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CINEMA 4D Essentials 1: Interface, Objects, and Hierarchies

CINEMA 4D Essentials 1: Interface, Objects, and Hierarchies

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. The first course in the series introduces the CINEMA environment and illustrates the importance of the object hierarchy. Discover how to navigate within your projects; how to configure the application preferences; set up a project properly; and create objects and change their parameters. Rob also explains the different object types and the principles behind creating a model with primitive shapes.

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author
Rob Garrott
subject
3D + Animation, Modeling, Rendering, Textures, Video, Motion Graphics, Materials, Visual Effects
software
CINEMA 4D R14
level
Beginner
duration
1h 22m
released
Sep 13, 2012

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Introduction
Welcome
00:04Hi! I'm Robin Garrott.
00:05Welcome to CINEMA 4D Essentials: Interface, Objects, and Hierarchies.
00:08CINEMA 4D is one of the most popular animation packages, and it's the number one choice for
00:12motion graphics artists all over the world.
00:15This course is all about key concepts that will help you get started working with this amazing program.
00:20We'll start off by looking at the C4D workflow, important interface elements, and preferences.
00:24Next, we'll look at how object relationships are the most important aspect to understanding C4D.
00:31And finally, we'll create a basic model using primitives.
00:34So let's get started with CINEMA 4D Essentials: Interface, Objects, and Hierarchies.
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Using the exercise files
00:00If you are a Premium member of lynda.com then you've got access to the exercise files for this course.
00:05I'm working with them on my desktop, but you can have them just about anywhere.
00:09These files organize into subfolders that go with each chapter.
00:13Inside each subfolder will be the files used in that chapter.
00:16Note that the files in each chapter's folder will be different based on the needs of each chapter.
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1. Interface and Navigation
The CINEMA 4D workflow
00:00The process of creating 3D animation can really be quite complex, but if you break it down
00:04into manageable chunks, you can get some really great results.
00:08First up in the process is the modeling phase.
00:11That's the creation of 3D objects in your scene.
00:14You'll create things called points, edges, and polygons and manipulate those to create the 3D shapes.
00:21Lighting is the process of illuminating objects in your scene.
00:24You'll use special objects called lights and you'll use those light objects to illuminate your scene.
00:32Texturing is a process of adding color and surface to the objects in your scene.
00:36When you first create them, they'll be a gray, dull color, and the texturing and surfacing
00:41is where you determine what your objects look like to the viewer.
00:46Animation is the process of giving movement to your objects using a technique called keyframing.
00:52Keyframing is an idea that really spans across all animation packages, whether they're 2D
00:56or 3D, and CINEMA 4D has some very robust keyframing tools.
01:01Rendering is where you create pixels from the objects and textures and lights in your scene.
01:06Those pixels can then be saved out in a variety of formats that can be used in other programs
01:11as part of a compositing workflow.
01:14The compositing phase is where you manipulate your renderings that you produce from CINEMA
01:184D in another package like Photoshop or After Effects, or even Nuke.
01:22And this is where your images will really come to life.
01:25As awesome as CINEMA 4D is, it's really just the step in the process, and the renderings
01:30that you get will almost always be manipulated further in a compositing package.
01:35So these are the very basics steps in the 3D animation process.
01:38Sometimes you'll take them out of order, sometimes you'll add steps in between, but the key is
01:42breaking it down into manageable chunks, and this will always help get you to your goal.
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How does 3D software work?
00:00The process of creating 3D animation with any type of computer is really computationally intensive.
00:07Back in the day when the programmers first created 3D animation software, the computers
00:12worked very, very slow and the software was extremely primitive.
00:16So what the programmers had to do was to really cheat what was happening in the real world
00:21all around them and translate that into computer code.
00:26That simulation of what is going on around us in the world dominates all 3D software to this day.
00:32The way your eye sees the world is by photons bouncing around from a light source, and you
00:37don't actually perceive the object itself; you perceive the photons that are bouncing off that object.
00:423D software works in a very similar way, except there aren't nearly as many photons.
00:473D programmers created an idea called a ray, and that ray extends outward from the point
00:54of view of the camera or a light source and strikes your object.
00:57I have a very simple scene here with a camera and a light,
01:00and the light has a green color to it and it's tinting this ball green.
01:04When I hit play here,
01:05you'll see a representation of those rays. And I'll hit Stop.
01:10Now, these are not exactly how many rays there are, and the rays don't actually look like that.
01:15You don't see the rays.
01:16But this is the idea.
01:17The ray spread outward from the point of origin of that object, and they look for objects in the scene.
01:24And when they strike an object they register to the software, hey, I found an object, and
01:30they tell the software things about that object, and that information is what determines what
01:35pixels are drawn on the screen.
01:36So I'm going to look through the camera now so you can see what's going on here.
01:40If I click this icon, this is the active camera icon, and when I select that, I get this cute
01:45little zoom in to my camera object that I'm looking through.
01:48And you could see all these little white specs here are the rays from the camera, and these
01:53are just a representation of that.
01:55Now, those rays are traveling from the point of view that we're looking at, and some of
01:59them are traveling off to infinity--
02:01that's these rays over in this area here-- and some of them are striking the ball.
02:05Now when I hit the Render Active View icon it renders the scene, and you can see that
02:10some of my scene is black and some of my scene has the ball visible.
02:14Now the areas of the scene that are black are where the rays traveled off to infinity
02:19and didn't report back.
02:21Now, the parts of the ball that are being illuminated green are based on the rays that are coming
02:25from the light and striking the surface of the ball.
02:29Those light rays are colored green and they're telling the gray surface of the ball to be
02:34tinted green based on the light color.
02:37So you can see that these objects are doing a great job of simulating the way that our
02:42eye works and the way that lights work in the real world, and there are some very important
02:45differences between those.
02:47First of all, lights in CINEMA 4D and other 3D packages don't bounce by default, and that's on purpose.
02:54In the real world, light photons travel from a light source and they strike a surface and
02:58they rebound and they travel off in a different direction.
03:01It's that bouncing of light that determines what the color of the object you perceive is.
03:07The wavelength of light that bounces off of it is what your eye will perceive, and in
03:11a 3D world that bouncing of light is way too intensive to be calculated accurately.
03:16So the software programmers have simulated that light bounce.
03:20The lights start off by not bouncing at all and then you can activate something called
03:23global illumination, and that process gives you a limited kind of light bounce that looks
03:28very realistic but is much easier for the computer to handle.
03:32This basic understanding of how 3D software works will really help you to move forward
03:36with CINEMA 4D.
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Looking at navigation and mouse setup
00:00Moving around at CINEMA 4D is really a two-handed operation.
00:03You have to be very active when you're working with a 3D application like this.
00:09And there are some really great shortcuts that we're going to talk about and some ways
00:12of moving around inside the viewport that are going to help you with your experience.
00:17Now, the CINEMA 4D interface has this large gray area in the center.
00:21This is called the viewport, and you'll notice that the viewport has a grid and that grid
00:26has some colors associated with it.
00:28Those colors are extremely important.
00:30They're red, green, and blue, and they correspond with different axes. And the rule of thumb is X, Y, Z; RGB.
00:38The X axis is always red, the Y axis is always green, the Z axis is always blue. And these
00:45arrows that you see down here indicate the positive direction, so the negative direction
00:51is on this opposite side of that arrow.
00:54You'll also notice that down in the bottom-left of the viewport is a little heads-up
00:58display, and this little guy tells you exactly where the axis is facing.
01:03You can see there's X, Y, Z; RGB again.
01:07Now that we're ready to navigate inside of CINEMA 4D, let's talk about this two-handed approach.
01:11In my right-hand I've got my mouse. My left-hand is hovering over the keyboard.
01:16Now I'm going to use the 1, 2, and 3 keys underneath my left hand to do some navigation here.
01:21And if I move my cursor over the viewport and hold down the 1 key and I'll drag left
01:26and right, and I'm doing something called a pan.
01:29You could see that I'm panning around the window.
01:32Now, if I hold down the 2 key and use my left mouse button, I can dolly in or out, and I
01:38can do that whether I'm dragging up or down or left or right.
01:42Now if I hold down the 3 key, I can do something called an orbit. And the orbit has an interesting
01:46behavior, in that it will either orbit around the center of the view or around a point on an object.
01:52So let's see what that means.
01:53I'm going to add a cube to the scene and that cube now is at the center of the world.
01:58Now if I have that cube selected and I just click anywhere in the gray area, holding the
02:023 key down and navigate, you can see that it navigates around the center of the viewport.
02:08But if I hold my cursor over the cube--let's say that upper-left corner and I hold down
02:13the 3 key click and drag--
02:15you can see that the orbit has now jumped onto or latched onto the upper left-hand
02:21corner of that cube, and it's now rotating around that spot.
02:24Now that's a behavior that can be changed in the preferences, but that's the default for CINEMA 4D.
02:29The next thing I want to talk about is the middle mouse button.
02:32The middle mouse button allows you to navigate between viewports in C4D.
02:37Now if I click anywhere in the interface with the middle mouse button, I now get a four-way split screen.
02:42I have the perspective view in the upper-left and then I have the three orthographic views--
02:47top, front, and right--going around clockwise.
02:50Any one of these I want to make full screen I can click in with the middle mouse button.
02:54So I just middle-mouse-click in the top and I'll middle-mouse-click to get back, and then
02:59middle-mouse-click in the front, back, and then I'll go to the right-hand side and middle-
03:03mouse-click to get back again.
03:04Let's go back to perspective by middle-mouse-clicking.
03:07So you can see, that's really important.
03:08It's very fast to get through those.
03:10There's also F keys.
03:12You can hit the F1 key on the keyboard to get to the perspective view.
03:15You can hit F5 on the keyboard to get to the four-way split.
03:21Then F1 will take you back to the perspective, and then F2 is the top, F3 is the right, and F4 is the front.
03:31Remember, F5 is the four-way split.
03:34But I don't use those F keys too much.
03:35I mostly just use the middle-mouse-click, and I just middle-mouse-click to get back to that window.
03:40Let's talk about some very important tools and the way they look.
