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CINEMA 4D Essentials 2: Polygon and Spline Modeling

CINEMA 4D Essentials 2: Polygon and Spline Modeling

with Rob Garrott

 


CINEMA 4D Essentials with Rob Garrott is a graduated introduction to this complex 3D modeling, rendering, and animation program, which breaks down into installments that can be completed within 2 hours. This installment covers the basics of the 3D modeling toolkit: splines and polygons. Rob reveals the components behind polygonal-modeling (points, edges, and polygons) and how to manipulate them with the tools in CINEMA 4D. He then walks through splines, an alternative to polygons that uses curves to create 3D geometry. The final chapter shows how to combine these techniques by creating a model of a speaker system.
Topics include:
  • Understanding points, edges, and polygons
  • Working with the Knife, Extrude, and Bridge tools
  • Connecting splines
  • Rounding corners
  • Extruding paths from Illustrator
  • Reviewing the polygon and spline modeling workflow
  • Working with NURBs

show more

author
Rob Garrott
subject
3D + Animation, Modeling, Visual Effects
software
CINEMA 4D R14
level
Beginner
duration
1h 40m
released
Sep 13, 2012

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Introduction
Welcome
00:04Hi! I'm Rob Garott.
00:05Welcome to CINEMA 4D Essentials: Points, Edges, Polygons and Splines.
00:09They are fundamental building blocks that make up all 3D objects.
00:12And understanding how they work will help create just about any kind of object you could imagine.
00:18First off, we'll look at the basic elements; points, edges, and polygons, and some of the
00:22key tools for creating and manipulating models at the component level.
00:26Next, we'll work with splines which are a lot like the paths in programs like Photoshop,
00:30Illustrator, and After Effects.
00:32Then, we'll put all of those concepts to work creating a 3D model of an audio speaker.
00:36So let's get started with CINEMA 4D Essentials: Polygons and Splines.
Collapse this transcript
Using the exercise files
00:00If you're a premium member of lynda.com, then you've got access to the exercise files for this course.
00:05I'm working with them on my desktop and the files are organized in the subfolders that
00:08go with each chapter.
00:10Inside each subfolder will be the files used in that chapter.
00:13You'll notice that the files in each chapter's folder will be different based on the needs
00:16of that chapter.
Collapse this transcript
1. The Basic Building Blocks of 3D
Understanding points, edges, and polygons
00:00All 3D objects, that is, objects that appear to have dimension in a 3D application, at
00:05their most fundamental level are made up of something called points, edges, and polygons;
00:11even parametric ones.
00:12For example, I'll add a cube to the scene.
00:15This cube is a parametric object, meaning its code has been defined by the software
00:19makers, and its parameters can be changed via sliders and fields.
00:23Even though this object is parametric, it's still made up of polygons, points, and edges.
00:28That's because the programmers have customized these particular polygons, and points, and
00:32edges to behave in accordance with these sliders.
00:35Now, I can convert the object from a parametric object into a polygon object by clicking on
00:41the Make Editable button.
00:42And this is a lot like the rasterizing process in Photoshop.
00:45Take a type layer in Photoshop, you can change the type, and the font, and the color, and
00:49the size, and it's all resolution- independent until you rasterize it.
00:53When you convert it into pixels, then it opens you up to a whole another range of possibilities
00:58for filters, but you lose the ability to change the font.
01:02That's very much the same way it is with parametric objects to CINEMA 4D.
01:05When you make it editable, you gain the ability to make a lot of modeling changes but you
01:09lose the ability to make those parametric changes.
01:12So, let's make this object editable.
01:14I just clicked on that, I could have also hit the letter C on the keyboard, and you
01:18can see the icon has changed from a cube icon to a little polygon.
01:22Now, that opens me up to being able to click on these mode icons here and we've got Points,
01:28Edges and Polygons as our available modes.
01:31So, let's start off with the Points which are the most basic element.
01:35If I click on that, I now can see points that make up my object.
01:39Let's zoom in on that.
01:40I'll hold down the 2 on the keyboard, and zoom in a bit here.
01:44Let's grab one of those points and just orbit around it so we can see it a little bit better.
01:48Now, the points are very, very small, and I like to make them a little bit bigger.
01:52I'm going to turn on a very important option.
01:54I'm going to go to the Viewport Options menu, and go to Configure All.
02:00Now, in the Attribute Manager, I see my Viewport Options.
02:04Under the View panel, I'm going to go to the Point Handle Size, and I'm going to change
02:08the Point Handle Size from 3 to 9, and then I'll change the Select Point Handle Size from 5 to 9.
02:16What that does for me is that makes the Point Handles very large, and you can see they're
02:20much easier to see now.
02:22The definition of a point is that it's a location in space with no dimension.
02:27Points themselves have no dimension, but groups of points do.
02:30So, for example, if I select this point, let's grab the Selection tool and click on a single
02:35point, that single point now, I can orbit around that and I can move it with the sliders.
02:41And you see when I move it, it changes the shape of the cube.
02:44I'll undo that, Ctrl+Z.
02:46But, I can't rotate that single point, because it has no dimension.
02:50So, if I grab the Rotate tool by hitting R on the keyboard, and if I click inside the
02:54Rotate tool, anywhere where there's not a axis band, I can freely rotate it.
02:59But, you notice that nothing happens.
03:02When I let go, it snaps right back to that orientation.
03:04Same thing goes if I add an axis band.
03:07When I click and drag, I now can rotate that point but nothing happens.
03:12Let's hit the Spacebar to get back to the Selection tool, and then grab more than one point.
03:16I'll grab two points along the same edge.
03:20You see that the axis handle has averaged to the middle of this edge here, that's because
03:24it's splitting the difference between the locations of these two points.
03:28Now though, I can scale, move, and rotate.
03:32If I move these points, you see the whole edge moves along.
03:35If I rotate, you see that it rotates both of those points.
03:40And that's the difference between a single point and a group of points.
03:43I can rotate them around at different axes.
03:45I can't rotate them around their common axis though, because you see that has no dimension.
03:51The most important thing to remember about points is that when you move points, you're moving polygons.
03:56Polygons and edges cannot exist without points.
03:59Let's move on to edges now.
04:01An edge is a straight line connected by two points.
04:05So, let's click on the Edge mode, and you see our points went away and we're left with
04:09just the lines that make up this cube.
04:12However, if we grab the Selection tool, click on one of those lines, you could see I now
04:17have that edge highlighted.
04:20Edges are dimensional only along their long axis.
04:24For example, I can't rotate it around its long axis, but I can rotate it around the
04:29axis that's common to both points at the end of the edge.
04:33If I select more than one edge, let's switch back to the Selection tool by hitting the Spacebar.
04:37I'm going to hold down the Shift key and grab two edges and you can see that it's averaged
04:42the position of those edges.
04:43If I grab an edge along the side here, now it averages the position in three dimensions.
04:50If I rotate those edges, I'll just click in here and drag.
04:53You can see I can really distort that cube like crazy; Command or Ctrl+Z.
04:59The most important thing to remember about edges is that edges cannot be bent, because
05:04it governs the behavior of a lot of the modeling tools inside of CINEMA 4D.
05:09The last thing we want to look at is polygons.
05:12And this icon here is a polygon icon.
05:15When I click it, my edge goes away, and now I'm left with just polygons.
05:19And when I move the mouse over, you can see that it highlights different polygon sides of the cube.
05:23Now, when I select that single polygon, I get a polygon selection and I can rotate this.
05:29Now, polygons can be scaled and rotated.
05:32And remember, when you're moving a polygon, you're moving the points around with it and vice-versa.
05:36If you move points, you're moving polygons, if you move polygon, you're moving points.
05:40And the edges of course are going along for the ride.
05:44I can twist that, I can rotate it, I can scale it, hit T on the keyboard, I can scale that
05:48up or down, and that really allows me to do a lot of interesting things with the shape of this cube.
05:53I just hit Command or Ctrl+Z to get back to the cube itself.
05:57I want to get back to the idea of a single edge not being able to be bent and translate
06:01that into polygon land.
06:03In terms of polygons, this single side of cube is made up of four edges; one, two, three, and four.
06:10Those edges cannot be bent individually, but that polygon can't be actually bent, but it
06:14can be twisted and that does weird things to your model.
06:17Let's switch back to Point mode and grab a single point.
06:20Let's hit the Spacebar to get the Selection tool.
06:23I'll just drag that straight up.
06:25Now, when I drag that point straight up, you'll see that my polygon that's on top of the cube
06:30now becomes bent and twisted.
06:33And you can see that from this angle here, I've got a straight line going from here to here.
06:38But, when I orbit around, I can't see that line anymore.
06:42That's because CINEMA 4D does not know how to interpret that polygon in the Render Engine.
06:46Let's orbit around to this angle here, and click on the Render Inactive View button.
06:50And when we do that, we're going to see a break along that edge.
06:54Now, that looks like a straight edge right there, but if we orbit around, hold down the
06:573 key and drag around here.
06:59And we render from this angle, Command or Ctrl+R, now we see we don't see that edge.
07:04It looks smooth from this angle.
07:06And that's because CINEMA 4D once again does not know how to interpret that polygon.
07:11That's why it's a really good idea in your modeling process to keep an eye out for bent
07:15or twisted polygons.
07:16The more those you have in your object, the more strange behavior you're going to get
07:20when it comes to time for rendering.
07:22Now that you understand the basic building blocks of all 3D objects, there are some core
07:26tools that can be used to manipulate those elements.
07:29We'll explore those in the next movies.
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Using the Knife tool
00:00Points, Edges, and Polygons are the fundamental building blocks of all 3D objects, and those
00:04building blocks can be manipulated using some really important tools, the most important
00:09of which I think is the Knife tool.
00:11The Knife tool can be used to create slices in your objects.
00:14Let's take a look at that.
00:16I'm going to add a cube to the scene, and I'm going to make that cube editable by clicking
00:20on the Make Editable button.
00:21I can also hit the letter C on the keyboard.
00:24Now, I'm going to switch into Point mode.
00:26I almost always use the Knife tool in Point mode, and there are some important reasons
00:31for that in the behavior of the Knife tool.
00:33There is three ways you can grab the Knife tool.
00:35I can go to the Mesh menu>Create tools and select Knife, I can also hit the letter K
00:41on the keyboard, or I can right-click.
00:44Now let's go ahead and select the Knife tool now and see how it works.
00:48I'm in the Perspective window, and I'm going to click and drag.
00:52The way the Knife tool works in its default state is a click and drag method.
00:55So, if I click anywhere in the grey area, I can drag across the cube, and when I let
01:01go, that creates a slice through my cube that lines up exactly from the camera's point of
01:06view with that cube, and the slice that travel through it.
01:10Now, what's actually happened?
01:12CINEMA 4D has taken that slice and added points to my cube.
01:17You can see I now have new points there, there, and there.
01:20If I orbit around my cube though, you notice on the back side that the knife has not sliced
01:25all the way through and that's created something that is kind of evil.
01:29Sometimes it can't be avoided, but most of the time it can.
01:32That evil thing is called an N-gon.
01:34Now, N-gons aren't actually evil, I just call them that to be dramatic.
01:38But, what makes them evil is that you lose control over how your objects break when they
01:43transform and move.
01:45Polygons come in three flavors; triangles, quadrangles, and N-gons.
01:49Quadrangles can be subdivided evenly.
01:51They can even be converted into triangles.
01:53But, N-gons are polygons that have more than four sides, and they do weird things when
01:58you're trying to form them.
01:59What I mean by that is you'll notice this polygon on the back side, there is an edge
02:04here, there's an edge here, here, here, and here, and that's five edges.
02:09That's one-to-many for a square.
02:11Now, what happens is when I go to move this point right here, let's get back the Selection
02:16tool and grab that point right there, when I take that point and drag it on this axis,
02:20what I end up with is that same weird fall-off issue on this polygon.
02:25CINEMA 4D does not know how to interpret this deformation of this polygon and so it's going
02:30to do weird things as I render.
02:32You can see from this angle, it looks like a straight edge through there.
02:35From this angle, it looks smooth.
02:36And so, if you were to animate around this section, it would do very strange things in
02:41the Render Engine.
02:41So, the way you get around that is by slicing all the way through your object.
02:45Now, let's delete this cube and start over again.
02:47In fact, let's close this whole document up; Command or Ctrl+W, and no, we don't want to
02:52save it, and we're back in a new fresh document.
02:55Let's click on a cube to add it, make it editable, and then go into Point mode.
03:00Now, let's grab the Knife tool the right-click method.
