01:51Window, as well as the Render.
01:53Let's activate Show Objects.
01:55And now you can see that our particles show up in the scene. And as we orbit
01:59around, there they are.
02:00If I Rewind back to 0 and hit Play, you can see that our particles are
02:04spitting into the scene.
02:06Let's advance forward in time to a point where we can see more particles.
02:10There are a lot of controls on the Particle options for the Emitter Object.
02:14The birthrate in Editor and Renderer controls how many particles you'll see when
02:19we're in the Editor Window, and how many particles you'll see when we hit Shift+R or
02:22Render to Picture Viewer.
02:24So let's crank up the value here.
02:26Let's change the birth rate in Editor from 10 to, say, 20.
02:29You'll see we have more particles.
02:32Let's Rewind back to 0 and hit Play.
02:33And let's crank up the Birthrate in Renderer to say, 50.
02:39We're seeing about 20 particles emitted per second here, and if I hit Shift+R on
02:44the keyboard, to render to the Picture Viewer, you'll see that I now have a
02:48lot more particles in this rendering than I did over here.
02:52You can see there are more particles.
02:53And that's the difference between those two settings.
02:56The reason for the setting is that you want to have more control here in the
03:00Editor Window, so by giving you fewer particles in the Editor Window, it gives
03:03you a better playback response.
03:05Visibility controls the visibility of the particles, and if I drag that down, it
03:10looks like nothing happened here, but when I hit Cmd+R or Ctrl+R, looks like
03:13nothing happened there.
03:14But when I hit Shift+R, you see that we now have fewer particles here.
03:18This is basically a way of filtering out particles.
03:22It's not something I normally use, so I'll leave that at 100%.
03:26Start Emission and Stop Emission control when the Emitter is spitting out
03:30particles, and these are very important.
03:32You don't take keyframes for the Particle Emission with the Emitter Object, you
03:36change the Start Emission and Stop Emission frame.
03:38So right now our Emitter will spit out particles from 0 to 150.
03:41If I Rewind back to 0 and hit Play, you'll see that it continuously spits out particles.
03:47Let's rewind back to 0.
03:48I'm going to change the Emission time for the stop, down to frame -- let's make it 30.
03:54And you'll see that at frame 30, our Emitter stops spitting out particles.
03:59If I wanted to have a little burst of particles, here to start at frame 30, I've
04:05changed the start time to 30 and the end time to, say, 45, and you'll see that
04:12when I hit Play, I get a little burst of particles, and that's it.
04:17Now when you do a burst of particles like that, let's crank up the value on the Birthrates.
04:21Let's make that, say, 50 x 50. I'll hit Play.
04:27You can see we have a lot more particles.
04:29The Seed allows you to randomize this.
04:31If you're going to have multiple Particle Emitters in the scene, you can
04:35change the Seed value, that way you have no two Particle Emitters that will spit out
04:39the same particles at the same rate.
04:41If the Seed value is 0, Particle Emitters with the same settings will spit out
04:44the same particles in the same way.
04:46The Lifetime controls how long the particles live.
04:48Let's bring that Lifetime down from 600 to, say, 30.
04:52And I'll Rewind and hit Play.
04:53And you can see that our Particle Emitter spit out and then they all die at the same speed.
04:59The Variation introduces randomness into the Lifetime.
05:02Let's crank that up to 100% and then hit Play.
05:06You can see that now they don't all die at the same rate.
05:10The Speed controls how fast they're coming out.
05:12Let's change that Speed up from 150 to, let's say, 600.
05:16Rewind back to 0 and hit Play.
05:22Now we got the particles flying out of there really fast.
05:24The Variation introduces randomness into the speed.
05:27Let's crank that up to 100%, Rewind and hit Play.
05:30Let's back out a little bit.
05:33You see we end up with one little guy that's just stuck right there.
05:37And so, I'll decrease the randomness, and now we should get one little particle
05:43that doesn't get stuck. There we go.
05:45Rotation introduces rotation to the particles.
05:49Let's crank that up and you'll see that each of the particles now will rotate,
05:53and by default the Rotation is random as well.
05:56I really like that.
05:57The End Scale controls how big the particles are at the end of their life.
06:01Let's change that down to 0.
06:03What you'll see is the particles now die off really tiny.
06:10Let's scrub through that so you can see what's actually going on. And Pause here.
06:13You can see the particles as they come out of the Emitter are much larger, and as
06:19they die, they're much smaller.
06:20We can actually increase the size of the particles overall by increasing the
06:24size of the object here.
06:25So if I go to my Cube and change the size from 13.6, let's make it, say, 40 x 40 x 40.
06:33So now they're much larger.
06:35When we rewind and play it back again, you'll see that they'll start out much larger
06:39and then die off really small.
06:43The Tangential option relates to animating the Emitter along a Spline.
06:47And Render Instances is a way of saving memory.
06:50Let's go to the Emitter options. And the Emitter options, these control the
06:54shape of the Emitter.
06:56By the default it's a Pyramid, and we're going to increase the size here and make
07:02the Emitter much larger.
07:03I'm scrubbing these values.
07:04You can put in numeric values if you like.
07:07And then the Angle Horizontal and the Angle Vertical control the direction that
07:11the Emitter is spitting out.
07:13So by default, it spits all along the Z-axis.
07:17And if we want to have it spray out in all directions, we can increase the Angle
07:22Horizontal and Vertical.
07:23The Angle Horizontal maxes out at 360.
07:27So now, what's going to happen is the particles are all going to come out in an
07:31arc around the Y-axis. Let's hit Play.
07:33You'll see that, boom!
07:35They all come out in an arc around the Y-axis.
07:38Now if we change the Angle Vertical,
07:41that maxes out at 180, you'll see that now they're flying up along the Y-axis as
07:45well, so now it's flying in all directions.
07:49If we change the X-Size and Y-Size to, say, 1 x 1 we're going to end up with a
07:54little tiny point source.
07:56Let's Rewind back to 0 and hit Play. Boom.
07:59And now we've got a great little burst of particles.
08:02We'll talk about the Include options in the next movie.
08:05The Include options allow you to determine which Particle Forces affect the Emitter.
08:10In the next movie, we'll take a look at the Particle Forces and how they can be
08:13used to modify your particles after they come out of the Emitter.
Collapse this transcript
Working with particle forces
00:00The Emitter Objects spits out particles into the scene, but they pretty much
00:04just go in a straight line or whatever direction they were going in when they
00:08came out of the Emitter.
00:09Particle Forces allow you to modify the particles after they come out of the Emitter.
00:14Let's create a Particle Emitter.
00:15Let's go to the Simulate Menu and under the Particles, let's tear off this Menu.
00:20I'll Highlight those double lines and then remove that and let's just park
00:23that right over here.
00:25Now what I want to do is to add an Emitter to the scene and let's spit out a lot of particles.
00:30I'll hit Play on the keyboard.
00:32You can see we've just got a few particles here.
00:34Let's go into the Particle Menu and change that to, say, 500 x 500.
00:38Now we've got a lot of particles coming out.
00:40We're not going to be using an object under here for now,
00:43we just want to see what the particles themselves are doing.
00:46And this will give us a good visual indicator.
00:48These objects underneath the Emitter are the Particle Forces, and the Particle
00:51Forces can be used to modify.
00:52They're Operator Objects, and they modify the Emitter Object.
00:55Let's start off with the easiest to understand, which is the Gravity.
00:59I'm not going to cover all of these objects in this movie.
01:02But they all work in essentially the same kind of way.
01:04So I'm going to cover the ones that I think are the most important.
01:08The most important one in my opinion is the Gravity Object, and let's add that to the scene.
01:12And when I add that to the scene, let's rewind and hit Play.
01:16You'll see that our particles immediately are forced downward.
01:18The gravity has an acceleration, and that controls how fast particles are pointing downward.
01:23Let's stop Playback, Rewind back to 0.
01:26And let's go to the Acceleration and change that to a higher value.
01:29If I make it a higher value, say 500, you can see that our particles now
01:34are drawn down faster.
01:36If I rewind that and change it to a lower value, say 50, you'll see that our
01:41particles will draw down slower.
01:44By default, the particles have zero gravity.
01:47So if I wanted to I could turn the Gravity Force Object off by clicking its
01:50green checkbox, and then I'll rewind back to 0 and hit Play again, and you can
01:55see that my particles are unaffected.
01:58Let's rewind back to 0, turn on Gravity.
02:01Now let's talk next about the Deflector Object.
02:05I'm going to add the Deflector Force Object to the scene, and the Deflector Force
02:09Object comes in as a rectangle.
02:11And it's in the same location as the Emitter Object.
02:14Let's drag that out here, and watch what happens when I hit Play.
02:19Our particles come out and then the ones that strike the Emitter are bounced
02:23off in a new direction.
02:25Let's rewind back to 0.
02:26Let's make the Deflector Object a little bit larger.
02:29Let's make it, say, 500 x 500.
02:32That way there's no chance that our particles will miss.
02:34And let's angle them upward. And I'm going to rotate this, that's the wrong direction.
02:38Now let's rotate it back up this way, and I'm going to slide this down into
02:43the particle stream.
02:44Now the Deflector has a Bounce option, that controls how much of the energy is returned.
02:50By default it's 100%.
02:54You can see that the particles bounce off the Emitter with the same speed that
02:58they approach the Emitter.
03:00If I change that Bounce down, let's call it, say, 75%.
03:06Let's rewind back to 0 and hit Play again.
03:08You can see that now they'll bounce off slower.
03:10So let's leave it like that and crank up the Gravity back to, say, 250, which was the default.
03:17And now, we're going to get a nice little stream of particles.
03:20The interesting thing about the Deflector Object is that we can duplicate it.
03:23We'll hold down the Control key and make a copy, and let's rotate it into position,
03:29and drag down the Z-axis.
03:31And now you can see we have multiple Deflectors.
03:34There really is no limit to how many of these you can have in the scene.
03:41You can do a lot of redirection with your particles.
03:44I can rotate this around this way.
03:46Let's slide that forward just a bit.
03:48And then let's increase the amount of time that our particles have to live.
03:51Right now, it's looping back at 90 frames.
03:53Let's change the frame range from 90 to 300, and then adjust our Preview Slider here.
03:59And then rewind back to 0 and hit Play.
04:01So you can see that it's splitting when some of the particles strike the
04:09Deflector and others pass on.
04:13So the Deflector Object can be really useful.
04:15The next most important one is something called Wind.