03:44You'll notice that on my object I have these access handles highlighted when I have the
03:48object selected in the Object Manager.
03:51These access handles show me where the object is facing and also, they allow me to move the
03:55object along the given axis.
03:57So let's select the red axis band and I can drag it.
04:00You can see that motion is constrained.
04:02It only moves along the cube's X axis.
04:05I can also do the Z axis, or I can do the Y axis.
04:09Now, let's undo that.
04:11The undo buffer in CINEMA 4D is Command+Z or Ctrl+Z.
04:16I'll undo to get that back to the center of the world.
04:18Now if I want to redo, that it's Command+Y or Ctrl+Y.
04:22I'll Command+Z or Ctrl+Z to get back to the center of the world.
04:26So these axis handles allow you to constrain the movement along an axis.
04:31Now the little triangles that you see that are in between the axis handles are called
04:35axis bands, and they constrain the movement of the object to a plane that's defined by two axes.
04:42So for example, if I click on this blue handle, it's going to move along the plane that's
04:47defined by the red and green handles.
04:50So if I drag that around, you can see that it's only moving along that axis.
04:55No matter what direction I drag, it is only moving along that plane.
05:00If I grab the green axis band, I can now move that along on a plane that's defined by the
05:05X and Z axis handles.
05:07Across the top of the interface is the toolbar, and the toolbar has some very important tools
05:11on the left-hand side.
05:13We've got the Undo and Redo buttons here.
05:15If I click on Undo, you could see I can redo it again.
05:18Now there's also the Select, Move, Scale, and Rotate, and this is the most recent tool icon.
05:23So the next keyword shortcut is the spacebar.
05:26If I hit the spacebar that takes me to the Selection tool from whatever tool I had, and
05:31I can also go back the other way.
05:32If I hit the spacebar, it toggles between that most recent tool that I had and the Selection tool.
05:40Now to activate the tools individually there are some great keyboard shortcuts.
05:44The Move tool is letter E on the keyboard, so I'll hit E and that brings me into the Move tool.
05:49The Rotate tool is R, and letter T is the Scale tool.
05:53You can see I have Move, Rotate, and Scale: E, R, and T.
05:57Let's grab the Rotate tool and take a look at how that behaves.
05:59The Rotate tool has some different-looking bands.
06:02These are called rotation bands or axis bands for the Rotate tool, and you could see there's
06:06one for each color.
06:08Now if I grab the green axis band, it's only going to rotate the cube around the cube's green axis.
06:13I can do the same thing with the red band.
06:15It's going to rotate around the cube's red axis, or X and blue rotates it around the cube's Z axis.
06:21So let's undo that, Command+Z or Ctrl+Z, until we get back to our cube at the center of the world.
06:27Now let's do a little bit of navigation.
06:28Let's orbit around on our object. Here we go.
06:31And let's also do a little bit of a dolly move.
06:33So let's say I don't like that position I've just changed my camera to, and there's a great
06:38secondary undo buffer inside the CINEMA 4D.
06:40Command+Z or Ctrl+Z and Command+Y or Ctrl+Y control all the mouse clicks and object changes
06:46that you do in CINEMA 4D.
06:48Shift+Command or Shift+Ctrl+Z, or Shift+Command or Shift+Ctrl+Y control the undo buffer for the viewport.
06:54So if I go Shift+Command+Z or Shift+Ctrl+Z, it will undo the viewport changes that I did.
07:00And if I hold Shift+Command or Shift+Ctrl+Y down, it will redo those viewport changes.
07:05Now, those are the most important things to remember about working inside the interface.
07:09There's a lot more to it, but this will get you started just getting around inside the space.
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Understanding the interface
00:00The CINEMA 4D interface can seem a little bit daunting when you first open it up, but
00:04it's divided into some logical segments that we'll talk about now.
00:08The first thing you should notice about CINEMA 4D is that it is contained entirely inside
00:13of a shell window.
00:15That window allows the programmers to make the application nearly identical between Mac and PC.
00:20If you walk into a situation and you find yourself, as a Mac user, having to work on a PC, CINEMA
00:254D behaves exactly the same, except for the Command or Ctrl key, and the same holds true for the PC.
00:31This makes things much easier for both the programmers and for the users.
00:34So right across the top of this shell window is something called the main menu bar, and
00:39you'll notice that in all of the windows in CINEMA 4D they all have their own menu bar.
00:44I'm going to be very specific when I talk about which menu bar I want you to click on.
00:48For example, if I say click on the main file menu, that's this File menu in the upper left-hand corner.
00:54When I click on it, I see all of the options related to opening and saving and merging files.
00:59If I say click on the File menu in the Object Manager, that is this File menu right here.
01:04If I say click on the viewport view menu, that's this menu right here.
01:08So you could see I'm going to be very specific about which menu that I tell you to click on.
01:13So right below the main menu bar is the main toolbar and the toolbar contains tools and
01:19also undo buttons, elements for changing the viewport, render buttons, and then icons for
01:24creating objects inside of C4D.
01:27Now these are not all the objects.
01:28These are just the most important ones that you can see listed here.
01:32Now if I click and hold on an icon that has a black triangle, you can see that below that
01:37black triangle are a whole bunch of additional objects.
01:40Any place you see a black triangle in C4D, that means if you click-and-hold on it, there's
01:43additional elements that are listed underneath that.
01:47Going clockwise around the interface, next up is the Object Manager.
01:50The Object Manager is where you're going to be manipulating and observing all of the objects in your scene.
01:55As a good general rule, if it doesn't show up in the Object Manager, it doesn't exist in your scene.
02:00Now there are some important exceptions to that.
02:02For example, the Layer Manager allows you to control what elements are showing up in the
02:06Object Manager, but for the most part, if it's not in the Object Manager, it doesn't exist in your scene.
02:11To the upper-right of the Object Manager is the Layout pull down.
02:14If I click and hold on that, I've got a variety of different layouts that I can choose from.
02:18And we'll be switching through these in different parts of the course, but for now we're going
02:23to leave it set on Startup.
02:25Just to the right of the Object Manager are some tabs, and these tabs allow us to click
02:29between managers.
02:30It's right now set on the Object Manager.
02:32I can also switch to the Content Browser or the Structure Manager.
02:36We'll leave it set on the Object Manager.
02:37Now right below the Object Manager is the Attribute Manager.
02:41The Attribute Manager is probably the most important window next to the Object Manager.
02:46The Attribute Manager shows you the properties that can be changed for just about everything
02:50that you have selected in CINEMA 4D, and the Attribute Manager will change constantly throughout
02:55your working experience in CINEMA 4D.
02:57What I mean by that is right now, because I don't have anything in my scene and I've just
03:01opened a brand-new project,
03:02it's showing me the project settings.
03:04There's a lot of different properties I can change in the project settings.
03:07If I add a cube to the scene by clicking on the Cube icon, you could see that now the
03:12Attribute Manager shows me the modifiable properties of the cube that I have selected.
03:16If I click on the Move tool, I now see the properties for the Move tool.
03:20So as you could see, the Attribute Manager changes all the time.
03:24It's really important that you get used to looking at that, to understand what it is that
03:27you're manipulating.
03:29Right next to the Attribute Manager is the Coordinate Manager.
03:32The Coordinate Manager allows you to manipulate the coordinates not only of the object, but
03:36of the actual elements that make up your object in some cases.
03:40It's very important in the modeling process.
03:43Right above the Coordinate Manager is the Time area, and the Time area has two main components.
03:47It's got the Time slider and then it's got the Time bar, and the Time bar has the preview
03:54range, the VCR controls, the record controls, the record categories here, as well as some
04:00settings for the project frame rate.
04:03Now right below the Time area is the Material Manager.
04:06The Material Manager is where you'll create and manipulate the materials that you'll be
04:11applying to your objects, to give them color and texture.
04:14On the left-hand side of the interface are the Modes icons.
04:17The Modes icons change how you interact with the objects in your scene.
04:21The default mode is something called Model mode; and right below that is Texture mode,
04:25which allows you to manipulate the textures on your object; and the Workplane mode and
04:30Point, Edge and Polygon mode, as well as Axis mode, and then the Snapping tool is right below that.
04:35You notice that when I hover over the Snap, for example, you see a little pop-up help
04:39shows up and that pop-up help will be throughout the interface, and you can use it to remind
04:44yourself of what these icons mean.
04:46There's another very important section of the interface that I want to talk about, which
04:49is the Help window, and the Help window is down at the very bottom of the interface.
04:55Right now it says Enable component snapping.
04:57This area right here at the bottom of the interface, as I move over icons, it will show
05:01you what the name of that icon is.
05:04So it's an additional place that you can look for for information in the interface.
05:08Next up are some important keyboard shortcuts.
05:10CINEMA 4D has a lot of them, but I don't know them all.
05:14The ones I do know I use all the time.
05:16The most important one is the spacebar.
05:19The spacebar allows you to move between the Selection tool and the last tool you had selected.
05:25Now if I hit the spacebar, it moves me to the Selection tool.
05:28I had the Move tool selected before.
05:30If I hit the spacebar again, it takes me back to the Move tool.
05:33If I click on the Scale tool and hit the spacebar, it takes me back to the Selection tool.
05:37If I hit the spacebar one more time, it takes me back to the Scale tool.
05:41Now the Move, Scale, and Rotate tools have some important keyboard shortcuts, and they are E, R, and T.
05:47E is for the Move tool, R is for the Rotate tool, and T is for the Scale tool. So, E, R, and T.
05:57And then when you hit the spacebar, you can always get back to the Selection tool.
06:01Now if I hit the spacebar and go back to the Scale tool, if I click and drag in the interface,
06:06I can make my cube larger or smaller.
06:08And I can tell it's getting larger or smaller because the grid around it is not changing.
06:13That's very important to understand the viewport and what you're seeing there.
06:16That grid really helps to ground you in the scene and understand the relationship between your objects.
06:22Now that you have a basic understanding of the CINEMA 4D interface, we can move on to
06:26some key application preferences.
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Some important project settings
00:00When you first open up a project in CINEMA 4D, the interface will default to the standard
00:05layout with the Project Settings visible in the Attribute Manager.