03:03I'm going to right click.
03:05I right clicked on the cube but I could right-click any place in the editor window.
03:08And this is a Contextual menu, and this Contextual menu changes based on what mode you're in.
03:14Different tools are available in different modes and so this Contextual menu would change.
03:18Now, because we're in Point mode, these are all the tools that can be used with points.
03:23So I'm going to select the Knife tool, and when I let go of that, I now have the Knife
03:27tool just as if I grabbed it from the menu; much faster than going up and grabbing it
03:31from the menu though.
03:32Over in the right-hand side of the interface in the Attribute Manager, you can see that
03:36my Knife tool has some options, most important of which are these guys; Restrict to Selection,
03:41and Visible Only, and Create N-gons.
03:43I'm going to uncheck all three of those.
03:45Now, when I click and drag through my object, let's orbit around and see what happened,
03:50you can see that it actually made a slice all the way through.
03:54And that's really great because now I've got nothing but quadrangles in my model and can
03:58maintain that quadrangle efficiency all the way through my modeling process this way.
04:03Now, there's a much better way to use the Knife tool, and that's called Loop mode.
04:07Let's see how that works.
04:08I'm going to undo; Command or Ctrl+Z.
04:11And now, over on the Knife options, I'm going to select Loop mode.
04:15When I do that, I get a line that draws around my object.
04:19Let's zoom in here a bit.
04:20Now, as I move the Knife tool up and down these edges, you'll be seeing a white line.
04:25Now, that white line is not drawing on my screen here because of the screen capture
04:29software that I'm using.
04:31CINEMA 4D and the screen capture software are not getting along very well and so it's
04:35inhibiting the drawing of that line.
04:37But, you'll be seeing a white line drawing around your object, and that's indicating the loop.
04:41Now, on my screen, you'll see four white dots, and those white dots are telling me that the
04:46Knife tool is going to cut all the way around those edges.
04:48Now, when I click, it just made a cut right at that location.
04:53And you can see that as I move around, I can make multiple cuts around this object by clicking
04:58on different lines.
05:00Now, the reason I like to use the Knife tool in this mode is because no matter what options
05:05I have unchecked.
05:06Even if I were to turn on Restrict to Selection and Create N-gons, I can still use the Knife
05:10tool in this mode.
05:12Now, if I switch over to Polygon mode, in Polygon mode, you'll see that I can make cuts
05:18with this Knife tool in my cube because I have nothing selected.
05:23I'll use the Spacebar to get back to the Selection tool and I'm going to make some selections.
05:28Now that I have these selections made, if I switch back to the Knife tool by hitting
05:31the Spacebar, when I try to make a cut, notice what happens; it only cut the selected polygons.
05:37Now, the problem with that, if I make a cut in there, now I've got my Snap settings on.
05:42I accidently turned my snapping on right here.
05:44If this happens to you, you can turn it off by just clicking that.
05:48That's going to make your lining up a lot easier.
05:50Now, if I make another cut there, you'll see that what's happening is it's only cutting
05:55this area right around those selected polygons.
05:58And you see the cut no longer travels all the way around the object.
06:01And that's really important to notice because I've created N-gons.
06:04If I hit the Spacebar and grab that polygon right there, that's an N-gon and that's what
06:09I want to try to avoid creating.
06:11So, that's why I don't use the Knife tool in Polygon mode very often.
06:15I'd much prefer to use it in Point mode.
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Working with the Extrude tool
00:00When working in Points, Edges, and Polygons, the Extrude tool allows you to create extrusions
00:06or movement in the polygons as your object.
00:09Now, let's see what that means.
00:10I'm going to do my same trick here, I'll add a cube and make it editable.
00:14This time I'm going to travel into Polygon mode.
00:17Now, I'm going to use the Selection tool.
00:19I'll just hit the Spacebar to grab the Selection tool, and I'll grab a single side of the polygon.
00:23When I do that, I right-click in the menu and I have all these options available to me now.
00:28The Extrude option is this guy right here.
00:30I'll select that, and with the Extrude tool active, if I click and drag any place that's
00:35not on one of these handles, it's very important, don't click on the handles, click away from the handles.
00:41I'll click and drag.
00:42When I do that, I'm now extruding.
00:44I'm adding a layer of definition to this object in a way that's different than the Knife tool.
00:50Each time I click and drag, I make a new extrusion.
00:53If I click once, I deselect it.
00:56Now, let's go back and undo that for a second, and I will undo to get back all the way to
01:00the default cube.
01:02Let's switch back to the Selection tool, and grab two sides of this cube, and I'll hit
01:06the Spacebar again to get back to the Extrude tool.
01:09When I click and drag, it extrudes these polygons in two directions.
01:13Now, what happens though if I wanted to add an extrusion that traveled around the sides
01:18where these polygons were merged together?
01:21That's where something called the Maximum Angle comes in.
01:24I'm going to undo that for a second.
01:26You notice over here in the Extrude tool, let's raise that up a bit, the Maximum Angle is set for 89.
01:31That means anything less than 89 degrees, CINEMA 4D is going to treat that as two extrusions.
01:37And what it's referring to is the angle between the polygons, the angle from this polygon to this polygon.
01:44And I know because this is a cube it's exactly 90 degrees.
01:47So, because the Max Angle is set to 89 degrees, when I click and drag, it's going to treat
01:52these as two separate polygons.
01:54Now, if I change the Maximum Angle from 89 to 91, now it's just one degree more, I know
02:01that, that 91 is more than this angle here.
02:03Watch what happens when I click and drag.
02:05You can see that it extrudes that outward creating this arrangement of polygons on the
02:09top here, and that is a really important behavior.
02:13There's going to be times where you want to make sure that you extrude around corners
02:16and that allows you to do it.
02:18There is one more really important option with the Extrude tool, and that's Preserve Groups.
02:23Let's see how that works.
02:24I'm going to close this document up, Command or Ctrl+W and don't bother saving it.
02:28Let's get a sphere this time.
02:31Let's make that sphere editable by clicking on the Make Editable option, and let's go
02:35into Polygon mode again.
02:36I'm going to zoom in a bit.
02:38Now, I'm going to grab just a few polygons on the front of this sphere.
02:41So, let's hit the Spacebar to get the Selection tool, and just paint a selection around.
02:46I'll just grab a bunch of polygons here.
02:48Let's orbit around so we can see those from the side.
02:50Now, I'm going to right-click and get my Extrude tool.
02:53When I extrude outward, look what happens.
02:56It extrudes out as one solid chunk.
02:58Well, what happens if I wanted to extrude each one of those polygons individually?
03:02That's where Preserve Groups come in.
03:04That's different than the Maximum Angle.
03:07Because of the shape of the cube, the angle from polygon to polygon is extremely low.
03:12So, in order to get those polygons to separate, I have to uncheck Preserve Groups.
03:16So let's undo; Command or Ctrl+Z and then let's uncheck Preserve Groups.
03:20And now watch what happens when I click and drag.
03:23You can see that now it extrudes each of these polygons individually creating a lot more
03:28detail, and each time I drag, I can create a new level of detail there.
03:35The next thing I want to talk about is the Create Caps option.
03:37So, once again, I'm going to close this document up, don't bother saving it.
03:42And in a new document, I'm going to create a plane this time.
03:45And a plane object is just a flat arrangement of polygons, and you can see it's laying flat
03:50on the ground plane.
03:51I'm going to make it editable, and then go into Polygon mode.
03:54Now, the way that the Extrude tool normally behaves is that when you extrude something,
04:00it's going to leave a cavity where that extrusion happened.
04:02So, let's see what that means.
04:04I'm going to get the Selection tool, hit Spacebar, and grab an arrangement of polygons here on this plane.
04:10Let's orbit around so we can see the underside.
04:12I'm going to right-click and get the Extrude tool.
04:15And when I click and drag, I'm dragging to the right now.
04:20It's extruding outward along the polygons.
04:22Now, you can see that it's left this cavity here, and this cavity is where the polygons
04:27used to be, and it's added this level of detail.
04:30Now, how did it know to do that?
04:32First of all, all 3D applications have something called a normal direction.
04:36The normal direction is the direction that the polygons are facing and it's along an
04:39axis that's perpendicular to the surface of the polygon.
04:43In order for me to be able to see these normals, I need to turn on an option.
04:47I'm going to go to the Options menu and go to Configure All.
04:51And under the Attribute Manager now I see the Viewport Options, and I am on the Display Section.
04:56I'm going to turn on Normals.
04:58When I do that, I now see these little white lines extending up and those white lines tells
05:02me what direction those polygons are facing.
05:05If we look around underside, you can see that those white lines don't extend in both directions.
05:10This is the back side of the polygons, and those are the front sides of the polygons.
05:15And so, by dragging to the left, you're extruding along the normal axes.
05:18Now, the Extrude tool has a really important option.
05:21Let's right-click again and go back to the Extrude tool to get to its options.
05:25We're going to do Create Caps.
05:27When I select Create Caps, because I had the Extrude tool still selected, it filled in
05:31the backside of those polygons.
05:33Let's undo that and redo it again.
05:35So, I'm going to undo and then I'll undo to get back to my original flat plane.
05:40When I use the Extrude tool now, I'm going to turn on Create Caps.
05:42So when I do it this time, you notice that it automatically creates polygons along the
05:48backside of that extrusion.
05:49You can see I've created depth here, but I filled in the hole on the backside automatically.
05:53There's going to be a lot of times when you want to do that.
05:56For example, let's undo one more time.
05:59If I want to add thickness to this entire plane and have it become more of a rectangular
06:02prism, I'm going to select all the polygons and then grab the Extrude tool one more time,
06:08and I'll leave Create Caps on, and watch what happens.
06:09I'm going to click and drag to the right and I've created a rectangular prism, basically
06:13a thick plane that now has polygons on both sides.
06:17So that Create Caps option is really useful.
06:20So as you can see the Extrude tool allows you to create dimension in your objects and
06:25create unusual shapes by extruding along the normal axis.
06:29Next up, we'll take a look at the Extrude Inner tool which is a variation on that idea.
06:34
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Using Extrude Inner
00:00The Extrude Inner tool is a variation on the Extrude tool that allows you to create insets
00:05of polygons on the surface of an object without actually changing the shape of the polygon.
00:10Let's see what that means.
00:11So let's get our old buddy, the Cube, back again and we'll make it editable by clicking
00:15on the Make Editable Button and let's travel into Polygon mode.
00:19Now, I'm going to click and select a polygon here.
00:22Let's zoom in a bit.
00:24Let's right-click and go to Extrude Inner which is right below the Extrude tool.
00:27The keyboard shortcut is I.
00:28Now, with the Extrude Inner tool selected, if I click anywhere that's not on one of the
00:34handles and drag to the left or right, if I drag to the right, it's going to go outward.
00:38I don't want to do that.
00:39I want to drag to the left and extrude inward.
00:43And what that's doing is creating an inset.
00:45Now, that allows me to combine this action with the Extrude tool.
00:48So, let's say I wanted to create a little hole in this object.
00:51I can grab the Extrude tool and then drag to the left, and I'm creating a hole in the object.
00:58So, you can see how useful that can be.
00:59Now, if I want to inset that again, I'll hit I on the keyboard to get back to the Extrude Inner tool.
01:04I'll drag to the left and get that Extrude Inner and then let's do another extrusion.
01:09Hit the D on the keyboard and let's drag to the right this time and get that out.
01:14You can see now I've got this great little inset here and that's really what the Extrude
01:19Inner tool is all about, is creating those kinds of insets.
01:22Let's see what that looks like on a sphere.
01:24Let's delete that cube and let's add a sphere to the scene.
01:28Let's make it editable, C on the keyboard, and now we're automatically in Polygon mode right now.
01:33And let's hit the Spacebar to get the Selection tool.
01:36Let's grab a bunch of these polygons.
01:38Now, let's hit I on the keyboard to get the Extrude Inner tool.
01:42And let's click and drag to the left, and you can see now what I've done is I've created that inset.
01:47And now I can do another extrusion, hit D on the keyboard, and now I can go in.
01:51And then I can hit the letter I again, and do an Extrude Inner and hit D again to extrude outward again.
01:58You can see I've created a great little seam on my object.
02:00It's a great way to add detail to your objects if you're building a spaceship or something like that.
02:05You can really do a lot with this technique of insetting and then extruding and insetting and extruding.
02:10It's a great way to add definition to the surfaces of your objects.
02:15That's pretty much it for the Extrude Inner tool.
02:16It's a very simple tool to use, but it's incredibly powerful.