04:18And let's turn these Deflectors off by killing their checkboxes, and let's rewind back to 0.
04:24And when I hit Play, you'll see my particles are just being affected by Gravity.
04:29Let's disable the Gravity too for just a moment, so that we're only seeing the particles.
04:34Now let's add in a Wind force.
04:37When we add that, we get this cool looking little fan.
04:40The way the Wind Object works is that it directs the particles along its Z-axis.
04:44So if I hit Play right now, you'll see that the Wind Object is spraying the
04:49particles, making them speed up, because they're traveling parallel to the
04:53Z-axis of the Wind Object.
04:55Let's hide the Deflectors as well.
04:57When I disable them, I can still see them on the scene,
04:59it's a little bit confusing.
05:00So let's hold down the Option or Alt key and then click twice and drag down to
05:05paint those guys invisible.
05:07Now let's take the Wind Object.
05:09Hit R on the keyboard to bring up the Rotation Tool and rotate the Wind Object
05:14so it's pointing up in the air.
05:15And let's drag it down like this and put it out here in this area.
05:19And then we'll rewind back to 0 and hit Play.
05:22You can see that the Wind Object is blowing those particles up.
05:25On the Wind is a really important option called Falloff.
05:31Under the Object Properties, you can adjust the Speed and Turbulence and
05:34that sort of thing.
05:36But the Falloff controls where the particles will be emitting.
05:39Let's hit Stop and then go into the Shape pull-down and change it from
05:42Infinite to be a Box.
05:44When I do that, I get this box around my Wind Object.
05:48Let's make the box quite a bit larger.
05:53
05:53And then let's move the box up into the particle stream.
05:56So the particle stream is going to pass right through there, and watch what happens.
06:05Actually, let's take the Wind Object and move it out just a little bit more.
06:09Let's rewind back to 0 and hit Play again.
06:11You'll see that as they hit that red field, they'll start to upward.
06:15And just like the Deflector Object, you can have multiple Wind Objects in the scenes.
06:19Let's take this first Wind Object.
06:21Hold on the Control key and drag a copy.
06:23And then let's take that one and rotate it a different direction.
06:27I missed the axis band that time, let's grab the axis band and rotate it around its X-axis.
06:33And let's move it up on Y. And then, it's important that the particles pass
06:39through this red box, otherwise they won't be deflected by the wind.
06:42And let's rotate that down a little bit.
06:44So now what we're going to get is a stream that's going to pass up this way, pass in
06:48this way, and then head back down again.
06:50Let's rewind and hit Play.
06:51So you can do a really nice job of directing that wind.
06:57Underneath the Wind Objects, I'll go to the first Wind Object, and there is
07:01under the Object Properties, a Speed that controls how fast the wind is blowing.
07:06And then Turbulence, that controls how smooth the wind is.
07:08Let's introduce a lot of Turbulence and let's rewind back to 0 and hit Play.
07:14So in first one, you'll see that the Wind is going to spread them out, so it's not
07:18blowing evenly in one direction.
07:22You can see that the particles are being so displaced by the Turbulence that
07:26they never even make it to the other Wind Object.
07:28Let's hide these two Wind Objects again and talk about one more object, and
07:34that is the Rotation.
07:36Rotation allows you to introduce rotation into the particles.
07:40And this is different than the Rotation Option on the Emitter.
07:44This is going to rotate the entire field of particles.
07:46Let's add a Rotation Object to the scene.
07:50And when we rewind back to 0 and hit Play, you're going to see that our
07:54particles are now creating a vortex, and if we look down the tunnel of this
07:59vortex, we can see that it is really hypnotic.
08:04Let's back out a little bit and take a look at that.
08:07So the rotation is causing them to spread outward on their axis.
08:12Because what happens is the particles are coming out in a straight line, but
08:16then they're being spun, and they continue off in the direction that they're being spun in.
08:20And if I change the Angle Speed, that will increase the speed of the Rotation,
08:24let's make that like 60.
08:26Rewind back to 0 and hit Play.
08:27And you'll see that they'll spin off even harder. Let's hit Stop.
08:35Now if we take the Emitter Object and go under the Emitter Options and change
08:41the size of the Emitter, and let's make this, say, 10 x 10, very small Emitter.
08:46And then, let's rotate it upwards.
08:49Let's twirl that up on its axis.
08:51Remember the Emitter emits along its Z- axis. And then let's hit Play one more time.
08:55You'll see that these guys are going to spray out in a spiral, and that's because
08:59of the way that the Rotation Object behaves.
09:02The Rotation Object rotates around its Z-axis.
09:05So the particles are being created in spiral around that axis, and you can have a
09:11lot of fun with that.
09:12Let's take the Rotation Object and rotate it up as well.
09:16Let's rotate that up so the Z-axis is lined up with the Emitter.
09:20Let's rewind back to 0 and hit Play one more time, you'll see we'll create a
09:23cool looking tornado.
09:26So those are what I think are the most important of the Forces.
09:29They all work essentially the same way.
09:31They have some options that you can change that affect how they affect the
09:35particles, and most of them have a Falloff option that allows you to limit how
09:39much of the particles or how much of the scene they're actually affecting.
09:43In the next movie we'll see a practical example of how to use the Particle
09:46Emitter to create an effect.
Collapse this transcript
Particle exercise: Creating an impact splash
00:00For this example, we're going to create a splash of particles.
00:04I have a sphere hitting the floor and melting into a flat object, and this was
00:08created in an earlier module, under Deformers, and it's basically just a sphere
00:12that is being influenced by Melt Deformer.
00:14And the Melt Deformer is causing it to actually splat out when it hits the ground.
00:19So what we want to do is to create some little globs that will come of this
00:23location when the object hits the ground.
00:25So the first thing we need to do is create an Emitter Object.
00:28So let's go to the Simulate Menu, and then go to Particles, and go to Emitter.
00:32The Emitter is going to splash out particles, and we want it to spray it up.
00:36Remember, the Emitter spits out along its Z-axis.
00:38So let's rotate it.
00:39I'll hit R on the keyboard.
00:41I'll hold down the Shift key to do it in even increments.
00:45And let's rotate it up 90 degrees.
00:47Now let's rewind and hit Play.
00:48So the particles are coming out a bit little soon.
00:51We actually don't want the particles to actually come out until the sphere hits the floor.
00:56So right about there, which is frame 11.
00:59So let's go to our Emitter Object and change, under the Particle Options, the
01:02Start Emission to be frame 11.
01:04Now let's change the Stop Emission from 150 down to, say, 20.
01:09Then we'll change the Birthrate in Editor.
01:13Let's make this up pretty high, let's call it, say, 50 x 50.
01:17And then when we rewind to 0, let's hit Play. Boom. Not bad.
01:23I think that's still not quite enough particles.
01:25Let's change that from 50 to, say, 200 x 200.
01:27Let's rewind back to 0 and hit Play. Boom. That's better.
01:34The particles, when they come out, you'll see that they're actually emitting.
01:38Let's rewind back to 0 and I'll scrub through this.
01:40You can see that they're coming out and they're not spraying outward.
01:43We want them to spray outward in all directions except for down.
01:46Let's zoom in on this a little bit more.
01:49Under the Emitter Properties let's change the Angle Horizontal.
01:53The Angle Horizontal is the angle around the Emitter's Y-axis.
01:57So let's change that to 180, actually a little bit less than 180, let's call it 170.
02:03And let's change the Angle Vertical, that's the vertical is around the Z-axis, to 180.
02:10And you can see the Angle Vertical tops out.
02:13When we rewind back to 0 and hit Play,
02:15you'll see that our objects are spraying out.
02:19You'll notice that they're not spraying below the ground, they're going upward.
02:26The other thing you'll notice is that the Emitter is a little bit big
02:28compared to the splats.
02:29So let's go over to the Emitter Size and bring that down to, say, 70 x 70.
02:33That's going to tighten up our spray.
02:37Let's rewind back to 0 and hit Play. There we go.
02:40The next thing we want to do is to have the particles fall downward after they
02:44come out of the Emitter.
02:45Right now they come out to the Emitter and go off in whatever direction they started in.
02:49So let's go to the Simulate Menu and go to Particles again.
02:52Let's add in Gravity.
02:53Now when we rewind and hit Play, our objects fall down. They splat outward, and
03:00then they fall down.
03:02Let's rewind back to 0.
03:03Now our particles aren't making it very far up into the air, before they are splashed down.
03:09So let's go back to the Emitter and adjust the Speed.
03:12If I go the Particle Option and change the Speed from 150 to say, let's try 300.
03:19Rewind back to 0 and hit Play. Not bad.
03:21So you can see they're still not making it very far up into the air.
03:28So let's crank the Speed up just a little bit more, let's try 500. Rewind back to 0.
03:35And that makes the splashes a little bit too big.
03:38Let's rewind back again and bring that back down to 300.
03:41I think what the problem is also is that the splashes are lasting a little bit too long.
03:46Right now, they live all the way to 600 frames.
03:48Let's have them live only about -- let's call it 30 frames.
03:51Let's change that to 30, and then rewind back to 0.
03:54You notice, I'm rewinding and hitting Play each time I make a change. Much better.
03:59In order to get a feel for what our splash is actually is going to do,
04:06we need to be able to see the actual particles.
04:08Right now, we're seeing a representation of the particles.
04:11We're going to spit out spheres, and let's add a Sphere to the scene.
04:15The Sphere is really large, let's scale it way down, let's change the Radius to, say, 5.
04:20That's a little bit too small.
04:22Let's make it about 8.
04:23I think it's better.
04:24Then we want to change the Segments to 6.
04:27There's an interesting feature on the sphere, this Render Perfect.
04:31We can render this down to 6, and even though we such a low polygon count, when
04:36we render, Cmd+R, it still renders to a perfect sphere.
04:39Let's hit A on the keyboard.
04:43So now let's make this Sphere a child of the Emitter Object, and select the
04:47Emitter, and then we're going to tell it to Show Objects.
04:50Now rewind back to 0 and hit Play.
04:54You can see there are our particles jumping out.
04:56The particles are all living the same amount of time.
04:59Let's introduce some Variation in the Particle Lifetime.
05:01Let's bring that up to 100, and rewind back to 0.
05:06You can see that now, they'll die off at a slightly different rate.
05:10Some die off sooner and some die off longer.
05:13Now what we want to do is change the End Scale.
05:16We want our particle droplets to hit the ground, splash, and then radiate outward
05:21and diminish as they live.
05:24So let's change the End Scale down to 0.