00:09In CINEMA 4D, you can have multiple projects open, but you can't have no projects open,
00:14and so because I have just a blank project opened, it defaults to show me the Project
00:18Settings in the Attribute Manager.
00:20Now over here on the right is the Attribute Manager.
00:23This Attribute Manager will change depending on what I have selected.
00:26So for example, if I click on the Move tool, now the Attribute Manager shows me the Move tool settings.
00:33If I want to get back to the Project Settings, I can click on this back arrow or I could
00:38go to the Main Edit menu and select Project Settings.
00:41I could also hit Command+D or Ctrl+D on the keyboard to get to the Project Settings.
00:46The Project Settings window shows me several different sections: Project Settings, Info,
00:51Dynamics, et cetera.
00:53These sections I can click through by highlighting the different section name.
00:57If I click on Project Settings, I can't see everything. I'm going to enlarge this window
01:02by hovering over this dividing line and raising it up.
01:06And then I'm going to hover over this dividing line and dragging it to the left just a little bit.
01:10Now that I can see everything, the Project Settings are where you control the global values
01:14for your project.
01:16Project Settings should generally always be set to 1.
01:18There may be an occasion where you need to scale up a project to match some other project
01:21that you're working with, but generally speaking, it should always be set to 1.
01:25The Centimeters are the working units that you're using for CINEMA 4D.
01:30They default to centimeters, but they can be made to show any value at all.
01:33And really, the important thing to remember about the units is that they are relative values.
01:37They really don't mean anything, except for being units of measurement.
01:41And you can change them to be anything you want: Feet and Inches, Centimeters, Kilometers.
01:46It doesn't matter.
01:48Right below the Project Scale is the frame per second (FPS) and the Minimum and Maximum
01:53Preview Times, and these can be changed here in the Time slider as well.
01:57I'm going to leave them alone for now.
01:58They default to 30 frames per second, which is great for most of the things we'll be working on.
02:03The Project Time shows you the current time that you're parked on.
02:07The Minimum and Maximum Times show you the values that are changed here.
02:11So for example, if I change the Preview Range to be 600, you could see that the Maximum
02:17Time has changed to 600. But it also shows you that the Preview Range is only showing me 90 frames.
02:23If I enlarge this slider here, then the Preview Maximum Times matches that.
02:28Level of Detail refers to how CINEMA 4D displays objects in the scene, and the Level of Detail
02:34can be changed up or down.
02:37This should normally be left at 100%, until you get into a very heavy project that has
02:42lots and lots of polygons. Then you can dial the setting down to give you a better working experience.
02:48These Use checkboxes here should almost always be left on.
02:52There may be a time where you want to turn one off in order to get a better working experience
02:56while you're working on a very heavy project, but most of the time you want to leave those
02:59on, and these are also a big gotcha for a lot of folks.
03:02Sometimes they accidentally turn them off and they don't understand why, for example,
03:06animation isn't showing up in their scene.
03:07That's because that checkbox is turned off.
03:10So we want to leave these on.
03:12Right below that, the Default Object Color, Gray-Blue, is what the objects will appear
03:16as when you first add them to the scene.
03:18So for example, if I add a cube to the scene, that cube shows up as that color that we had
03:23selected in the Project Settings.
03:24I can hit Command+D or Ctrl+D on the keyboard to get back to them.
03:28You can see that color there matches that object color.
03:30Now View Clipping, again, relates to how CINEMA 4D handles information in the scene.
03:35Generally speaking, you can leave it on Medium, but there may be a time where you'll need
03:38to change it to one of the larger sizes, and that will become apparent if an object gets cut off.
03:44And what I mean by that--let's change this to Tiny for example.
03:49And then when I zoom in on my cube and then change that back to Huge, you can see that
03:58my object is now being cut off.
04:00And as I back out, there is actually a clipping plane.
04:05You could see that clipping plane changing.
04:07And I'm navigating through the scene by holding down the number 2 and dragging left with my
04:11left mouse button.
04:14So that is the View Clipping.
04:15I'm going to change that back to Medium, and that will work for most purposes.
04:22The next button, Linear Workflow, is something that will come into play when we talk about rendering.
04:28It's very important though--and I normally work with Linear Workflow off, but unfortunately,
04:32it defaults to on, and this is a big gotcha for a lot of C4D artists these days.
04:38When we went from version 11 to version 12, Linear Workflow came into play, and it became
04:43a really big sticking point for a lot of folks.
04:47I normally work with it off, but it defaults to on.
04:49We're going to leave it on for now.
04:52The Color Profile relates to how Linear Workflow is expressed.
04:55Next up is the Info window, and the Info window allows you to put in information about what
05:00version of the project is created in, who is the author of the project, copyright information.
05:05You can also leave notes for other artists.
05:07For example, if you're sharing a collaborative workflow with someone, you can leave notes
05:10in the Info field about what you did in the last version of that project, and you can remind
05:15people to check that Info field.
05:17The Dynamics, if you have the studio version or if you have the broadcast version of CINEMA
05:224D, then you'll see this Dynamics tab.
05:24Referencing allows you to reference different types of objects in the project.
05:28The To Do is a great way for listing changes that need to be made. If you're an art director
05:33and you want to have an artist work on a different aspect of the project, then you can use the To Do window.
05:39The Key Frame Interpolation settings should always be left at their defaults.
05:43These change how CINEMA 4D behaves when it's making keyframes, and you never want to change
05:47that unless you know exactly what you're doing.
05:50The Project Settings are really important to managing your experiences inside of C4D.
05:55Another component of managing the experience are the Preferences, and we'll talk about those next.
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Exploring key application preferences
00:00The Preferences menu in CINEMA 4D allows you to change a whole variety of settings.
00:04Rather than trying to explain what it is, let's just dive in.
00:08The way you access the Preferences is under the Main Edit menu.
00:12At the very bottom is Preferences.
00:13You could also get there by hitting Command+E or Ctrl+E on the keyboard.
00:17Now, there are a lot of options here, so rather than cover them all, I'm going to cover the
00:21ones that I think are the most important for now.
00:23The Preferences window is divided into two primary sections.
00:26You have the left-hand side, which lists the categories of preferences, and then the right-hand
00:30side, which shows you those categories. It defaults to Interface,
00:34and the Interface section tells us what kind of language you're using, what's the scheme,
00:40how does the interface look?
00:41For example, I only have the English version installed, but you can work in a variety of
00:45languages: Chinese, German, Russian, French--you name it.
00:50The Scheme is how the interface looks.
00:52And if I click and hold on that, we can see have two choices: Light and Dark.
00:56So I'll switch over to Light version, and you could see that all of the menus have now changed
01:00to their light component.
01:01And I personally don't like this.
01:03It's very hard in the eyes, especially when you're going to be working in CINEMA for hours at the time.
01:08So let's switch that back to Dark.
01:09And then you can change the font that's used in the user interface, change what that font is.
01:16The Bubble Help you can turn on and off.
01:19That's when you hover over something and it shows you that.
01:21Now one important item I am going to change is the Show Shortcuts in Menu option.
01:25Let's turn that on.
01:26Now when I go back to the Edit menu for example, I now see on the right-hand side of that, all
01:32of the shortcuts that weren't listed before.
01:34Let's turn that off so you can see the difference.
01:36I'll go back to that, and you can see now I don't see any of the shortcuts. And having
01:40that on is a great reminder for how you can get to things more quickly.
01:44So I'll turn that on.
01:46Next up are the Input Devices, and the Input Device is related to how you navigate an interface
01:51with the software.
01:53By default, it's expecting for a mouse with three buttons.
01:56If you don't have a mouse with three buttons-- you're working on a laptop, for example--you
02:00can activate Control-Click for the right-click so that you can access the contextual menus.
02:04I'm working with a three-button mouse so I'll leave that off.
02:07Navigation is how you're navigating inside the editor window, inside the viewport here.
02:14And Reverse Orbit is an option that a lot of folks like to turn on.
02:18Let's check out the Units option next.
02:20The Units allow you to change what type of units are showing in the interface.
02:24So for example if I change my Unit Display from Centimeters to, say, Kilometers, when
02:30I make a new cube, you notice that the cube is still the same size, but CINEMA 4D looks
02:36at it in terms of how big it is relative to a kilometer.
02:39So you could see that it's 0.002 kilometers big.
02:44Let's change that back to default, which is Centimeters, and that's 200 cm.
02:48Really though, I think of them in terms of units.
02:50There have been projects in the past where I've worked on a floor plan, for example.
02:54I was working on a set replacement, and I had to match a floor plan exactly, and so I
02:58did work in feet and inches for that project.
03:01But most of the time I just leave it at centimeters.
03:04The last element I want to talk about for now is the Import/Export options.
03:08If I twirl that open and scroll down, these show me all of the different types of formats
03:14CINEMA 4D can interface with, both on import and export.
03:18And there is different settings I can change.
03:19For example, if I go to Illustrator Import, which is right down here, and I'll select that,
03:25there are some options here.
03:26Now I don't want to change them.
03:27I just want to make note of them right now.
03:29I could change the Scale that CINEMA 4D imports Illustrator files at.
03:33I normally always leave it on one.
03:35And I can also leave Connect Splines on.
03:37In later modules of the CINEMA 4D Essentials, we'll talk about Illustrator Import more specifically,
03:42and we'll come back to this setting.
03:44The very last thing I want to talk about in the Preferences folder is this Open Preferences Folder option.
03:49As you can see, this button shows you where your Preferences folder is installed, and that's
03:54really important because there may be times where you want to delete your preferences
03:58to get back to the factory defaults.
04:00So if you click on this Open Preferences Folder button then that will open up your Preferences window.
04:06Now, I'm on a dual-monitor system and my Preferences window opened on the other monitor, so I'm
04:10going to go over here and drag it across so you can see where that's located.
04:14Now I have multiple versions of CINEMA 4D installed on this system, and so I've got different
04:19Preferences folders.
04:20Now, I'm working in the Preferences folder for CINEMA 4D 14 right now, and that's the
04:24version that I'm working in.