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Using Close Polygon Hole and Create Polygon
00:00There are going to be a lot of times when you're modeling in CINEMA 4D where you're
00:04going to want to be able to close holes and objects and there's a very special tool for
00:08that, that can be useful in certain situations ; it's called the Close Polygon Hole tool.
00:12I'm going to create a cube here, and let's make it editable and get into Polygon mode.
00:18Now, what I want to do is to just simply delete one of the polygons on the side of this object.
00:22So, let's hit the Spacebar to get to the Selection tool, and click on one of the sides of the
00:25cube and hit the Delete key.
00:27You can see that opens up the side of the cube, and creates this large hole.
00:31If I right-click in the interface, I can go to Close Polygon Hole tool.
00:36When I hover over that cube side, it gives me the option to close it.
00:40When I click once, it closes up that hole.
00:44Now, that's really all there is to it.
00:46There is an option for the Close Polygon Hole tool, Create Tri-/Quadrangle.
00:50You want to generally leave that unchecked.
00:52Most of the time when you use it, you're going to be using it in a situation where you're
00:55going to close up a very specific polygon.
00:57One of the dangers of using this tool is when you're on an object like a sphere, for example,
01:02where you have to close up a whole bunch of polygons at once.
01:05Let's see what that means.
01:06Let's delete that cube and let's go back to our sphere and let's make it editable.
01:11And we're here in Polygon mode already.
01:13So let's hit the Spacebar, get the Selection tool and grab some polygons and then delete them.
01:18Now, we're left with this hole and we want to use the Close Polygon Hole tool to close that up.
01:24If we right-click and grab Close Polygon Hole, and we hover over that, you see that it finds
01:29the hole just fine, but when we click it, we end up with this weirdly shaped polygon.
01:33That's an N-gon and that's no good.
01:36In this situation, we want to be really careful about creating holes and objects like this.
01:41If we try on the Tri-/Quadrangle Button, you can see that's not going to do as much good.
01:45I'll undo that, and I'll turn that button on.
01:48And then when we hover over that hole and click, you can see that it made a bunch of
01:53triangles, but they're not really organized that well and still creates this weird dimple
01:57on the side of the sphere.
01:59If I undo that one more time, a really important thing to remember is that when you delete
02:04polygons, you're not necessarily deleting points.
02:07So, if I go into Point mode, you can see all the points that made up those guys are still available to me.
02:14I can use those points to close that hole up in a very specific way.
02:18I can do that with the Create Polygon tool, and let's see how that works.
02:23I'm going to orbit around this guy so I can see some very specific points.
02:27I want to see these points right here.
02:29Let's right-click and get Create Polygon.
02:32Now, the Create Polygon tool works in a very specific way, and there's a rhythm to it.
02:37And when we're creating a quadrangle, in this case, we're going to go from these four points
02:41to create a polygon.
02:41I'm going to go one, and I'm clicking one time on each of the points, two, three, and
02:47on the fourth one I go bum, bum.
02:48And I always do that even when I'm working by myself.
02:51I go one, two, and you have to be very careful about which points you're doing this on, three, b um, bum.
02:58Now, the reason I say you have to be careful, watch what happens when I click on the wrong point.
03:03I'm going to go one, two, three, bum, bum.
03:06It looks like I made the polygon in the right direction, but when I orbit around, you can
03:11see that, that polygon is actually stretched, and I clicked on a point that was on the inside.
03:15So, you have to be really careful about which points you click on.
03:18That's why I'll orbit around so I can see that point isolated.
03:21Let's undo that and do it again ; one, two, three, bum, bum.
03:26Now, I can work my way around with the Create Polygon tool.
03:29One, two, three, bum, bum, one, two, three, bum, bum, one, two, three, bum, bum; I think
03:40you get the idea.
03:41I can go all the way around with that and close that sphere up completely.
03:44Now, one of the dangers with the Create Polygon tool is the idea of the normals.
03:48And remember we talked about normals earlier.
03:50Normal is an axis that extends outward from a polygon based on the perpendicular angle to the surface.
03:56The normal direction determines the front side or back side of a polygon.
03:59Now, when you're creating polygons with the Create Polygon tool, you could be creating
04:03polygons that are facing the wrong direction.
04:06So, to find out, let's go to the Options menu and go to the Configure All, and under the
04:11Display options, let's turn Normals on if it's not turned on already.
04:15If we switch into Polygon mode and we select the polygon, I'm going to hit the Spacebar
04:20to grab the Selection tool.
04:22You can see that when I click on those polygons, check it out, they are not facing the same
04:26direction as the rest of the polygons.
04:29You can see that all the ones that I created by hand are facing the wrong direction, and
04:33that can be really problematic when you're texturing or lighting.
04:36So, rather than leave those, what I'll do is select all the polygons and now I can really
04:42see which ones are facing the wrong direction.
04:43You can see if I orbit inside, there's those lines facing inward.
04:47I'll right-click and do a Align Normals.
04:52And that forces the minority normals to conform to the direction that all the other normals are facing.
04:57So, both the Close Polygon Hole tool and the Create Polygon tool are really important when
05:02you're trying to close up holes in your objects.
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Working with the Bridge tool
00:00The Bridge tool really acts just like its name.
00:02It allows you to create spans between two different sections of polygons.
00:06Now, I've got a very simple scene file that we're starting with here.
00:09It's just two cubes and they are arranged along the X-axis.
00:13What I want to be able to do is to create a little bridge or span between these two
00:17objects going this direction along the X-axis.
00:20So, this is a multi-step process.
00:22The first step in this process is that I need to merge these two objects into a single polygon object.
00:27So, to do that, I'm going to select both objects in the Object Manager and I'll right-click.
00:33And in the contextual menu that comes up, what I want to do is connect both objects
00:37and then delete the old objects.
00:39So let's do a Connect Objects and Delete.
00:42That leaves us with just a single object.
00:44You notice our scene hasn't changed its look but the Object Manager has changed.
00:47We now have one polygon object that contains all those polygons.
00:51Now, we can use the Bridge tool to bridge those two sets of polygons together.
00:55Before I do that, I want to create an inset on each of these faces.
00:58So, let's grab each polygon.
01:01So I've got the Selection tool active.
01:03I'll grab that polygon and I'll hold down the Shift key and I'll grab that polygon.
01:06Now, let's right-click and grab the Extrude Inner tool.
01:09And this is great.
01:10We can do the Extrude Inner tool at the same time on both these polygons.
01:14I'll click and drag to the left to extrude inward.
01:16Let's make it nice and thin. Here we go!
01:19Now, what I want to do is to create a bridge between these and there's a couple of different
01:24ways I can do that.
01:25I can bridge the two polygons, if I right-click and go to the Bridge tool, if I click on these
01:31polygons and go, boom, like that.
01:33I've created a bridge.
01:34Now, the problem with that bridge as you can see is that it's twisted, it is not straight.
01:39And I don't normally ever use the Bridge tool in Polygon mode; I just wanted you to see
01:43what would happen when you did.
01:44I'll undo that, Command+Z, and get back to where we were.
01:48Now, the way I prefer to use the Bridge tool is in Edge mode.
01:51Let's delete those polygons leaving our holes there, and let's now switch over to Edge mode.
01:56I've still got the Bridge tool active.
01:58If I can go from edge to edge, I'm going to know exactly how I'm creating those polygons.
02:03So, let's go from this edge here and go to this edge.
02:06This is where you've got to be really careful about which edge you're actually selecting.
02:09You can see that I wouldn't want to do any of these other edges.
02:11I want to go right to there.
02:13You can see when I let go, that creates a nice little span.
02:16I'll do it from here to here, and then I'll do it from here to here, and then I'll do
02:20it from here to here. There we go!
02:23And now you can see I've spanned that gap with the Bridge tool.
02:27That's really the beauty of it.
02:28It allows you to quickly create a closure between two sections of polygons.
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2. Working with Splines
Explaining spline types
00:00In CINEMA 4D terms, a spline is simply a fancy way of saying a path and you've probably worked
00:05with paths already in programs like Photoshop and Illustrator, and After Effects.
00:09In CINEMA 4D, splines or paths are an integral part of both modeling and animation.
00:16At the technical level, a spline is simply a collection of points that are connected
00:20by the mathematical expression of a line.
00:23Now, that expression can be described in several different ways.
00:26And that's really the beautiful thing about CINEMA 4D compared to Photoshop, Illustrator,
00:30After Effects, there is more than one way to describe a path or a spline.
00:35I'm going to switch to the Orthographic View.
00:38Now, it's a very important rule of thumb, never draw your splines in the Perspective View.
00:43Let me explain why.
00:45I'm going to get the Spline tools here, and I've got the Free Hand Spline tool and it
00:50works just like the Pencil tool inside of Illustrator.
00:52If I click and drag and draw a spline here in this window, you can see that I did a pretty
00:57good job of drawing that.
00:59If I orbit around, you can see that I've got the spline, it looks just like it did when
01:04I drew it, but it's at a weird angle to the world.
01:07It's not very useful and it's going to be hard to organize my scene around such a strange angle.
01:12When you draw your splines, you want to draw them in a very specific view and I almost
01:16always draw my splines in one of the Orthographic Views, either the top or the front.
01:21So, let's try that again.
01:22Let's undo, and let's switch back to the Orthographic Views.
01:26Let's do that in the front view.
01:27I'm going to use that same spline.
01:29I'm going to draw another little baby duck shape like I had before. There we go!
01:34Now, when I switch back to the Perspective View, you can now see that I've drawn that
01:39baby duck along the X-Y plane.
01:42And that's very important, when it comes time to extrude, this will extrude perfectly.
01:48What I mean by that is, splines are an important part of the modeling process but they don't
01:51render on their own; they need some help.
01:53And what they need help from are NURBS objects.
01:55Let's take a look at how to extrude this.
01:57Now, before we do that, there's a very important feature on the spline that we need to do and
02:01that's the Close Spline option.
02:02If I click on that, it's going to close up my spline.
02:06Let's take a look at that tip of the baby duck's snout.
02:09You can see that when I uncheck that.
02:11That's where I stopped drawing the spline and it's open.
02:15When I click that, it's closed again.
02:17Let's take a look at the Extrude NURBS object.
02:19Now, when I click and hold on this icon, it looks like a cube being tortured.
02:24I want to grab the Extrude NURBS object.
02:26The Extrude NURBS is a generator, and it needs at least one child in order to extrude.
02:31So, when I let go of that in the scene, nothing happens, but if I take my spline, and I drop
02:36it on to the Extrude NURBS making it a child, I now instantly get a baby duck shape, and
02:42this baby duck shape will render.
02:44If I undo that to before when it's just the spline, if I hit the Render and Active View,
02:49you can see I get nothing.
02:51But, if I take the spline and drop it on the Extrude NURBS, when I render, I get a baby duck shape.
02:56Now, it's not a very good baby duck shape, but there are some great spline tools for shaping that.
03:02Let's take a look at those now.
03:03I'm going to navigate to the front view again, and take a look at the points that make up
03:08this baby duck shape.
03:10Now, if I go to the Selection tool, and click on a point, you can see that it's drawn my
03:15point automatically at something called Bezier spline.
03:18Now, these behave just the same way they would inside of Photoshop or Illustrator.
03:22If I switch to the Move tool, I can now grab the handles of this and smooth these shapes
03:28out, and I can go in here and grab that one and round it out a bit, and give a little
03:33tail on the baby duck. There we go!
03:37And grab that one, and smooth that section out a little bit, and so, you can see just
03:41the same way that you would in Illustrator.
03:43If I want to break the handle and create a odd shape on it, I can hold down the Shift
03:47key and break that handle out this way.
03:49Now, I'll undo that, because I don't want to give my baby duck a gut there.
03:53That would look kind of funny.
03:55So, these tools are very similar to what you'd experience in other applications.
04:00Now, that's just what you get when you draw something called a freehand spline; it leaves
04:05you off in a Bezier spline.
04:07Now, there's some other very important spline types that you can use.
04:11Let's take a look at those now.
04:12I'm going to make a new scene, Command or Ctrl+N.
04:14And the next most important type of spline is a B-spline.
04:20When I let go of that, I've got this funny looking squiggle as my icon.
04:24Now, the way the B-spline works is that it creates an arc based on three or more points.
04:30So, the first time I click, I get a single point, the second time I click, I get a straight
04:35line, the third time I click, I get a smooth arc based on the triangulation of these three points.
04:42The fourth time I click, it uses the next three points to create a smooth arc and it
04:46always does that all the way around.
04:49Now, the beautiful thing about B-splines is that they're very hard to put a kink in.