05:26So now, over the course of the Lifetime, they're going to scale down. And then,
05:29let's introduce just a little bit of Variation in that.
05:33Let's rewind back to 0 and hit Play.
05:35And that's starting to feel a little bit more like a splash.
05:41The next thing we need to do, you'll notice if I hit Play, I'm going to orbit
05:46around, so I'm kind of even.
05:47I'm very close to the ground now looking at it sideways.
05:50We don't want any of our particles to go down below the ground.
05:53We want them to splash outward and then bounce across the ground.
05:56So let's go to the Simulate Menu, and under Particles, let's add in a Deflector.
06:03The Deflector Object comes in pointing along the Z-axis.
06:06So let's rotate it around.
06:07Hit R on the keyboard to bring up the Rotation Tool if it's not already active.
06:11And then rotate this around.
06:13Let's hold down the Shift key so we do it in even increments.
06:16So now we're at 90 degrees.
06:17Now let's make the Deflector Object really, really big.
06:20So go to the Deflector, under the Object Properties, and make the Size, let's make it huge.
06:2410000 x 10000.
06:27Now there's no chance that our particles can fall below that.
06:31Let's rewind back to 0 and hit Play.
06:34You can see that they now are being deflected off the floor.
06:38They'll skid away into the distance.
06:44The Bounce on it, let's reduce the Bounce from, say, 100 to about 60 or so, so
06:50that our particles don't tend to bounce up into the air quite as much. There we go.
06:54I think we're about ready for the last step.
06:59These particles, when they spit out, are just spheres.
07:01We want to create a little blobby mass that spits out of our object, and we're
07:05going to use something called a Metaball Object to do that.
07:08Underneath the Modeling objects is this little guy right here, and it's got a kind
07:12of a blobby icon for it.
07:14This is a Generator Object that takes any kind of spheres you place under it,
07:17or Splines, and creates a smooth skin based on the positions and sizes of those shapes.
07:23Let's move the interface down a bit so we can see all the hierarchy. And twirl that close.
07:27Let's drag the Metaball down and make the Emitter a child of the Metaball Object.
07:32Now what happens is, we get this weird looking blob here.
07:35Let's rewind back to 0 and scrub forward in time.
07:39This doesn't look like a splash at all.
07:41What's happening is that the Metaball Object has some settings on it.
07:44Number one is the Hull Value.
07:45The Hull Value determines how accurately the Metaball will conform to the
07:49shapes that it encounters.
07:51So let's take the Hull Value and drag it up.
07:53It's a little bit counterintuitive to what you might think.
07:56Let's back up to time 0 and scrub forward to the splat where the particles are coming out.
08:03Now what we want to do is to decrease the Editor Subdivision.
08:07The Editor Subdivisions are showing some very coarse representation here.
08:11So 40 centimeters is a really low resolution, so let's increase the resolution.
08:15That's very important, never drag the Editor Subdivision below the Render
08:19Subdivision, you might get a crash.
08:21Let's bring this down to, say, 10.
08:25And so you can see, now it starts to look a little bit more like a blob.
08:28Let's bring this down to 5, just like it is in the Render.
08:32And you can see that's looking much better.
08:34Let's go to the Hull Value and increase it, so that we have a really
08:38tight representation.
08:40Now when we scrub through, boom.
08:42You see we get the splashes radiating outward.
08:45And the cool thing is that they die off right when they're supposed to.
08:48So let's rewind back to 0 and hit Play.
08:50And I think we're getting a really good splash going out of this.
08:55Let's make the splash the same color as the splat itself, and let's drag the
08:59material up on the Metaball Object.
09:02I'll deselect the Metaball, let's rewind back to 0 and hit Play.
09:04In order to get a feel for how this is going to look when it renders, let's hit
09:11Shift+R on the keyboard.
09:12You see our objects are still a little bit chunky.
09:15We might need to lower the values in both the Editor and Renderer Subdivisions.
09:20So let's close that up.
09:22And then under the Metaball Object, let's take these both down.
09:25I'll start off by changing the Render Subdivision down from 5 to, say, let's call it 2.
09:31And then I'll back up and make the Editor Subdivision 2 as well.
09:35And you can see now that makes them a lot more accurate.
09:38Rewind back to 0, hit Play, and now let's render that, Shift+R.
09:44And you'll see that those are much, much, more smooth.
09:49To make sure that we're actually seeing everything correctly, let's do a Preview movie.
09:54I'll deselect the Metaball and then hit Option+B or Alt+B on the keyboard.
09:58Let's change this from Full Render to Software Preview, and then leave the Size
10:02at 640, and hit Enter.
10:05And it's going to calculate that Preview.
10:07And now in the Preview movie, we can see what our splash is actually doing.
10:11It's a little bit off center, but that's okay, you get the idea.
10:14It's caching the frames right now.
10:16When it's done caching, the line will be solid green, and now we're seeing the
10:20actual speed of Playback.
10:21That's a really simple example of how to use the Particle Emitter to create an effect.
10:25Go back and play with this setting.
10:27Add in Particle Forces, mess around with it, and see what kind of other results
10:32you can come up with.
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2. Thinking Particles
Explaining the Thinking Particles (TP) workflow
00:00In the previous chapter we took a look at the Basic Particle System in CINEMA 4D.
00:05In this chapter we're going to take a look at Thinking Particles.
00:08Thinking Particles is a part of the Studio Bundle of CINEMA 4D.
00:11If you don't have the Studio Bundle, and you only have Prime, or Broadcast, or
00:15Visualize, then you'll need to get Studio Bundle in order to take advantage
00:18of Thinking Particles.
00:19What Thinking Particles is, is an Advanced Particle System that's based on XPresso.
00:24XPresso is the visual node-based language for writing scripts and establishing
00:29links between Objects in CINEMA 4D.
00:31Because Thinking Particles is based on this scripting language, it's both
00:34incredibly complex and incredibly powerful.
00:37So the Thinking Particles workflow starts off with a Null Object.
00:42Let's add a Null to the scene, and this Null I'm going to name Emitter.
00:47It doesn't have to be called Emitter, it can be called anything you want, but
00:51I'm going to call it what it's going to be.
00:53Then we'll add an XPresso Tag to the Emitter Object.
00:56Let's right-click on the Emitter Object and go to CINEMA 4D Tags and then go to XPresso.
01:01And in the XPresso Editor that pops up, we're going to need to do a couple of things.
01:07First off, we're going to add in the Emitter Object, let's make that a little bit larger.
01:13Now we need to add a new node, a Thinking Particles Node, and that node is going
01:17to be called PStorm.
01:19Let's go to new Node and Thinking Particles, and under TP Generator, let's add in PStorm.
01:25The PStorm Node is a Thinking Particle's Emission Node.
01:31If you look, it's got a bunch of parameters that all look like the kind of
01:35parameters that you'd see on a Particle Emitter.
01:38Let's bring the XPresso Editor down a little bit and hit Play.
01:41You can see that our scene is in fact spitting up particles now.
01:46The problem is, is if we move the Emitter Object, the particles don't follow the
01:49Emitter, so we have no way of controlling the position of these particles, where
01:53they are emitting from.
01:54Let's undo that Cmd+Z or Ctrl+Z. The way we fix that is by linking the
01:58Emitter to the PStorm by the Emitter Position.
02:01Let's go to the Emitter Outflow, click and go to Coordinates, Global Position,
02:06and adding Global Position.
02:08Then let's link the Global Position of the Emitter Null Object to the Emitter
02:12position on the PStorm.
02:13Now when we move the Emitter Object, the particles will follow with it.
02:18So let's move that over there, and then let's hit Play.
02:21You can see that these particles are just leftover, when it recycles, you'll see
02:25the correct particles.
02:27Now we've got control over where the particles are going to emit from.
02:31Next, we want to create particles to emit.
02:34Just like the regular Particle Emitter, these particles don't render.
02:37If I hit the Cmd+R or Ctrl+R on the keyboard, you can see that I've got
02:42nothing in the scene.
02:43Let's hit A to redraw.
02:44Let's start off by adding a Cube to the scene for our particles to emit, and I'll
02:48add a Cube to the scene.
02:50Let's make it little bit smaller, so it's smaller than our Emitter. And I'll just
02:54hit the letter T on the keyboard and scale the Cube down, here we go.
02:57A crucial object in the Thinking Particles workflow is something called a
03:00Particle Geometry Object.
03:02Under the Simulate Menu, under Thinking Particles, is Particle Geometry. And
03:06the Particle Geometry Object is a Generator Object that allows you to spit out particles.
03:12Now if we drop the Cube under here, and then let's rewind back to 0 and hit Play.
03:17You see that nothing is happening. That's because the Particle Geometry Object
03:22needs a couple of things to actually make it work.
03:24The first thing it needs, if you click on the Particle Geometry, under the Object
03:28Properties, is something called a Particle Group.
03:32Underneath the Simulate Menu, under Thinking Particles, are the Thinking Particle Settings.
03:36And the Thinking Particle Settings are where you control different Particle Groups.
03:40One of the powerful attributes of Thinking Particles is that you can divide your
03:43particles into multiple groups.
03:45So the same Emitter can spit out particles in different groups and those groups
03:49can be made to do different things.
03:50For now though, we're just going to use one group, and that group is called All,
03:54that's the Default Group.
03:55You can always make a new group in here and call it whatever you like, but for
04:00now we're just going to use All, and we'll take that word All and drag it across
04:04into the Particle Group Field.
04:05Let's close up the Thinking Particle Settings Window.
04:08Let's rewind and hit Play again.
04:10And you can see that nothing's happened, and that's because we still
04:15have another step to do.
04:16I'm going to zoom in here just a bit, so we can see what's going on.
04:20Let's orbit around. There we go.
04:22The step that we have to do is we have to tell Thinking Particles that this
04:26Particle Group, All, should generate particles.
04:29The way we do that is by passing the Particle Group into a PShape Node.
04:34Now that may sound like gibberish, but it's a very important step.
04:37Let's right-click in the XPresso Editor and go to New Node > Thinking Particles,
04:43and under the TP Standard, we're going to add PShape.
04:45And the PShape Node is asking for an Object. And we're going to pass all the
04:52Objects from the All Group, into the PShape Node.
04:56And the way we do that is by using a P Pass Node.
04:59So let's right-click again, and go to new Node, let's go to Thinking Particles,
05:03and then TP Initiator, and grab P Pass.
05:07And then, you'll notice that the P Pass already has the All Group listed there.