04:25If I twirl that open, I could see that I've got a prefs subfolder, and in that prefs subfolder
04:31are all my preferences.
04:33Now, if I want to get back to the factory defaults, I can delete this entire prefs folder and
04:37then relaunch CINEMA 4D, and I'll be back right to the factory default settings.
04:43So those are the main application preferences.
04:45Remember, there's a lot of preferences there.
04:47The most important thing to remember about them is, don't change anything unless you know
04:51exactly what it does.
04:53And if you do change something, only change one thing at a time, and make careful note
04:57of what the original setting was.
04:59That way you can get back to where it was before.
05:01Of course, if you do mess something up, you can always take the nuclear option and blow
05:06your preferences out by deleting the Preferences folder on your computer.
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2. Objects and Hierarchies
Understanding the importance of object hierarchy
00:00CINEMA 4D, more than any other application, is entirely dependent on the relationships
00:06between objects in order for it to function.
00:09It's absolutely crucial that you understand those relationships before moving on with CINEMA 4D.
00:15There are three primary relationships in CINEMA 4D between objects and it's parent, peer, and child.
00:20And there really is no better example than our own solar system.
00:23Now, in this animation you can see we've got a sun, each of the planets lined up in
00:29rings outward from the center.
00:31The sun is the parent of the entire solar system, and each of the planets are children
00:37of that sun object. And then each of the planets in turn are peers of one another.
00:42Some of the planets have moons.
00:44The moons are children of the planets, and the moons are peers of one another underneath
00:49each of those planets.
00:51That really is a great illustration of how the parenting relationships behave inside of CINEMA 4D.
00:57The sun moves around the galaxy, towing along all the planets, but the planets themselves
01:01can move independently of the sun as long as they travel with the sun.
01:07The same goes true for the moons surrounding the planets.
01:09The planets themselves circle the sun. The moons travel along with them in their own
01:14orbits as children of those planets.
01:16And yes, I do believe Pluto is a planet, contrary to the scientific community.
01:21I have no basis for that.
01:23It's simply belief in Pluto.
01:25So, let's move over to CINEMA 4D and take a look at this relationship in a little more detail.
01:30It's not important how I created these objects right now.
01:33What I want you to focus on is the relationship to one another.
01:37Here in the Object Manager, I've got a whole bunch of things listed.
01:40Let's twirl close the Camera Parent.
01:41And right now we're looking through the camera.
01:43If I hit play in the interface right here, you can see the exact same animation with
01:48all the text elements that we saw in the movie example.
01:53Now, let's zoom in a little bit closer here.
01:57You can see, as we pull out, the planets themselves are orbiting around this central figure of the sun.
02:04Now, in our hierarchy here, in the Object Manager, we've got some very important lines here that
02:09describe the relationship between these objects.
02:12So over here on the left is the object hierarchy line.
02:16It goes off the very top of the Object Manager, and this indicates the root level of the hierarchy.
02:20Now, below these objects are their children.
02:23So for example, if I twirl close the Solar Parent, I've just hidden all the children below it.
02:28If I twirl it open again, I've revealed all those children.
02:32Now, the sun is a child of the Solar Parent.
02:34The Solar Parent is at the very center of the solar system, and the sun is a child at
02:39the very center of that Solar Parent.
02:42The Mercury Parent is at the center of the world as well.
02:46However, Mercury is offset from that Solar Parent, and it's offset the distance of its orbit.
02:53Let's scrub to the point where they're all lined up.
02:55And so you can see that the object that is moving Mercury is this Mercury Parent, and
03:00it orbits around the center of the sun the same way that Mercury orbits around the center of the sun.
03:05So in order to establish this relationship, I had to create a parent-child relationship
03:09between Mercury and this null object that is Mercury's parent.
03:13And I did the exact same thing for each of the planets.
03:16This object called a Sweep NURBS is what's creating the white line that's surrounding
03:20the sun in the orbits of each of the planets.
03:22So, let's take a look at the Earth system.
03:26If I scroll down here, you can see that I have an Earth Parent.
03:30It's at the center of the solar system, right in the middle of the Sun.
03:34The Earth local parent is at the center of the Earth, but it's offset relative to its parent.
03:40And then the Moon Parent is at the center of the Earth as well, but the moon itself
03:45is offset, and so I have the ability to rotate that Moon Parent.
03:49So, I will hit the letter R on the keyboard.
03:52I can now grab the Rotate tool, and I can use these things called Axis Bands to rotate
03:57the moon around the Earth.
03:59So, you can see that the orbit is determined by its relationship to its parent.
04:05Let's take a look at one more example.
04:08Underneath the Mars Parent, Mars has two moons.
04:11I think they're called Phobos and Deimos, I believe.
04:14And they are two little potato-shaped moons that are orbiting right around the planet.
04:19Let's uncheck the Active Camera icon.
04:21Let's twirl open the Camera Parent and uncheck the Active Camera icon.
04:25You get this little swoopy animation.
04:27Now we're looking through the editor camera, and I can zoom in on that without messing
04:31up my camera animation.
04:33Let's zoom in on Mars, which is this little red planet right here.
04:37And now I can orbit around.
04:38I'm using the 1, 2, and 3 keys to do my navigation.
04:41So within the Mars Parent, the Mars Parent is at the center of the world.
04:46It's off camera right now.
04:47And you can actually see, this little blue indicator tells me that the thing I have selected
04:51is off camera in that direction.
04:53Now, the Mars null object is the parent of both the Mars planet and the moons.
05:00Now, underneath that Mars planet parent is the moon parents, and the moon parents are
05:06at the center of the world as well.
05:07And these two moon parents are peers of one another underneath Mars.
05:13They're also children of the Mars object.
05:16So they're peers of one another, and they're children of Mars.
05:19The same thing goes for the Mars planet.
05:21It's a peer of these guys.
05:22They're at the same level of the hierarchy.
05:24Now, if I twirl them open, each of these Mars moon parents has its own moon--Phobos and
05:30Deimos, unless I got that backwards.
05:33And as I rotate the Mars moon 1 Parent, I can grab the Rotate tool by hitting R on the
05:39keyboard, and I can grab that Y-axis band and I can rotate that around the center of Mars.
05:46Why does this all work?
05:47This all works because of a very important concept, and that's the concept of relativity.
05:52Now, let's make a new document--Command+N or Ctrl+N on the keyboard--and talk about
05:56that concept of relativity.
05:58It's very, very important, and directly related to those parent, peer, and child relationships.
06:02I'm going to add a new object to the scene.
06:04Let's add a cube.
06:06Then I'm going to add a second object. Let's add a sphere.
06:08So, I click and hold on the cube and drag to the right until I find the sphere, and I let go.
06:15Now, when you add objects to CINEMA 4D, they show up in exactly in the center of the world.
06:19Now these two objects are right inside of one another.
06:21You can see, as I hover around, it's trying to decide which one I want to try and select.
06:26I normally select objects inside of the Object Manager so I know exactly which one I'm getting.
06:31So, I'm going to click on the sphere, and let's move the sphere outward away from the
06:37cube and just grab the red axis handle for that.
06:41This red axis handle allows me to move the sphere along the X axis.
06:46In order to parent these objects up, I'm going to take the sphere and drag it on top of the cube.
06:51You see how the icon changes.
06:53When I let go, the sphere is now a child of the cube, and you can see that it's indented.
06:58They are no longer at the same level of the hierarchy.
07:01Now, if I select the cube and hit R on the keyboard to bring up the Rotate tool, I can
07:06grab that rotate axis band and drag them.
07:09You can see that the sphere now orbits around the center of that cube along with it.
07:14And if I grab the sphere, I can still orbit the sphere independently.
07:18I can also move the sphere around.
07:21I'll undo that: Command+Z or Ctrl+Z.
07:24Now, there's a very important concept about relativity.
07:28Let's take a look at the properties for the spheres.
07:29Let's select the sphere.
07:31Let's raise this up just a bit.
07:33The Attribute Manager shows me the properties for the sphere itself.
07:37We've got Basic, Coordinate, Object, and something called Phong.
07:40Let's look at the Coordinate properties for the sphere.
07:43The Coordinate properties of a sphere show me the location of the sphere relative to
07:49either the parent or the center of the world.
07:53Right now, the parent for the sphere is the cube, and it happens to be at the center of the world.
07:58So, the value that I'm seeing here, -432, is exactly where the sphere is. Watch this.
08:04I'm going to take the cube and move it on its X axis away from the center of the world.
08:10Now, I can see that the X axis value for the cube is set to -300.
08:16Let's make the math easy.
08:17Let's make it -300 exactly.
08:20Now I just highlighted that text and then typed in the values.
08:23On the sphere--let's select that--
08:26you can see it still shows us the exact same value that we had in there before, -432, even
08:31though I know that it's moved over.
08:33That's because this value is relative to the parent.
08:36If I take the sphere out of the hierarchy by clicking on it and dragging down in the
08:40Object Manager, now they're at the same level.
08:43Look what happened to the value for the sphere.
08:46It inherited that additional 300 units on the X axis, and now its value is -732.
08:54That's because it took the 300 distance from the center of the world to the center of the
08:58cube, plus the distance from the sphere to the center of the cube.
09:01So, it inherited that value.
09:03That's really important to understand, that objects inherit values from their parents.
09:08Let's see what that means for scale.
09:09I'm going to delete these two objects, and then I am going to add a cube again.
09:13And let's add this time a pyramid.
09:17So, the pyramid object is right down here. I will add that.
09:21And you notice they show up in the center of the world again.
09:23Let's take that pyramid, and I'm going to drag it on the positive X axis this time.
09:28So now they're side by side.
09:29Let's take the pyramid and parent it to the cube. Oops!
09:32I missed that time. You can drag it right onto there.
09:35Now, you can see that it's indented.
09:37Scale is a really important thing to keep in mind when you're working with parents and children.
09:43And remember, they inherit their values from the parent. And Scale can be a really tricky thing.
09:48As a general rule, I only ever change the Scale value here in the Coordinate properties
09:54when I'm animating. I never use that to model.
09:57And the reason is that let's say, for example, I want to make this cube taller.