04:54If I wanted to try and put a hard edge in this B-spline, if I switch back to the Selection
04:58tool and grab these two points for example, I'll grab that point right that there and
05:01put it right up against there, that's about the only way you can do that is by clustering points together.
05:06It's really easy to make smooth, flowing curves with a B-spline and I always use B-splines
05:12when I'm creating animation paths.
05:15Splines in CINEMA 4D have something called a direction associated with them and that's
05:20a really important concept.
05:21The direction of the spline indicates which way that objects will animate along that spline,
05:27and also, the direction that polygons flow along the spline when you create certain types of objects.
05:32The direction of the spline is indicated by the color of the spline.
05:36You may have noticed that my spline has a color from white to blue.
05:42White is the starting point, blue is the ending point, and that's based on the direction that
05:45I drew my spline in.
05:47Let's delete that spline and start over.
05:49I'm going to click and hold on these guys, and let's this time use a Linear spline.
05:54I'm going to just click and draw a bunch of points with the Linear spline.
05:58You can see that, because I started at this side, the spline is now starting at white,
06:04and transitions to blue at the end.
06:06So this is one end of the spline, this is the other end of the spline.
06:10Let's say I wanted to reverse the direction of that spline.
06:13I can do that by right-clicking and telling it to Reverse Sequence.
06:17Now, I've reversed the direction of that spline and polygons will flow along it in a different direction.
06:23So, what can you do with splines in terms of shapes?
06:26I'm going to delete this spline and start over again.
06:29Let's draw out a B-spline one more time, and I'm going to just click out here and draw
06:35a nice smooth path. There we go!
06:37And let's say I want to create a pipe or tube that extends along this spline and that's
06:43where the NURBS objects come in.
06:44I'll switch back to the Perspective View.
06:47I can go now to the NURBS objects, and grab a Sweep NURBS.
06:51And if you look at the icon for the Sweep NURBS, you can see that it has a little white
06:54spline along the end and another white spline that's along the spine of the tube, and it
06:59looks like a pipe.
07:00And that is a very good indication of what it does.
07:03So, the Sweep NURBS is a green icon that means it's a generator object, so it needs at least
07:08two objects to work.
07:09And in this case, it needs a Path spline and a Profile spline.
07:14So the way to read this is that I'm going to draw the first spline in there; nothing happens.
07:18I need to have a shape to extrude along this path.
07:22So, let's go back to the Spline Objects, and I'll grab a Star.
07:25Now, this star is a little bit big, so let's hit T on the keyboard to get the Scale tool
07:30and scale it way down.
07:32Now, what I want to do is take that star, and drag it into the hierarchy, and the order
07:37of the objects is extremely important.
07:40The way to read this is, Sweep NURBS, I want you to extrude this star along this spline.
07:46Now, what it's doing is, it's saying, Sweep NURBS, I want you to extrude this spline along this star.
07:52And I get a very different outcome.
07:53If I reverse them, it goes back to where it was before.
07:56And that's one of the great things about working with those NURBS objects is that they're always
08:00live, you can change these splines.
08:02So, for example, if I go back to the front view, I grab my Path spline, I can click on
08:08that guy, and I can move these points around and this object is extremely flexible.
08:13And so I can change that shape if I don't like it, and also I can go to the Star spline.
08:19And if I want to have more points for example, I can change those and add more points to it.
08:25You can see I have a lot of control over that.
08:27There's also a set of options on the Sweep NURBS that allow you to change the shape of that.
08:32I can adjust the end scale to make it fat at one end or skinny at one end.
08:36I can adjust the growth, the rotation.
08:40Let's change the end scale back again.
08:41If I adjust the rotation, you can see I'm adding a twist to it along the length of the
08:46spline.
08:46So, there are a lot of great things you can do with the Sweep NURBS and the spline objects.
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Working with spline points
00:00Splines are simply a collection of points that are connected by a mathematical expression of a line.
00:06The points that make up that spline can be manipulated to change the shape of the spline.
00:10They can also be reordered to change the direction along which data flows.
00:14Let's create a very simple B-spline here.
00:16I'll switch to the front view by middle-mouse clicking and clicking in the interface here.
00:21Let's grab the B-spline tool.
00:23I'm just going to click to draw some points.
00:27Now, the direction of the spline is indicated by this color here.
00:32White is the starting point and blue is the ending point.
00:36The order of the points along the spline is indicated along by the direction.
00:39But, how can you see that for real?
00:41In the interface here, over on the right-hand side, I'll bring that window down just a bit,
00:46is something called the Structure Manager.
00:49If I click on that, because I have my spline selected in the Object Manager, it shows me
00:53the makeup of the points on that object.
00:56And this may look familiar to you; it's simply a spreadsheet.
00:59All the objects in CINEMA 4D can be expressed in terms of a spreadsheet.
01:03This spreadsheet tells me the location and space of the points that make up this object,
01:09and it also tells me the order of the points.
01:12Now, this point that is darkened down here at the bottom is the point that is currently selected.
01:17Let's hit the Spacebar to switch back to the Selection tool.
01:20If I click on this point, you'll see that it grabs number 6.
01:23These points have something called an Index Value associated with them.
01:27The first point in this line is always 0.
01:29If I grab that, and drag it down in the hierarchy, I've now reordered those points and you can
01:35see it's squiggled up my spline.
01:37Let's undo that; Command or Ctrl+Z.
01:39If I want to change the order of those points, I can right-click and go to Reverse Sequence,
01:46and that will reverse the direction of those splines.
01:48You can see now the spline that I had selected is no longer number 0, it's number 7.
01:54I can also click on this point, and right-click it, and set it as the first point.
01:59That's going to reorder the flow of those points.
02:02Now, you can see that my gap, the point at which it would close, is put in a different location.
02:08I'll undo that as well.
02:10There are going to be quite a few times where you've drawn a spline, and you want to add points to it.
02:14There's a great easy way to do it.
02:15I'm going to use the Move tool, hit E on the keyboard, hold down the Ctrl key, and I can
02:20click on the spline.
02:22That adds a point to that location on the spline.
02:25I'll click and add a few extra points here.
02:27I'm holding down the Ctrl key, and clicking on that spline.
02:31Now, if I hold down the Ctrl key, and click away from the spline, watch what happens.
02:36It adds a point to the end of the spline.
02:38It added it to that location there.
02:41This point here is part of this curve here, so don't get confused.
02:43If I move that around a bit, you can see that it's just from here to here.
02:48If I wanted to add a point to this end, I need to reverse the sequence.
02:52So, if I right-click, Reverse the Sequence, hold down the Ctrl key, and now I've added
02:57a point over there.
02:58Now, if I want to close the spline, let's switch back to the Object Manager, grab the
03:02spline to get to the spline attributes, I can click the Close icon, and I've closed my spline up.
03:08Now, when I reverse the sequence, you see that there is the dividing line where the
03:13point begins, and ends.
03:14If I right-click and go to Reverse Sequence, now this becomes the starting point over here.
03:20One more thing I want to talk about when it comes to splines is the idea of the intermediate
03:25points that will make up a spline.
03:28Let's switch to the Perspective View.
03:30And the way that CINEMA 4D draws the spline is it's trying to do it in the easiest way possible.
03:36That means it's interpreting for you the values between points.
03:41So, from this point to this point, from this point to this point, CINEMA 4D is guesstimating
03:46what it needs to draw this curve smoothly.
03:49Now, this is expressed in the intermediate points area of the spline properties.
03:54The angle defaults to five degrees which usually gives you pretty smooth points.
03:58But, if I increase that angle, it's counter-intuitive to what you think.
04:02The higher the value, the more jagged, this line is going to become, if I draw that up.
04:07Now, because I have a B-spline, you won't see that readily until I deselect it.
04:12Now, when I deselect that spline, you can see now my spline is very jagged.
04:15When I click on it, it goes back to being smooth.
04:18But, this is how it's going to actually operate.
04:22It draws it smooth for you so you can see what the path would look like.
04:25If I bring that back to 0, now I get very smooth lines no matter what, and that's the smoothest level.
04:33Angle 0 gives you a great adaptive setting.
04:35In an earlier movie, I created a Sweep NURBS with a B-Spline.
04:41Let's do that again here.
04:43I'm going to add a Sweep NURBS to the scene and then I'm going to add a Profile spline
04:48and let's do another Star object.
04:50Let's make that star really small.
04:52Then, let's take this star and sweep it along this spline. O kay.
04:57Now, under the Sweep NURBS, there is a Rotation value.
05:01If I twist that around, you'll see that the spline starts to twist.
05:06I'm going to crank it way up on purpose.
05:08Now, one of the things you'll notice is that the spline, as it twists, first of all at
05:13the point where it meets that it is creating a seam there.
05:17So let's uncheck on the Path spline.
05:19Let's uncheck Close spline.
05:21The other thing you'll notice is that it doesn't twist evenly along its length.
05:25That's because of those intermediate points.
05:28By using adaptive points, CINEMA 4D is guessing how many points it's going to need, and the
05:34less points it needs, the less points it's going to use.
05:37And so, that's causing this change in value along the length, it needs more points in
05:41this area, so we're getting more twist, and less points in this area, so we're getting less twist.
05:46Now, the way to fix that, let's say we wanted to have uniform twists all the way along,
05:50let's click on the Intermediate Points pulldown and change it to be Uniform along the length of the spline.
05:56Now, we can increase the number of points.
05:59Let's crank that value up.
06:01Now, what's happening is because this B- spline does not have the uniform distance between
06:06each of the real points, when you spread those points out in a uniform fashion, you still
06:11get an uneven distribution.
06:13So now, let's go back again.
06:15Let's turn the Sweep NURBS off and go back again to Natural, and then increase or decrease that value.
06:22You can see that it becomes really hard to get that value to become even.
06:28That's really the point I'm trying to make here.
06:30You have to be very careful about how you draw your splines because you can end up with
06:33very uneven distributions of points that can be problematic down the road.
06:38You can only do so much with the intermediate points, and you'll end up having to redraw
06:42or add points to your spline to try and smooth things out.
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Connecting splines and rounding corners
00:00There are going to be a lot of times when you're working with splines where you are
00:03going to want to create a smooth transition or connection between two splines.
00:07Now, in order to do this we need to connect the splines together much the same way that
00:12we did with the Bridge tool in the Polygon modeling module.
00:17I've got two arc splines here and what I want to do is create a nice smooth transition that
00:22goes from this point to this point.
00:24And in order to do that, the first step is going to be to connect these two splines together.
00:28Now, I'm going to select both arc splines and then right-click in the interface or right-click
00:34on the arc splines themselves and I'm going to go to Connect Objects and Delete.
00:39When I do that, I end up with a single arc spline that now encompasses both arcs.
00:46So you can see that when I go into Point mode, I've got points on these splines I can now
00:50start working with.
00:51Now, what I want to do is to create a point right in the middle that's going to allow
00:55me to create a smooth transition from here to here.
00:58I'm going to middle mouse click into the Front view and let's zoom in on these guys.
01:04Now, if I click on the Move tool and hold down the Ctrl key, if I click to add a point,
01:09it's going to add from that end over there.
01:12I really wanted to add from this end over here.
01:14So let's undo that for a second.
01:16And then let's select all the points on each of these segments by hitting Command+A or
01:21Ctrl+A on the keyboard.
01:23Now, what I'm going to do is right-click and go to Reverse Sequence.
01:26When I do that, now I can click to deselect all those guys.
01:31If I hold on the Ctrl key now, it's going to draw from that point right there.
01:36Now, I want this point that I've clicked to draw to be exactly in the middle.
01:40Now, in order to do that I can use the Coordinate Manager down here at the bottom of the interface.
01:45I want to have this point be at zero along the X-axis so it will line up directly with Y.
01:52So if I take this value here and set that to be 0, it doesn't go to the right place.
01:58Now, the reason for that is because of this little pull-down right here.
02:02It is set for Object (Relative).
02:04Let's undo that for a second.
02:06And in order to see why this is happening, let's back out for a bit and get out of Point mode.
02:12Let's click on the model mode and you can see the Axis point for these guys is over here.
02:18This change when I merge the splines together.
02:20So the Object Relative position for that point is relative to this location here.
02:25So if I switch it to 0, it's going to jump to line up with this Y-axis here, not the world Y-axis.
02:32So let's get back to Point mode and then change this pull-down to be World Relative.
02:38Now when I switch that to be 0, it's going to jump right to the center.
02:43And now what I can do is I want to connect these two locations.
02:47So now if I switch to the Selection tool by grabbing the Selection tool up here, I'm going
02:51to click and drag across both of those points.