05:11And so what we can do is take the group from the P Pass and drag it out and
05:17attach it to the PShape. And when we do that, let's rewind back to 0.
05:25Let's hit Play again, and you'll see that still nothing has happened, that's
05:28because we've still got one more step to do.
05:30Let's go in the XPresso Editor and drag that up, and you see on the PShape Node
05:35that there's no Object there.
05:36What we need to do is take the Object that we want to have the particles emit
05:42and drag it into that Field.
05:43When we do that, now suddenly we can see those objects.
05:47Drag the XPresso Editor Window down out of the way for a moment, and hit Play.
05:51You can see, now we're spitting out Cubes. They're very tiny right now, but there they are.
05:57To make those Cubes larger we can go back to the PStorm Node, and if we select
06:00that PStorm Node, under the Parameters here is a Size, and let's go to the Size
06:07Option and change it from 10 to, say, 30. And that make our Cubes much larger.
06:13All of these options here can be changed.
06:15We're not going to go through them now though, because this workflow that I
06:19showed you, where we build a Particle Emitter from scratch, is really, quite
06:22frankly, not necessary.
06:23I wanted to do it though to show you just how intense the Thinking
06:27Particles Workflow is.
06:28There are a lot of steps to it and it can be very intimidating.
06:31But thankfully, there are a lot of Thinking Particles presets that will allow
06:35you to jumpstart this process.
06:37In the next movie, we'll take a look at a basic preset for the
06:40Thinking Particles Emitter.
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Breaking down the TP standard emitter
00:00Because Thinking Particles is based on the XPresso scripting language, it's fairly complex to set up.
00:06As you saw from the first movie, the creation of a basic Emitter was a fairly long ordeal.
00:11Fortunately, there are some great presets that ship with the Studio version of CINEMA
00:154D that will help you jumpstart the process.
00:17I'm going to go into the Content Browser and under the Presets--this inkwell is a preset--
00:24before I click on anything, I'll go to the View and change it to As list. And I'll click
00:29on Presets, and then I'll scroll down to Studio. And in the Studio I'll click onto Simulation
00:38and then Thinking Particles, and under Presets, under Emitters. Now that's a lot of folders
00:43deep, but there's a bunch of great emitters in here, and the one that we're going to take
00:48a look at is the TP Standard Emitter.
00:51So I'll double click on that; that adds to the currently open scene.
00:55Let's go back to the Object Manager, and you could see that I now have this TP Standard
00:59Emitter Null Object in the scene. When I hit play, I'm getting this little plus signs.
01:03So those little plus signs are the Thinking Particles.
01:06I'm going to click on the TP Standard Emitter Null Object and under the Thinking Particles
01:11attributes, these are simply a whole bunch of user data fields that have been added by
01:16the programmers at Maxon.
01:18And these all correspond to a various settings on the PStorm node.
01:23And if you double-click on the XPresso tag--and let's use the 2 key and back out just a bit--
01:29you can see that there's a fairly complex arrangement of XPresso nodes in here.
01:35Over here on the left, this long node represents all of the user data that's on the TP Standard
01:40Emitter, and these different fields on the user data are all being piped into different locations.
01:45Some of it is going to the PStorm node, and others are going to other supporting nodes
01:49that all help to support the different features that are listed underneath these settings
01:54in Thinking Particles.
01:56The good news is that you don't have to understand all of these connections,
02:00as long as you understand what's going on in these fields over here.
02:04I'll close the XPresso Editor up; it's kind of making me dizzy anyway, looking at all those lines.
02:09Over here on the right, in the Thinking Particles Attributes of the TP Standard Emitter, we've
02:13got a lot of the same control that you'd see on a regular particle system emitter.
02:17Now let's rewind back to 0 and hit play again.
02:19And you can see we're spitting out those plus signs.
02:22If I render, Command+R or Ctrl+R, you can see that there is no particle in the scene when
02:27it renders, and that's because we need two things:
02:29we need to have a particle to spit out and we need to have the Thinking Particles Geometry Objects.
02:34Let's rewind back to 0. And then let's start off by adding a cube to the scene, and this
02:39will be the particle that we spit out.
02:40I'm going to make that cube a very obvious color. Let's double click in the Material
02:45Manager. Let's make that material a very bright green.
02:49So let's drag that material from the Material Manager onto the cube and let's make the
02:53Cube smaller. I'll hit T on the keyboard to bring up the Scale tool and let's click and drag
02:57any place in there and make it smaller than the emitter.
03:00That's pretty good right there.
03:01The next part is to add the Thinking Particles Geometry Object, so let's go to the Simulate
03:06Menu, under Thinking Particles, and add the Particle Geometry Object to the scene.
03:11In the Standard Emitter is a field for Particle Shape. Let's drag the Cube into the Particle
03:15Shape field and then I'll rewind back to 0 and hit play. And you can see, there's our cubes being spit out.
03:24Let's rewind back to 0 and take a look at some of these fields here.
03:28Particle Group relates to the grouping of particles, and these particles in the scene
03:32can be made to interact with each other or do different things than other particle groups.
03:37And so it's a way of controlling and organizing your particles.
03:41Next step is the Particle Number I want to take a look at.
03:43I'm going to adjust from 100 down to about 50 to reduce the number of particles in our
03:47scene. And let's hit play again.
03:49You'll see that we've got much fewer particles.
03:52I'll orbit around here.
03:55The Spread Angle is very important.
03:56That controls the angle of orientation for the Particle Emitter, and it's set to 45 degrees right now.
04:02If we drag that open, you'll see that the Spread Angle particles will come out at a wider angle.
04:07If we bring that tighter, you'll see that they will come more in a straight line out of the emitter.
04:12Let's leave it on 4 degrees for now.
04:15The Type is Circle, but we can set it to a Rectangle as well.
04:19We'll leave it set on Rectangle. And the Size controls the size of the Emitter.
04:25I'll bring that back down to 100 units.
04:29Let's hit Stop and take a look at the Speed.
04:32Under the Speed we've got Inherit Emitter Velocity.
04:35If you're actually animating the position of your emitter, you might want to turn that
04:38on, to have the particles inherit some of the speed from that emitter as it's travelling through the scene.
04:45The Speed is set to 1,000 units and if I hit play we can adjust that speed down. I will
04:50cut it into half, to something like 500.
04:53You can see the particles will come out slower. And the Speed Variation adjusts the variation
04:58of the speed of the particles.
05:01Let's leave the Variation at 75% and change the particle speed back to 1000.
05:06Now, the Lifetime - there is a very important checkbox here: Use Document Length.
05:11That's on by default. That means the particles will live as long as the document is.
05:15Right now our document is looping back at frame 90, so the particles don't exist beyond
05:20that, but if we change that, then the particles will match whatever document setting we have.
05:26Let's uncheck that for now, and we can the control the length of our particle lifetime now.
05:30Let's change it from 30 frames to something like 60 frames, and let's suggest the Lifetime
05:35Variation and I hit play.
05:40And you can see that some of the particles are dying out after 60 frames. Let's hit Stop.
05:47If you scroll down, you've got spin and the Spin field controls how much the particles are
05:50spinning. I'll hit Play and drag this out a little bit, and you can see that the particles
05:55are spinning very fast. This is a little bit counterintuitive.
05:58The longer this slider is the slower the objects will spin.
06:02So let's drag this out here. And you see that now the particles are spinning out at a slower
06:06rate, and the Spin Variation of course controls how much variation, the randomness in the spin.
06:12So some will be spinning faster, some will be spinning slower.
06:16Let's hit Stop. And then under the Advanced field, you've got a Random Seed. If you have multiple
06:23Emitters in the scene, the Random Seed will control whether or not the particles come
06:27out the exact same way between the two emitters.
06:29Next step is Size, and we can increase the size of the particles.
06:35We can also have some variation in the size.
06:39I'll do that, and hit Stop.
06:43So all these controls closely resemble the settings that you'd see in a basic particle emitter.
06:49That begs a question: What can you do with Thinking Particles that you can't do with
06:52a regular particle emitter?
06:53Well, one very important thing is that you can have particles collide with other particles.
06:58You can also detect those collisions from other particles and create additional particles
07:03based on the collisions of other particles.
07:05A great of example of that would be sparks coming off a welder.
07:09As those sparks fly off the welder and strike the ground, they spark other sparks, and they
07:13break into smaller pieces.
07:15That's the kind of thing you can do with Thinking Particles that you can't do with the regular
07:17particle emitter.
07:18Let' take a look at how to make the particles collide with one another.
07:21I'm going to Ctrl+Drag a copy of this TP Standard Emitter, and I'll end up with two standard
07:28emitters in the scene.
07:30And I want to make a second piece of particle geometry and I'm going Ctrl+Drag a copy of
07:35the cube down and the Cube 0.1 object.
07:37Let's make it a different color than the original cube.
07:39Let's drag all the green out of there and then apply it to Cube 0.1.
07:45I can drag that right onto that material Tag and replace it.
07:49Now to get the Standard Emitter 0.1 object to emit that cube, then we have to drag that
07:56into here. And then let's take that emitter, hit E on the keyboard for the Move tool, and
08:01drag it over here to the right.
08:04And then when I rewind back to 0 and hit play, you see we have two emitters coming up.
08:08Now these two emitters are spitting up particles in the exact same way.
08:12Let's stop playback and then go to the Standard Emitter and scroll down to the Advanced options
08:18and change the Random Seed.
08:20Now Random Seed value doesn't have to be a big difference between what the original value was.
08:23It just has to be different. Let's just change this to, say, 125, and what's going to happen
08:28when we rewind back to 0 and hit play,
08:31and now you see that the two particle steams are a little bit different than each other.
08:35So now, how do we get them to collide?
08:37I'm going to grab the TP Standard Emitter 1 and hit R on the keyboard and rotate it around.
08:44Let's do it 90 degrees. I'll hold down the Shift key to get an even increment, and then
08:48I'll hit the Move tool and drag it on its X axis.
08:51Let's rewind back to 0 and hit play.
08:55You can see that now these two particle streams are intersecting each other.
09:02Let's orbit around just a bit, so we can see things a little bit better and stop the playback.
09:07Now you notice that the particles are not colliding yet.
09:09We have to do a little bit of work here to get the Thinking Particles to notice one another.
09:13Fortunately, once again, there's a great kick starter in the Content Browser.
09:17So let's go back to the Content Browser.
09:18We're inside of the TP Emitter subfolder right now.
09:21Let's go up one level and go to Interaction.
