navigate site menu

Start learning with our library of video tutorials taught by experts. Get started

CINEMA 4D Essentials 3: Cameras, Animation, and Deformers

CINEMA 4D Essentials 3: Cameras, Animation, and Deformers

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. Cameras, Animation, and Deformers focuses on the basics of animating in CINEMA 4D, including setting keyframes, moving the camera, and adding movement and interest with deformers. Rob shows how to use these tools to manipulate animations with curves, create varying depth of field and smooth shots, and create warped type and shapes.
Topics include:
  • What is a keyframe?
  • Working with the F-Curve Manager
  • Pausing an animation
  • Working with the Editor Camera vs. the camera object
  • Adding movement with a spline wrap
  • Creating custom shapes with the Melt deformer

show more

author
Rob Garrott
subject
3D + Animation, Character Animation, Visual Effects
software
CINEMA 4D R14
level
Beginner
duration
1h 46m
released
Sep 13, 2012

Share this course

Ready to join? get started


Keep up with news, tips, and latest courses.

submit Course details submit clicked more info

Please wait...

Search the closed captioning text for this course by entering the keyword you’d like to search, or browse the closed captioning text by selecting the chapter name below and choosing the video title you’d like to review.



Introduction
Welcome
00:04Hi! I'm Rob Garrott.
00:05Welcome to Cinema 4D Essentials Cameras Animation and Deformers.
00:09The 3D animation process is a really interesting combination of both cinematography and traditional
00:142D animation techniques.
00:16Understanding how your objects look through the lens and how they move through the scene
00:20in your 3D space is really important to communicating with your audience.
00:24In this course, we'll start off by introducing the idea of a keyframe, how to create them
00:28and how to make objects move through the scene.
00:30Then we'll examine the camera object and how it allows you to view your scene as well as
00:34control images elements like Depth to Field.
00:37Finally, we'll use deformers to modify objects and create complex movements with just a few steps.
00:42Whether you're creating visual effects, character animation or motion graphics; looking through
00:46the lens while animating your objects gives you complete control over your 3D world.
00:50So let's get started with CINEMA 4D Essentials Cameras, Animations, and Deformers.
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.
00:06I 'm working with them on my Desktop and the files are organized in the subfolders that
00:10go with each chapter.
00:11Inside each subfolder will be the files used in that chapter and you'll notice that the
00:15files in each chapter's folder will be different based on the needs of each chapter.
Collapse this transcript
1. Keyframes and Animation
What is a keyframe?
00:00The word keyframe is a term that is used all the time in computer animation, but it has
00:04it's origins in traditional animation.
00:08When an animator draws an animation on paper, rather than try and draw all the frames at
00:12once, he'll draw out something called a keyframe and that's an important moment in a cycle
00:18of movement for a character.
00:20And that's where the terminology comes from.
00:23A keyframe is an important moment in time.
00:26That's the same for traditional animation and it's the same for computer animation.
00:29Now, I'm here in AfterEffects and I've got this little scribble character that I've drawn
00:34that is going to be jumping up in the air and then landing back on the ground.
00:38In this first composition I've got just the key moments in the animation drawn out.
00:44So you can see he's going to start with his hands up in the air, he'll squat down and
00:49then he'll squat down a little bit further in anticipation of his jump up and he'll jump into the air.
00:55He'll hit the top of his jump and then he'll anticipate falling back down to the ground again.
01:01Now, if I do a RAM preview this, I'll hit 0 on the numeric keypad.
01:06You can see that all the moments of the jump are there and it looks like our little guy is doing his thing.
01:12But you can see that the animation is really not very fluid or smooth.
01:15In this next composition, I now have all of the frames in the animation drawn out, not
01:20just the keyframes.
01:21And in fact, I've got the keyframes highlighted red here.
01:24Let's scroll up here a bit.
01:26You can see there's a lot more frames to this animation than there were before, and the
01:30reds are just what we saw in the previous RAM preview.
01:33So let's make that a little bit bigger.
01:35I'm going to change my view to Fit up to 100%.
01:38Now I'm going to hit 0 on the numeric keypad to RAM preview and as you can see now our
01:42guy is jumping up in the air and all the key moments are there, but in between those key
01:46moments are series of frames that add a whole bunch of fluid movement to our cycle.
01:53That's where the personality and the information about what kind of jump he's doing, how the
01:57character moves, they all come from those in between frames.
02:01The keyframes tell us where our character is going to be, that's where that information
02:05comes from is the in-between frames.
02:08Let's switch over to CINEMA 4D let's see what that means in terms of computer animation.
02:13Now I'm going to add a cube to the scene and I'm going to animate this cube travelling
02:18from left to right across the frame.
02:22The first step in animating an object is to determine where it's going to come from.
02:25So let's move this cube over here on the negative X axis.
02:29Now I'm going to click this red button right here that has a key on it, and it says Record Active Objects.
02:35So when I select the cube and switch to the Coordinate Properties, now you can see that
02:38I have these red dots on all the parameters.
02:41Let's undo that for a second, so you can see what was there before.
02:44What was there before were gray dots and those gray dots indicate that that parameter can
02:48be changed in a keyframe, but right now we don't have any keyframes on these parameters.
02:53So, when I Click the Record Button, those dots turn red and now we're parked on a keyframe
02:58at that moment in time.
03:00Now, let's take the Time slider and move it forward in time to the end of the preview range.
03:06Now you can see that those red dots have turned to red circles and that indicates that this
03:11parameter has a keyframe track on it, but were not parked on a keyframe.
03:16So let's take our cube and move it on the positive X axis.
03:19Now, I can click the Record Button.
03:22Now you can see that those parameters have changed again.
03:25They've changed from red circles to red dots.
03:28Let's Undo that and try it again to point out some other interesting facts.
03:31So I'll hit Command+Z or Ctrl+Z on the keyboard and we're still at frame 90, so let's move
03:37that over here to the positive X axis.
03:40When I moved that, I changed the position on the X axis, you can see that this position
03:44X is highlighted yellow.
03:46That indicates to me that the value has changed since the last keyframe.
03:50So, now when I click the Record Button; that is going to set that value into a keyframe.
03:57If I were to move the Time slider before setting that value, then my animation would jump back
04:01to its last setting, in fact, let's see that action happen.
04:04I'll undo to change the keyframes.
04:06Let's move our object to the positive X axis and then if I move the Time slider even one
04:11frame, look, our object jumps back in time.
04:14Now, the reason it jumped back is because everytime Cinema 4D draws a frame of animation
04:19on the screen, it has to evaluate the keyframes that it hasn't seen.
04:23The only keyframe it has is the keyframe that's at time 0, so it puts the cube where the last
04:29keyframe tells it is supposed to be.
04:31So let's move it back over here to the positive X axis, and then set a keyframe using a Record Button.
04:38And now you can see we have an animation path and these series of dotted lines that connect
04:42point A and point B are the animation path.
04:45Now because our object is moving in a straight line, the animation path is straight, but
04:49it won't always be.
04:50Another thing to notice about the Animation Path are these series of black dots on there.
04:55The tighter the black dots are, the slower the animation is going.
04:58The farther apart the dots are, the faster the animation is going.
05:01So you can see that the object starts off slow and then picks up speed, and I'm going
05:06to move this guy off to the right here so we can see it.
05:09You can see that it picks up speed and as it hits its mark at position B, it starts
05:13to slow down again.
05:15Let's see what that looks like in movement.
05:17Now if I move my Time slider, it's going to jump back to the location, that's why I wasn't
05:20worried about moving that cube.
05:21And so now when I hit Play on the keyboard, you can also hit F8.
05:25When I hit Play, you can see my object starts to move.
05:30Sure enough, it starts off slow and finishes slow.
05:36Now that is a default behavior for CINEMA 4D, it's called Smooth Interpolation.
05:40Any time CINEMA 4D draws a keyframe; it tries to create a very smooth transition from the
05:45data in the keyframe to the next keyframe.
05:48So when you create a simple animation like this, you're always going to get that ease
05:52of motion as it starts and an ease of motion as it ends.
05:56So those are keyframes, they tell the object where to be at a specific moment in time and how to be.
06:03That's where those parameters come in.
06:05What happens in between the keyframes in CINEMA 4D is controlled by something called the F Curve Manager.
06:10The F Curve Manager is sort of the flipside to the timeline, so let's bring up the timeline.
06:15I'm going to switch my layout from the Startup Layout over to Animation.
06:19And when I do that, CINEMA 4D hasn't quit and re-launched; what it's done is rearranged
06:24its windows and manager, so that I can now see the Windows Manager associated with keyframes.
06:30So down here at the bottom, I've got my timeline and across the top there's my Object Manager
06:34and my Attribute Manager.
06:36Let's raise this up a bit so we have a little more room to work within the timeline.
06:40So now you can see that I've got keyframes here in the timeline.
06:43This is keyframe right here and this is a keyframe over here.
06:47If I switch to the F Curve Manager, I can do that by clicking on this icon right here.
06:53I now can see what happens in between the keyframes.
06:55If I click on the cube, you'll see that I've got these colored lines.
06:59Let's hit the letter H on the keyboard, that's going to frame up the curves and there's our motion.
07:04The F Curves really allow you to see what is happening in-between the keyframes.
07:08So this gray dot is a keyframe, that gray dot is a keyframe.
07:11This is what happens in between those two keyframes.
07:14It starts off slow, it picks up speed and then it slows down as it travels into the keyframe.
07:18We're going to go into a lot more detail on the F Curve Manager in later chapters, but
07:22for now, the important thing to remember is that a keyframe is a single moment in time
07:27and the F curve is what happens in between those keyframes.
Collapse this transcript
Manipulating keyframes in the Timeline
00:00Now animating in CINEMA 4D is all about keyframes and keyframes are manipulated in the timeline.
00:05Before we can get over to the timeline to take a look at that process, we need to have
00:08some keyframes to work with.
00:10What I'm going to do is animate this word KEYFRAME traveling along the Z axis and spinning
00:14from off into distance to its mark here at the center of the world.
00:18In order to do that I'm going to use something I called Backwards Animation.
00:21I know that I want my KEYFRAME word to be here at the center of the world.
00:25I just have to figure out when I want it to be there.
00:27I'm going to park my Time slider on frame 60, that's where I want the KEYFRAME word
00:31to hit its mark at time 0.
00:34So let's go ahead and set keyframes for the word KEYFRAME at that moment in time.
00:38So I'll select the object, so now here in the Coordinate Properties I'm going to set
00:41a keyframe for the Position Parameters so I'll click on the P hold down the Ctrl key
00:45and click on this gray dot.
00:47That changes it in to a red dot.
00:49Now I know that I've set a keyframe for that.
00:52Let's go ahead and set keyframes for the other parameters as well.
00:55Because I already have this selected, I can hold down the Shift key and highlight over.
00:59I don't have to set keyframes for each of these individually, I can also highlight them
01:03all and then hold down the Ctrl key and Click on one of these gray dots, and now I've set
01:07key frames for all of those parameters at once.
01:09So, I know that my keyframe object will be at frame 60 at that location and space facing that direction.
01:16Now what I can do is go back up in time and then decide where I want it to come from.
01:21That's where the backwards animation comes from.
01:23So let's backup in time to time 0 and at time 0, let's take the object and move it along the Z axis.
01:30So let's grab this word and drag it along the Z axis off into the distance.
01:36And at time 0, I'm going to set keyframes for everything.
01:39Even though I didn't change the scale of rotation, I'm going to do that soon, I still say keyframes
01:43for everything at that point in time.
01:46Now what I can do is decide how I want it to rotate.