02:54Now when I right-click, I can use the Join Segments command to join those two segments together.
03:00And you'll notice that the flow of my line is changed now to going from white to blue.
03:06I had two different flows and now I've got one merged flow.
03:09Now, you can see that I don't have a smooth transition between these corners.
03:14What I want to do is grab this point here and right-click and change it to be Soft Interpolation.
03:21What that's going to do is give me handles on either side of that.
03:26And if I click on that, I use the Move tool, I can now drag that out to create that arc.
03:33I don't want to hold the Shift key down, I want to try and drag that out as smoothly
03:36as possible like that.
03:38If I right-click again, I can go to Equal Tangent Direction and then Equal Tangent Length
03:46and that will make sure that my handles are lined up nicely.
03:49I can now grab these points here and select that and go Soft Interpolation as well.
03:55Now, this is going to be a little bit trickier.
03:57I'm going to have to get in there and eyeball this.
03:59Now, I've already got my Move tool selected.
04:01Now, if I grab this handle here and I can draw it like that, I can take this one and
04:07draw it like that, I'm lining it up.
04:08I've got a pretty nice smooth transition.
04:12One last option I want to talk about when it comes to manipulating splines is something
04:15called the Chamfer.
04:17Let's create a new document, Command+N or Ctrl+N on the keyboard, and in that document
04:22I'm going to create a Text spline.
04:25And the Text spline creates the word Text on screen and under its Object Properties
04:29I can change which shows up here.
04:30Let's create just a capital H.
04:32So I'll hold down the Shift key and type in the capital H and I'll click any place outside
04:36that field and I now have this giant letter H here.
04:39And I'm going to make this editable by clicking on the Make Editable button.
04:44Then go into Point mode, and let's say I want to create a rounded version of this.
04:48I just middle mouse click to get to the Front view.
04:51If I select all these points, right-click, and I'm going to go to the Chamfer option,
04:57and when I select that, I can now click and drag.
04:59I can put in a Radius numerically, but I want to eyeball this.
05:02I want to click and drag to the right, and as I do that, I can round those corners off
05:08and that is a really amazing thing to be able to do, it's so easy.
05:10Let's undo that and do it again.
05:12Now, you want to be really careful.
05:13Don't click more than once.
05:14If I click and drag and then click and drag again, I'm chamfering the Chamfer.
05:19Let's zoom in and see what that actually looks like.
05:21You can see it created a second point right there.
05:24Let's undo that and undo again.
05:25I'll click and drag once and then click and drag again.
05:28You can see that it chamfers at each time.
05:30Now, you got to be careful.
05:31There are may be a time where you want do that, but what you don't want to do is to
05:35click and drag and have those points touch like that because now you're merging those
05:39two points together.
05:40There's actually two points on top of one another in that spot, and that's not a good thing.
05:44Let's undo that to get back to just a nice square and then we'll chamfer it nice and round.
05:51I'll hit H on the keyboard to Frame up the entire object.
05:54The Chamfer tool has done a great job of smoothing that H out.
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Extruding paths from Adobe Illustrator
00:00CINEMA 4D is the tool of choice for a lot of motion graphics artist.
00:03And one of the things that motion graphics artists have to do on a regular basis is to
00:07extrude type and make it look cool.
00:09Now, CINEMA 4D has a great integration with After Effects and it has a really strong integration
00:15with Illustrator as well.
00:16What we're going to be doing in this movie is importing paths from Illustrator in the
00:20CINEMA 4D and then extruding them.
00:22So I'm here in Adobe Illustrator and the first thing I'm going to do is create a new document.
00:26So it's Command+And or Ctrl+N.
00:28Now, I normally work in points inside of Illustrator and I normally work at the size of the final
00:33resolution that I'm going to be rendering my scene at.
00:36So in this case, I've set my document to 1280x720.
00:39Now, I'm going to twirl open the Advanced options here.
00:43The Color mode is extremely important.
00:45CMYK is bad, do not use it.
00:48So let's pull on that Color mode and switch the document to RGB.
00:51Now, that I switched to RGB I can hit OK on the keyboard and we get this nice new Illustrator document.
00:57And what I want to do is to create a piece of type.
01:00So let's hit T on the keyboard to bring up the Type tool and I'm going to click any place
01:04in the document window and I'm going to type out a word.
01:08So let's type out H-E-L-L-O, HELLO, and I'm going to click away from there and then take
01:14that and use the V tool to get to my Transform options and let's scale that up, holding the
01:20Shift key down to make it nice and big.
01:22Now, the font I'm going to use is Arial Black.
01:24Let's switch that over, so I have switched out of the Type tool.
01:27So I'm going to switch back to the Type tool so I can see my Font options.
01:31And then in the font, I'm going to click on it and select all.
01:35So I'm going to change my font from Myriad Pro and scroll upward and select Arial Black,
01:43and that's a nice chunky typeface, I like that.
01:46And so, let's now click away from there and use the V tool to get that out.
01:51Now, what I want to do is I want to center this up in the window and kind of maximize its size.
01:56So what I'm going to do is cut that type to the clipboard, Command+X or Ctrl+X, and then
02:00I'm going to center up the window, Command+0 or Ctrl+0, and then paste it down, Command+V or Ctrl+V.
02:06And that centers that type up in the window.
02:08Now, I want to maximize the size.
02:11Let's drag that up in size.
02:13And now what I can do is save this document.
02:16So I'm going to save this document and I'm going to navigate to the exercise files to
02:20the splines folder and I'm going to save this.
02:22Now, I want to call this type master.
02:24The reason I want to call this type-master is because I like to have a copy of the original
02:29type files for the Illustrator file.
02:31When you're working in CINEMA 4D, it can only read the path information so we have to convert
02:35this type to outlines at some point.
02:37So I like to always have a copy of my type that I can get back to in case I need to make
02:41a new word or make changes to that word.
02:44So let's call this type-master.
02:47So, type-master.ai and I'm going to save that into the splines folder, which is one of the
02:55chapter folders inside the exercise files.
02:58I'll hit Save and in the secondary dialog box that comes up I'll leave it as an Illustrator 6 file.
03:04So I'll just hit Enter or click OK on the dialog box.
03:07And now, we've got our type-master file.
03:09Now that we have our type-master saved out, we want to create a version that we can open in CINEMA 4D.
03:14So the first thing I want to do is convert my type to outlines.
03:17So I'll hit Shift+Command+O or Shift+Ctrl+O on the keyboard and that's going to convert
03:23the type to outlines.
03:24Now, I can go Shift+Command+S or Shift+Ctrl+S to save a copy, and I'm going to save that
03:29in the same location and I'm just going to call it what it is, the word Hello.
03:33So, I'll type out H-E-L-L-O and I'll do it -8.
03:37Now, the reason I have an 8 after that is so that I know that it's going to be an Illustrator 8 file.
03:42At the time of this recording, CINEMA 4D can only read Illustrator 8 files, and that -8
03:46at the end tells me that it's an Illustrator 8 file.
03:49So now I'll just hit Save and then in the dialog box that comes up, we'll go to the
03:54pull-down and change the version to Illustrator 8 and then I'll hit OK.
03:58And now, this dialog box that comes up, you can just ignore it.
04:02It's just warning us that we're saving it in an older version and that's okay.
04:05So I'll click OK here. A nd that's it.
04:07We were ready to move to CINEMA 4D.
04:10Now, I can do a Command+S or Ctrl+S and I'll get that warning dialog again, I'll hit OK.
04:16And now I've saved that out for CINEMA 4D.
04:18Now, what we need to do is switch over to CINEMA 4D.
04:21Now, here in CINEMA 4D I'm going to go to the Object Manager File menu and select Merge Objects.
04:28And then I'll navigate to the Desktop to my exercise files in the splines subfolder and
04:32I'll grab the HELLO-8.ai file, and then I'll hit Open.
04:37Now, the Import dialog box that comes up has some options here and I'd leave them on the defaults.
04:43The Connect Splines option is what gives you your compound paths.
04:47If I were to uncheck that then letters like O for example, would come in as two separate
04:51splines instead of a merged spline that gives you a hole cut out in the center.
04:55So let's hit OK and now you'll probably ask the question, well, where the heck did my type go?
05:00And you notice this little blue arrow down here, this arrow indicates that we have an
05:04object selected but it's currently off camera.
05:07Now, if I click that, that will take me right to the object and it highlights it on screen.
05:13Now, this isn't a view that I actually want to see.
05:15I want to get this object back to the center of the world.
05:17So let's go back to the View menu and do a Frame Default.
05:20And then I'm going to zero out the position of this object.
05:23So let's go to the Object Manager, select HELLO-8 and in the Coordinate Properties,
05:28we'll go to the Position Value and I'll zero these out.
05:31So I'll double-click to highlight that and hit 0 and then Tab zero, and then tab over
05:36one more time and that gives me my object right at the center of the world.
05:40Now, if I twirl open the HELLO, you can see that I've got paths for each of the individual letters.
05:45I'm now ready to extrude that type.
05:47So let's go to the NURBS menu and grab the Extrude NURBS object.
05:52And the Extrude NURB object is a generator icon and that generator needs children in
05:57order to function.
05:58So, let's take the HELLO-8 group and drag it and make it a child of the Extrude NURB.
06:02When we do that, nothing happens.
06:04The reason nothing happens is that the Extrude NURB, by default, tries to extrude the very
06:09first thing it encounters.
06:10Well, in this case, the very first thing it encounters is this Null object right here.
06:14And it can't extrude a null.
06:15It doesn't know that these paths are underneath it.
06:18So, we have to tell the Extrude NURB to look pass the null to the paths that are below.
06:23On the Extrude NURBS under the Object Properties is the Hierarchical button.
06:27When I turn that on, I now get the word HELLO and this will render.
06:31If I click the Render in Active View, I can now see the word HELLO.
06:35Now, let's zoom in on that word on the edges here and there's a very important thing I
06:40want to talk about, and that's the transition on the edges of the word.
06:44Let's click on the Render in Active View button.
06:47And one of the things you'll notice about this type is that at the transition from the
06:51face to the top, it is extremely razor sharp.
06:56That is a dead giveaway that the type was generated in the computer.
06:59Now, you're probably thinking, of course, it was generated in the computer, it's CINEMA 4D type.
07:02But, when you render things out you want people to have the illusion that they feel like real objects.
07:08And a sharp edge like that just doesn't exist in a real world except on a scalpel.
07:13And so, what we want to do is create a little bit of a transition from the face of the type
07:16to the top edge of the type.
07:18And the way we do that is by using the Caps option on the Extrude NURBS.
07:21So let's select the Caps and go to the Start Cap, that's the front face here, and I'm going
07:26to change it to Fillet and Cap.
07:28And I get this really big bevel and that's not necessarily what I want.
07:33Big bevels are kind of going out of style now.
07:35So I want to change it to a nice small bevel, and the way I do that is adjusting the radius.
07:39Let's change that to a Radius of 1.
07:41And now I've got a nice tight bevel.
07:44And I'm going to add one more level of step to it.
07:48If I change the steps, let's change that step to say 5, this is going to be too round.
07:53But you'd notice if I zoom in on that, you can see it gets a very rounded look to it.
07:57You can see that round transition there.
07:59I don't want five steps.
08:00I want just two and that's going to give me a nice soft transition, that's not round filling.
08:05Now when I back out, the difference between having that razor edge and having an edge
08:10that has a smooth transition is that you get these great highlights on the edge.
08:13If I hit Command+R, which is the same thing as hitting the Render in Active View button,
08:17it's Ctrl+R on the PC.
08:20You can see now that I have these great edges on my letters and you could see it's picking
08:24up those highlights nicely.
08:26That creates a lot of visual interest in your type.
08:29Working with type from Illustrator in CINEMA 4D is a really straightforward process and
08:33it's a crucial part of every motion graphic artist workflow.
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3. Modeling with Polygons and Splines
Modeling workflow overview
00:00Modeling objects in CINEMA 4D is really about breaking down the task into some manageable chunks.
00:08This is the object we're going to be creating, a speaker cabinet.
00:11And if I were to try and just start modeling elements of the speaker randomly, I wouldn't
00:16be able to fit them together in a logical way.
00:18So we're going to approach this process by starting with the speaker cabinet, then creating
00:23the tweeter, then creating the woofer element that goes inside the cabinet.
00:29By creating the cabinet first, it gives us a framework that we can then use to judge
00:34the size of our objects.
00:36Sometimes when I am modeling objects I work from a direct sketch that has all the proportions
00:41I need, but other times, I model from scratch.