09:25Inside the Interaction is TP Particle Collision.
09:28Let's double-click on that to add it to the scene and go back to the Object Manager, and
09:32now we have this Particle Collision Object.
09:35If you select that, this also has a whole bunch of user data on it that's been added
09:40ahead of time, and the most important things are Particle Group A and Particle Group B.
09:44So remember I mentioned those Particle Groups earlier.
09:47We need to divide these two Particle Systems into two different groups, so that this particle
09:52collision object can parse them and make them collide with one another.
09:56So step 1 is to create two different groups.
09:58Let's go to the Simulate menu and go to Thinking Particles > Thinking Particle Settings.
10:04And in this, if we go to Particle Groups window and twirl that open, you can see we have Original.
10:09Let's make a second group, so let's select the Original and right-click and go to Add,
10:15and now we have another group.
10:16Now, I actually should have right-clicked on the All, and that would have added it as a
10:20peer of this. And the Groups can have parents and children.
10:23We don't want that in this case, so let's take this Group 1 and drag it up out of that.
10:27And so let's call these Groups A and call this second Group B.
10:33And these two groups now need to be fed into Particle Group A and B over here,
10:37so let's drag the A into the A field and Drag the B into the B field.
10:43Now what we need to do is to tell these emitters to be parts of these groups.
10:49So if you look at the TP Standard Emitter, that's these green particles.
10:54Let's drag the A from the Thinking Particle Settings window into the Particle Group here.
11:00And then on the TP Standard Emitter 0.1, let's drag the B into the Particle field.
11:06Now if you go back to the Particle Collision, that's pretty much all we need to do.
11:12So let's rewind back to 0 and hit play, and now you can see that the particles are not colliding.
11:17So let's hit stop. And the reason that the particles are not colliding is because of
11:22something called the Distance. And on the Thinking Particles Collision Object is this field right
11:28here, the slider called Distance, and Distance relates to the size of the actual particles.
11:34Thinking Particles looks at these object as these little tiny crosses, and you have to
11:38tell it to look a little bit larger, a little bit farther around the actual particle for the collision.
11:44So as we expand the Distance outward-- let's rewind back to 0 and hit play--and you'll
11:49see that as I scrub these forward--let's go up to about say 40 or so--you'll see our
11:55particle start to collide with one another.
11:59Let's orbit around a bit so we can see that particle collision just a little bit better.
12:03I'm going to look at it from the top view and then I'll rewind back to 0 and hit play again.
12:07You can see that those particles are now colliding with one another.
12:11Hopefully that gives you a good overview of the TP Standard Emitter and how you can combine
12:15it with other objects to get some great results.
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Using TP with the MoGraph Tracer
00:00Thinking Particles is an incredibly powerful Particle System, but it's even more
00:04powerful when used in combination with MoGraph.
00:07I'm going to create a very basic scene. Let's start off by going to the Content
00:12Browser and into the Presets, and under Studio, and then we'll go in to
00:17Simulation, and then Thinking Particles, and go into Presets.
00:22And here in the Emitters, we're going to grab the TP Standard Emitter.
00:27So let's go to TP Standard. And if these words are getting cut off and it's
00:30bugging you, you can do two things. I can resize these guys larger, or I can
00:34change the view to a list.
00:36So let's scroll down, and there's the TP Standard Emitter, and if I double-click
00:40on that and rewind it back to zero, hit Play, you can where there we've got our
00:45Thinking Particles.
00:46Let's go back to the Object Manager, and what I want to create is a
00:50situation where I've got particles spitting out and falling down on to a
00:53Plane on the floor.
00:54So let's orbit around here just a little bit so we can see it better.
00:58And I'll raise it up, let's click on the Axis Band here and Drag it up.
01:02Now don't worry that the circle didn't go with it.
01:04If you rewind back to zero you'll see that the circle snaps back to it's location.
01:08That's one of the things with Thinking Particles, you always have to rewind
01:12back to zero and Play forward again because Thinking Particles does not go backwards in time.
01:16The next step, we want to have some Gravity in the scene. And if we go back to
01:20the Content Browser, and we're going to go up one level.
01:23It's inside the Effectors Folder.
01:24If we double-click on that, we're going to scroll down and get the TP Planer Gravity.
01:29Let's double-click on that to add it to the scene, and now when we rewind and hit
01:33Play, you'll see that our particles are falling down.
01:35They're spraying out really fast, the speed is overcoming the Gravity right now.
01:40So let's stop Playback, and go to the Object Manager, and under the Standard
01:45Emitter, let's bring the Speed down.
01:49Let's change it from 1,000 to, say, 250.
01:53Rewind back to zero and hit Play.
01:55Now you can see our particles are falling down.
02:01Let's go also to the Gravity Object and increase the strength of the Gravity, so
02:05our particles will fall down to the ground faster.
02:08Let's stop Playback.
02:11Now what we need to have is a Plane for them to interact with, so let's grab a Plane
02:16Object in the scene, let's make it a little bit larger so there's no chance of
02:19our particles missing the Plane.
02:22And now what we need to do is to tell the particles to interact with the Plane,
02:26and there's another great Preset Object for that too.
02:28Let's go back to the Content Browser, make it a little bit bigger.
02:33And this time we'll go up one level, and this time in the interaction, let's go
02:38to -- scroll down and find TP Object Collision. And we add that to the scene by
02:44double-clicking on it and go back to the Object Manager.
02:46On the TP Object Collision Object, under the Thinking Particle Settings, we're
02:49going to tell the particles what object to collide with.
02:53So let's go to the Plane and put it into the Collision Object field. And when we
02:58rewind back and hit Play you'll see that -- oh, man they're not colliding.
03:03The reason that they're not colliding is that in order for particles to collide
03:07with an object, that object has to be made a polygons and not parametric.
03:11So let's make the Plane editable. So I'll hit C on the keyboard.
03:15And now the Plane is made of polygons. And rewind it back to zero and hit Play.
03:19You can see that now the particles are bouncing off.
03:22The next thing we need are some actual particles.
03:24These little plus signs that represent the particles don't actually render.
03:28So let's add a Cube to the scene. And let's take that Cube and make it small,
03:32let's make it, say, 50x50x50.
03:34Maybe just a little bit smaller than that.
03:37Let's make it 25 x25x25, that's even better.
03:42And let's make it a really obvious color, I'm going to make it green, so let's
03:45double-click in the Material Editor and make new material, and then Drag out all
03:49of the red and blue, and then put that onto the Cube.
03:54Now we need a Particle Geometry Object.
03:57Let's go to the Simulate Menu, and go to Thinking Particles, and add Particle Geometry.
04:01And then on the TP Standard Emitter, we have to tell it to use that Particle
04:06Shape, which is this Cube.
04:07Let's put that into that Particle Shape Field.
04:10And now when we rewind and hit Play, there's our Cubes falling out and
04:14bouncing off the floor.
04:16Now, you can see that our objects are kind of colliding with the floor.
04:20They are going through it just a little bit. Go to the TP Object Collision. I'm
04:24going to adjust the offset just a bit. R ewind it back to zero and hit Play.
04:31There we go, that's going to feel a little bit better.
04:35I don't want to be able to see this Cube that's here in the center of the floor,
04:40that's our actual Particle Object that we're spitting out.
04:42Let's add that under a Null Object.
04:44I'll add a new Null Object to the scene.
04:46Let's call this one TP geometry hider, and put the Cube under that object, and
04:53then make both dots on the Null Object red by holding down the Opt or Alt key,
04:57and then click twice.
04:59Now that's safely hidden. We can put that at the bottom of the scene where we
05:02don't need to touch it anymore, and then deselect it.
05:05So now we got our basic scene set up. What I want to be able to do is to trace
05:10the position of these Cubes with MoGraph Tracer.
05:13So let's add a new MoGraph Tracer to the scene, go to the MoGraph Menu and add Tracer Object.
05:18And in the Tracer Object is the Trace Link Field.
05:22Normally, with regular objects you would Drag the object itself into the tracing
05:26field, but with Thinking Particles, what you need to Drag in here instead is the
05:30actual Particle Group.
05:31So the way we get the Particle Group is by going to the Simulate Menu, and going
05:36to Thinking Particles, and going to Thinking Particles settings. And let's twirl
05:40this open, and Drag the word Original into the Trace Link Field.
05:44Let's close the Thinking Particles Settings Window up.
05:46Let's rewind back to zero and hit Play.
05:51
05:52And you'll see that the particles are not being traced, and the reason is,
05:55because I Dragged the word Original into this field, the Particle Emitters do
06:01not know to use that Original.
06:03If I go back to the Thinking Particle Settings, and in that setting there's an All.
06:08On the standard Emitter Object, under the Thinking Particle Settings, if the
06:12particle group field is left blank, then Thinking Particles by default will use the All.
06:17By Dragging the word Original into the Particle Tracer Object, let's select
06:22it so we can see that.
06:22Oops, I accidentally clicked on the Particle Geometry Object.
06:26Let's click on the Tracer.
06:28And in that Trace Link Field, when I Drag the word Original into that Field,
06:32that overrode that default All setting.
06:34So now what I need to do is go back to the Standard Emitter, and under the
06:39Thinking Particle Settings, let's Drag the word Original into the Particle Group Field.
06:43And then let's do the same thing for the TP Object Collision, drag in Original
06:49into that field as well,
06:50and now when we rewind and hit Play, we'll be seeing those Traces. And you can
06:57see there's our Traces.
06:58Those splines coming out are being generated by the Tracer Object.
07:04So that begs the question, what can you do with those Splines?
07:07If I render Cmd+R or Ctrl+R, you see that the Splines don't actually show up.
07:11So what I want to do is to use that Tracer inside of a Sweep NURBS.
07:15Let's go to the NURBS Objects and add a Sweep NURBS to the scene, and under the
07:20Sweep NURBS, replace the Tracer.
07:22And the Sweep NURBS needs a second Spline object to trace along these pads.
07:27So let's go into the Spline Primitives and add a Circle, and let's make that
07:31Circle really small, let's call it, say, 10 units.
07:35And then put that circle into the Sweep NURB write above the tracer, and we're
07:39going to end up with Geometry for that.
07:42Let's hide the Cubes that are actually generating that. And we'll go into
07:45the Particle Geometry.
07:47Let's hold the Option or Alt key and then click twice on that, and that hides those
07:53Cubes. Now let's rewind back to zero and hit Play again.
07:56You can see now we've got this Geometry coming out.