01:49Now I want my word KEYFRAME to spin around its Y axis as it moves to the center of the world.
01:54So the parameter that I want to change is the rotation H, that's the rotation around the Y axis.
02:01So in order to do that, I'm going to go to rotation H and then I'll change the rotation
02:06H 0, from 0 to -720.
02:11Now it's going to look like nothing has happened that's because 720 is two times 360.
02:15So to the camera, the object has not changed rotation, but numerically it has rotated 360
02:21degrees in the minus direction.
02:23So let's set a keyframe now for the rotation to lock that in position.
02:28Now we want to change the scale, let's change the scale down to 0, so it's 0 by 0 by 0.
02:32So I'll highlight that one and go 0 tab 0 tab 0.
02:37And now my object is small, I can't see it; let's set a keyframe for that.
02:41Now when I hit Play, I have an object that starts off as nothing, starts to move, spins
02:49as it's moving, scales up into position and hits its mark and stops.
02:53Now that we've got those keyframes created, let's switch over to the Timeline to see how that looks.
02:59I'm going to select the Layout menu and go to the Animation Layout.
03:04Now that I'm here in the Animation Layout, I can now see my actual keyframes.
03:08Right now, my animation layout is set to be showing the F Curve Manager.
03:13So I'm going to switch over to keyframes right now.
03:15There's a great keyboard shortcut for that and that's the Spacebar.
03:18If I press the Spacebar once, it switches to the F Curve Manager, if I press the spacebar
03:22again, it switches to keyframes.
03:24Now if you remember from earlier chapters, the Spacebar also cycles us between tools,
03:29but that's only when we're here in the perspective view.
03:32If I hit the Spacebar up here, t goes from tool to Selection tool and back again.
03:37When I hit the Spacebar down here, it goes from F Curve Manager to Keyframes.
03:41So this is the Keyframe Window and these little rectangles are keyframes.
03:45In fact, there's something called a Summary Key frame and this is the Summary Line here
03:50in the Keyframe Editor.
03:52Now this Summary Line tells us that at time 0, we're parked on a keyframe and there are
03:57parameters for those keyframes underneath these.
04:01If I twirl open the word Keyframe and twirl open Position, you can see that not only do
04:05I have a Summary Keyframe for the overall point in time, I have a Summary Keyframe for
04:09the Object and a Summary Keyframe for the Parameter.
04:12And then underneath that Parameter are each of the individual keyframes that make up where
04:16that object is supposed to be at time 0.
04:19Let's say I wanted to have this animation start a little bit later in time.
04:23I could take this Summary Keyframe and drag it to the right.
04:27Now I'm moving all the keyframes from time 0 to time 20.
04:31In fact, now you'll see that my object doesn't start to animate until 20 frames after the beginning.
04:36So let's Rewind back to 0 and hit Play. B oom!
04:41So once it hits first keyframe, it starts it process to get to this keyframe.
04:46Let's take a look now what would happen if we wanted it to go back to time 0?
04:50Let's move these keyframes back to 0 and then let's say we wanted to have the whole thing
04:54happen more quickly.
04:56We can Time Compress the keyframes by grabbing all the Summary Keyframes and you notice this
05:00orange bar linking the two groups of keyframes together?
05:04This tells us that we can now move this keyframes as a group.
05:06I can take the entire block of keyframes and move it to the right or back again to the left at time 0.
05:12I can also take this handle of the orange bar and drag to the left.
05:16I'm Time Compressing the keyframes when I do this.
05:19There are two big gotchas when it comes to manipulating keyframes inside of CINEMA 4D's timeline.
05:24The first gotcha is the idea of keyframe alignment.
05:28When you're just starting out with animation, you want to make sure that all your keyframes
05:31-- in this case we just got two, all line up.
05:34You notice that I have separate keyframes for position X, Y and Z.
05:37I don't ever want to accidentally do something like this.
05:40I'm going to select the single keyframe on position Y and move it over.
05:44I never want to have these keyframes out of alignment, it's okay to have the scale and
05:48rotation out of alignment, but I never want to have this keyframe out of alignment.
05:51The reason is that it can create awkward bumps or challenges to your animation and it's much
05:57better to have those keyframes lined up vertically within a given keyframe Track.
06:03Let's move that back again and take a look at moving other keyframes around.
06:07Let's take this Scale and Rotation, also highlight the Summary Keyframes and move them forward in time.
06:12Now you can see that it starts moving, scales up quickly, hits its mark and continues to
06:17spin and scale while it's at it's location at the center of the world.
06:22So, as I finish the animation, there it is right there.
06:27Let's hit Play real quick again to see that animation in real time.
06:34Another big gotcha in the timeline are these little Twirl Down Handles.
06:37When I twirl open this handle here, I see something that look suspiciously like an F Curve.
06:43Never touch these curves here in the timeline.
06:46You only ever edit F Curves in the F Curve Manager.
06:49The reason for that is this is as big as you can make this window and you can't really
06:53get a good representation for the movement of your object with such a small curve.
06:57The F Curve Manager is dedicated to manipulating curves and it does a much better job.
07:01Let's twirl that close and never twirl it open again.
07:05While I select the keyframe, you'll notice as I hover over, it shows me some information.
07:10That information is what value is contained within that keyframe.
07:13Remember, that this timeline is basically just a spreadsheet and the keyframes are cells
07:17within that spreadsheet.
07:19And if I select a keyframe, I can now see the parameters that are associated with that keyframe.
07:25Here in the Attribute Manager, I can see that I've got Key Time that's the location time
07:29of the keyframe and the Key Value.
07:32What is that keyframe telling the object to do?
07:34In this case, it's telling our object to be at 0 on position Y in the timeline, and in
07:39fact, that's where our object is.
07:42Now if I wanted to change that value, I could highlight the keyframe, select the Key Value
07:45here and put it some other numeric value, 50.
07:48You can see that now my object is moved up 50 units on Y at that moment in time.
07:54So, as I scrub back to the animation, I can scrub forward again, it hits its mark, but
08:00you can see that it's spinning 50 units over the top of the ground plane, and that's because
08:06of the value that I changed in this keyframe.
08:07If I go back to that keyframe and change the Key Value to be 0, then there it is back on
08:12the ground again.
08:13So you don't have to set keyframes over and over again.
08:16You can actually manipulate the values in the keyframes when you know exactly what they need to be.
08:21Now that you have a basic understanding of the Timeline and how to manipulate keyframes,
08:25we can move over to the F Curve Manager in the next movie to look at what happens in
08:29between the keyframes.
Collapse this transcript
Working between keyframes with the F-Curve Manager
00:00The F Curve Manager is where you control what happens in between keyframes when you're animating.
00:06The in-between of the keyframes is where all the personality of the movement of the animation
00:10comes from and it's crucial to get an understanding of how to manipulate that information before
00:16you can really become an advanced animator.
00:18I've got a series of words here all lined up along the X axis and I'm going to hit Play
00:25here, and you can see that they hold there for a moment and then they all advance at
00:31the same rate and hit their mark along the X axis here at 0.
00:35Now, I'm in the F Curve Manager right now.
00:38If I hit the Spacebar I can get back to the KeyFrame Editor and if you're already in the
00:42KeyFrame Editor then leave it there.
00:45You can see that my keyframe don't start until frame 20 and they stop at frame 70, so I know
00:48exactly where my objects are going to be at 20 and where they're going to be at 70.
00:52What happens in between these points is handled by something called Interpolation.
00:57CINEMA 4D tries to figure out what is going to happen in between those keyframes, it does
01:01that automatically for you.
01:03The default method for that is something called Soft Interpolation.
01:08Right now all of the objects have soft interpolation assigned in them, because they're all at the
01:12default and you can see that.
01:13In fact, they all do move in the exact same way.
01:17I'm dragging on the Time slider here in the timeline in order to make these objects move.
01:24So how do we change that?
01:25We changed that by going to the F Curve Manager.
01:28Right now they all have the same and we're going to take a look at some different types
01:31and we're going to change them one at a time.
01:33The first one we're going to change is LINEAR.
01:36So let's highlight the LINEAR by selecting it in the object manager and you can see that
01:40it's still got its animation keyframes on there, and as we scrub backwards in time,
01:46there's our object moving.
01:47The default interpolation in CINEMA 4D tries to create smooth movement between keyframes
01:52and that's what creates the ease out of motion, as it starts off on its journey and the ease
01:57in to motion, when it hits its mark.
01:59We can change that by manipulating the curve, so the first curve we're going to manipulate
02:03is the Linear Curve.
02:04If we hit the Spacebar to move over to the F Curve Manager and select the word LINEAR
02:10here over on the left-hand side, these are the F Curves associated with that animation for that object.
02:16Let's hit the letter H on the keyboard to frame up our animation.
02:20Now we can see these curves nicely.
02:21If I take and draw a rectangle around all the keyframes, I can hit Command+A or Ctrl+A on the keyboard.
02:28I can see these black handles.
02:30These black handles are Tangency Handles; they control the tension of the curve between the keyframes.
02:35I can manipulate them by dragging them up and down in the timeline.
02:38You can see, as I do that it changes the behavior of the object.
02:42If I leave them down like that and I hit Play, you're going to see that object do a crazy
02:46wiggling animation.
02:49Let's Rewind back to 0 and hit Undo.
02:51So I'll hit the letter H again, I accidentally moved my F Curve Manager.
02:56What I want to be able to do is to convert this into a Linear Movement.
02:59A Linear Movement is one that has no curvature.
03:01It travels in a straight line from one keyframe to the next.
03:05So what I can do is right-click and tell these curves to be linear.
03:10That kills those Tangency Handles and now I have a straight path from one to the other.
03:15Let's hit Play and see what that looks like.
03:19Now, in this context, it looks as if the word LINEAR is doing a funny movement that's because
03:27all the other objects in the scene are starting off slow, picking up speed and finishing slow.
03:32LINEAR is traveling at a constant rate.
03:34Let's check that optical illusion.
03:36I'll stop the Playback and let's hide all these other objects.
03:39So I'm going to hold down the Opt or Alt key and click twice on that default status, and
03:46then I'm going to hold down the Opt key and click twice and hold and drag down and that
03:52hides all the others.
03:53Now, when we hit Play, you'll see that LINEAR moves smoothly in a linear fashion from one
04:00point to the other.
04:01That optical illusion is gone.
04:03So let's hold down the Opt or Alt key and click and drag up and un-paint all those objects.
04:09So now we can see that our animation has changed just by changing these lines here in this F Curve Manager.
04:15Now let's take a look at Ease In.
04:17The Ease In Option is where we ease into a keyframe.
04:22The keyframe information that you see in here can be thought of as a spreadsheet but that
04:25spreadsheet only moves in one direction.
04:27It moves from time 0 forward.
04:30You can play animation backwards, but it really analyzes the data from time 0 forward in time.
04:35And so the data travels into the keyframes from the left and out of the keyframes to the right.
04:40So when you're talking about an Ease In, you're talking about data traveling into a keyframe from the left.
04:45So the only place we have data traveling into a keyframe from the left is right over here.
04:50So in order to get in a true Ease In, I'm going to select all the keyframes and then
04:55I'm going to go right-click in there and go to Spline Types, Ease In.
05:00When I do that nothing happens.
05:02The reason that nothing happens is because this was already eased in over here.
05:07This had an ease out on it already, so that didn't really change anything.
05:10So let's Undo that.
05:11You notice that the black handles on the tangency has changed, but that's all that happened.
05:16So in order to get the real thing, let's take these keyframes here and then right-click
05:21and tell them to be linear.
05:24You can't do that because the Linear Button will linearize the entire curve and that's not we want.
05:30So let's Undo that.
05:31Now I did that to prove a point.