00:44If you do model from scratch, you have to approach it in a logical fashion, by doing
00:48that, you set yourself up for success.
00:51So let's close the Picture Viewer.
00:53And this is the same file that generated the rendering you just saw.
00:57I've hidden all the Environment objects under this single null object, so I'll just twirl that closed.
01:02This is the hierarchy that we're going to be creating.
01:06We've got a Tweeter object and we've got a Cabinet that contains something called a Boolean
01:12object, a Cube that is the outer shape of the cabinet, and a Cylinder.
01:17Let's hide these other objects.
01:18I'm going to twirl this close ; we'll come back at those.
01:21Hold on the Option key or Alt key on the PC, click twice and then drag straight down to
01:26hide all those other objects.
01:28What's going on is this Boolean is actually cutting a hole inside the cube.
01:32If I disable the Boolean, you can see I actually have a Cylinder and this Cube object that
01:38are there together.
01:40And when I turn on the Boolean, the Boolean cuts a hole in that.
01:43And I don't normally use Boolean objects except for a situation like this.
01:47I know the cabinet is not going to be moving or animating and I can safely cut that circular
01:51hole in there to get room for my woofer.
01:55So let's reveal the Woofer Cone.
01:57The Woofer Cone is created with something called a Loft NURBS and that's a series of
02:01splines that are skinned together to create this shape.
02:05The reason I did that is if I want to go back and animate the woofer and have it be pulsating with the music.
02:11I can simply take one of these circles here for example, and I can animate that circle right here.
02:18And you can see that by animating that circle, the Woofer Cone has the illusion of pulsating,
02:24and that's going to give the speaker a lot of energy when it comes time to animate.
02:28Next up, is the Cone Center which is just a simple sphere and that sphere is in the
02:32same location as the center of the Woofer Cone.
02:35And then I've got the Ring bolts and let's reveal those.
02:39I'm holding down the Option key or Alt key on the PC, and clicking on both of these dots
02:43at the same time, and that reveals everything.
02:47Ring bolts are just a series of cylinders underneath an Array object.
02:51An Array creates an arrangement of objects around the central axis.
02:55And then the Woofer ring itself is just a simple Sweep NURBS and I've got a circle and a rectangle.
03:01And the great thing about building it with a Sweep NURB is that if I want to change the
03:05diameter at anytime I can adjust the Radius of the circle by scrubbing this value here.
03:10I'll undo that, Command+Z or Ctrl+Z, and I can also change the shape of that by adjusting
03:15the rectangle here.
03:17And I can go and change the width and height.
03:20I can make it thicker, I can make it thinner, I can also make it wider as well.
03:26So hopefully, this gives you an idea of the modeling process and how you can plan ahead
03:30for creating the geometry that you need for your objects.
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Building the cabinet with polygons and Booleans
00:00The first step in our process of creating the speaker cabinet is to start with the speaker cabinet itself.
00:05I'm going to add a cube to the scene.
00:06And this cube is going to be the foundation for our whole model.
00:11Before I make it editable and start chopping on it with the Knife tool, I want to do a
00:15couple of things.
00:15First thing I want to do is change the aspect ratio of it so that it more closely matches our cabinet.
00:20So let's take the Size X and make it about 530 units.
00:23And I'm hitting the Tab key, change the Y to be 700, and then I'm going to change the Z to be 270.
00:31That's going to give us the right shape for our speaker cabinet and depth as well.
00:34Now, I want to change the filleting on the speaker.
00:38Let's back out just a bit.
00:39A cube by default has these very sharp defined edges.
00:42They don't pick up highlights when you shine a light on them.
00:45And objects in the real world that have corners on them and edges have little transitions
00:50from the face to the side that pick up light, and that really does a lot to make an object look more real.
00:56So let's change the filleting on this cabinet and I'm going to turn it on first.
01:00Now, the default values are too round in this case.
01:03So let's start off by making the Fillet Radius about 4 and the Fillet Subdivision, 2.
01:08And that's going to give us a really nice transition.
01:10And you can see it's already picking up highlights just from the Editor View Lighting that we're seeing here.
01:16Next, we want to create the Boolean that's going to generate the opening in the front
01:20of the speaker cabinet so the woofer can poke out.
01:23And a Boolean object is a mathematical way of adding and subtracting objects.
01:29It's not something I normally use when I'm modeling, unless I know that the object itself
01:33isn't going to be deforming.
01:35If I were trying to make a dancing speaker cabinet, I wouldn't use Boolean object.
01:39But this speaker cabinet is really just going to be sitting there so I don't have to worry
01:42about weird deformations and Boolean objects make very strange geometry sometimes, and
01:47so I try to avoid them when I'm modeling.
01:49But this is an instance where it's going to work out just fine.
01:52A Boolean object exists under the modeling Objects and let's add it to the scene.
01:56The way the Boolean works is that it has a logic to it.
01:59The Boolean Type defines that logic and we've got A subtract B as the default, and this
02:03is exactly what we need.
02:05You can see there are other options here.
02:06The A subtract B indicates that there is going to be two objects underneath here.
02:11The Cube is going to be the A object and we need a B object.
02:14The B is going to be a cylinder that's going to cut a round opening in the front.
02:18So let's add a Cylinder to the scene, and let's change the Orientation to be Z, or +Z
02:24or -Z, it doesn't matter in this case.
02:26And then I'm going to make the Radius to be 200 units and that's about the same diameter
02:31as the woofer we're going to be creating.
02:33Now, our Cylinder is sitting right in the middle of our cabinet, so let's drag it on
02:37its Z-axis and move it out a little bit.
02:40And I'm going to move it down into position.
02:43The woofer on this cabinet is going to take up about the lower two-thirds and let's navigate
02:47over a little bit and zoom in just a little bit more.
02:51You can see that it's about in the right space.
02:53So the way the Boolean object works is I'm going to take the Cube and put it in the A position.
02:57I'll take the Cylinder and drop it down into the B position and instantly I get a hole.
03:02Now, you notice this is all live.
03:04If I change the cylinder into the A position, you'll see that it cuts the cube out of the cylinder.
03:10But that's not what we want so I can always just switch it back.
03:12I'll put the Cube into the A position.
03:14Remember the Boolean always work in an A-B.
03:18Now what I'll do is move the Cylinder back into position so it's sticking just a little
03:21bit out of the front of the cube.
03:24And I don't want to go too far.
03:25I want to have it sticking just out of the face.
03:28That gives us just what we want and now we've got a nice deep opening for our subwoofer.
03:32Before we go any further, let's save our progress.
03:34So let's go to the exercise files folder in the modeling subfolder and let's call this
03:38speaker working.c4d and then I'll just hit Save.
03:44Now that we've got our file saved, we can move on with the modeling process.
03:48Now, the Boolean makes very strange geometry but we can't see that geometry even if we
03:53go into Polygon mode.
03:54What we need to do is to change our Display Options and this setting in the Display Options
03:59is going to let us see the geometry of our objects.
04:02Under the Display menu, we're going to go to Gouraud Shading with Lines.
04:07Now, the default is Gouraud Shading without Lines, but we're going to turn on Lines.
04:11And you can see that now our object has lines on the surface and you really get a feel for
04:15the geometry of the object.
04:18As you can see the Boolean object is creating these very long triangles on the front of
04:21our object and that's not a very optimum arrangement of polygons.
04:25We're going to be needing to create some slices up in the top area of this cabinet where our
04:30tweeter is going to go and this large polygon on the front is going to make that process
04:34really difficult.
04:35So to correct this problem, I can't eliminate them completely but I can minimize them.
04:40The way I'm going to do that is by using the Knife tool.
04:43Now before I can use the Knife tool, I'm going to select the cube and make it editable.
04:48Now that it's editable, I can switch over to Point mode.
04:51Now my points are very large here and that's because I changed a display preference in
04:54one of the earlier movies in this chapter.
04:57In order to see large points, you're going to need to change that same display preference.
05:02The way I did that was by going to the Options menu and going to Configure All.
05:07And we're going to go to Viewport settings and under where it says Point Handle Size
05:12and Select Point Size, we're going to change those values to 9.
05:15And that's going to give you the exact same size points that I've got here.
05:19Now we're ready to do our slicing.
05:20So let's select the cube and then right-click anywhere in the Editor window to get the Knife tool.
05:25The Knife tool mode by default is set to Line.
05:27We want to change that mode to Loop.
05:30Now that I'm in Loop mode I can come in here and make a cut.
05:33Now, the normal way for the Knife tool to work in Loop mode is to draw a line around the object.
05:39Now, I'm having an issue with my screen capture software that's causing the line not to draw,
05:44but you should be seeing a line traveling all the way around your object.
05:48In this window you can see that these four dots represent where that line would be if
05:52it were traveling all the way around my object.
05:55So when I cut this cube with the Knife tool, it's going to change how the Boolean is behaving.
06:00So let's make a cut with a Knife tool right about here just above where the cylinder is
06:05cutting into the cube.
06:07Now, I don't want it to snap down on top of that cylinder.
06:10Over here in the left-hand side of the interface, you'll notice that this magnet is activated.
06:14That's the Snap settings.
06:15When I grab the Knife tool before, it automatically turned on the Snapping options for me, and
06:20I'm going to turn that off by clicking on the magnet.
06:23Now I can make my cut without having to worry about that snapping.
06:26Before I do that, I want to make sure that I'm not cutting through the cylinder, I want
06:29to cut just above it.
06:31Okay, that's looking pretty good.
06:33I'm going to make a cut right about there.
06:35And as you can see, that totally changes how the Boolean is behaving.
06:38Now I made my cut just a little bit too low.
06:41That's what's causing these triangles here.
06:43I can fix that by moving the edges up.
06:46So let's undo that and then make our cut just a little bit higher up on the cube.
06:51And you can see that when I make this cut, it isolates the geometry to just this area,
06:56and that really changes the way the Boolean object behaves and that's just what I need.
07:00Now I need to make just a couple more cuts up in the top area for the tweeter opening.
07:04I'm going to make a cut right about here and then right about here.
07:09And then I need to make some cuts along the X-axis for the tweeter opening as well.
07:14So the first cut I want to make is going to be right in the center of the cabinet.
07:17Now, I could eyeball it but an easier way to do it is to use just a little bit of math.
07:22So I'll just make a cut anywhere and don't worry about any geometry that it gets created.
07:26We're going to fix that.
07:28Now what I want to do is to select all the points that resulted from that cut.
07:32So let's switch over to the Rectangular Selection tool and then make sure to uncheck Only Select
07:36Visible Elements, that's very important.
07:39That's going to allow me to select objects all the way through.
07:42Now when I middle mouse click to get to the Four-way View, I can draw a selection around
07:46those points in the front view.
07:48And then when I go back to the Perspective View and orbit around, you can see that I've
07:51selected all the points, all the way through to my object and that's really important.
07:55Now I can use the awesome power of the Coordinate Manager to change where those points show up.
08:00Now, the Coordinate Manager is used for changing where your object is in space, but it can
08:04also be used for manipulating the elements that make up your object.
08:09And it's very important in the modeling process.
08:11The first thing I want to do is change the pull-down here from Object Relative to World.
08:18And then I want to change where they are in the X-axis.
08:20Right now they're showing up at -50 on the X-axis, let's change that to zero, and you'll
08:25see that those points are going to jump right to the center of the cube.
08:28Now I can make two more cuts for the opening of that object.
08:31So let's switch to the Perspective View.
08:33I'm going to hit the letter K for the Knife tool.
08:35I'm going to make two cuts along the X-axis; one about here and then one more about here.
08:40Now, you notice I didn't worry about where I made them, that's because I'm going to use
08:43a little bit of math again to correct their position.
08:46So let's select those points again.
08:48Let's switch to The Four-way View and then we'll go back to the Selection tool.
08:52I can just hit the Spacebar, that's going to get me right back to my Rectangular Selection.
08:56Now I can draw a selection around both of those loops of points.
08:59Now you can hold down the Shift key when you grab the second ring of points.
09:03And as I orbit around here, you can see that I've selected all the points all the way through the object.
09:08Now what I want to do is change both the position and size of these and I'm going to use the
09:12Coordinate Manager to do that.
09:14If I go in the Coordinate Manager and look at the X-axis position, you can see that they're
09:18not lined up with Y.
09:20Let's switch to the Front view.
09:21I'll middle mouse click in the front view.
09:23You could see that the axis point is just a little bit offset from Y.
09:25If I just drag it over here, you can see that that X value changes down in the Coordinate Manager.