10:02I'm going to take my pyramid out of the hierarchy, and I make the cube taller by changing the
10:06Y value here from 1 to 2.
10:09Now, my cube got taller, and I can put my pyramid back into the cube hierarchy.
10:13Now, when I select the cube and look at it, its value says 1 by 2 by 1.
10:18When I select the pyramid and look at its scale value, it's set to 1 by 0.5 by 1.
10:24That's because it is roughly half the size of this pyramid based on the scale relativity.
10:30Let's grab the Rotation tool by hitting R on the keyboard.
10:33If I rotate this pyramid--I'm going to grab the Y axis band and rotate the pyramid around
10:39its Y axis--everything looks normal.
10:41Now, watch what happens when I grab the X axis band and rotate the pyramid around the X axis. Whoa!
10:50My pyramid has become distorted.
10:52That's because it's trying to rotate through the Y value scale that it's inheriting from
10:57its parent, and so it's being distorted along the Y axis relative to the parent.
11:04Now, it's very important that you keep that in mind as you're working with your object relationships.
11:10Children inherit the Scale value from their parent, and that Scale value gets translated
11:15down through the hierarchy and can cause weird distortions in your objects when they animate.
11:20Object relationships really drive all of the functionality inside of CINEMA 4D, and it's
11:25really important to get a handle on understanding them before you move on.
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Creating objects and changing parameters
00:00The Attribute Manager is really the central clearinghouse for information about the objects
00:04and tools that you're using during your working process.
00:07It's really important to get comfortable with understanding how it functions and how to
00:11move around in it.
00:13Let's add a cube to the scene.
00:15And when I add a cube, you could see the Attribute Manager immediately changes from the project
00:18settings to the cube properties.
00:21And let's raise this up here a little bit so we can see it better.
00:24Now, the Attribute Manager has some sections.
00:27We've got Basic, Coordinate, Object, and Phong.
00:30The Basic property show us the name of the cube, and you could see it's a cube there.
00:34And I can change the name of that cube here by highlighting the text and calling it something different.
00:40And when I hit Return, you could see that the name has now changed in the Object Manager as well.
00:45I can also change it here in the Object Manager by double-clicking on the cube, and I'll change it back to Cube.
00:50And you can see it changes and updates down here.
00:54The Visible in Editor and Visible in Renderer pulldowns relate to this middle column of
00:58the Object Manager and these two gray dots right here.
01:01We'll talk more about those in just a moment.
01:03Use Color allows you to override the default color here.
01:06It's not the same as adding material;
01:08it's just the way of changing the display color here in the Editor window.
01:11And you can tell it to Use Color Automatic, which if it has a material, it'll use the material
01:17as opposed to the color set here.
01:18You can have it on all the time.
01:20And now this cube will be white, even if I render it.
01:22If I hit the Render in active view button, you could see that the cube is now white.
01:27I'll hit the letter A on the keyboard to redraw the window.
01:29I'm going to change that back to Off to get it back to the default color.
01:35And the Enabled checkbox relates to this little guy right here.
01:39If I turn this off down here in the Attribute Manager, the cube is now gone from the scene.
01:43It's not deleted;
01:44it's just disabled, and you could see that that green checkbox is not active.
01:49If I turn that back on, now my cube reappears.
01:51Now this only exists for what are called parametric objects.
01:56Next up is something called X-Ray mode, which is really important for the modeling process.
01:59If I turn that on, my object becomes translucent.
02:02It's not translucent in the rendering, only here in the Editor window.
02:05Let's turn that back off.
02:07Next up is the Coordinate properties.
02:08We talked a lot about that earlier.
02:10This shows us the relative values for our object's location in the world.
02:15So it's either relative to the parent or to the center of the world.
02:19The Object property show us the modifiable properties of the object that we have selected.
02:23Now, in the case of the cube, we can see that we can change the size and something called segments.
02:28We can also activate Separate Surfaces and Fillet.
02:31Now, these values are what define the shape of the cube, and they're preprogrammed to have
02:35the cube show up this way.
02:36Let's add a cone to the scene.
02:38Now, I can't see my cone because it's inside the cube.
02:40Remember, they all show up at the center of the world.
02:42So let's turn the cube off by disabling its green checkbox.
02:46Now I can see this cone here in the center of the world.
02:49Now, the cone has a very different set of properties than the cube did.
02:52You notice if I click on the cube, it only has basic coordinate and object.
02:56The cone has those three plus some others, and the object properties are different because
03:01a cone is defined differently geometrically.
03:04It has a top radius, which controls the points on the cone, and I can change the value here.
03:08I could make that five. I can input numbers or I can use the scrubber to click and drag and then change that radius.
03:15You can also change the bottom radius and make the cone fatter or skinnier.
03:19I could change the height of the cone to make it taller.
03:22I can also change something called the Segments, and we'll talk more about the segments when
03:25we get down to modeling in points, edges, and polygons, which are the building blocks of objects.
03:30The Caps control whether or not the object has a cap on it.
03:33If I used the 3 key and orbit around, you can see I've got a cap on the bottom.
03:37If I uncheck Caps, you can see now I have a hollow cone as opposed to a solid cone.
03:42And if I go to the Object properties and adjust the Top Radius outward, you can see that my
03:46cone is now a tunnel.
03:48It goes all the way through. It's a tube.
03:50So let's Shift+Command+Z or Shift+Ctrl+Z to get our view back to the default.
03:55I could also go to the View option and change to Frame Default to get our viewport back
04:00to its default orientation.
04:02Now, the last thing that's common to both the cube and the cone is this little word here, Phong.
04:07And the Phong option refers to this tag here.
04:11Now, the Object Manager is divided into three columns: you've got the Object column, the
04:15Status column, and the Tag column.
04:18The tag column shows us the tags that are applied to our object.
04:21Tags are used to modify objects in a variety of ways, and there are dozens and dozens of different tags.
04:27The Phong tag controls the smoothing, or how light falls across the surface of an object.
04:32Generally speaking, it's on for all parametric objects.
04:35Now, across the top of the Attribute Manager are the modes, and we can select different
04:40modes for our Attribute Manager.
04:41Right now, we're in Object mode.
04:42I can switch it to Tool mode and it's going to show me the tool that I currently have selected here.
04:47This is just sort of a manual way of doing something the Attribute Manager does automatically.
04:52If I click on the object, you can see it jumps back to Object mode.
04:55If I click on the tool, it jumps to Tool mode.
04:57So I generally never use that Mode pulldown.
04:59The User Data option is an advanced feature that allows you to add your own custom information to objects.
05:05Now next to the User Data is this black arrow.
05:07These black arrows are navigation arrows.
05:09So, if I click it, I can navigate back to the most recent thing that I had selected.
05:14I can also go up.
05:16And from the level that this object was in the scene, the only place to go up from there
05:21is the project level, and you can see it's taken me to the Project Settings.
05:24So if I hit back, it takes me back to the selected object.
05:28The search field allows you to search for strings of information, either in the objects
05:33or in your parameters. Uncheck that and click back on the cube.
05:38The Lock option allows you to lock the Attribute Manager, so I can click on that Lock option
05:42and now I can select the cone.
05:44That becomes very important for certain types of modeling objects.
05:47I'll unlock that.
05:48Don't forget to unlock that; that's a big gotcha.
05:50A lot of people will lock the Attribute Manager and then not understand why they're not able
05:54to see the properties for their objects.
05:56And you've got to remember to unlock that again.
05:59And you can also grab a new Attribute Manager by clicking on this and if I click on that,
06:04that pops open a new Attribute Manager window.
06:06And now I have an Attribute Manager that's locked to the cube, and so I can click on the
06:10cone and I can compare the options between the two.
06:13You can see that I only have these four options, and I have one, two, three, four, five, six
06:18options for the cone.
06:20I can always close that Attribute Manager up, and there's no limit to how many Attribute
06:24Managers you can have open at a time.
06:26So the most important thing to remember about the Attribute Manager is that it is a modal manager.
06:31It changes modes depending on what you have selected.
06:33So if you get lost, you can always just click on the thing that you want to see the properties
06:37for and the Attribute Manager will change right back.
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Object categories: Comparing active and passive objects
00:00There are a wide array of objects that can be created with CINEMA 4D, but regardless
00:05of what they do, objects all fall into two broad categories in CINEMA 4D: passive objects
00:10and active objects.
00:12Passive objects--cubes and null objects and that sort of thing--don't do anything when we add them to the scene.
00:18They just sit there.
00:19No animation is created, no magical powers, nothing like that.
00:23They simply sit there doing what they do, which is being passive.
00:27Active objects, on the other hand, create something when they're added to the scene.
00:31Now, usually that's in conjunction with a passive object, but sometimes that's not the case as well.
00:36Active objects will almost always utilize some sort of passive object to generate some sort of effect.
00:42So I'm going to add a cube to the scene, and a cube is a prime example of a passive object.
00:47When I add it to the scene, it doesn't do anything; it just sits there being a cube.
00:51Now if I click and hold on this, the most important passive object is something called a null.
00:56Just because an object is passive does not mean that it's not powerful.
01:00One of the awesome things about a null object is that it can be used to organize your scene,
01:04but also to do generate animation effects, and to create special types of relationships.
01:09So what I mean by that is let's say for example, I wanted to have this cube orbit around a
01:14central location.
01:15I could take the cube and move it on its positive X axis and then I can parent it to the null.
01:21When I do that, if I select the null object now and hit R on the keyboard to bring up
01:24the Rotation tool, I can now see that the cube orbits around that central location.
01:30Now, that's something that wouldn't be possible without that null object.
01:34And that's really the power of all of the objects in CINEMA 4D is that they can be combined together.
01:39Let's delete these two objects and start over.
01:41Now I'm going to add an active object to the scene.
01:43So let's go to the Simulate menu and go to Particles and add something called an Emitter object.
01:49Now the Emitter object has a green icon associated with it.
01:52There is a little patch of green right there.
01:54That indicates that the emitter object is a generator object, and the generators are
01:57all active objects.
01:59If I hit play, you can see that now it is without any modification from me, spitting out particles.
02:06I'm going to stop playback by hitting F8 on the keyboard.