05:33Let's right-click one more time and then this time, instead of going to LINEAR, what we
05:37want to do is to go to Zero Tangent Length, and when I do a Zero Tangent Length, now I've
05:43linearized just that one keyframe and now I've created an Ease In just on this keyframe.
05:50So it's going to start off hard and then ease in to its motion right here.
05:54And if I hit Play, you'll see it happen.
05:57Let's select that one, so you can highlight it, so it starts off fast and then catches up slow.
06:07Let's take a look at the next one, Ease Out.
06:09Ease Out is going to have a similar problem as Ease In and that the curves are already
06:13setup by default.
06:14Let's go to Ease Out.
06:15Remember data flows out of the keyframe so easing out of this keyframe and into this keyframe.
06:19So to get a true Ease Out on this, we have to go to this keyframes over here, right-click
06:25and do a Zero Length.
06:28Now we've got a true Ease Out of this motion.
06:31We're easing out of this keyframe; we're doing a hard in on this keyframe.
06:34So let's hit Play and see what that looks like.
06:39You see it starts off smoothly, and then bam!
06:41Hits its mark at frame 70, boom!
06:47So let's stop Playback again.
06:48Let's check Easy Ease.
06:50Easy Ease was designed originally to behave much the same way that Easy Ease were in AfterEffects,
06:56but the default behavior that we see in CINEMA 4D creates an Easy Ease when you have just two keyframes.
07:02We don't really don't need to change anything on this, because we already have an Ease Out and an Ease In.
07:08The next one up is CLAMP, and if we select the word CLAMP and if we click on it down
07:12here on the F Curve Manager as well, right now, we've got the default Interpolation.
07:16What we want to do is create a small pause here.
07:19The way the CLAMP works is that it's going to clamp the values that are in the tangency handles.
07:24So let's say for example, I'm going to use the 2 key on the keyboard to scale my F Curve down.
07:32Now, if I take this F Curve right here, I'll grab them all and I'm going to drag them up
07:39and you can see that when I dragged it up, it does a wild animation on my object.
07:43Let's hit Play and see what that does.
07:45So it's going to take off -- whoa, and then come back down eventually, so it takes off
07:49really fast and then hits its mark really slow.
07:55So now what I want to do is Clamp these value, so if I draw a Rectangle around all those
07:59keyframes, right-click and do a Clamp, you see that it clamps the value down to flat,
08:05and I can't move these anymore.
08:09They're locked in place.
08:10They're clamped and I can no longer move them.
08:12So Clamp is something I don't normally use because I don't necessarily want to be limited.
08:16I don't want the computer to tell me what I can't do.
08:19I want it to be able to do anything and then choose not to do it.
08:22So I don't normally use Clamp, but it's there if you need it.
08:24Last up is CUSTOM keyframes and CUSTOM keyframes are where you manipulate the actual curves by hand.
08:32In order to see what that looks like, we're going to add a third keyframe into the mix.
08:37And so let's click on the word CUSTOM here and click on Custom here.
08:41And then about halfway through the animation, somewhere around 45, we're going to add a
08:47keyframe on the Y axis.
08:48So let's take our object and drag it up on Y, and then hold down the Ctrl key and set
08:53a keyframe for all of these.
08:55So I want to click on the word P, hold on the Ctrl key and then bam!
08:59I've just set a parameter for that.
09:01What I've got now is a curve that has three points on it, and let's make this smaller
09:07so that we can see what's going on.
09:09And see our animation, our object travels up on the Y axis.
09:15Custom handles are ones that you adjust the tangency for yourself.
09:18So to adjust the tangency, let's hit the letter H on the keyboard, so we can see all our curves
09:22and now we can take and manipulate these handles.
09:25So I can grab this keyframe on the Z for example.
09:27Got a little bit of a dip right there, so I'm going to smooth that out, to make sure
09:32that I've got a nice smooth tangency traveling through there.
09:35Now this Y value, I want to move that up or down to get a little bit more motion in it.
09:42And you can see that it's going to overshoot its mark, hit the keyframe and then continue
09:47downward to undershoot and then eventually slide to 0.
09:51If I want to create a sharp movement in this animation, I can select these handles like
09:55I've done, hold down the Shift key and I can break the tangency.
09:59And now what I have the ability to do is to create a bouncing motion.
10:02Let's orbit around this little bit so we can see what's going on.
10:05You can see that my curve on Y reflects the motion that the object is going to do here.
10:10So now as I Play the animation -- I'll just scrub through it, you can see it, it hits
10:13mark right there and then it goes over the hump and then back down again, if I hit Play.
10:20And you can see that they all take off at the same moment in time, but they all have
10:25subtle variations in how they move and that subtle variation is controlled with the F
10:29Curve Manager.
10:30And that's the beauty of it; it allows you to control what happens in between the keyframes.
Collapse this transcript
Pausing animation with curves
00:00One of the interesting quirks about working with the F Curve Manager in CINEMA 4D is this
00:04idea of Soft Interpolation.
00:07Soft Interpolation is what CINEMA 4D does when it creates keyframes.
00:10Is it tries to create a smooth motion between keyframes.
00:14Normally this is okay if you're just working with two keyframes, but when you want to create
00:17something like a pause in your animation the soft interpolation can become problematic.
00:22Now what I wanted to show you is an example that illustrates this idea of how problematic
00:26it can be and how you can correct it using the F Curve Manager.
00:30What I have is a simple word traveling along the Z axis, and I'll hit Play so you can see that.
00:35So what I'd like to do is to create a Pause here.
00:39The first thing I need to do is create a keyframe for this moment in time and there's a great way to do that.
00:43If I hold on the Ctrl key, I can Ctrl+ Click right here in the timeline, boom!
00:48And I've just made a keyframe for that track at that moment in time.
00:52If I want to make a Pause, let's drag this keyframe back to frame 40 and let's make a
00:55nice long 10 frame Pause.
00:58Hold down the Ctrl key and I'll drag it over.
01:01Now I'll just Ctrl+Drag the copy of that keyframe.
01:03So you'll hold down the Ctrl key and drag left to right and that makes copies of keyframes.
01:08In AfterEffects, that would be all you need to do, you can Copy and Paste the key frames
01:11and that would make your Pause.
01:12Let's see what happens in CINEMA 4D when I do this.
01:14I'll Rewind back to 0, let's hit Play.
01:18And you notice when it hits its mark, where it's supposed to pause, instead of pausing,
01:23it does this crazy yo-yo movement.
01:25And that yo-yo movement is being caused by the F Curve Manager and that smooth interpolation
01:30that we talked about.
01:31So let's switch over to the F Curve Manager to see what that looks like.
01:34I'm going to raise up my interface here, so I have little more room to work.
01:38Down here in the Timeline, I'm going to hit the Spacebar and that switches me to the F Curve Manager.
01:42Now I can click on the word Position, I can see my movement.
01:46Let's hit the letter H on the keyboard to see what's going on.
01:50On this track, I have Z animated and because Z is the only thing animated, all the other curves are flat.
01:58So the curve that stands out is the Z curve automatically.
02:01But what I want to do is isolate this curve sometimes, so I can twirl that open and then
02:06click through these guys and look at them one at a time.
02:08So you can see, X, Y, Z, RGB, the curves are colored on purpose.
02:13Let's click on the word Position and I'm going to hit the letter H on the keyboard.
02:18The reason that we're getting that strange yo-yoing action is because of the shape of this curve here.
02:22Remember CINEMA 4D tries to draw smooth arc between points, but the tension from this
02:28curve is combining with the tension from this curve, which is combining with the tension
02:32from this curve and creating this overshoot and undershoot.
02:35This is called an undershoot, because it travels below the previous keyframe value.
02:39This is an overshoot, because it travels above the keyframe value.
02:41So it undershoots and then overshoots creating that yo-yo motion.
02:46The way we'd like to fix this is by adjusting these tangent handles.
02:49Now I could adjust these manually by moving these curves by hand and adjusting the flatness
02:54of them to get them to move smoothly from one to the other, or I could use a command.
03:00So let's Undo that to get it back to where it was before. There we go.
03:03I just hit the Ctrl+Z or Command+Z three times to get back to my previous selection.
03:08What I want to do is draw a rectangle around all these keyframes here and I'm going to
03:12right-click in here and I'm going to do 0 angle, 0 angle is going to flatten my curve out.
03:18Now that it's done that, you can see that my animation pauses at that moment in time.
03:23So let's play that and see what it does.
03:29So it hits its mark and then smoothly transitions out of that mark to the next point in time.
03:37So that's probably the biggest gotcha with the smooth interpolation.
03:40Most of the time it's a very cool thing with CINEMA 4D, but when it comes to making pauses,
03:44it can be problematic.
03:45It's super easy to fix, you just have to know how to work the F Curve Manager.
Collapse this transcript
Animation exercise: Creating bouncing movement
00:00In order to be a great animator you have to really learn how to control your animation
00:05with the F Curve Manager.
00:07This is a very simple exercise that I like to do that'll illustrate the power of the
00:11F Curve Manager and also how easy it is to control your animation.
00:14What we're going to do is create some bouncing movement, we're going to take this sphere
00:19and bounce it down these stairs a little bit like the game Q*bert from back in the day.
00:23So we're going to go from this step to here, to here, to here, to here, to here and then off the screen.
00:29And in order to do that, we want to animate in a very specific way.
00:34The idea of creating a bouncing movement is a really interesting challenge, because we
00:38don't want to add too many keyframes.
00:41Animating with keyframes is a lot like drawing paths in Illustrator or Photoshop, the fewer
00:45points that you use; the easier it is to manipulate that path.
00:48So, what we want to do is to create our animation with these few keyframes as possible.
00:52We're going to start off by animating our sphere down the steps and it's at the right
00:57location in space, so let's go ahead and set a keyframe for its position.
01:03Now make sure you're at time 0 and then select the P Column, hold down the Ctrl key and click
01:08on the gray dot to change them all to red.
01:10We're not going to worry about Scale or Rotation right now; we're only going to concentrate on Position.
01:14Now that's our location for frame 0, now we can move forward in time.
01:18Let's go ahead and move forward in time to about frame 15 or so.
01:23Next, we need to figure out where our ball needs to be at this moment in time.
01:26So it's going to hit this top step, so the first thing we need to do is in the top view,
01:31move our sphere over the step.
01:33So let's switch to the Move tool, hit E on the keyboard and in the top view, I'm going
01:37to grab the Z handle for the cube.
01:40So the first thing we need to do is to move our sphere over that step.
01:45So this is the very first step that it's going to hit.
01:47So there it is in space over that step.
01:50In the right-hand view, I can now move it down on Y, until the ball just touches the
01:55top of that step and you can zoom in a bit to navigate and see the ball touching the step.
02:01It's a little bit hard to tell with these orange outlines around here, but we've got
02:05it just touching.
02:06Now, we can set a keyframe for our object at frame 15, so I'll select the sphere and
02:11then make sure these guys are all highlighted yellow, and then I'll Ctrl+Click to set a keyframe.
02:17So that's Step 1.
02:18Now we can repeat the process for each of the steps.
02:20So we're going to go from here, to here, to here, to here and then here and off the steps, o ut of frame.
02:27So let's go ahead and repeat that process all the way through.
02:30Let's move forward in time about 15 frames and then I'm going to use the Move tool and
02:35move it over that step, then in the right hand view I'm going to move it down, so that
02:40it's touching the step, and then I'll set a keyframe.
02:44Let's move it at 15 frames again, and then move it forward to the next step, which is
02:50this one right here, so let's move it on the X axis right there, and then down to that
02:56line, that's where it needs to touch next.
02:58So let's go down here, here we go, and then we'll set a keyframe.