09:30So now, if I change that value to be zero, I know that these two rings of points are
09:34going to be lined up exactly on the Y-axis so that they are completely centered along this axis here.
09:41Now what I want to do is create the size of the opening using the Coordinate Manager and
09:46I want to create a nice big opening for my tweeter, because I got a nice big tweeter,
09:49it's going to go right in there.
09:51So let's hit T on the keyboard to get to the Scale tool and I'll click on the X-axis only
09:55and I just drag to the right to scale that up.
09:59Now I can do the exact same thing vertically by switching back to the Selection tool and
10:03drawing a rectangle around these two loops of points.
10:07And then using the Scale tool, I can scale that opening up just on the Y-axis.
10:12I can also move it down just a bit, I'll hit E on the keyboard to get the Move tool and
10:17then drag that down.
10:19That way, the tweeter is not too close to the top of the cabinet.
10:22This is the space that the tweeter is going to occupy here, this little rectangle.
10:26Now, I'm not concerned about this opening here or this opening here.
10:29I'm only concerned about the opening in the middle.
10:31But I think that's a pretty good size for the tweeter compared to the woofer down below it.
10:35So let's middle mouse click to get back to the Perspective View and I think we're doing pretty good.
10:39The last thing I want to do is to delete these polygons on the front of the cabinet.
10:44So let's switch over to Polygon mode, then we'll go to Live Selection tool and grab just
10:49those two polygons and hit Delete.
10:52Now I've got an opening for my tweeter.
10:54And you're probably asking yourself a very important question at this moment, Rob, how
10:58come you didn't just use another Boolean object for the tweeter?
11:01Well the answer is that because this is going to be a rectangular opening, it's much easier
11:06and cleaner to do these cuts with the Knife tool and just delete the polygons than use a Boolean.
11:11The Boolean object is going to give you a very ugly geometry.
11:15And we've already got one Boolean in the model already and I didn't want to compound things
11:18for this model by using a second Boolean object.
11:21So that's the first step in the process for creating the cabinet on our speaker.
11:25Now we can move on to modeling the tweeter.
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Modeling the tweeter with Extrude and Extrude Inner
00:00Our speaker cabinet is coming together.
00:02Now we're ready to create the tweeter that's going to be right here in the top area of the speaker cab.
00:08Let's start off by creating a Cube.
00:10I'm going to move that cube up into position on the speaker and let's do that in Front view.
00:16The rectangle that is defined by these four lines right here is where I want my tweeter to sit.
00:22So I'm going to put that up about in the center of that rectangle right there.
00:26And then I'm going to use the Object Properties of the cube to change the size of that.
00:30So I'm scrubbing the X value.
00:31Let me get it above that large, so about 340 units there.
00:36And then on the Y, let's scrub it down.
00:40I'm going to change it to be about 116 on Y.
00:43As I move it in there, you can see that it's a little bit tight on the opening, so let's
00:47change that to be about 120.
00:50All I really care about is that there's a little bit of overlap on that hole, so let's
00:54switch back to the Perspective View.
00:57Orbit around here.
00:58Let's move that into position.
01:00That's going to go right about there.
01:02You can see it covers the hole nicely and that gives us a great start for a tweeter.
01:06So let's hide the cabinet and focus just on this one object.
01:10So I'm going to hold down the Option key or Alt key on the PC and click twice on these
01:14gray dots; one, two.
01:16That's going to hide the Boolean object and now I can focus on the tweeter.
01:21So let's rename this object and call it Tweeter.
01:25And now, we can make it editable.
01:26So I'll hit the letter C on the keyboard, and I can also hit this Make Object Editable
01:29button here which is now grayed out because I've already made it editable.
01:33So now, let's zoom in on that tweeter.
01:36What we want to do to create the tweeter is to create an inset of these polygons here
01:40that we can then push into the tweeter object.
01:43To do that, we're going to use the Extrude Inner tool.
01:46So let's start off by hitting the Extrude Inner tool and I can right click in the interface
01:50and grab Extrude Inner.
01:53And I want to first select this polygon.
01:55So let's hit the Spacebar to get to the Selection tool.
01:58Select that polygon on the front.
01:59If you're not in Polygon mode already, make sure that you click in Polygon mode over here
02:02in the left-hand side.
02:05And now I can select that polygon and then hit the Spacebar to get back to the Extrude Inner tool.
02:09And now, I can click and drag to the left and when I do that I'm going to get an inset polygon.
02:14Now, I'm not quite sure if that's the right depth for that, so I'm going to undo that
02:18to get back to the original polygon.
02:20I'm going to drag and make it a little bit thicker, so probably about there.
02:25Let's, zoom in on it just a bit and I'm going to create one more inset.
02:30That inset is going to become the actual indentation for the tweeter.
02:35This first inset that I created is just going to create the lip.
02:39Now, I can create that inset by dragging in and this one I'm going to drag way in to about here.
02:45Now, this is the right size on the Y-axis for the tweeter but it's the wrong size on the X-axis.
02:50Let's get the Scale tool out, hit the letter T on the keyboard and I'm going to drag to
02:55the right on the X scale and square this up.
03:00Now, I'm going to eyeball it to get it about square and I think that's pretty good right there.
03:05Bring it in right about there.
03:08So you can see now we've got this kind of triangular shape on the front of this device
03:11that's going to allow us to push in.
03:13If I switch the Move tool, E on the keyboard, and drag that in, you can see our tweeter
03:19now has that depth and it creates just the right size box.
03:24If I render this right now, Command+R or Ctrl+R on the keyboard, you can see that my tweeter
03:29really doesn't have a lot of definition to it.
03:30It's very smooth on the inside.
03:32That's because CINEMA 4D is creating a falloff on the surface's object based on the angles here.
03:39In order to correct this problem I'm going to need to do some knife cuts.
03:42So let's switch back to Point mode and right-click to get the knife tool.
03:46And the first cut that I want to make is around the outer edge.
03:49So remember, if you're using your Knife tool and you see a white line traveling around
03:54the surface of your object, that is a normal behavior.
03:56I am getting an error because of the screen recording software I'm using.
04:01It's not drawing that white line correctly.
04:03So if you see a white line on your Knife tool, that is normal and that's what you should be seeing.
04:09What I'm seeing are these four dots here and those four dots correspond to where the white line would be.
04:14So I'm going to make a click about here around the outer edge and then I'm going to do another
04:19one on the inner edge right here.
04:21So let's click right about here.
04:24And what that does is define the edge of our tweeter.
04:28If we do another rendering, Command+R or Ctrl+R on the keyboard, you can see now we have a
04:32really great definition for the outer box.
04:36I still don't have a lot of definition on the inside here.
04:39To correct that, we're going to need to do a little bit of selecting.
04:43Let's switch over to Edge mode here and we're going to do a really quick selection of some edges.
04:49The tool that I want to use to select the edges is going to be the Path Selection tool.
04:54So if I go to the Selection menu, I'm going to select Path Selection.
04:58The way the Path Selection tool works is that it allows you to draw selected paths.
05:03So I'm going to click and drag.
05:05You can see as I do that it highlights the paths that I want to draw on and when I let
05:09go, those paths are selected.
05:11You may be seeing highlighted paths on yours and I'm not because of that screen capture software again.
05:17But I can tell that those paths have been highlighted or selected because they have gone invisible.
05:22So let's orbit around here.
05:23I'm going to hold down the Shift key and click and drag to the right. Here we go.
05:29That selects that one.
05:29Now, what I want to do is repeat that process all the way around.
05:34So let's take that one and go down here.
05:36I'm holding the Shift key down to make sure that I add to the selection.
05:39I want to grab all these edges at once.
05:42And I'll draw a path down there and then let's orbit around to the other side.
05:47Let's hold down the Shift key again and add to the selection.
05:51While I'm here, I'll get this one too. Here we go.
05:56Let's orbit around now.
05:59And then I'm going to hold down the Shift key and grab that path right there, and that
06:05one right there, I missed it.
06:07And then grab those edges right there.
06:11Once you're done, you should have all the edges selected that make up that contour of
06:16the interior of the tweeter and the outside of the box.
06:20What I'm going to do next is use the Bevel tool.
06:23If I right-click on the interface and go to Bevel.
06:26When I drag to the right, that's going to create a bevel.
06:31And I don't want to make it too thick.
06:32If I bevel it too much, I end up with this crazy rounded tweeter.
06:35What I want to do is just drag it to the right just a little bit.
06:38Now, of course, if I mess up I can always undo.
06:42And then I'll click and drag again.
06:44Now, you want to be careful when you click and drag.
06:45If I click multiple times and drag multiple times, I'm going to end up with these weird
06:49bevels like that.
06:50I don't ever want them to cross like that, so I'll undo twice.
06:54And I'm just going to click and drag to the right and bevel it just like that.
06:58If I render this right now, Command+R or Ctrl+R on the keyboard, you can see we have a nice
07:03definition around the edges.
07:04We got a nice definition on the interior and I think we're in great shape.
07:09I do want to make one more cut with the knife tool right here, so let's switch to Point mode.
07:13And I'll get the Knife tool by hitting K on the keyboard and I'm still in Knife Loop mode
07:18and I'm going to make a cut right down here near the base.
07:20And when I do that, that's going to define the center of the tweeter.
07:24Let's do another Command+R or Ctrl+R on the PC.
07:28There we go, now we've got a great looking center for that tweeter.
07:32The process of making of a tweeter object like this really centers around the idea of
07:35starting with that base object, creating the insets, and then pushing and pulling on the
07:39polygons until you have just the shape you want.
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Creating the speaker cone using Loft NURBS
00:00Now that we've got a great looking tweeter for our speaker, we can start on the woofer
00:03cone that is going to sit in the main part of the cabinet.
00:07So let's back out just a bit and I'm going to reveal the Boolean object.
00:12I'm holding down the Option or Alt key on the PC, and I'm going to click once on these
00:16dots here and that's going to reveal the Boolean.
00:19You can see the tweeter fits nicely in that opening we created for it.
00:23Now we can concentrate on this area here which is where the woofer is going to go.
00:28To create the woofer, we're going to use something called the Loft NURBS and a Loft NURBS is
00:32a very special type of NURBS object that creates a skin based on the position and shape of splines.
00:39So to create my woofer, I'm going to need to start with a circular spline.
00:43So let's go to the Spline objects and grab a Circle spline primitive.
00:47Now, I want to get that circle in the exact same position as this cylindrical opening.
00:52To do that, I can use a little bit of math or I can use a cool trick.
00:56If I take the circle and parent it to the cylinder object and then go to the Coordinate
01:01Properties, I can use CINEMA 4D's default behavior of relative position to get that
01:06circle in the same location as the cylinder.
01:09So to do that, I'm going to go to the Coordinate Properties on the circle and then zero out
01:13the X, Y, and Zs.
01:15And so, when I do that, you can see now the circle is exactly in the same position as the cylinder.
01:21Let's take it out of that hierarchy now.
01:22I'm bringing it up here to the top.
01:24Now we can start to build our woofer.
01:28All this other stuff is getting in the way a little bit, so let's hold down the Option
01:30or Alt key again and click twice on these gray dots, boom, boom, and then the same thing
01:35for the tweeter, boom, boom.
01:37Now we can focus just on the circle.
01:40The Loft NURBS needs to have multiple splines to create the skin and we want to have insets
01:45of these splines in exactly the same location.
01:48We're going to use a really cool feature that's going to allow us to use a Scale tool to change
01:52the size of the spline and create a copy at the same time.
01:56I'm in Point mode, so let's switch back to model mode.
01:58I'm going to hit T on the keyboard and that's going to bring up the Scale tool.
02:03With the Scale tool selected, if I hold down the Ctrl key, and click and drag at the same
02:09time, not only am I scaling the spline but I'm making a copy of it as well.
02:14So I'm going to make three more copies using this technique, so there is one and then I'm
02:18going to Ctrl drag again and this time, I'll make the next one there and then I'll do one
02:24more that's inset from that one.
02:26That's pretty good right about there.
02:28So you should end up with four splines that are all inset from one another based on that outer edge.
02:35Now what I can do is to put these under a Loft NURBS.
02:38Let's go to the NURBS objects and we're going to grab a Loft NURBS.
02:42The Loft NURBS creates a skin based on the splines that we put under it.
02:47So let's take these splines and then let's name them in order from the outward to the inward.
02:52We can call it number 1, and then I'm going to arrow up, and change the name of that one
02:57to number 2, hit the Up Arrow again and change that to 3, Up Arrow again and change that to 4.
03:03So what we want to do is to reverse the order of these guys so that the 4 is the last one
03:08and the 1 is the first one.