02:10That's really the magic of the Emitter and a lot of the active objects is that they do
02:13things automatically on their own.
02:16But one of the things you'll notice about the Emitter, if I orbit around here a little
02:19bit so I can see the particles, I'm using the 1, 2, and 3 keys on the keyboard to navigate around.
02:25Now the thing you'll notice about the Emitter object, if I click the Render in Active View
02:28button, you'll notice that I am not seeing any particles; even though this shows that
02:31they're there in the scene, I don't see them.
02:33That's because even though the Emitter is an active object, it still need some passive
02:38objects to spit out in order for it to be effective.
02:40So let's add a passive object to the scene.
02:42I'll click and add a pyramid; that sounds good.
02:45It's kind of big right now compared to the size of the emitter,
02:48so let's hit T on the keyboard to use the Scale tool. And I'm going to click anyplace
02:52in the gray area and drag down to the left and make that pyramid nice and small compared to the emitter.
02:59Now that I've got that pyramid nice and small, let's make it a child of the emitter.
03:03I'll click and drag the pyramid on top of the Emitter object.
03:06Now when I hit play, it looks like nothing has changed. That's because there is a very important
03:11setting on the Emitter object, and that's the case for a lot of the active objects.
03:15Oftentimes there is a setting that you need to change in order to make the properties
03:21that it's generating visible.
03:22In the case of the emitter, when I select it, underneath the Particle Options at the
03:27very bottom is Show Objects. When I turn that on now I suddenly see the objects that
03:33the emitter is spitting out.
03:34When I hit play, you can see that those objects are being spat out of the emitter.
03:41So active objects and passive objects are the two broad categories in CINEMA 4D, but
03:45they really don't exist in a vacuum.
03:47Many times you'll be combining them together to get the results you're looking for.
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Object subcategories: Explaining object types
00:00CINEMA 4D has two broad categories of objects: passive and active.
00:05Within those categories are a whole bunch of subcategories that really make up the body
00:10of objects that you're going to be using on a regular basis inside of CINEMA 4D.
00:15First up is the most important object, which I think is the null object. And I'll click
00:19and hold on the Primitive Objects, and you can see there's the null right up there at the top.
00:23And when I add that to the scene, a null object is simply a location in space, an axis point,
00:29and there's no geometry associated with it at all.
00:32It's just an empty axis, and that really is the most powerful thing in the application
00:37because it can be used for a whole bunch of different purposes, as you'll see throughout the course.
00:42Next up are the primitive icons, and if I click and hold on the cube, you can see all these
00:45other light-blue icons here.
00:48The Primitive Objects are all light blue, and Primitive Objects are also known as parametric objects.
00:54Let's add a disc to the scene for example.
00:57And the reason they are called parametric objects is because the parameters have been
01:01predefined by the software makers and they can be changed.
01:05If I click on the disc and go to the Object Properties, you can see that there is properties
01:09that can be changed by sliders. And these are parameters, and that's why they call it a
01:13parametric object.
01:14And so for example, I can adjust the Inner Radius and expand it, instead of a disc, make it a hoop.
01:20I can expand the Outer Radius.
01:22I can also change the segments.
01:24I can also change the orientation.
01:26So there are properties, or parameters, that you can change, and these are defined by the
01:30software and they are parametric objects.
01:33Next up are Polygonal Objects, and Polygonal Objects can be generated from parametric objects
01:38or they can be manufactured on their own.
01:41For example, to turn this disc from a parametric object into a polygonal object, all I need
01:46to do is to click this icon right here, which is the Make Editable button.
01:51I can also hit the letter C on the keyboard.
01:53If I click this, the icon for my disc is changed.
01:56The other thing you'll notice is that I've lost the parameters for it.
02:00I now only see the Basic, Coordinate, and Phong.
02:02My Object Properties are gone. The parameters can no longer be changed, and you'll notice
02:07also that the icon for the disc is changed.
02:09It now shows a little blue triangle, and that indicates that it's a polygon object.
02:14It's made up of polygons.
02:15The parameters can no longer be changed.
02:17That's not to say you can't do things with it, and you can't model it and you can't change it;
02:20you just can't do it with sliders.
02:23Next up are Spline Objects.
02:24Let's delete both the null and the disc from the scene.
02:27And the Spline Objects are a special type of object that are both primitive and free-form.
02:34So for example, I can make a spline that is shaped like star.
02:37When I add that to the scene, I get a star-based spline.
02:41Now splines are not polygons and so they cannot render.
02:45The Spline Objects exist to create shapes, and also animation.
02:50But this star is a parametric object in that I can change the parameters.
02:54For example, I can change the Inner and Outer Radius.
02:59I can also change the Twist.
03:01I can adjust the number of points on it.
03:03So there's a wide variety of things I can do. I can adjust the Plane and change it so
03:07it's going along the floor.
03:09So that's a spline primitive object, or a parametric.
03:12Le's delete that star and take a look at the free-form splines.
03:15If I grab a B-Spline for example, I'm going to switch to the top view by middle-mouse-clicking.
03:21And I middle-mouse-clicked once and then I middle-mouse-clicked in the top view.
03:26Now in order to draw out a B-Spline, I'm going to click once over here and then click again and click again.
03:30You can see that a B-Spline starts to draw a path based on the points that I click.
03:35And it's different than a Bezier Spline, and we'll get more into that in the spline portion of the course.
03:41Next up are the Operator Objects.
03:43And let's delete this spline, go back to the perspective view, and take a look at the Operator Objects.
03:49If I click and hold on this purple icon here, these are a bunch of different Operator Objects.
03:54Now, Operators work on their parent or their peer, and deformers are the prime example of
03:59Operator Objects.
04:00The Operator Objects will take a primitive object or a polygon object or some other type
04:05of passive object and then modify it nondestructively.
04:09So let's take a look at that.
04:10With the Bend object--I'll add a bend to the scene.
04:12Now the Bend object is a deformer, and it doesn't do anything in the scene until it encounters
04:16another passive object, like a cube for example.
04:19So let's add a cube to the scene.
04:22Because the Bend object is an operator, it works on its parent or its peer.
04:26So let's take the Bend and parent it to the cube.
04:30Now when we take the Bend deformer and adjust its Strength under its Object Properties,
04:35you'll see that it starts to bend.
04:37I'm scrubbing back and forth between those.
04:39One of the things you'll notice is that the cube isn't bending.
04:42That's because of a very simple rule that you have to remember when you're working with
04:45polygonal objects or objects that are made up of polygons. Even though the cube is parametric,
04:49it still has polygons.
04:51That rule is that a single polygon cannot be bent.
04:54It can be twisted, but it can't be bent, meaning that the edges of the polygon can't deform.
05:00So in order to get this cube to look like it's bending, I have to add more polygons
05:04along its Y axis.
05:06So if I click on the cube and go to the Y Segments and adjust it to say 20, now suddenly
05:12I've got a cube that is much more flexible.
05:14So if I go to the Bend deformer and adjust the Strength, you can see that I've got a
05:19great deal of flexibility in that cube now.
05:21I can adjust the Angle on the Bend deformer and have it do some really interesting things.
05:27Next up are the Generator Objects.
05:28Let's delete the cube and take a look at the Generator Objects.
05:32Generator Objects have green icons.
05:34There's a bunch of different types of generators.
05:36The one we're going to take a look at now is something called an Extrude NURB.
05:39If I let go on the Extrude NURB object, it doesn't do anything.
05:42A Generator Object needs to have a child or multiple children to generate some sort of result.
05:48So in the case of the Extrude NURB, the icon tells you what it needs.
05:53It actually has a little white line there indicating that it needs a spline in order to extrude.
05:58So let's go to the Spline primitives, and let's add that star again that we had before.
06:03Now the Extrude NURB is a generator, so it needs a child in order to generate some sort of results
06:07So let's take the star and drag it on top of the Extrude NURB.
06:11Instantly, you'll see that the star has now been extruded, or thickened, along the Z axis,
06:16and that's really what the Extrude NURB does, is it takes pads and extrudes them, creates
06:20polygons based on their shape.
06:23Let's delete that Extrude NURB and talk about another very important type of operator object,
06:28and that's called the effector.
06:30Now if you have the MoGraph module, which is part of the CINEMA 4D Studio bundle or Broadcast
06:35bundles, then you'll be able to follow along.
06:37If not, just try and comprehend what's going on here.
06:40I'm going to add a cube to the scene and the MoGraph module has a series of effectors.
06:45If I go down to the Effectors submenu, I can go to, say, the Formal Effector and add that to the scene.
06:51Now, nothing is happening.
06:53The Formal object has a purple icon.
06:55That tells me that it's an operator.
06:57That means that I have to either use it as a peer of another object or as a child of
07:01another object in order to get it to work.
07:03So let's take the Formula and drag it on top of the cube to make it a child.
07:08Now if I hit play, nothing really happens.
07:10That's because on the Formula Effector, there's a very important attribute under the Deformer properties.
07:16We have to change the Deformation from Off to Object and when I do that, now suddenly
07:22the Formula Effector is modifying the cube.
07:25What it's doing is it's animating the scale of the cube over time. Let's hit pause.
07:32So now under the Properties for the Formula Effector, if I click on the Effector property,
07:37you can see that there is the formula being used to modify the cube, and if I go to the
07:41Parameter, these are the parameters that are being modified.
07:44Now if I turn off Scale, I can have it just move on the X axis.
07:48So let's crank that up so you can really see that.
07:50So now when I hit play, you'll see that it's going to oscillate along that X axis.
07:54And so those effectors can be used to modify regular objects.
07:57They can also be used to modify MoGraph objects as well, and that's really where their power comes from.
08:02So let's delete that cube and talk about Scene Objects,
08:05and Scene Objects are things like lights and cameras and floors and the kinds of things
08:11that make up the scene that your objects exist in.
08:14And so their icons are pale blue, and they are divided into three icons here with subicons underneath.
08:21If I click and hold on the Floor Object, there's a bunch of things.
08:24These are all environmental objects, things like skies and actual Environment, a Physical
08:29Sky, which is a special sky generator.