03:02Now, don't forget to move the Time slider after each keyframe you set.
03:07Now I can have that animate downward to the next step, so let's move it over here and then down.
03:14One of the things you shouldn't worry about is what the Animation Path looks like.
03:20You'll notice I'm not checking my animation.
03:22All I'm doing is moving it to a location in space and time and then setting a keyframe.
03:27So now let's move it forward again and there are 15 frames or so, down to the next step,
03:34so let's go over here.
03:35Let's go over a little bit more, and then forward in time a little bit, so it's not
03:41intersecting that step and then down. Here we go.
03:46Make sure we're hitting the right step, I wasn't, I was missing the step, that's the
03:49one I want to hit right there.
03:51Let's move it down just a bit.
03:53Now we can set keyframes and now we can move forward in time to the last keyframe and what
03:58we'll do is take it and move it on the X axis off this way, on the Y axis down off screen,
04:05then we'll set our last keyframe.
04:07That is the process for making keyframes, it's really that simple.
04:10Let's review our animation and see what it looks like.
04:12So let's rewind back to 0 and hit Play.
04:14I'm going to make the Perspective View full screen, and let's hit Play in the interface here.
04:20And you can see that our animation is not doing quite what we wanted it to yet.
04:24It's doing this crazy zig-zag sort of floating movement down the steps, but that is not important.
04:30What's important is where it is at the key moments in time, and the key moments in time
04:34for this animation are when it makes contact with the steps.
04:37For those moments in time, it's perfect.
04:39Now what we can do is tell it what to do in between those keyframes with the F Curve Manager.
04:45So let's switch our layout over to the Animation Layout, so I'll go from Standard to Animation
04:50and now I've got the animation layout and I can work in the F Curve Manager.
04:54I'm going to start off by raising my interface up here a little bit, just highlight that
04:57line and drag up.
04:59And now I can switch to the F Curve Manager, let's hit the Spacebar down here in the Timeline,
05:04and then on the word Sphere I'm going to twirl open the position track and select position Y.
05:10The track we want to focus on is position Y ; if I click on the Position and hit the
05:14letter H, you can see that all of our curves are doing something slightly different.
05:19If I cycle through these, you can see that there's our floating movement on X, here's
05:23our position Y and our floating movement on Z.
05:26Now, the Y is what's going to allow us to create that bouncing movement.
05:30We want to create an arc up into the air on each of these bounces and that's going to
05:35happen on the Y axis.
05:37So now we can use the tangent handles on each of these keyframes to make that happen.
05:42So draw a selection around the keyframe, hold down the Shift key and then break that tangency.
05:47So now when I break that, I get a little bit of movement on that keyframe.
05:52Now let's do the same thing on the other side and make a nice arch.
05:55And you notice that everytime I make a change like that, watch these paths up here, as I
06:00move that one up, I create a nice little arc, and then I can do the same thing on the other side.
06:05I'm holding down the Shift key as I move these. There we go.
06:11And then I'm going to grab this one and move it up.
06:14I forgot to do this one over here, so I'll grab that one and move it up too.
06:17As each time I do that, I'm going to try and have it dissipate a little energy.
06:22You don't want all the curves to be exactly the same size; you want to just kind of diminish
06:26with intensity over time.
06:28So I'm going to take this last one and make it a little bit shallower. There we go.
06:34And this one here is going to bounce up and this last one is going to bounce into an arc like that.
06:43And so now you can see that these bounces here look a lot like the bouncing of a ball,
06:47and you can see that these arcs are also reflected in the Perspective View.
06:51Let's rewind back to 0.
06:52I'm going to make my interface a little bit bigger here and let's rewind back to 0 and hit Play.
06:57You can see there's our ball bouncing down the stairs.
07:03Now, there's one last thing we want to do before we call this animation complete.
07:08You can see that as it moves down the steps it still has a little bit of a floaty movement on X and Z.
07:15It's bouncing really nice on Y, but it's floating a little bit on X and Z.
07:19Let's raise this up a bit and click on X and look and see what it's doing.
07:23You can see there's lots of soft, smooth movement here, and that's not what we want, we want
07:26our ball to hit each stair and bam, bam, bam, bam, right on down.
07:30So, in order to correct that, we're going to convert these keyframes from the smooth
07:35floaty curves like that and get rid of the tangency handles.
07:39Now we can do on both these curves at the same time.
07:41So if we click on position X, hold down the Ctrl key and click on position Z and hit the
07:46letter H on the keyboard, now we're looking at both of these tracks at the same time.
07:51Let's hit Command+A or Ctrl+A to grab all of those keyframes.
07:55Now right-click in the Interface and do a Zero Length.
07:58And when I do that, I've now linearized these keyframes.
08:02Now, let's work at our animation again.
08:06Rewind back to zero and hit Play.
08:11You can see that our motion is a lot more crisp and much less floaty as it moves down the steps.
08:17That's really all there is to it.
08:19The most important thing when you're working with the F Curve Manager is to really have
08:22a good vision in your head for how you'd like your object to move.
08:25Is it floaty, is it bouncy, is the movement sharp and staccato, or is it very long and
08:31smooth flowing?
08:32When you have that clear vision, the curves will really naturally match that movement.
Collapse this transcript
2. Through the Lens: Working with Cameras
The editor camera vs. the camera object
00:00Up until this point in CINEMA 4D we've been working with something called the Editor Camera.
00:05The Editor Camera is a virtual camera that's provided by the software in order for you
00:10to be able to look at the world that you're working in.
00:13When I navigate around the scene, I'm moving that virtual camera called the Editor.
00:17When I add a cube to the scene, I'm looking through the Editor Camera to actually see
00:22the space that the cube is sitting in.
00:24Now the Editor Camera is fine and dandy for when you're modeling or building your world out.
00:29But when it comes time to animate, it's absolutely crucial that you start to work with something
00:32called a Camera Object.
00:33A Camera Object is specifically designed to be a reproducible changeable object in the scene.
00:40One of the big problems with the Editor Camera is that you can't numerically control where it is.
00:45So there's no way to animate it.
00:46So how do you know what camera you're looking through?
00:49Up here in the Viewport menu is the Cameras menu and under the Use Camera submenu, you
00:55can see that there's the Default Camera listed and that's the Editor Camera that we're looking at right now.
01:00I don't have any other cameras in the scene, so that's the only thing I can look through right now.
01:04So let's add a camera to the scene.
01:05Now a very big gotcha, when you're in a four way view like this, the Active view is the
01:11view that has a white line around it.
01:15If I click up here in the top view, you can see that the top view is now active.
01:19You never want to add a camera in one of the Orthographic Views, unless you specifically choose to do so.
01:25You always want to add a camera in the Perspective View, so make sure that's the active view
01:29and then click on the Camera icon.
01:32When I do that, I now get a camera in the scene, you can see that I have a physical
01:36Camera Object, it's listed in the Object Manager and it shows up in the Viewports.
01:42Now I'm not actually looking through that camera yet, it's just in the scene and if
01:46I'd back out here in the Perspective View, you can see that the camera is there in the scene.
01:52If I move the camera on the X axis, it moves around, everything works just fine.
01:57When I grab the handles, I can move the camera around, but you don't see the Viewport changed
02:01based on the Camera view.
02:03In order to do that I have to look through the camera, there's two ways to do that.
02:07I can go to the Camera menu, in the Perspective View and go to Use Camera and then select
02:12the new Camera Object and I get this cute little animation that pops me around to the camera position.
02:19And now, I'm actually looking through the camera.
02:22You can see that when I move the camera, when I rotate the camera the Viewport in the Perspective
02:27View changes along with that camera.
02:30The second way to look through the camera is with the Active Camera Button.
02:34This little White Button right here on the Camera Object allows you to choose that camera to look through.
02:40When I Click that Button, I've just disabled that camera and you saw that my Editor View
02:44popped back to wherever the last position that the Editor Camera was before you looked
02:49through the camera.
02:50When I clicked that button again, it goes right to the Camera Position and now I can look through.
02:55If I use my 1, 2, and 3 keys to navigate, everytime I make a change, I'm moving the
03:00camera as well as changing my Viewport here.
03:04That's a really important distinction.
03:05The Editor Camera cannot be manipulated, you can move around and you can look at things,
03:10but you can't physically touch it and that's the most important reason for using a camera
03:14for all your renderings.
03:16Once you start to work with the Camera Object, a very important menu option is under the
03:22Perspective View menu, it's called Use as Render View.
03:26The Use as Render View option allows you to tell CINEMA 4D which Viewport you're going
03:32to be rendering from, and most of the time you're going to leave it on this Perspective
03:36View here, but there may come a time where you have a very complicated project and you
03:40want to be able to look through the camera in a different Viewport and render from that
03:44Viewport and keep this Viewport as the Viewport that you're modeling and move objects in.
03:49The way that you do that is by going to the Window menu and selecting New View panel.
03:55I now have a brand new Perspective View and this Perspective View, if you go to the View
04:00menu, is not being Use as a Render View.
04:02You can see that this little icon has an X to it, it's not checked.
04:06If I go over to this View menu, this icon is checked.
04:09so it is using that as Render View.
04:11So now what I want to do is I want to go to this Viewport selected as the Use Render View,
04:16now when I click the Active Camera icon, it looks through this Viewport.
04:21What that does for me if I go in this view -- now this is another big gotcha.
04:25You can see that in this Viewport, I'm still looking through the camera.
04:28I've got two viewports looking through the same camera.
04:30When you set the extra viewport as the Use Render View Viewport you want to make sure
04:35to tell this main Viewport to be just the Editor Camera.
04:39And so you go to Use Camera and tell it to be the Default Camera.
04:42Now, I'm free to look at my scene.
04:45I can manipulate my camera here in the Viewport and I can look at that.
04:49Another great tip is that you can take this Viewport and park it in the interface.
04:52So if I grab this little grid of icons right here and I Drag these grid of icons and I
04:57put it just above this line, you can see that I get this fat white line here, if I let go,
05:02I now have a viewport right in my interface just above there.
05:06I can now look through my camera and change, and I can move around in this space and always
05:11have a viewport available to me for looking to the camera.
05:14I really like to work this way because it allows me to not touch the camera and still
05:18have a great deal of space to work in, and I can come around here and set my lights and
05:22do my texturing and add all my other models and just keep a viewport dedicated to the
05:25camera.
Collapse this transcript
Exploring important camera settings
00:00If you've ever tried to use a camera in the real world, you know that they have a lot of controls.
00:05CINEMA 4D's Camera Object is no different from that.
00:07There are a ton of settings there.
00:09I'm going to cover the most important ones in this movie.
00:12Before I can get started with that though, we need to have a Camera Object in the scene.
00:15So, let's go ahead and add one.
00:17I'm in the Perspective View; I'm going to click on the Add Camera Object Icon here.
00:21And now I have a Camera.
00:23The most important camera setting that there is, is actually not on the Camera Object.
00:28You can see that I've got a whole bunch of sections here on the Camera Attributes, but
00:32the most important one is actually in the Render Setting.
00:36I'm going to bring up the Render Settings icon by clicking on this little button right
00:40here and you can see that it says Edit Render Settings.
00:44I can also get to this Window by going Command+B or Ctrl+B.
00:46The most important Camera Setting is the Aspect Ratio.
00:50The Aspect Ratio is the relationship with the width to the height to the viewport.
00:54If you're doing still images with a 35 millimeters still camera, then your Aspect Ratio is generally speaking 4x3.
01:00Older DV cameras are 4x3.
01:03Older television programs are done in 4x3.
01:06New television programs that are done in HD for example are all done 16x9.
01:11Most films are done in 16x9 as well with some variations on that for different modern Aspect Ratios.