03:09So let's take that and just go 1, 2, 3, 4, there we go.
03:15Now I can take these splines and place them under the Loft NURBS.
03:18And when I do that, you see I get eight new mesh and that mesh is based on the position.
03:24Now, all these splines are in the same location, so the mesh is kind of overlapping.
03:28So now what we can do is start to shape our woofer cone.
03:31So let's start with number four.
03:33The number 1 we're going to leave in the same location.
03:35I'm going to grab number 4, and then take that with the Move tool and move it on the Z-axis back.
03:42Here we go.
03:44And then I'll take number 3 and move it back as well until it is just outside.
03:50You see that I've got a cap there and that's being caused by the Object properties on the Boolean.
03:57And I don't want to have a cap on my object, so I slip for the cap.
04:00I do want to have a Back Cap, but I don't want a Front Cap.
04:02So let's go to the End Cap and change that to None.
04:05Now, I guessed wrong and that created an opening on this end.
04:09So what I want to do is change that one back to Cap and change this one to None.
04:14Now you can see that our cone is taking shape.
04:17So that was 4 and 3.
04:18Let's just change the shape on 3 just a bit.
04:20I want to have a little bit of an inset right there and our speaker cone looks fantastic.
04:26The cool part about this is that if we want the speaker cone to pulsate, we can take splines
04:313 and 4 and just have them pulsate by animating their position and we can create a little
04:37boom, boom action.
04:39So I'll undo that to get them back to their original position.
04:43Now we can reveal the Boolean Object and see how our speaker cone looks compared to the model.
04:49So let's hold down the Option or Alt key and click once on those guys.
04:52And you can see there it is in position.
04:55Now, it's too far into the models.
04:57Let's take the splines and then hold down the Shift key to select all of them.
05:03And then I'm going to move them on the Z-axis so that they are out here at the outer edge.
05:08I'm just going to eyeball them into position.
05:10That's pretty good just like that.
05:12So you can see our speaker is really starting to come together.
05:14We can now turn on the tweeter as well holding down the Option or Alt key and clicking on
05:19those gray dots.
05:20Now we're ready to create the bracket that's going to hold the woofer in place.
Collapse this transcript
Creating the cone bracket using Sweep NURBS
00:00Now that we've got our subwoofer in position, we can make the bracket that's going to frame
00:04it on the outside of the speaker and give it a little more fit and finish.
00:08The bracket itself needs to match up with the subwoofer.
00:11So the starting point for it should be one of the splines that makes up the subwoofer.
00:15I'm going to grab spline number 1, which is the one that's on the outermost edge and Ctrl
00:20drag a copy of it.
00:21So I hold down the Ctrl key and drag a copy of it up.
00:25And this is going to be now our starting point for that bracket.
00:29Now, what I want to do is to create a Sweep NURBS that's going to create a profile that
00:35goes all the way around the outside of that.
00:38Step one is going to be to add to Sweep NURBS to the scenes, so let's add a Sweep NURBS.
00:42I'd like it to be in the same position as the bracket itself which is in the same position as that spline.
00:48So I'm going to start of by taking the Sweep NURBS placing it underneath that spline and
00:52going to the Coordinate Properties and zeroing out those values.
00:55So let's go to zero, zero, and I'm hitting the Tab key to get through those fields.
01:02Now that it's in the same location, I can take that and drag it out.
01:06And I'll now take the original spline and make it a child of the Sweep NURBS.
01:10Remember the way the Sweep NURBS works is it needs two splines to operate and the shape
01:15that I want to have around the speaker cone is going to be essentially just a rectangular bracket.
01:20So let's go to the spline objects and grab a Rectangle Spline.
01:26The Rectangle spline, I'm going to drag as a child of the Sweep NURBS.
01:30Now, when I do that, I'm going to get this really large cylinder and that's going to
01:33change in just a moment.
01:34Before I do that, I want to zero-out its position.
01:36I'm going to take this position and go zero and zero and get in the same location.
01:41You notice nothing really changed.
01:42I just like to do that to keep them in the same location.
01:45Now, I can go to the rectangle and start to shape it up.
01:48So I go to the Object Properties on the rectangle and start off by making the Width a little bit smaller.
01:54I think it's going to be right about there, right around the 36 mark.
01:58Let's go to the Height now, and change that down and have it be substantially thinner.
02:04So let's make the Height about 10 on the height and about 36 on the Width.
02:09And I think that's pretty good.
02:11Let's zoom-in a bit and take a look at that.
02:13You can see there's a very hard edge on our bracket.
02:17We want to give it just a little bit of a bevel.
02:18And the way we're going to do that is by going to the rectangle and changing the Rounding settings.
02:23Now, when I add a rounding, you're going to see it's going to give it a very round edge
02:26and I don't want quite that much, so let's the change the Radius from 5 down to about 1.
02:32There we go.
02:32Now we've got a nice round edge.
02:34If I hit Command+R or Ctrl+R on the keyboard, that's going to render the frame.
02:38You can see that I've got a really nice highlight being pick up by that.
02:41Now, one of the things you may have noticed about the speaker bracket and also about the
02:46cone itself is that I can see a little bit of faceting around the edges and that's because
02:51of the intermediate angle of the splines that I'm using.
02:55Let's go to the circle spline that's underneath the Sweep NURBS and change the intermediate
02:58Angle from five to zero.
03:01And when I do that, that's going to give me a much smoother spline that gives me many
03:05more rotation values around this axis.
03:09And when I render that, Command+R or Ctrl+R, you can see I no longer see that faceting.
03:13Let's do the same thing for each of the splines in the Loft NURBS.
03:17I'm going to draw a rectangle around all of those and we'll change that value all at once.
03:21Let's change the angle from 5 to 0, and that's going to give us a much smoother Sweep NURBS.
03:27If I hit Command+R or Ctrl+R again, we'll be able to see that we have a great looking cone there.
03:32So you can see making the bracket was really easy.
03:35The key to the process was get in the Sweep NURBS and using our existing Loft NURBS spline
03:40as a starting point.
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Applying finishing touches and organizing the hierarchy
00:00Our speaker cabinet is just about finished.
00:03Before we adjust the hierarchy, there's a couple of little finishing touches we want to add.
00:07We need to have a little dome here in the center of the speaker cone.
00:10And so to create that, we're going to add a sphere to the scene.
00:14Now that sphere I'd like to have in the exact same position as the very last spline in the
00:19hierarchy which is this number 4 spline.
00:21So let's take the Sphere and parent it to that spline right there.
00:26And under the Coordinate Properties, I'm going to zero out its position, so zero tab, zero tab, zero.
00:33And now it's right on the same location.
00:34Now, what I can do is adjust the size of that and I'm using the orange handle here.
00:40What that changes is the radius value.
00:42Now, I can scrub the Radius value or I can just visually adjust it with that orange handle.
00:47What I wanted to do is to line up with that inner cone, and there we go.
00:53So it's right at the edge.
00:54It creates a nice blend.
00:56And now I can take that cone and just put it back just a bit and expand it outward just a hair.
01:03There we go.
01:03Now, when we render that, Command+R or Ctrl+R, you can see that we have a great looking cone
01:07on top of our cone.
01:09So let's back out just a little bit.
01:11The great thing about this arrangement is if I take this number 3 and number 4 and I'll
01:16parent them together, now I can take that and animate its position and I get this great
01:22movement on the subwoofer, and all of it moves together.
01:25You notice that the Sphere can exist under the Loft NURBS without interfering with it.
01:30Everything stays live.
01:30You can make changes to it.
01:32It also presents you with some interesting animation options too.
01:36Let's undo that to get it back to its original position.
01:38The last thing we need to do is to add the little rivets that are going to go around
01:42the outside of the bracket.
01:44So let's start of by creating a little bit of a cylinder.
01:47And it's a little too big right now, so let's change the Radius by grabbing that orange handle there.
01:52It's in the same location as everything.
01:54Let's change the Height to about 50 for now.
01:58We'll come back to the radius later.
02:00Let's hide all of our other objects.
02:01Let's close the hierarchies here.
02:04I'm going to hold down the Option or Alt key and I'm going to click twice on the Sweep
02:08NURBS, hold, and then drag downward to paint, and that's going to hide everything.
02:13And now, I can create the array.
02:16Let's add an array object to the scene and take our cylinder and add it to the array.
02:20And I think that's probably a good number.
02:22We've got I think eight of those.
02:24And if I go to the cylinder itself, I can take the height and make it a little bit skinnier
02:31and then make it a little bit thinner that way. There we go.
02:35The other thing I want to do is on the top of each cylinder, I want to bevel it.
02:39So if I go to the Cylinder options and go to the Caps option then turn on Filleting.
02:43That's a little too round so I'll go to the Radius and drag that downward.
02:48And then I'm going to change the Segments from 5 to 2.
02:51And then let's adjust the Radius a little bit more. O ops!
02:54I accidentally click and held down and it changed to thicker.
02:57So I'm going to change that manually by highlighting the text and typing in the number 1.
03:02So now let's back out a bit again and we can rotate this whole array now.
03:06So select the Array object and hit R on the keyboard to bring up the Rotate tool.
03:10And when I grab the X-band here, I'm going to click and drag.
03:13And I want to hold on the Shift key, that's going to constrain the motion of the rotation
03:18to even increments and I'm going to set it on 90 and that's perfect.
03:23Now what we want to have is this Array in the same location as our Sweep NURBS.
03:27So let's hold down the Option or Alt key to reveal the Sweep NURBS.
03:31Take the array and place it under here.
03:33Now, this is going to break the Sweep NURBS for a moment and that's okay, we can get it back.
03:38Take the Array, go to Coordinate Properties, and now zero out the position, zero tab, zero tab, zero.
03:46And then we'll take the Array and move it out of the hierarchy and then our Sweep NURBS comes back.
03:51Now we can take the array and adjust its radius and that will get the objects centered up on that bracket.
03:58So let's take those and bring them down into position, so right around 200 units gives
04:04us just what we need.
04:06Now I could take the array and push them in just a little bit.
04:09I'll take that and just back it in just a little bit so they just stick out of the object.
04:14And when I render that, Command+R, you can see I pushed it too far.
04:18So let's hit A on the keyboard to redraw the screen.
04:20Let's zoom in a little bit.
04:21And in fact, let's look at this from the side view, which in this case is going to be the right-hand view.
04:27And let's zoom in on that and then we can push it forward just a bit and that's pretty
04:32good right there.
04:34Now we know they're sticking out just the right amount and we can middle mouse click
04:38to get back and here we are in the Perspective View.
04:41Hold down the Option or Alt key, click once and drag down and then that reveals everything.
04:46And now we can build our hierarchy for the whole speaker cabinet.
04:49Let's start by adding a Null object to the scene and we'll call this one Speaker parent
04:56and take everything and parent it up to that.
04:59So I'll draw a rectangle around everything, drag it and make it a child to Speaker parent.
05:04Now what we want to do is to raise it all up.
05:06So let's grab the Speaker parent, switch to the right-hand view, and make that full screen.
05:10Let's back out so we can see everything.
05:13We want our speaker to sit on the ground plane, which is right here at this blue line.
05:17Let's take the speaker and adjust it upward on the Y-axis, dragging up until it sits on Y.
05:23Here we go.
05:26I can't see that handle anymore, so what I can do is go to the Coordinate Property and
05:29just click a little bit to arrow that up.
05:31And that's pretty good right there.
05:33Just one more click.
05:35And now, we've got a great Y position for our Speaker parent.
05:39Now what we can do is add one more Null object and let's call this one Speaker ground.
05:46And take the Speaker parent and parent it to that.
05:49Now it's very easy to get our speaker to sit on the ground.
05:52All I ever have to do is zero out that Y position.
05:54So, for example, let's switch to Perspective View and we have our speaker cabinet animating
05:59and dropping down at the floor.
06:00All I have to do is change that Y value to zero and it's always going to sit nice and
06:04flushed on the floor.
06:06So there you go, our speaker cabinet is all done.
06:09We didn't focus on lighting or texturing in this movie, but you can take a look at the
06:13finished file to get the examples for how to create the textures and lighting for the
06:18rendering that I showed you at the very top of this chapter.
Collapse this transcript
Conclusion
What's coming next
00:00So that's it for C4D Essentials: Polygons and Splines.
00:04In the next course, C4D Essentials: Cameras, Animation and Deformers, we'll take a look
00:08at the camera object and how to look at your scenes in a dynamic way.
00:12We'll use keyframes to make your objects move and we'll manipulate them using deformers.
Collapse this transcript


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