07:59Now the scene's going to go kind of slow and chunky, that's because it's
08:03generating a lot of polygons.
08:04The way we can reduce the number of polygons being generated is to reduce the
08:08number of particles being generated.
08:09If we go to the Standard Emitter, and under the Particle Number, let's reduce
08:14that, let's cut it in half to, say, 50.
08:17Then we'll get a decent Playback here.
08:18You don't have to do that, we could just make a preview movie and see that.
08:22So if you need to have more particles, it's okay. I'm just doing that so I'll be
08:25able to get a better playback here in the Editor Window.
08:28Let's rewind it back to zero and hit Play.
08:31You can see now we have a much better Playback, until it reaches a certain point.
08:35The longer those Splines get, the more Geometry is being generated and you'll see
08:39the computer go slower and slower, until it hits the loop point again.
08:44Using Thinking Particles and MoGraph together is a really powerful combination,
08:47and you can have a lot of fun with it.
08:50Do some experimentation and see what kind of crazy stuff you can come up with.
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3. Dynamics
Understanding the dynamics engine
00:00The dynamics module in CINEMA 4D is part of the Studio bundle, and it allows
00:05CINEMA 4D to simulate the behavior of objects as if they were in the real world
00:10affected by gravity.
00:11Anytime you hear that word Simulate or Simulation, it means that the computer is
00:16trying to recreate behavior from the real world.
00:19Because of that recreation, the calculations that go on behind the scenes
00:22are incredibly complex.
00:24It also means that you lose a certain amount of control that you have over your scene.
00:28There's a lot of things that you can do with simulations that you can't do with
00:32keyframes, but you often lack the control that you have with keyframes.
00:35It's a lot like trying to bowl a ball down the lane.
00:38You know you can throw the ball down the lane but you don't always know that
00:42you can hit those pins.
00:43And that's what the Dynamics Engine is like, it's just like bowling.
00:46So how does the Dynamics Engine work?
00:48Let's add a very simple cube to the scene. And at the heart of the Dynamics
00:52Engine is the Dynamics tag.
00:53Let's right-click on the Cube and go to Simulation Tags, and then go to Rigid Body.
00:59All of these options--Rigid Body, Soft Body, Collider, and Ghost--are all
01:03contained under the same tag.
01:05Even though their icons are different, they're all based on the same tag.
01:08The tags icon changes, depending on what type of settings you put under it.
01:12So let's start off with a Rigid Body.
01:14And when we add that to the scene it looks like nothing happened, except that when I hit
01:18Play, my cube falls away. It's now being affected by gravity. And that gravity is
01:23controlled by the Project Settings.
01:24Let's hit Cmd+D or Ctrl+D on the keyboard, and underneath the Project
01:30Settings, under the Dynamics option, is the gravity in the scene. And I can
01:34control that gravity. I'll leave it at 1,000 for now.
01:37Let's rewind back to zero, and you can see that my cube falls away.
01:40And that cube would keep on falling off to infinity, unless it collides with
01:44something, and that's a very important aspect of the Dynamics Engine is that it
01:47allows for object collision.
01:49Let's go to the Primitives icons and add a Plane to the scene, and let's make
01:53that Plane a Collider.
01:54So we go to the Plane and right-click, and go to Simulation Tags, and then add Collider Body.
02:02Let's rewind and hit Play, and you can see that my cube falls but, it falls even faster.
02:08The reason that it falls even faster is that when two dynamic objects start off the
02:12scene in the exact same location, the Dynamics Engine doesn't know how to
02:15resolve it and so it freaks out and just throws the objects off.
02:19You never know what direction they're going to fly off in but they do take
02:22off in strange ways.
02:24So what we need to do is rewind back to zero, let's grab the cube and raise it
02:28up on the Y axis, let's drag it up out of frame and let's expand out a little
02:32bit, and then hit Play. And you'll see that now the cube falls down and it strikes
02:37the Plane as if it were a solid floor.
02:39Let's rewind back to zero.
02:41Because our Cube and the Plane are directly lined up, when it hits the Plane it
02:46just bounces and stays flat.
02:48If I rotate my cube, let's rotate it a little bit so that the point is down
02:53first, rewind back to zero and hit Play.
02:55You'll see that the cube point now hits the Plane, and it bounces and
02:59rolls around and tumbles.
03:01Let's hit Stop. That illustrates another important point about the Dynamics
03:04Engine, is that it allows you to adjust the starting positions of your objects.
03:09Now all of this dynamic simulation and calculation is being contained within
03:13the Dynamics tag, let's take a look at that.
03:16And under the Dynamics tag, we've got the Dynamics Properties.
03:20So the Enable option determines whether or not the tag is active. And I'll turn that off.
03:25And because this is the Plane, when I hit Play, you'll see that the cube will
03:30fall but it will no longer make contact with that collider.
03:33The Plane's ability to interact with Dynamic objects has been disabled.
03:38Let's turn that back on and rewind back to zero.
03:41Now let's select the Cube's Dynamics tag, and when I click on that one, you
03:45notice that the Dynamic option has reverted to on.
03:49So on the Plane, if I click on that tag, you can see that this is Off.
03:53If I go to the Cube, it's on again. Off and on.
03:56And you notice that the icons are different.
03:58If you watch that location right there on the screen, the icon will change.
04:01So the only difference between the two tags, the one on the Plane and the one on
04:06the Cube, is this Pull Down: Off, On, and Ghost.
04:09Ghost Objects allow you to create invisible objects in the scene that will
04:12behave with dynamic ways.
04:13And that's a great way to create a collision with something that doesn't
04:17necessarily need to be seen.
04:18Underneath the Collision options, you have the ability to adjust how the object
04:22interacts with other Dynamic objects in the scene.
04:24I'm going to go the Bounce Settings and change that from 50 to, say, 100.
04:30And I'm on the cube, and so when I rewind and hit Play, the cube's going to bounce higher.
04:37You can scrub that value even higher, it can go beyond 100%, I just clicked and dragged.
04:41And because I did that while the cube was playing, you saw it froze for a minute
04:45while I was scrubbing the value.
04:47And then when I let go, the cube bounces down and then springs off, it's got
04:51way too much energy.
04:52It's returning way more energy than it had when it started.
04:54Let's bring that back down to 100%, it's a little more realistic value.
04:59Friction determines how sticky the surface that the object is bouncing off of.
05:03If I make this Plane really large, let's select the Plane and hit T on the
05:08keyboard to bring up the Scale Tool, and make the Plane really large and rotate it.
05:12When I rewind back to zero and hit Play, you'll see that the object kind of
05:17bounces and slides off. Let's stop that.
05:20Now we'll go to the Plane object, and on its Collision options, we'll change the
05:25Friction from 30 to something like 100.
05:29Let's rewind back, and let's look at this from the side so we can see it a little
05:33bit better, and let's hit Play.
05:35You see that it's not sliding off quite as quickly.
05:40Let's go to the Cube object and do the same thing for its Friction.
05:44You can see that now, it feels like the Plane is maybe made out of sand paper or
05:48something like that.
05:49It's grabbing on to that cube and they're interacting a little bit more
05:52dynamically with each other because they have more stickiness to them.
05:56The Forces section allows you to add forces to the scene, and those refer to the
06:02Particle Forces under the Simulate Menu.
06:05So let's rewind back to zero and rotate the Plane under the Coordinate
06:10Properties back to zero.
06:12And then hit Play to confirm we still have the correct reaction, and we do.
06:17Let's rewind back to zero.
06:19And go to the Simulate Menu and under the Particles Submenu, let's add in a Wind Object.
06:24Now the Wind Object blows along its Z Axis.
06:27If I Drag this up out of the floor -- let's grab the Axis Band and drag it up
06:33out of the floor, you can see that it is oriented along the Z Axis.
06:37Now because the Falloff is set to Infinite on the Wind object, it's going to
06:41blow in the entire scene.
06:42So it really doesn't matter where it is in relationship to the cube.
06:45The only thing that matters is the direction of the Z Axis.
06:48Now let's go back to the Cube, and under the Force tab, you see because this mode
06:52is set to exclude, any forces that I add to the scene, when I hit Play will
06:57automatically start to affect the cube.
07:00Let's go to the Wind object and crank up, under its Object Properties, the Wind Speed.
07:06You see that it blows the cube so hard that it never even makes it to the ground.
07:10Let's rewind back to zero and change the Wind Speed from 100 back down to
07:15something like 50 or so. Hit Play.
07:20The Dynamics Engine in CINEMA 4D is both incredibly powerful and easy to use.
07:25The key is that all of that power and ease of use is contained within those tags.
07:29The properties there will help you do amazing things.
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Explaining the difference between Rigid and Soft Bodies
00:00In the previous movie we took a look at the basics of the Dynamics Engine and
00:03created something called a Rigid Body.
00:06The Dynamics Engine also allows for something called Soft Bodies. And Soft Bodies
00:10are, well, they're soft.
00:11It's like the difference between a block of sugar and a Jell-o cube.
00:14They're both sweet and delicious but they behave in very different ways.
00:18Let's create a very basic dynamic relationship, I'll add a cube to the scene, and
00:22let's also add a Plane. And take the cube and raise it up on the Y, let's back up
00:29just a bit, and now I'm going to right-click on the Plane and make that under the
00:35Simulation Tags, a Collider Body, and then right-click on the cube and go to
00:38Simulation Tags and make that a Rigid Body. And now when we rewind back to zero
00:43and hit Play, we have our dynamic relationship.
00:47Now let's Delete the tag on the cube and right-click on the cube, and go to
00:53Simulation Tags and add in a Soft Body Tag.
00:57Now let's Rewind back to zero and hit Play.
01:00Well, it looks like nothing happened.
01:02The reason that it looks like nothing happened is because of the way that
01:06the Soft Bodies work.
01:08What the Soft Bodies do is they look at the points that make up the object and
01:12they try to create little virtual springs between those points.
01:16If you remember from our previous module on deformers, I made a very
01:19important statement, and that is a single polygon or a single polygon edge cannot be bent.
01:23The polygons can be twisted but the edges cannot be bent themselves, their edges
01:27are always straight lines.
01:28Well, that's what's happening in the case of this cube.
01:31It's not deforming into a Soft Body because it only has one edge per side.
01:36So let's go in to the Cube Settings, and go to the Object Properties, and change
01:41the Object Properties Segments from one to, say, five.
01:46Now let's rewind back to zero and hit Play.
01:50You can see that our cube is flexible.