01:18For most of the things that you're going to be doing in CINEMA 4D, you're going to want
01:20it rendered to a 16x9 Aspect Ratio if you're an animator.
01:23If you're a print artist then the Aspect Ratio could change depending on the type of project
01:27you're working on.
01:28I'm going to assume that this is an animation project and talk about the Aspect Ratio in
01:32terms of being 16x9.
01:34There are some presets here and I can click on this and go to Film and Video and I can
01:38scroll down to one of the presets here and use that, but I normally never ever use these.
01:42I've been using CINEMA 4D for a long time before this presets existed.
01:46And I find that they get a little bit too deep on the things that they change.
01:50And so, generally speaking most of my projects I changed the width and the height and the
01:55film aspect ratio will solve itself.
01:57So, I've got the width here which is 1280x720.
01:59I've set this ahead of time, but the way you can set this is by highlighting the field here.
02:05Let's say we wanted to do 1920x1080.
02:07I could set this to be 1920 and I can hit the Tab key.
02:11I got to hit it twice, because the first time I hit it, it tabs over to the pixels pull
02:15down, and I always render pixels.
02:17You could set it to be millimeters or anything else, but pixel is the most relevant value.
02:22And then I hit the Tab key again, and I get to the height.
02:25And when I change this, you'll notice that the film aspect ratio is now showing a custom aspect of 2.667.
02:32When I change this to 1080, which is the normal HD Aspect Ratio, then I'm going to get this
02:38new film aspect being calculated.
02:40So, let's change this value here to 1080.
02:44And when I hit Enter, you'll see that the film aspect is changed to HDTV 16.9.
02:49Now, you can click on this pull down, there's other Aspect Ratios that you can choose from,
02:53but for animation purposes, the HDTV 16.9 is the most important one.
02:59Once I've got my Aspect Ratio chosen, I click the Lock Ratio button and now I'm locked into
03:04this Aspect Ratio and no matter what value I put in here, I always get a 16x9 ratio.
03:09So for example, if I put in 640, I get a 360 Height and that still falls under the HDTV,
03:16it's still 16x9 on the Width/Height.
03:19So, that is the most important Camera Setting.
03:22Whenever I add a Camera to the scene, the very first thing that I do is come to the
03:25Render Settings and change this Width and Height to match the Render Settings that I
03:29need to have for my particular project.
03:32So let's close up the Render Settings now.
03:33Now that we've got our camera set to the correct Aspect Ratio, let's go ahead and look through it.
03:38Now, I'm not looking through my Camera Body yet, so I'm going to click on the Look through
03:43Camera icon right there.
03:45And now that I'm looking through it, I'm going to zero it out.
03:48Let's go to the Camera and to the Coordinate Properties and zero out its Position and Rotation.
03:52So, I'll hit 0, Tab, 0, Tab, 0.
03:56Never ever change the scale on a camera.
03:58It makes it do weird things.
04:00And I'm going to change the Rotation now, 0, Tab, 0, Tab, 0.
04:03And you can see I can't see my type anymore, that's because my camera actually is in the
04:09middle of the word.
04:10If I unchecked that Active Camera icon, you can see that there it is right between the T and the N.
04:14So let's look back through our camera.
04:17And then on the Z axis, I'll just scrub this value in the negative direction until I can see my word.
04:22Now, I'll scrub the Y value until my word is centered up right in the middle of the frame.
04:29Now we can talk about the other settings on the camera.
04:32Under the Object Properties, the Object Properties is where you control the focal length of the lens.
04:37The focal length of the lens determines the Field of View that you're going to be seeing
04:41and also, the Length of the lens that you're using.
04:44So, what I mean by that is camera lenses come in different types.
04:47The most common is Wide Angle versus Telephoto.
04:52Now the default value that CINEMA 4D has here for its Field of View and Focal Length are
04:56considered to be a normal lens, the CINEMA 4D equivalent of a 50 millimeter lens in the real world.
05:02I can change the focal length in anytime by adjusting the focal length value.
05:07Now there are some presets that I can use here where I can put in a specific value.
05:10Typically I'll either go with the Wide Angle or a more Telephoto Lens just by adjusting
05:15these values and doing it kind of by feel.
05:18If you're working on a visual effect shot though, you may have been giving specific
05:20settings by the director and you're going to want to use those and match them exactly.
05:24So you can put in those values for the lenses that they used on the shoot and get very,
05:28very close to matching that film exactly.
05:31So if I change this from a Classic Lens to something like a Super Wide, it looks like
05:36my object has gotten further away from the camera.
05:38Really, the camera has not moved.
05:41If I middle mouse click and change to a Four Way View, and let's dolly out in the Top View
05:45and let's pan in here, I'm going to zoom in back, so I can see both my word and my camera.
05:50You can see, there's my Camera Object and there's my word right there.
05:54So, you can see that the Camera Object hasn't moved.
05:57What's changed is the Field of View, the Focal Length of the lens.
06:00It's now set to be a Wide Angle and I can see more of my scene.
06:05If I change this back to the Default which is 36 millimeter, you can see that the camera
06:09doesn't move, it's just changed that Field of View and the Focal Length.
06:13If I go back into the Field of View and adjust that, you can see that this values change.
06:18The Focal Length is locked to the Field of view, so as I scrub the Field of View upward,
06:23my Focal Length gets shorter and shorter.
06:25Conversely, if I scrub my Field of View downward, my Focal Length gets longer and longer.
06:30A great rule of thumb of to use when you're trying to pick which focal length to use is
06:35that Wider Angle Lenses tend to give a much more dynamic feel to your scene, and Telephoto
06:42Lenses tend to flatten things out, and there are some really valid design reasons why you
06:45might want to do both of those things.
06:47So, you can experiment with them to see which one works best for your project.
06:51Another important setting is something called the Focus Distance.
06:54When you start working with Depth of Field, the focus distance is going to become extremely
06:57important for determining which parts of your image are in focus.
07:01And the focus distance is this field here, and it's represented by the end of this little
07:05triangle that extends outward from the camera.
07:07By adjusting the focus distance inward or outward, I can determine where my camera will
07:12be focused on, when I start to mess with Depth of Field.
07:15And by default, CINEMA 4D's camera is infinitely in focus, but you can change that by messing
07:20with the Depth of Field Settings.
07:22And we'll talk about that more in the next movie.
Collapse this transcript
Creating depth of field
00:00Depth of field is a term that's used in photography to describe how much of an image is in or out of focus.
00:07An image that's all in focus is said to have a lot of depth of field, an image that is
00:12only partially in focus is said to have very shallow depth of field.
00:16In CINEMA 4D, there are three techniques for getting depth of field.
00:20Two of them involve using CINEMA 4D's own Render Engine and one technique involve using
00:25a Filter in After Effects.
00:26I'm going to cover the first two techniques in CINEMA 4D in this video and we'll talk
00:31about the third technique later on in the Essentials Training series.
00:36So I've got a very simple grid set up here and I've got a camera already set up in the scene.
00:41And you'll notice that there is a group of green objects here.
00:45And I've set these green objects at the focal distance from the camera.
00:48If I select my Camera and go to the Object Properties and look at the Focus Distance.
00:54That is this plane right here and you could see that there's a row of objects that line
00:58up exactly with that plane.
01:00And those are the objects that are green.
01:02I've done that so we can see exactly where that focal plane is and we'll be able to see
01:07the depth of field effect and see how it affects the background and see how it affects the
01:10foreground relative to those in focus objects.
01:13So, the first technique for getting depth of field involves the built-in render engine for CINEMA 4D.
01:20The way you activate depth of field is that multi-step process.
01:24So step one is to go to the Render Settings and activate depth of field.
01:28So, I'll hit Command+B or Ctrl+B on the keyboard and in the Render Settings I'm going to go
01:34to Effect and add Depth of Field.
01:39Let's go to the full-screen Perspective view.
01:42So now that we've activated Depth of Field on the Render Setting, we can do a test render here.
01:46I'll hit Command+R or Ctrl+R on the keyboard and you can see that everything in the image
01:50is still in focus.
01:52Depth of field has not activated.
01:53That's because I have to tell CINEMA 4D which parts of the image I want in focus and which
01:58parts I want out of focus.
02:00The way that you do that is by turning on some settings on the camera.
02:02So let's go to the Details tab of the camera.
02:05So let's raise this up just a bit so we could see everything.
02:08We've got our Focus Distance set at 2,000.
02:09We're going to leave that alone.
02:11So when we go to the Details tab, there is a Depth of Map Front Blur and Rear Blur.
02:16When I change that DOF Rear Blur, two things happen.
02:21The first thing that happened was I have this new extension on the end of my camera.
02:26My focus plane is still right here, but now I've got this extra little bit that's attached to the camera.
02:31If I turn that off, you'll see that it disappears.
02:35Let's turn it back on again.
02:36So now when I render, let's click in the Perspective view and hit Command+R or Ctrl+R on the keyboard.
02:42You can see that everything beyond those green objects is now going out of focus.
02:46And there's a range of values that you'd get here.
02:49And that's what's defined by this Start and End field.
02:53The Start is the focal plane and 1,000 units beyond the Start of the focal plane is where
02:59the End of the blur field will go.
03:01So everything beyond that setting will become out of focus and will gradually become in
03:07focus the closer it gets to the focal plane.
03:10Let's activate Front Blur and you'll see that it's much the same.
03:14We now have this little area that's shown up on our camera right there, and everything
03:18in this range will now go slowly out of focus.
03:21Let's do another rendering.
03:22Let's bring the Perspective view up full frame.
03:25You see, it takes a moment to calculate, but now you can see that the foreground objects
03:31are all out of focus and the objects at the focal distance are all in focus and there's
03:36a nice range of values.
03:39So that's the first way of getting depth of field inside of CINEMA 4D.
03:43The next way to get depth of field involves something called the Physical Render Engine.
03:47So I'm going to reset some values here on my camera.
03:49Let's turn off the Depth of Field Front and Rear Blur.
03:52And that was the only things I changed on the camera.
03:56I'm going to go back to the Render Settings now.
03:58Hit Command+B or Ctrl+B on the keyboard and I'm going to Delete the Depth of Field effect.
04:02If you have the Broadcast, Visualize, or Studio bundles of CINEMA 4D, then you have access
04:07to something called the Physical Render Engine.
04:09If you have the Prime version of CINEMA 4D, you don't have Physical Render Engine, but
04:12you still can do regular depth of field.
04:15So you can just follow along with this if you only have Prime.
04:18The way you activate the Physical Render Engine is by going to the Render pulldown right here
04:22and clicking on that and going to Physical Render.
04:24When I do that, let's move the Render settings over here for a moment and hit Command+R or
04:30Ctrl+R on the keyboard.
04:31You can see that when I do that, it really looks like nothing's changed.
04:36That's because in the Physical Render properties, when I Click on the word Physical, there's
04:40a Depth of Field checkbox here.
04:42So I have to turn on this Depth of Field checkbox.
04:44When I click that, I can now close up the Render Settings and when I hit Command+R or
04:50Ctrl+R again, I'll get a rendering.
04:53It looks like nothing happened, that's because really nothing did.
04:57What I have to do now is start to adjust the camera properties in order to get the depth of field.
05:02What happens with the Physical Render Engine is that when you activate it, the camera starts
05:05to behave in a much more physically correct way.
05:08So in order to get a really strong depth of field effect, you have to dial down your F-Stops.
05:14Under the Physical menu on the Camera, I've got an F-Stop setting here.
05:17It's set for f/8.
05:18On a real camera at f/8 on the type of lens that I have here which is a focal length of
05:2336, I wouldn't have a very shallow Depth of field, a lot of my image is going to be in focus.