08:31Each of these serves a different purpose, but I'm going to add a Floor Object for now,
08:35and you'll see that the Floor Object doesn't look all that impressive.
08:38It's just a plane that seems to end right here in the Camera view.
08:41But when I render--I'll click the Render Inactive View button--and it goes off to infinity.
08:46That's the power of the Floor.
08:48It's a procedural object that generates polygons infinitely in two directions.
08:51I'm going to hit A on the keyboard to redraw the screen, and I'll delete the Floor Object.
08:58Next up are the Materials, and that's a very special type of object in C4D.
09:02I'll add a cube to the scene, and the cube renders as just the default gray because it
09:06has no material applied to it.
09:08If I go to the Material Manager, I go to Create and then New Material, what I get is a Material
09:15icon, and that Material icon has its own set of parameters.
09:17And I can change the color of those, but before we do that, let's take it and drag it from
09:22the Material Editor onto the cube.
09:24And that Material icon now affects the cube.
09:28If I select that and I can change the colors, you'll see the colors of the cube change as well.
09:33So that's a very quick overview of the different types of subobjects in CINEMA 4D.
09:38The most important thing to remember about them is that they don't exist alone, generally speaking.
09:43They are designed to be used in concert with one another to produce amazing results.
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Selecting objects with the Selection tool
00:00Before you can get started creating and modeling objects in CINEMA 4D, you really have to get
00:05hold of the Selection tool.
00:07The Selection tool is the counterpoint to the Move, Scale, and Rotate tools, and it allows
00:12you basically to select objects.
00:14That seems like a simple and obvious thing, but there are some subtleties to it.
00:18I have here a scene full of a whole of bunch of cubes, and they're just kind of arranged
00:22around. And I'm using the 3 key to orbit around my scene to show you kind of what's going on here.
00:28I'm in the Selection tool now, and it defaults to something called the Live Selection tool.
00:33If I click and hold on that, there are three other Selection tools as well.
00:36I'm going to highlight this double line here and then when I let go, I now have all my
00:41selection tools visible on one little floating palette.
00:44I can always close that up at any time and get back to it by clicking and holding and
00:48highlighting that double line again.
00:49So let's leave that palette right there.
00:52The Selection tool allows you to select objects in the Editor window.
00:56What I mean by that is if I click on a cube, I've just selected it.
01:01Now if I click and drag, I'm selecting multiple cubes, lots of cubes. This is called painting a selection.
01:06And you can see that I've selected a whole variety of cubes.
01:09In fact, let's back out a bit and take a look at the cubes that we have selected.
01:14You can see that we've selected all through the scene cubes.
01:18This is based on the Selection tool passing across the objects as I was painting with it.
01:23That is the Live Selection tool. It allows you to paint a selection.
01:25I'm going to switch to the Rectangular Selection tool, and the Rectangular Selection tool allows
01:31you to click and drag to draw a selection.
01:33And every time I do that, I end up with a new selection of objects based on where my rectangle covers.
01:41The Lasso Selection allows you to draw a lasso much like you would in Photoshop; it's a free-form lasso tool.
01:48And you can see it gives me this great little overlay to show me where my lasso is going.
01:52So I can see what sorts of objects fall within it.
01:56I can grab that one right there.
01:58I'll deselect by drawing the lasso anywhere else.
02:02If I grab just that one object, you'll see that now it selected that one cube.
02:07I am going to click and drag over that guy and let go and you can see, as I let go, it
02:12selects both of those cubes.
02:14The Polygon Selection tool is like the Lasso tool except that instead of drawing a free-form
02:19hand, it draws in straight line.
02:21So I click once and each time I click, it's going to create another side to that polygon,
02:25which simply means a shape with multiple sides.
02:28When I let go, it ends up drawing a selection around those objects.
02:33So I can click and make multiple selections like that.
02:37Now one of the cool things about the Selection tool is let's say you get a cube in there that
02:40you know you don't want.
02:41If I click on the Live Selection tool and I realize I don't want this particular cube,
02:46I can hold down the Ctrl key to remove objects from the selection.
02:50The rule is, Shift adds to the selection; Ctrl removes from the selection.
02:55The last thing I want to talk about is something called Only Select Visible Elements.
02:59That's going to be really important when you're modeling.
03:01Let's make a new scene: Command+N or Ctrl+N.
03:04And I'm going to add a sphere to the scene.
03:07And I'm going to make that sphere editable by clicking on the Make Editable button.
03:13I can't see the polygons yet that make up that sphere because I need to go into Polygon mode.
03:17So if I click on the Polygon mode button, I now see the polygons that make up that cube.
03:21If I switch to the Live Selection tool, I can paint a selection across the surface of
03:26that cube, make it any shape I want.
03:29Now, the thing you'll notice is that when I painted that selection, if I orbit around
03:33my sphere, you see that it did not select anything on the backside, and that's where
03:38Only Select Visible Elements comes in.
03:40If I turn that off, now when I paint a selection, if I orbit around, you can see that it's selected
03:46corresponding polygons that were directly opposite the field of view.
03:50So if I click in this view right here, it's like it's drawing a straight line down through
03:54the sphere from the point of view of the camera, and you can actually see that line going right down through.
03:59So Only Select Visible Elements is an incredibly important tool when it comes down to modeling.
04:04So those are the basics of the Selection tool.
04:07It's got a lot of other options that will make your modeling process that much easier.
04:11Take some time and study it before moving on with CINEMA 4D practice.
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Creating a model with primitives and nulls
00:00The process of creating models in CINEMA 4D can be incredibly complex or amazingly simple.
00:06It really depends on the type of object and how much detail or realism that you're going for.
00:11Normally, I'd be starting this process with a sketch, but I'm actually starting off with
00:15the finished model, because I want you all to understand and see the type of hierarchy we're going to be building.
00:21I think it's going to be easier to understand where we're going for if you can see the objects themselves.
00:24So what I've got here is a very simple flying saucer and I've got two null objects as parents:
00:31one that's at the ground level and one that's in the center of gravity of the saucer.
00:35And then I've got something called an Array Object for the legs; and then I've got the
00:40antenna, which is sticking out at the top; and then I've got the cockpit, which is a sphere
00:45and another object underneath it; and I've got the body.
00:48And when I twirl open the body, the body contains all those other components.
00:52Now the way I've organized this hierarchy is based on my idea of how I'm going to be animating it.
00:57And we'll talk more about that at the end of this movie, organizing the hierarchy.
01:00But really the important thing to understand is what we're going for.
01:03So let's start off with the Body object.
01:05We're going to be creating a body out of something called an oil tank.
01:08So let's make a new scene and let's start off by making an oil tank.
01:13If we click and hold on the primitive object, you'll see there is the Oil Tank. And the Radius
01:18I'll leave at 100 and I'll change the Height to be 50.
01:24And what that does for me is that gives me an object that is much flatter, like the
01:28body of a flying saucer.
01:30So let's zoom in here just a bit.
01:32Now the Oil Tank is going to become the body of our ship, and you'll see that the edges
01:37are really sharp, and so I wanted a little bit more of a twilight feel to it, so we
01:41need to round off this edge.
01:42But rather than try and model this in, we're going to use another object to create a rounded
01:47bead around the edge of this ship.
01:49So if I click and hold on these guys, a Torus object will do nicely.
01:52A torus is a fancy way of saying a donut.
01:54And so when I first add that to the scene, if I back out a little bit, you can see that
02:00the donut is much larger than my Oil Tank originally was.
02:03So what I need to do is use the Scale tool.
02:05So if I hit the letter T on the keyboard, I get the Scale tool.
02:09Now I can scale that down until it's just touching the outer edge.
02:13Now, these little handles here can be used to change the shape and if I click and drag
02:18those, even if I have the Scale tool, when I click and drag those handles, I can grab
02:23that and make it much, much smaller.
02:25I think that's looking pretty good right there.
02:27Now I can use the Scale tool again to scale it down till it matches up with the edge.
02:32If I zoom in a bit, you can see what's going on here.
02:36Now, a lot of times it's very important to look at your object from other angles.
02:39And so I'll middle-mouse-click and look at it from the top view, and I'll zoom in.
02:44I'll click and drag right there and drag right there.
02:47And if I deselect, you can see that I've got little bit of a gap between there. And so I'll
02:52take that torus, hit T on the keyboard again to get the Scale tool, and scale it down until
02:56there's just a little bit of overlap.
02:58I don't want to go in too far. I want to have it just be overlapping just a bit. And now
03:02I've got that lined up nicely.
03:04Now that I've got the Oil Tank and the torus lined up, I can parent those two together.
03:09Let's do a quick save.
03:10I'll go to the File menu and do a Save As. And in the project files, in ch02, I'm going
03:17to call this one flying saucer working.
03:22So now that I've saved that file out and I can move on to adding the extra details on
03:27the saucer. So the next thing I want to add, if we go back to our reference model, are the
03:32little bits that go around here, these little guys that are highlighting white.
03:36And these are just simple capsules that are being arranged around the body using the Array
03:40Object, and that's what this thingy array does.
03:43I've changed the name of it and called it thingy array, but it's really an Array Object.
03:47And we can use the array to create a circular arrangement of objects around the ship.
03:53So let's switch back to our scene.
03:54Go to Window and then go to flying saucer working.
03:58And I'm going to middle-mouse-click again to get back to the Perspective view.
04:03Now let's add a capsule to the scene, and the capsule is a little bit too big, so let's
04:07scale it down. Again, T on the keyboard to bring up the Scale tool and then scale it way down.
04:12Now, I know from experience that I want to be able to rotate this capsule underneath the array.
04:18In order to do that, I need to have the capsule as a child of a null object.
04:22So let's add a null object and parent the capsule to the null, and then let's add an
04:28Array Object and parent the null to the Array.
04:31When we do that we end up with an array of these little capsules all around our ship,
04:37and that's being controlled by the Array Object. The number of copies controls how many there
04:43are, and the Radius controls where they are spread to.
04:46So let's create about 23 copies,
04:48sounds about right. That will give us 24 total items.
04:53And now we can use the Radius.