01:52Let's rewind back to zero and rotate the cube, I'll hit R on the keyboard and
01:58rotate the cube around.
02:00Let's rotate it so that the point is down. There we go.
02:04Now rewind back to zero and hit Play, you can see that the cube is very
02:08flexible, let's Rewind to back zero.
02:10Under the Cube Properties, if we change this number of segments from 5 x 5 x 5,
02:14let's crank it up to, say, 10 x 10 x 10 and rewind back to zero and hit Play again.
02:20And you can see that now not only is the cube very flexible, but when it hits the
02:25ground, it doesn't spring back.
02:28That's because there are so many springs in there that the springs all
02:31collapse on one another.
02:32The other thing you may have noticed is that the Playback was very sluggish.
02:36That's because there are so many more springs in the cube that there's a lot
02:39more information for it to process.
02:41Let's take that back down five and take a look at the Properties in the tag.
02:48The only difference between the Rigid Body Tag and the Soft Body Tag is this
02:54pull-down under the Soft Body options.
02:55If I turn this to Off, and I'll rewind back to zero and hit Play, you can see
03:00our cube is now back to being a Rigid Body.
03:03If I Rewind back to zero and turn that back on to Made of Polygons/Lines, then
03:07you see that our cube is squishy again.
03:12Now the Made of Clones Option is for using with MoGraph Cloner Objects, and for
03:17now though, we'll leave it on Made of Polygons/Lines.
03:20Underneath the Soft Body Pull Down are all the options related to the springs,
03:24and these basically affect the stiffness of the object and how the object
03:27behaves when it bounces and collides.
03:30The spring settings control the actual stiffness of the springs.
03:33If I crank up the structural value, let's make it up to something like
03:365,000, really high.
03:38Rewind back to zero and hit Play.
03:40You see the object hits the ground and then it doesn't bounce back anymore
03:44that's because the springs are so stiff that they can't return any energy,
03:48Let's hit Stop.
03:49Now I'm going to rewind back to zero, and let's change the structural value from
03:535,000 back to 100 and take a look at the Stiffness Option.
03:57And out of the Stiffness Option, that relates to, again, how the springs behave.
04:02By default, it's set to zero, but let's change the value from zero to something
04:06like 10, and then we'll hit Play again.
04:10You'll see that our object is now very springy, it's much more stiff than it was before.
04:15If we scroll down and look at the Pressure option, that allows you to actually
04:19introduce air pressure inside of the object, so we can actually inflate it.
04:23If we rewind back to zero, now I'll increase the pressure, let's make it
04:27something like, say, 50.
04:30Now it looks like nothing happened, but when I hit Play, you're going to see the
04:33object instantly inflate and then fall down.
04:39That really feels like that object has a bunch of air inside of it.
04:42The Soft Body Option can be a really great Tool for making jiggly things, or
04:46objects that need to collapse when they bounce.
04:49The key is to tweak your Spring Values to get the behavior that you want.
04:52Once you've got those Spring Values set correctly, that will determine whether your
04:56object behaves like Jell-o that's been sitting out in the counter for a while or
04:59Jell-o that just came out of the fridge.
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Working with MoGraph and dynamics
00:00The Dynamics Engine in C4D is powerful and easy to use, but what I think makes
00:04it most amazing is that it can be combined with MoGraph.
00:08What I mean by that is you can actually apply the Dynamics tag to Cloners and
00:12have those Cloners behave in a dynamic way.
00:15Let's create a very simple dynamic arrangement.
00:17I'm going to add a Plane to the scene, and that Plane is going to be a Collider object.
00:23So let's right-click on the Plane, and go to Simulation Tags, and add it as a
00:28Collider Body. And the Collider object doesn't move.
00:31It just sits there waiting for a collision to happen.
00:33So now let's make a very simple MoGraph arrangement.
00:36Let's go to our Cube and add a Cube to the scene.
00:41Let's make it very small, call it, say, 10x10x10.
00:46Now let's add that Cube to a MoGraph Cloner.
00:48So I'll go to the MoGraph Menu and go to Cloner, and put that Cube as a child of
00:53the Cloner Object, and let's make it a grid of clones.
00:56So I'll change it Grid Array, and let's crank up the count just a bit and make it
01:00from 3x3x3 to say 5x5x5. Now let's raise the Cloner up off of the floor a bit so
01:09it's floating up from the sky.
01:12Now we can right-click on the Cloner and go to Simulation Tags, and then make a Rigid Body.
01:17Now when we rewind back to 0 and hit Play, the whole Cloner falls down as if
01:23it were a giant Cube.
01:25It's looking at this entire Cloner object as a Rigid Body.
01:29What we really want to have happen is we want all of those little Cubes to be
01:33treated as individual Rigid Bodies. And the way you do that is by going to the
01:37Dynamics Tag and go into the Collision Options and telling it to look at the
01:42Individual Elements.
01:43Right now, the Individual Element is off, and let's turn that to be All.
01:49Now when we rewind back to 0 and hit Play, you'll see that all those cubes are
01:55treated as if they were individual elements.
01:57Not only that, they slide off the Plane and ball off into infinity.
02:00That is a pretty awesome effect and you can do all kinds of great stuff with it.
02:04What I want to do is talk about the idea of gravity combined with this for just a moment.
02:10In the Project Settings is where you control the gravity for the Dynamics Engine.
02:15Let's hit Cmd+D or Ctrl+D on the keyboard to bring up the Project Setting.
02:19And underneath the Dynamics Option is the Gravity Setting, and we're going to
02:23change that Gravity Setting from 1,000 to 0.
02:27Now there's no gravity at all in our scene.
02:30And when I rewind back to 0 and hit Play, you'll see that our objects just sit there.
02:34So let's rewind back to 0.
02:38Now what I want to do is have an object fly through the scene and collide with these guys.
02:43So let's add a sphere to the scene, and I'm going to bring that sphere up so that
02:47it's inside of the grid.
02:50Then let's animate that sphere along its X axis.
02:53So at time 0 we want it back over here, and then under the Spheres
02:58Coordinate properties I'm going to Ctrl+Click to add a keyframe for position, and
03:03then let's advance forward about, maybe 30 frames or so.
03:07Then drag it through the Cloner object and then we'll Ctrl+Click again to set a keyframe.
03:14Now when I rewind back to 0, I'll hit Play, nothing happens. That's because the
03:18sphere needs to be a collider.
03:21The next thing I want to do is to make this sphere a Dynamic object.
03:25Let's right-click on the sphere and go to Simulation Tags and make this into a Rigid Body.
03:30Now when I rewind back to 0 and hit Play, you'll see that this object is
03:35moving kind of slow.
03:36It's not moving nearly as fast as it ought to.
03:40It ought to be traveling really quickly across the screen to hit this mark over here.
03:43Underneath the Dynamics Tag that's on the sphere, if you go to the Force option,
03:48there is a Follow Position, and that Follow Position determines whether or not
03:52the sphere, the Dynamic object in this case, will honor the keyframes
03:57associated with it.
03:58So by turning up this value I'll make it more likely to stick with the keyframes.
04:02If we bring that up to, say, 10, and rewind back to 0 and hit Play, you'll see that
04:07the object will travel through the scene and collide with those guys.
04:13Let's rewind back to 0 and make our sphere a regular old collider.
04:16So we'll go back and under that Dynamics Properties we'll change it from Dynamic On to Off.
04:22Now it's a regular collider and under the Forces tab, this doesn't have any
04:26effect anymore because colliders will honor the keyframe by default.
04:31So now we can hit Play and you can see it goes through there and hits everything.
04:35Let's Rewind back to 0.
04:36Let's make the Cubes a little easier to see.
04:38I'll double-click in the Material Editor, and let's make a green material and
04:43apply it to the Cube.
04:45Now we've got a grid green Cubes. And now let's make the Cloner object smaller.
04:49So we go to the Object properties, we can scrub the grid down.
04:53Now I don't want to make the grid so tight that they're touching.
04:56I just want to make it a little bit more dense. Oops!
04:59That's a little bit too dense.
05:01I accidentally scrubbed the Count value.
05:02Let's make that back to 5, and let's scrub the Y value to tighten that up, and
05:08then do the same thing on Z to get a much more dense Cube.
05:13Now we can rewind back to 0 and hit Play.
05:15You can see that that sphere will hit those Cubes and knock them off into space.
05:23If I make both dots on the sphere red by holding down the Option or Alt key and
05:28clicking twice on those status dots, now the sphere won't show up in the render
05:32engine and it won't show up in the Editor window, but it will still have an
05:36effect on the Dynamics.
05:37Let's put that right at the camera.
05:43Combining Dynamics and MoGraph together is a really fun thing to do, and you can
05:47create all kinds of great motion graphics effects.
Collapse this transcript
Combining TP and dynamics
00:00In this exercise we're going to combine MoGraph, Dynamics, and Thinking Particles together.
00:05I've got a very simple scene with a Cloner object that has been made Dynamic and I'll hit play.
00:10And this is pretty much the same setup that I created in the previous movie.
00:15What I want to do is create a situation that when these spheres collide with the plane,
00:18they generate a particle, and I can use that particle as position information to make a
00:22little disc show up where they land.
00:24It's going to be used for making footsteps or little bullet holes and things.
00:29There's all kinds of really cool things you can do with it.
00:31So let's rewind back to zero.
00:33We need to have a Thinking Particles Emitter in the scene, but we need to have a very special kind of Emitter.
00:37Let's go to the Content Browser, and I'm going to change the View to a List and let's go
00:41into the Presets and then under Studio and then Simulation and then Thinking Particles.
00:48Then under Presets, we're going to go to Dynamics.
00:52And we want to have a TP Dynamic Collision Emitter.
00:55So let's grab that, double-click on it to bring it into the scene, and let's go into
00:59the Object Properties.
01:01The way this works is that we're going to have a particle shape, and that's going to
01:03be the little disc that's going to get created every time one of these spheres collides with the plane.
01:08Then you have Collider A and Collider B. And A is going to be the actual clones themselves
01:13and the B is going to be plane object.
01:15So wherever A and B touch, it's going to generate one of these little particle discs.
01:19So let's make the disc.
01:21Let's go to the Primitive Objects and add a Disc Object into the scene, and the disc
01:25can sit right there in the middle of the scene.
01:26I'm going to in fact add a Hider object.
01:29Let's make it Null and call this one Hider, and let's drag that down to the bottom of
01:34the scene and then put the disc into that hider.
01:38And then I'll make both dots on the Hider Object red.