05:28So let's go back to the physical settings and dial the F-Stops down.
05:32I'm going to go to the F-Stops and go from 8 down to 1 and now when I Command+R or Ctrl+R
05:39on the PC, you're going to see that some of my image is out of focus.
05:44Primarily, it's this area here in front.
05:47One of the things that's a bit strange about the Physical Render Engine is that I have
05:51to tweak my settings a lot to get the look that I'm going for here.
05:56In a real camera, if you're using an F-Stop of 1, you'd have a very shallow depth of field
06:01and things would be much less in or out of focus than they are now.
06:04So if I take this F-Stop and I'll dial it down to 0.1 and then I'll hit Command+R or
06:09Ctrl+R on the keyboard, you'll see that when I do that, I now have an extreme depth of field.
06:15My focus plane is still in focus, but I've got a lot of depth of field coming into and
06:20out of that region, going off into the distance, things are getting out of focus, and the in
06:24the foreground, things are out of focus.
06:26And I did that without using the depth of field adjustments under the Details tab.
06:29Now in the Physical Render Engine Settings, Command+B or Ctrl+B on the keyboard to get there.
06:35The quality of the depth of field is controlled by the sampling quality in the Physical Render Settings.
06:41So under the Sampler there is a method for sampling and then there's a Sampling Quality.
06:47I'm going to just for right now turn the Sampling Quality from Low to High and when I render
06:53again, Command+R or Ctrl+R on the keyboard, you're going to notice a couple of things.
06:56First of all, it's going to take a lot longer to render.
06:58Let's move the Render Settings out of the way.
07:01This rendering is going to take quite a bit of time with the Sample Quality set so high.
07:04So we're going to fast forward through the rendering to get to the fully rendered image.
07:08But the quality of the rendering is going to be very, very good.
07:12The general rule of thumb is that you have to adjust your sample quality based on the
07:16amount of time you have to render your project.
07:18Obviously, you want to always go for the highest quality possible, but sometimes you need to
07:22dial it down to make adjustments for the time you have to render.
07:26So you can see those are the two basic methods for creating depth of field inside of CINEMA 4D.
07:31We've got the built-in Render Engine which is available to all the versions of CINEMA
07:354D and then we've got the Physical Render Engine which is available to the Broadcast,
07:38Studio, and Visualize versions of CINEMA 4D.
Collapse this transcript
Creating dynamic camera movement with Motion Camera
00:00New to CINEMA 4D R14 is a very special new tag called the Motion Camera Tag.
00:05What Motion Camera Tag allows you to do is add dynamic motion to Camera object without any keyframes.
00:11In order to see what this tag does I'm going to first need to add a camera to the scene.
00:15Let's click on the Camera object and when I have the camera; I'm not looking through
00:19it yet, I just have it on the scene.
00:20Let's right-click on the Camera object and go to Motion Camera Tags>Motion Camera.
00:25When I do that, my camera jumped to center of the world.
00:27Now that's a very big gotcha.
00:29There's a special workflow to use with this.
00:30Right now I just want to talk about the settings.
00:33Let's see what this has actually done to our camera.
00:35We'll hit Play on the keyboard and you could see that the camera is now kind of bouncing
00:40and rotating as if this little guy were moving.
00:44And if we look through our Camera object, I'll click on the Active Camera icon you can
00:49see that we've actually got movement in our camera.
00:54That's all without any keyframes.
00:57Let's uncheck the Active Camera icon and look back at our guy here.
01:02Now this cute little guy is holding the camera over his right shoulder.
01:05I can control the height of him by adjusting the Height slider.
01:08I can adjust the Parallax which is how far off the center of his head, the object is,
01:13and there's an X, Y, Z value for each of those.
01:16And I can also add additional rotation and these values can all be keyframed.
01:21I can adjust the Head, I can also adjust the Camera Rotation, so he can be rotating it
01:27based on his position.
01:29The Link field allows you to work around that camera jumping issue that I talk about just a moment ago.
01:35We'll talk about that in just a second.
01:37Within the Animation field, there are some additional options for spline paths.
01:42So what we have the ability to do is to have this object travel along a spline.
01:47So if I middle mouse-click, so I'm going to go to the top view and draw a very quick spline.
01:53So let's grab a B spline and go 1, 2, 3, 4, 5, like that.
01:59Now when I go to my tag, if I take my path spline and drag it in there, what happens
02:05is my camera jumps to the end of that.
02:07I now have a Camera Position field that I can use.
02:10If I keyframe that value, let's Rewind back to 0 and I'll hold down the Ctrl key and set
02:15a keyframe for camera position and then move forward to frame 90 and then advance my camera
02:21position to the end.
02:22Ctrl+Click on that circle again to set the keyframe for frame 90.
02:27When we look through our camera, you'll see that not only is it bobbing up and down, but
02:32now it's moving along that path.
02:33Now it's moving a little too fast, but you get the idea.
02:38Let's look through this Perspective view window.
02:42So in addition to the bobbing, we're getting movement.
02:45The tag allows for a lot of flexibility in the style of movement that you're creating.
02:49There's a Dynamics and Motion tag.
02:52Underneath the Motion tag there is a preset, and I'm going to delete the spline out of
02:57here for now and just to get our camera back to the center of the world so it's not actually moving anymore.
03:02You can see that it's just bobbing up and down.
03:04I'm going to leave that playing for a second and go back to the tag and under the Presets
03:08I'm going to click on that and I'll do Calm.
03:11Calm is basically no movement at all.
03:14Then Steady Cam 1 is a very nice gentle movement.
03:18Steady Cam 2 is a variation on that with a little bit of rotation in it.
03:22Then you've got Ego which is a little bit of rotation and Z movement and then we've
03:27got Dogma Cam which has a lot more movement in and it's a little bit jittery.
03:34The Focus field allows you to have your cameras focus on a specific location in space.
03:40Generally speaking, I wouldn't use this, because I normally want to be able to control exactly
03:45what my object is looking at.
03:47So I'll leave this one alone.
03:49So let's take a look at how to use that Link field, the control where the Camera Position is.
03:53I'm going to go to the Window menu and I have a file already opened here.
03:57It's in the exercise files.
03:58It's called motion-cam-START, and this is just a very simple scene of some blocks, they're
04:03frozen in space and they act of tumbling down under this plane and there's no keyframes
04:07at all set on this, so I'm going to scroll back to 0.
04:10Let's add a camera to the scene and before we look through that camera, let's rename it Hero Cam.
04:16Before we look through it again, let's add a new camera to the scene and let's call that
04:20camera Motion Cam.
04:23The reason I called this Motion Cam is because this is the camera that's going to hold the
04:26Motion Camera tag.
04:27The general workflow that you want to use is that you first want to establish the camera
04:31that you are looking through your scene at.
04:33This is the angle that I'm happy with for my scene.
04:36I know that if I add the Motion Camera tag to the camera, it's going to jump to the center of the world.
04:41So let's right-click on this and go to Motion Camera Tags and add Motion Camera.
04:45Sure enough, there's my camera.
04:46It jumped to the center of the world, but this is the view that I want to look through.
04:51I want to be looking from this camera at the world.
04:54If I were to look through the Motion Cam you see at the center of the world inside one of those blocks.
04:58The way to get around this is through the Link field.
05:00If I click on the tag and go to the Rig Property, underneath the Rig Property is the Link field.
05:07In this field, I want to put the Hero Cam.
05:09So let's take the Hero Cam and drop it into that field.
05:13So what happens is the Motion Camera now jumps to the position of the Hero Cam.
05:17The other thing that's happening is that it's also adding to the position, the Rig Height.
05:23Now if I don't want to use the Rig Height I can click the Override Rig Dimension settings
05:28and that's going to bop the camera right to the same location as the Link object.
05:32I could also have zeroed out the Rig settings there as well.
05:36Now what's happened is that the Motion Cam is locked wherever the Hero Cam goes.
05:40Generally speaking, you want to have the Motion Camera down below the Hero Camera in the Object Manager.
05:46So wherever I move this Hero Cam, the Motion Cam will follow.
05:49So if I grab the Hero Cam and move it on its X axis, you can see that both cameras are locked together.
05:55There is my motion camera.
05:58Let's do a very simple camera move here.
05:59I want to set some keyframes for the Hero Cam.
06:02And when I tried to drag it, be very careful about which camera you're trying to drag.
06:06The Motion Camera will not move, because it's being governed by the position of the Hero Cam.
06:10So make sure you actually select the Hero Cam up here in the Object Manager.
06:15Now I can move those guys around.
06:17So what I want to do next is set up some keyframes.
06:19If I take this camera, and I'll just do a very simple move from left to right.
06:22I'll set some keyframes here at time 0 for the position of the Hero Cam.
06:26Let's go to the Coordinate Properties and I'll set Position and I'll set Rotation and
06:31then I'm going to go forward in time.
06:32Let's go to forward to about frame 90 or so.
06:35I'm going to set my preview range down to 89 and then move my slider to 89 as well.
06:42I'll take my camera and move it over here and then use a little bit of rotation as well
06:47and adjust the pitch as well.
06:49So adjust it like that.
06:51Now I'll just take the Hero Cam and set those keyframe values at that moment in time.
06:57I was holding down the Ctrl key to set those keyframe values.
07:01If I look through my Motion Camera now, I can hide the Hero Cam and when I hit play;
07:09let's Rewind back to 0 and hit Play, you can see that, now we've got this really interesting motion.
07:15Now that little ball that you see dancing through the screen is the selection of my Hero Cam.
07:20So if I deselect that I won't see that anymore.
07:26Underneath the Hero Cam if I go to the Motion Properties I can adjust the intensity of the
07:31Footsteps and Head Rotation and Cam Rotation and Position.
07:34If I add in a little bit of intensity on the Head Rotation, let's hit Play, and we can
07:39crank that up a little bit. There we go.
07:43I can now also twirl these values open and adjust them as well.
07:47We've got a Frequency and Maximum Value.
07:50The Maximum Value is the range in which the object will be allowed to move.
07:54The Frequency is how fast it will move within that range.
07:58So let's Stop playback for a second.
08:01So within the Head Rotation, I'll change the max value from 5 and let's make that say 50.
08:10Now this is going to be way too much.
08:11I'm just trying to illustrate a point here.
08:13Now when I hit Play you'll see that I've got a much wider range of rotation values that
08:18it's allowed to move in.
08:19Let's change the Frequency value from 1 to say about 4 by 4 by 4 and this is going to
08:25have the camera moving much faster.
08:27So if you're trying to create that super earthquake shaky cam look, adjusting the Frequency and
08:35adjusting the maximum values will give you a lot more range of motion on those sliders.
08:41As you can see, the Motion Cam Tag allows you to add dynamic motion to just about any
08:45camera move.
08:46Experiment with the settings to see what kind of cool new movement you can come up with.
Collapse this transcript
Building smooth shots with Camera Morph
00:00Another new addition to the camera tools in CINEMA 4D R14 is something called the Morph Cam Tag.
00:06The Morph Camera Tag allows you to create smooth transitions between Camera Objects.
00:11I'm in an empty scene file here.
00:13I'm going to add a cube to the scene and then just add a camera here for this position.
00:18Now I'm in the Perspective view, I'm not looking through the camera yet.
00:21What I want to do is create a transition between two cameras.
00:24So let's add a second camera.
00:25I'm going to orbit around a little bit and add a camera right about here.
00:29That's pretty good.
00:31Then I'm going to orbit around and add a camera down here and then I'm going to add one, and
00:41let's also rotate this camera a little bit.
00:42So let's adjust the banking so that it's dutched. There we go.
00:47So now you can see we've got this three Camera Objects here.