04:55Let's drag that in, go in to right about that far, and now I want to take the Array Object
05:02and raise it up. And I want to raise it up until those guys are about halfway out of
05:06the surface of the ship.
05:09Now what I can do is take the Capsule, select it, and use the Coordinate Properties in the
05:14Capsule and adjust the Pitch.
05:16And I can change that Pitch to about 75 degrees or so.
05:22Let's call it yes, 75; I think that will look good.
05:25And what that does, as you can see, is that aligns those little capsules up around the
05:30edges of the flying saucer.
05:32And now we've got a great little surface detail with not a lot of effort.
05:37So let's take this array and parent it under the Oil Tank, and our body is just about done.
05:42Now, what we need to do is make the cockpit that's going to be on top of the saucer, and
05:46that's going to be a simple sphere object.
05:47So if we go to the Primitives and grab a Sphere--and it's going to start out really big, so
05:53we need to make it smaller, so let's get the Scale tool out again, T on the keyboard, and
05:57scale it way down.
05:58It seems to be about right.
06:02And then let's raise it up on the Y axis.
06:05Now, this is a situation where I need to middle-mouse-click and switch over to one of the
06:09other orthographic views.
06:10I want to look at it from approximately the side, so let's zoom in. There we go.
06:16And now I'm going to scale down again.
06:17Hit T on the keyboard and drag to get that scale down, and that's pretty good right about there.
06:22Now I can take it and drag it up until it's about halfway exposed out of the top of the ship.
06:30Now this is going to be the cockpit, but if you switch back, we can see that on the sides of the ship--
06:35let's deselect that--
06:36you notice that there is a little bit of a straight edge where that cockpit meets the ship.
06:41It will look a lot more interesting if we had a little bead that would show up right
06:45there on the edge.
06:46So let's grab the torus that we had made from before--rather than starting with a new torus
06:50it's easier to grab this one and change it.
06:52So let's select that, hold down the Ctrl key, and then click and drag a copy of that torus
06:58up near the Sphere.
07:00Now what we've got is a second torus in the scene and if we drag that up, you can see that
07:05there is our old torus there and here's our new torus.
07:07So let's switch again to the orthographics and bring the right-hand view full screen.
07:12And let's raise that up until it lines up roughly with the intersection of the sphere and the ship.
07:19Now, we can use the Scale tool, select the letter T, click and drag any place in the
07:23gray area to scale that thing down.
07:26Now when you get in a little bit smaller, let's go back to the Perspective view and
07:31then take a look at how big that is.
07:33Now, sometimes it's hard with this little overlay, the selection overlay that appears,
07:37if we deselect that, you can see that we've got it a little too big still.
07:42And so let's take the torus--sorry, wrong torus.
07:45Let's grab that torus and go to the Object Properties, and let's adjust the Ring Radius.
07:51The Ring Radius controls how big the whole thing is.
07:54The Pipe Radius controls how thick the pipe is that surrounds it.
07:59So let's go to the Pipe Radius and now I'll make that just a--oops!
08:01That's a little too big. I accidentally click and held.
08:03So I'll hit Command+Z or Ctrl+Z, and now we can just use that to arrow up.
08:08And that's a little too thick, so let's take that slider right there and just drag it down
08:13just a bit, and that looks pretty good right about there.
08:16You notice I'm not using numbers for this process, and that's because I'm really trying
08:20to get you into the idea of just eyeballing things at this point.
08:24There's times to be numerically precise, and there's times where you can just free-form
08:28and really have fun with it, and that's what this process is all about.
08:31So there's the cockpit.
08:32Let's take the Torus and parent it to the Sphere.
08:35Now we can make our antenna. The antenna is going to be simply just another sphere.
08:39So let's take this existing sphere, hold down the Ctrl key, and drag a copy up.
08:45Now the Torus that's there we don't need anymore, so let's select that and delete it.
08:48And this is going to be our antenna base.
08:50Now so that we don't get it confused with the other sphere,
08:53let's double-click on it and call it Antenna base.
08:57Now the Antenna base is going to be in the same location but just above, so let's raise
09:01it up and in the side view,
09:05let's get it so that it intersects with the top of the other sphere.
09:10Now we can use our Scale tool and scale it way down again. There we go.
09:15And now we've got this nice little dot sticking out at the top of our cockpit, and I think
09:20that's pretty good.
09:22Now we can make the antenna itself, and the way we'll do that is by using a Cone Object.
09:27So let's click and hold on the cube and select the cone, and the cone now is going to become
09:32our antenna. So it's too big of course.
09:34So let's start off by making it smaller. Click and drag with the Scale tool and now we can
09:41raise it up on the Y axis.
09:43I just hit E on the keyboard to bring up the Move tool, and we can drag it straight on up.
09:49That's pretty good right there. And I'm going to middle-mouse-click again to get to the side view.
09:55Let's take an opportunity to save--Command+S or Ctrl+S--and now we can go to the cone and
10:00we can go to the Bottom Radius and scrub that in until it's very, very thin. There we go.
10:05And now we could take that and move it down. Hit E on the keyboard to get the Move tool
10:10and now we can insert that in right there.
10:13You can see now we've got that antenna sticking out of the top.
10:16Now what we want to do is have an antenna top, so let's take the antenna base.
10:20Let's drag it right up here above the cone and call it Antenna tip.
10:24So now the Antenna tip needs to be at the top of the Antenna and much smaller, so let's
10:29switch back to the Side view and middle-mouse- click again and drag that straight up on the Y axis.
10:35Now you notice I'm being very careful about which axis I do that on.
10:38Let's drag it up there, and let's hit the T on the keyboard and scale it way, way down. There we go.
10:44And now we've got our antenna tip right there at the top. Looking good.
10:50Let's take those guys and parent the Cone to the Antenna base and the Antenna tip to
10:53the tip of the cone so we've got that kind of hierarchy going on.
10:56Now we can close that up and close that up.
10:58Let's rename the Sphere and call it Cockpit, and let's rename the Oil Tank and call it Body.
11:07Now the last thing we need to do are the legs, and so the legs are going to be a combination of objects.
11:12So before we do that, let's add a new null object to the scene, and that null object is
11:16going to become our Ship Parent.
11:18And that Ship Parent if I select all of these objects and drop it underneath there, that
11:23Ship Parent is at the center of gravity of where the flying saucer needs to spin from.
11:27So now when we take that Ship Parent and move it around--I'll hit E on the keyboard--you can
11:32see that the whole flying saucer moves together. Command+Z or Ctrl+Z.
11:36Now, we don't want to be able to see this for this next process.
11:39We want to hide this in the scene, and that's where this middle status column comes in.
11:43These two gray dots in the middle column of the Object Manager are the Visible in
11:47Renderer and Visible in Editor icons, and if I click twice on the top one, my ship disappears.
11:54It's still there in the scene; all I've done is hidden it from view.
11:58So now we can draw our leg out.
12:00So let's start off by making a nice cylinder, and let's grab a cylinder.
12:04It's going to be a little too big. So let's use the Scale tool and scale it way down, and
12:08then let's make it really thin.
12:10Let's make the Radius of it about 1.
12:14That's pretty good, and now we can go back and grab another sphere.
12:19So this sphere, now we are going to make the little foot that's on the end of the cylinder.
12:24But we don't need a whole sphere; all we really need is a hemisphere. And so if we go to the
12:28type under the Sphere Object Properties, we can select Hemisphere and that gives us a
12:32perfectly flat sphere.
12:33Now, don't worry that the Sphere is hollow underneath. We're not going to be seeing that
12:36in our ship, so we're going to just leave it as is.
12:39So now if we take that Sphere and hit T on the keyboard and use the Scale tool and scale it way down,
12:44we end up with a nice little foot.
12:46We could take that Cylinder, raise it up on Y, just hit E on the keyboard and raise it
12:52up, and now that becomes our leg.
12:55Now we can add another null object to the scene, and this is going to become our Leg Parent.
13:02Let's rename that Leg Parent.
13:06Now we could take the sphere and the cylinder and parent them up, and now with our Leg Parent,
13:11we've got a solid object that we can move around.
13:15Let's make our ship visible again by clicking once on that gray dot, and now we've got our
13:21ship ready to go.
13:23In order to make copies of this Leg Parent, we're going to use another array object and
13:26so if we click on the Array Object--and let's take the Leg Parent and parent it right up there.
13:32And you see that we instantly get a whole bunch of copies of that leg.
13:36We really only need two other copies, so if we go to the array object and change the number
13:39of copies from 7 to 2, we end up with three legs. And every great flying saucer only has three legs.
13:46Now that's the awesome thing about them.
13:48So now we could take the array and change the Radius down until the legs are inside
13:53the flying saucer, and that's a pretty good range right there.
13:56Now what we can do is take the whole flying saucer and raise it up. So before we parent
14:01the array up, let's take the ship parent and raise it up on Y until the legs are inside the body.
14:09Now you can see that our saucer is sitting on the ground plane with our legs firmly embedded in it.
14:14We can add one more null object and then we can call that one ship uber. I like to call
14:20things at the very top of the hierarchy uber, which is part of my CINEMA 4D German heritage.
14:26And I'll call the Ship and then I'll hit the Option+U, in particular, an umlaut, and then u-b-e-r.
14:31Now we can take this array, put it inside the Ship Parent, and call it Leg Array,
14:39and then take the Ship Parent and put it inside the Ship uber.
14:42And now we've got a way to make our ship stand on the ground.
14:45So now matter where we move that ship, we can have it land on the ground firmly by just
14:49changing the Y value of that null object when we animate.
14:54Let's save this, Command+S or Ctrl+S.
14:56So that's really great look at the process for creating a very simple model out of primitive objects.
15:01As you can see, it wasn't that difficult and really, it was a lot of fun.
15:05The important thing is to have a clear vision of what it is you're trying to create.
Collapse this transcript
Conclusion
What's coming next
00:00I hope you enjoyed CINEMA 4D Essentials: Interface, Objects, and Hierarchies.
00:04In the next course--C4D Essentials: Points, Edges, Polygons, and Splines--we'll explore
00:09the basic building blocks of 3D and how they can be used to create objects of just about any kind.
Collapse this transcript


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