01:41I'll hold the Alt or Opt key and click twice on those dots.
01:46Now, let's apply this material to the disc so the disc is really obvious color when it gets created.
01:51Now, we can go back to the Collision Emitter and we can put the disc into the Particle Shape field.
01:56Let's put that in there.
01:58Now remember, with Thinking Particles, you'll never actually be able to see a particle in
02:00the scene rendered unless you add a Particle Geometry Object.
02:04So let's go to the Simulate menu > Thinking Particles, and add a Particle Geometry Object.
02:08In the TP Dynamic Collision Emitter, we need to have Collider A and Collider B.
02:13Let's go and add the Cloner as Collider A and then add the plane as Collider B.
02:21Let's rewind back to 0 and hit play,
02:23and you'll see that as soon as we do that, those little planes get generated.
02:30In order to see what's happening here, let's hide the plane.
02:34I'll hold on the Alt or Opt key and click twice on these red dots to make the plane invisible.
02:39Let's zoom in on that just a bit, and you can see that the discs in fact are being created,
02:43but they're facing the wrong direction.
02:45So let's go to the disc and under the Object Properties, change the Orientation to -Z.
02:51Now, when we rewind and hit play, we'll see-- and we'll wait for one of those balls that
02:55come into frame--and you can see that the discs are actually being created flat now in the
02:59same direction as the plane.
03:01Let's back out just a bit, and then we'll rewind and hit play.
03:09Now, you'll notice that the discs are popping off.
03:11They literally only exist for one frame, and that's controlled by the Dynamic Collision Emitter.
03:16Let's click on that, and you can see that underneath the Emitter Properties there's a lifespan
03:20of only one frame.
03:22Let's make that higher; let's make it 90 frames.
03:25Now when we rewind back and hit play, you'll see that the particles will now live for a much longer time.
03:32We'll actually be able to see those guys when they hit the ground, and this is a really fun look.
03:37Let's zoom in on that and look at it from up above.
03:39I'll deselect the emitter to get rid of those rotation bands, and let's hit play and stop
03:47it right about there.
03:48Let's do one more thing. And on the Dynamic Collision Emitter, if we scroll down, there
03:53is under the Advance Option, a Size Variation, and we can make these a little bit bigger.
03:59And don't worry; nothing is going to happen here.
04:01And let's change the variation a little bit so we get different sizes.
04:05Now, let's rewind back to 0 and hit play.
04:10I'll stop it right around frame 84 or so.
04:12And you can see that's a lot more fun-looking.
04:14If I render, Command+R or Ctrl+R, you can see that it looks like these balls are sitting
04:19on little droplets of paint.
04:22So that's a really fun look that you can create with Thinking Particles and Dynamics.
04:26The combination of these tools is really only limited by your technical ability and your imagination.
Collapse this transcript
Creating dangling objects with spline dynamics
00:00A little known part of the Dynamics Engine in CINEMA 4D is something
00:04called Spline Dynamics.
00:06One of the reasons that it's so little known is that it's not really part of the
00:08Dynamics Engine, it's actually part of the Hair Engine in CINEMA 4D. But you can
00:12use it for creating some really cool dynamic effects.
00:15I'm going to draw a Spline in the scene.
00:17So let's middle mouse-click to get to one of the orthographic views.
00:20I'll do this in the front view.
00:22Let's draw a Spline.
00:23I'm going to go to the B-Spline, and I want my first point to hit exactly on the
00:29center of the world.
00:30So I'll turn my snapping on, and I'll enable Snapping first by making the view
00:35active, and then click and hold on the Icon.
00:38What I want to do is snap it to the work plane.
00:41So now when I go in here and I click, I know that I'm just clicking exactly on 0,
00:46and that made my first point.
00:47Now I can go out here and I'll click another one here, and I'll click another
00:51point here, and I think that's enough points for now.
00:54You notice because my points are all lined up on the grid, I get a
00:57perfectly straight line.
00:58Let's turn the Snapping off now, and now we can go back to the Perspective View.
01:05So let's back out a little bit so we can see our Spline, and I'm going to
01:09right-click on the Spline and go to Hair Tags, and then Spline Dynamics.
01:15And when I let go, it looks like nothing happened, except that when I rewind to 0 and
01:19hit play, my Spline falls away.
01:22The Spline is now on Dynamic Object.
01:24Now that may not seem very impressive, until we do a very important step.
01:28Let's use the Selection Tool and click on the very first point that we had at
01:33the center of the world, and then go back to the Dynamics tag that's on the
01:37Spline and go under the Properties Option, and tell it to set the Fixed Point.
01:43When we do that, this first point is now turned a different color.
01:47Let's deselect the Spline.
01:48You'll see that it's now turn sort of purply magenta color.
01:52Let's rewind back to 0 and hit play.
01:54When we do that the Spline now dangles as if it were a Dynamic object.
02:00And not only that, it's flexible as well.
02:03I want to be able to move that Spline around.
02:05The unfortunate thing, though, is that you have to kind of trick the tag.
02:08Once you put that tag on the Object, the spline point is fixed to wherever it was
02:12in relationship to its parent or the center of the world.
02:15Because I did not have the Spline parented, then I won't be able to move it.
02:19So what I need to do is go back and parent the Spline to a Null object and now
02:24we'll be able to move that Spline around.
02:26Let's get out of Point Mode and select the Null Object, and then drag it up a
02:30little bit. And you can see you can still move that point.
02:33Now what I want to do is to hit play again.
02:36You can see that the Spline now will jump back a little bit.
02:39That's because it's recalculating the new position.
02:42Now it's very flexible.
02:44Let's do something else now.
02:45I'm going to rewind back to 0.
02:47I want to stick a sphere on the end of that spline.
02:50We're going to use a little bit of XPresso to do that.
02:53First, let's add a Sphere to the scene. And then let's add another Null object,
02:58and this Null object is going to be called Sphere parent.
03:03I want that Sphere parent to be right at the tip of the Sphere, at the very top of the pole.
03:08So I'll take that Sphere parent and raise it up 100 units on Y.
03:14Now let's parent the sphere to that.
03:16Then on the Sphere parent I'm going to add some XPresso, because I want to use
03:20XPresso to stick that to the Spline.
03:22So let's right-click on the Sphere parent, go to CINEMA 4D Tags, and then do XPresso.
03:27Under the XPresso Editor, I'm going to drag in the Sphere parent, and then I'm
03:31going to drag in the Spline.
03:32What I want to do is I want to get the point information from that Spline out to
03:37the Sphere parent to use that as position information.
03:40So I'm going to right-click and add a New Node and under XPresso > General, I'm
03:46going to add a Point node.
03:47Now every Object in CINEMA 4D has something called a Point Index Value, and you
03:52can find out the Point Index Value by going to the Structure Manager.
03:55So let's select our Spline and then lower the interface down just a bit.
03:59Then over in the tabs on the right is the Structure Manager.
04:02When I select that, I now see a little spreadsheet, and this spreadsheet
04:05represents the locations of the points on my Spline.
04:09You can see I have the first point selected.
04:11So it's highlighted point 0. And these are the index values of the points.
04:16The first point on a Spline is always 0, and then it counts upward from there.
04:20The last point on the Spline where I want to connect my sphere is point 2.
04:24So let's click on that, and now we've got that point selected.
04:27So I know that point 2 is the last one on the Spline.
04:30And in my node for the Point node, it's highlighted yellow, because it's not
04:34calculating anything right now,
04:35it's alerting me that it's not calculating.
04:36I'm going to change that Point Index Value to be 2, and that matches that number
04:412 that I have up here.
04:42Let's go back to the Object Manager now.
04:44We're done with the structure.
04:45So now what I want to do is I have to tell the Point node what object should you
04:50look at to calculate this value.
04:52So I'll go to the Spline and take the Object Property out of the Spline and then
04:56connect it to the Object Property on the input of Point node and you'll see that
05:00it will turn gray again.
05:01Now it's actually calculating something.
05:02Then I want to take the Point Position and put it on the Global Position of the Sphere Parent.
05:08So I'll drag a connection out onto the blue here, and when I let go it's going to
05:13ask me, where do I want it to connect it to.
05:16And I'll connect it to Coordinates, Global Position, and then Global Position.
05:19When I do that, the sphere jumps immediately to the Global Position.
05:23Now let's close up the XPresso Editor and rewind back to 0 and hit Play, and
05:28you'll see that the sphere will now dangle.
05:33I want to give this a little bit of motion as well, just a little bit of
05:36jumping around motion.
05:37I can use something called a Vibrate tag to do that.
05:40Let's right-click on the Null that's the parent of the Spline and go to CINEMA
05:444D Tags, and then Vibrate.
05:47The way to Vibrate tag works is that it doesn't do anything until you activate
05:51one of these parameters.
05:52We'll activate Position.
05:53Rotation won't do anything in this case.
05:55We just want to concentrate on Position.
05:56Let's turn on Position, and then rewind back to 0, and hit play.
06:00So now you'll see that our object will be dangling.
06:04Let's give it a little bit more room to run, and I'll rewind back to 0. And
06:09let's change the Preview Range from 90 to, say, 300, and then enlarge the Preview Slider here.
06:17And that will give our dangling sphere a little bit more time to be affected by the Amplitude.
06:21I'm also going to crank up the Amplitude from 100 to, say, 500, and so our sphere
06:26will be jumping all over the place.
06:28And you really get a sense for the flexibility of that Spline.
06:31So let's rewind back to 0 and hit play.
06:35Now you'll be able to see.
06:37Let's raise the view up just a bit, and you can see that the Spline is very
06:41flexible and the sphere is going crazy.
06:46To add a little bit more flexibility to the Spline, we can go to the Spline
06:49Dynamics tag and we can reduce the Stiffness.
06:52Let's reduce the Stiffness down from 20% to, say, 5% and let's rewind back to
06:570 and hit play again.
06:59And now you see that the Spline is a little less stiff than it was before.
07:03This is a really fun technique and I've used it in the past to create dangling
07:05type effects in motion graphics spots, but I'm sure you can come up with some
07:09more amazing uses.
Collapse this transcript
Conclusion
Final thoughts
00:00I hope you enjoyed CINEMA 4D Essentials: Particles and Dynamics.
00:04If you came to this module without having watched any of the other components
00:07of the CINEMA 4D Essential series, I encourage you to go back through and look
00:10at some of that stuff.
00:11There's probably some nuggets of information in there that's going to get you
00:14excited about using CINEMA 4D.
Collapse this transcript


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