00:50Now what I want to do is create a transition from this camera, to this camera, to this camera.
00:58Before the only way to do that would have been to take the position information from
01:02these other two cameras and put it into an animation track and have it animate along a single camera.
01:08Now that's a bit cumbersome to do.
01:10So rather than do that, the programmers have given us this really cool tag called the Camera Morph Tag.
01:15I'm going to uncheck the look through active camera button and get out here into the world.
01:20The way the Morph Camera Tag works is that it needs to have its own dedicated camera to work on.
01:24So let's add a new camera to the scene and call this Morph Cam.
01:30The next thing I want to do is name my Camera Object so I don't get them confused.
01:34So let's call this one Camera 1 and I'll up arrow to Camera 2 and then up arrow and Camera 3.
01:41Now that I've got those cameras named I've got my Morph Camera in the scene.
01:45Let's back out a bit so we can see what exactly is going to happen.
01:47So I've got this Morph Camera that's way up over here and I've got this three cameras
01:51that I want to use as the position information for this Morph Camera.
01:54So I Right+Click on the Morph Camera go to Motion Camera Tags and get Camera Morph. N othing happens.
02:01That's because I've got to tell it what cameras to use.
02:05Now there's two different modes for the Morph Camera Tag.
02:07There's the Simple Morph which where you can morph between two cameras or we can do a multi-morph.
02:13Simple Morph is easy enough to understand.
02:15But let's show you Multi Morph, because once you see Multi Morph you'll be able to do Simple
02:19Morph with no problem.
02:20So in the Multi Morph, you get this new Multi Morph field.
02:24In order to grab and put these cameras in here, I just drag them down.
02:27So I go from camera 1, and as soon as I did that you'll notice that my Morph Camera has
02:31now jumped to the position of camera 1.
02:34Now let's add in camera 2 and put it right below there and then camera 3 right below there.
02:41So now I've got cameras 1, 2, and 3.
02:43As I did that, you notice that I now have a white line.
02:46That white line is connecting all those cameras and you could see I've got a tag on there
02:50visibly that calls them 1, 2, and 3.
02:54The way to transition from camera to camera is by using the Blend slider.
02:59When I do the Blend slider, my Morph Camera which is now shown in blue, will move from
03:03position to position.
03:05So let's see what that looks like looking through the Morph Camera.
03:08So when I click on the active camera icon I can now transition through them by adjusting the blend.
03:14You can see I got a really nice smooth transition from position to position.
03:18If I want to animate that, I can just set a keyframe for the Blend.
03:22So I'll hold down the Ctrl key and click on the gray dot next to Blend.
03:27Let's move forward to frame 90 and then I'm going to adjust the blend to be 100% and then
03:33Ctrl+Click again to set the keyframe.
03:35And now when I hit Play, you can see that I've got a nice smooth motion between each
03:41of those cameras.
03:42So let's see that in practice.
03:43This was a very simple example with a cube.
03:46Let's see what that looks like in the scene file.
03:47So I've got a scene file open already.
03:49It's morph-cam-START in the exercise files and I've got my four cameras already set up.
03:55These are the four cameras I want to look at it from and I've got animation of a car
03:59going down a track.
04:00You can see the car is going around the curves and that black line is the path that the car is following.
04:07So when I look through the cameras; I want to look through camera 1 first.
04:11Now in this project file you'll notice that when I click the Active Camera Icon that my
04:15camera doesn't jump to the location of the new camera, that's because I have a new view
04:19panel set up for this scene.
04:22So if I go to the Window menu and go to New View panel, this new view panel is the camera window.
04:29This is the viewport that I want to use to look through my cameras and I'll leave that
04:32floating right here.
04:33I can also park it in the interface, but it's good to just be floating right now.
04:37Now that we got that in camera floating there, when I click these icons for active camera,
04:42you can see that it's going to jump from position 1 to position 2, position 3, and then position 4.
04:50So the car is going to go pass the camera in each of those different positions and it
04:54creates some nice dynamic shots for me.
04:57So now we need to add our Morph Cams.
04:59Let's uncheck the Active Camera icon and then add a new camera to the scenes.
05:03So I'm going to click up here in the window and add a new camera, and we'll call this
05:07camera Morph Cam.
05:09Let's right-click on the Morph Cam and go to Motion Camera Tags>Camera Morph and we're
05:13going to change it from Simple Morph to Multi Morph.
05:16In the Multi Morph field we're going to add our cameras.
05:19So rather than drag them one at a time, I'm going to click the lock button on the Attribute
05:24Manager and then select all of these and then drag them in all at once and then click the unlock button.
05:31Now I can click back on the tag to see my properties here.
05:34So when I look through the Morph Camera, this viewport here is the one that's going to change.
05:38So now I can click the active camera icon on the Morph Cam and you can see it jumps through there.
05:43Now this red line represents the path that my camera is going to be traveling as it moves
05:46through the scenes.
05:47Let's orbit around that and see what it's doing here.
05:51When I animate that, let's adjust the blend and have it go through those positions.
05:55You can see it hits its marks, but there's a spot where it actually passes underneath
05:59the ground plane.
06:01CINEMA 4D has a method that it's using to interpret the space between the cameras and
06:07that's done under this Interpolation field.
06:10You can see that there are two different versions, I could do linear which is just a straight
06:13line from location to location or I can do Soft 1 or Soft 2.
06:19And neither one of those really fixes my problems.
06:22So that means I have to add in a new camera.
06:24Let's change this back to Soft 1, because I think that gives me the best result.
06:28Now I need to add an intermediate camera right here in this area to fix this spot where the
06:33camera goes underneath the ground.
06:36So what I'm going to do is to navigate through the scene using the Blend Option on the Morph
06:40Tag and so when I blend through, I'm going to blend through to about this location here.
06:47In this viewport, I'm going to add a new camera and I'll click the Add Camera button and that
06:52adds a camera right at that location and space.
06:55This new camera I'm going to call Camera 3.5.
06:59That's how I know it goes between cameras 3 and 4.
07:02Now before I add that into the mix, I want to adjust it.
07:04If I just add it to the Morph Tag right now, it's not going to do anything for me.
07:08I need to adjust its position.
07:09So let's look through this camera.
07:12And in we're looking through that camera, we're going to now move it up above the track.
07:17You can see as I adjust it here it's going to change its position there.
07:21We want to have it just go up a little bit and have it look through.
07:25The camera that I'm looking at is this one right here.
07:28I want to adjust it around that way and tilt it up that way and then I think move it back just a bit.
07:36So let's dolly back so it's a little bit closer to that midpoint.
07:42So what I've done is I've put it about midway between these two cameras.
07:46So what's going to happen is when I add this to the Morph Tag, this red line is going to
07:50get drawn through this camera now and that blue camera is going to jump position.
07:55So let's go to the Morph Tag and let's take 3. 5 and put it right down here into the Morph
08:00Tag and you can see that my camera jumped.
08:03Let's take 3.5 and put it right down here as well just to keep things neat.
08:07In the Morph Tag now, when I blend through, let's look through the Morph Camera and let's
08:14scrub through it, and you can see that as we scrub through, there's our camera and it
08:19hits its mark right there, boom.
08:22Now what we need to do is add some keyframes.
08:25Let's scrub backwards in time to time 0 and before I add the keyframes, let's hide all
08:29this other cameras.
08:30They're confusing up the scene.
08:32So I'll hold down the Opt or Alt key on the PC and I'm going to click twice and hold on
08:36this number 1 on the steady dots.
08:39Click twice and then drag down.
08:42That get rids of the spline, that get rids of the cameras, and that really cleans up my viewport.
08:47So now I can set my keyframes on the Morph Tag.
08:51So let's rewind the time 0 and go back to 0 position on the tag and I'll hold down the
08:55Ctrl key, set a keyframe for 0% at time 0.
08:59Let's go forward to frame 90 or so and the point at which it goes past this camera.
09:04That's a good spot right there.
09:05It's already gone passed there.
09:07So if I back up it's going to be pretty much outside the cameras field of view at this point in time.
09:12And let's adjust the cameras so that we are at the end of our movement which is right about there.
09:19So let's set a keyframe now.
09:21I'll hold down the Ctrl key and click on that dot.
09:24So now when we scrub through that you can see we've got this great motion.
09:27It feels almost like a helicopter shot as we're flying over the track and it's getting
09:31us a kind of motion and dynamic movement that would be really hard to get without having
09:36been able to set those camera positions first.
09:40So let's hit Play and see what that looks like.
09:43I'm looking through this viewport.
09:46So whichever viewport is active is the one that CINEMA 4D is going to actually show you.
09:50So let's click on this viewport and make it active and see what our camera is doing.
09:55You can see there's a little bit of a bump in that movement there right from Camera 3 to 3.5.
10:03So let's Pause playback for a second and let's go to Camera 3.5.
10:08And it's right in this range here as where it hits.
10:10So what we want to do is go to 3.5 and select it and just adjust the rotation.
10:17You notice that my Morph Camera is moving as well and that's because when I change 3.5,
10:23it changes the position of the Morph Cam.
10:24I can also adjust its rotation just a bit.
10:27And that should smooth things out. There we go.
10:33Boom!
10:34It hits its mark quite a bit better.
10:36The Morph Camera gives you a tremendous ability to create smooth dynamic moves in a way that's
10:41very intuitive.
Collapse this transcript
3. Changing Shapes with Deformers
The deformer workflow
00:00In an earlier module of the CINEMA 4D Essential Series we talked about the idea of different
00:05object types and sub-categories.
00:07One of those is something called an Operator Object and within the Operator Objects are
00:12the Deformers, and Deformers are a way to modify and distort and change the shapes of
00:17your objects non-destructively.
00:20I'm going to add a cube to the scene and the Operator Objects, the Deformers, are purple
00:25icons and if I click and hold on these, these are all the different Deformers that we have access to.
00:30I'm going to start off with something very simple which is just a Bend Deformer.
00:34The Bend Deformer allows you to bend your objects, and if I select Bend Deformer and
00:39go to the Object Properties and adjust the Strength, then you can see that that Bend
00:44Deformer is bending, but it's not affecting the cube.
00:48The reason it's not affecting the cube is that Operators work in a very specific way.
00:53Operator Objects like the Bend Deformer only affect their parent or their peer.
00:58That's really important to understand.
01:00So if I take this Bend Deformer and I make it a child of the cube, it's now affecting
01:06its parent, the cube.
01:08Now the thing you may have noticed is that the cube when it bent, it distorted, it didn't
01:12actually bend, and that's because of a very important rule.
01:16A single polygon edge cannot be bent.
01:19You'll notice that my cube is just one long edge here.
01:23If I go to the cube and adjust the segments on Y, along the Y axis, it's just set for
01:30one segment now which is one long edge from corner to corner.
01:35Let's adjust that.
01:36Let's make it say 10.
01:38When I do that, I now have a much more flexible cube and this Bend Deformer when I adjust
01:43its Strength Property will now bend the cube nicely.
01:48Now the other way to use the Deformers is in something called Peer mode.
01:51The way that works is I need to have both of the cube and the Bend Deformer as children
01:56of the same objects.
01:58Let's drop that down out of there by dragging it out and let's add a new Null Object to
02:02the scene and let's take both of these objects and make them children.
02:06So now that they're both children, you can see that the Bend Deformer is in fact affecting the cube again.
02:11Now this is my preferred arrangement for using Deformers.
02:14I almost never make them direct children of the object I want them to affect.
02:18The reason is that I now have a much better degree of control over my Deformation.
02:24One of the things that I have the ability to do now is that I can animate the cube separately
02:28from the Bend Deformer.
02:29So let's see what that does.
02:31I'm going to take the Bend Deformer and go to the Strength and just crank it over like that.
02:36Now watch what happens when I animate the position of the cube.
02:39I'll take the cube and just scrub through the Y coordinate value.
02:43Look what happens.
02:44The cube actually animates through the Bend Deformer and that's a really cool animation effect.
02:50You can do all kinds of fun stuff with that and that's something that you couldn't do if
02:54the Bend Deformer were parented directly to the cube.
02:57Let's click and hold on this Bend Deformer and take a look.
02:59All of these purple icons are all Operator Objects or all Deformers.
03:03For the most part, they all work in the same way by modifying their parent or their peer.
03:07There are some more advanced ones though that we'll take a little bit of fiddling to work
03:10with, for example, Shrink Wrap and Morph and Camera.
03:14Those kinds of Deformers are a little bit more advanced, but for the most part all the
03:18other ones work in that super simple way.
03:20Try experimenting with all the different deformers and see how much fun you can have.
Collapse this transcript
Making a fish swim with the Wind deformer
00:00The Deformer Objects in CINEMA 4D are incredibly versatile.
00:04Some of them are passive objects that need to be animated like the Bend Deformer.
00:07But there's another very special Deformer called the Wind Deformer that allows you to
00:12create movement without any keyframes at all.
00:14I'm going to use a Wind Deformer to give this fish here some swimming motion.
00:17So the fish hierarchy that I have here has eyes and a fish NURB and all the different
00:22parts of the fish underneath.
00:23I'm going to twirl that closed.
00:26Now remember the Deformer Objects work on their parent or the peer and I prefer to use
00:30them in Peer mode.
00:31So I'm going to add a new Null Object to the scene and I'm going to call this one Fish Uber.
00:37And I'll make an umlaut by holding down Option key hitting U and then hitting U one more
00:42time and then go in B, E, R.
00:45That's a little throwback to the German origins of CINEMA 4D.
00:49So I'll take this fish parent and put that under there.
00:52The Deformer that we want to use is the Wind Deformer.
00:55So if I click and hold on this, I'm going to go down to the Wind Object.
00:58It looks like a flag, that's the icon for it.
01:01When I add it to the scene, it looks like nothing's happened.
01:04That's because when I created this scene file, I left it in Texture mode and over here on
01:10the left-hand side of the interface is Texture mode.
01:12We need to get out of Texture mode and into model mode to be able to see the handles for
01:16our Wind Deformer.
01:17So let's click on model mode and now we can see the handles for our Wind Deformer.
01:21Let's switch to the Move tool and let's back out just a bit and orbit around to see where
01:25we're at with this fish.
01:26Now when fish swim, they wiggle their body from the head backwards.
01:32Now the way the Wind Deformer works is that it creates a sine wave through an object along
01:37the X axis of the Wind Deformer itself.
01:40So what I need to do is to line the X axis of the Wind Deformer up with the length of the fish.
01:46So I'm going to take the Wind Deformer and rotate it.
01:48So I'll hit R on the keyboard and rotate it around like this and I'll hold the Shift key
01:52down to constrain the motion to even increments.
01:56So now I've rotated it -90 degrees.
01:59Nothing's happened yet.
01:59It hasn't deformed the fish that's because I need to make the Wind Deformer a peer with the fish parent.
02:05So let's drag Wind into the hierarchy here right up above.
02:08And you can see as soon as I do that my fish is deformed.
02:12And that's kind of funny looking.
02:14What's going on is that the X axis of the Wind Deformer is controlling the length of
02:19the sine wave and then the Z axis is controlling the amplitude of the sine wave.
02:25So the way you do that; if you look in the Object Properties of the Wind Deformer we
02:28can adjust the Size and the Amplitude.
02:31Remember the Size is along the X, axis and we don't want to have it so short.
02:35The shorter it is the more waves you get in your fish and that's too many.
02:39So what I want to do is back that out and have it be somewhere in that area right there.
02:45The beautiful thing about the Wind Deformer is that it doesn't need any keyframes at all.
02:49If I hit Play, you can see that my fish is now moving.
02:56The motion that I have there is still a little bit too long.
02:59So I'm going to scroll it down just a bit on the Size and bring it in to about the 130 range.
03:05I think that's pretty good.
03:06Now the Amplitude is how big the waves are along the Z axis here.
03:11So those are a little bit big.
03:12Right now I'm going to scroll them down to about there, 19 or so.
03:17Now let's hit Play and see what that looks like. Very good.
03:24That motion feels good, but it's a little too slow.
03:27The way we change the speed of it is by adjusting the Frequency.
03:30So let's take the Frequency and crank it up.
03:32Let's try 3 for now.
03:35I'll hit Play one more time. Not bad.
03:38Let's make it six, let's double it again and I'll hit Play again. There we go.
03:45Looking great.
03:48One of the things you'll notice about this movement; let's orbit around here, you can
03:51see that the fish's head is deforming as well.
03:54Let's Pause that for moment.
03:55I'll orbit back around and switch to the Move tool.
03:58As I move this around, you want to be really careful about where you put the Deformer.
04:03The flag motion of the Deformer is based on the origin of the object.
04:07So where waves from is going to be this little location right here.
04:12Let's move it back just a little bit behind the eyeballs and let's hit play again. There we go.
04:18Now we've got a little bit more movement on the head.
04:20You can see that he's wiggling his head back and forth and his body is following along nicely.
04:26And this really creates a pretty decent sense of movement in the fish.
04:30It's not nearly as good as creating a dedicated rig for a fish swimming using joints.
04:35But this is a very convincing movement.
04:38That's pretty much all there is to making the fish swim with the Wind Deformer.
04:41There's a very important option though that I wanted to talk about and that's something
04:44called the Stick Texture Tag.
04:46The Stick Texture Tag is a very special tag that forces the textures on your objects to stick to them.
04:52When I created this fish I created it using something called Flat Mapping.
04:56The Flat Texture Mapping that I used to create the fish does not allow for the texture to
05:02actually stick on the fish when it gets deformed.
05:04The texture normally slides.
05:06What I've done is in the hierarchy of the fish ; for example, on the fish body and actually
05:11on all the objects, I've right+clicked and gone to the CINEMA 4D tags and added a Stick
05:17Texture Tag and it looks like this little guy here.
05:19It's a texture icon with a pin stuck in it.
05:22If I were to delete this tag off of the fish, watch what happens to the texture.
05:26Let's delete that just from the fish body.
05:29Now when I hit Play; it's a little bit hard to tell in this example, but the fish texture
05:34is actually sliding along the body.
05:36So it's really important when you're going to deform something and you're using Flat
05:39Mapping anything other than UVW mapping on your textures.
05:42Then you want to always use the Stick Texture Tag to force that texture to stick on your
05:47object when it gets deformed.
Collapse this transcript
Adding movement with the Spline Wrap
00:00The Spline Wrap object is a special deformer that allows you to distort or wrap an object along a spline.
00:07It can be use for all kinds of fun things.
00:09In this case, we're going to use it to add motion to the movement of our fish.
00:14In the previous movie we created a moving fish with the Wind Deformer and when I hit
00:18Play here you can see that we've got a great looking animation to our fish, but he's not moving anywhere.
00:22He's just swimming in one spot.
00:24The Spline Wrap object can be used to give some really convincing movement to our fish.
00:29The way the Spline Wrap works is it's a deformer so it's need to be working with parent or peer.
00:35But also needs a spline in order for it to function.
00:37Before we add a Spline Wrap to the scene, let's draw a new spline to have our fish swim along.
00:42So I'm going to switch to the four-way view and in the top view let's back out just a
00:46bit and I'm going to draw a B spline.
00:50Now I normally use B splines whenever I'm creating splines for motion paths.
00:54The reason is that B splines create a very smooth path through objects and it's very
00:59hard to put a kink in them.
01:00So I'm going to start by clicking through here and making a path for my fish to swim on.
01:06So the first point here that I made is a little bit rough.
01:08So I'll switch to the Move tool, E on the keyboard.
01:10I can click on that one point and just kinda drag it over here. There we go.
01:16Now with the Spline drawn, I can now add a Spline Wrap to the field so under the Deformer
01:20Objects is the Spline Wrap Object.
01:22It looks like a little tube being wrapped along a Spline.
01:26So let's add it to the scene.
01:27Now I need a new Null Object and I'm going to call Null Object, Fish Wrap.
01:33Then I'll take my Fish Uber and my Spline Wrap and put them as children of the Fish Wrap.
01:39Then I'll take the spline and move it up above the fish in the hierarchy.
01:44CINEMA 4D evaluates the Object Manager from the top down so you always want to have the
01:48thing that's driving the position of objects above the objects that are being driven.
01:53So in this case the spline is going to be driving the motion of the Spline Wrap Object
01:56which is going to control the fish.
01:58So it's evaluating downward in a nice smooth path.
02:01Now what we can do is let's back out in the Perspective view.
02:05So we can see the entire spline when we create this.
02:08Now nothing happened when we first added the Spline Wrap to the scene.
02:11That's because on the Spline Wrap, there is a Spline field and it doesn't know to do anything
02:16until you put something in that Spline field.
02:18So let's drag our Spline into that field.
02:21And when we do that, oh boy, our fish gets massively distorted.
02:26The reason for that is this Axis field.
02:28The Axis by default is the X axis on the positive direction.
02:33We built our fish along the Z axis in the positive direction.
02:37So what we need to do is change this from +X to +Z.
02:42When we do that, now our fish is still distorted, but he's facing the right direction along the spline.
02:47The next thing we have to turn off is something called Fit Spline.
02:50Under the modes here is the Fit Spline pulldown.
02:54When we click on that, we're going to tell it to keep the length of the original object.
02:58When we do that, we now have our fish, but he's upside down.
03:02That's because the Spline Wrap doesn't really know which way is up.
03:05There's two ways to fix this.
03:06We could either adjust the rotation of the object underneath the Rotation Option.
03:10We can change the Banking to be 180 and that would flip the fish over.
03:14The better way to do it though is to use something called a Rail Spline and a Rail Spline is
03:18a spline that the Spline Wrap will use to tell which way is up.
03:22So we're going to create a Rail Spline based on our existing Fish Spline.
03:26So let's take this spline here, hold down the Ctrl key, and drag a copy down.
03:31Let's Rename that new copy and call it Fish rail.
03:36On the Rail Spline I'm in Point mode still.
03:38I want to click on a single point out here in the editor window and then hit Command+A or Ctrl+A.
03:44Now we've selected all this points and let's take that Spline and just drag it up on the Y axis.
03:48It doesn't really matter how far.
03:49I'm going to keep it right about here.
03:52In order for the Spline Wrap to use the Fish rail, we have to take the Fish rail and place
03:55it in a special field.
03:56So on the Spline Wrap Object under the Spline Options is the Rail field.
04:01So let's take the Fish rail and drag it right in there and what happens when we do that,
04:05our fish immediately flops upward.
04:08So now we've got our fish facing the right direction on the spline.
04:12Now we can get it moving.
04:13The parameter we want to animate to get the fish to move is the Offset Parameter.
04:18Let's scroll back to 0 and then Offset Parameter I'm going to hold down the Ctrl key and click
04:23on the gray circle.
04:24That turns it into a red dot.
04:27Now I've set a keyframe for the offset at time 0.
04:30Let's animate forward to frame 90 and then let's change the offset to 100%, and watch as I move that.
04:37You'll see our fish travel through there.
04:40Now I hold down the Ctrl key and set a keyframe.
04:43Let's Rewind back to 0 and hit Play and watch our fish swim.
04:51Now the great thing about this, let's orbit around and take a look at that up close.
04:55You can see that we've got great movement on our fish.
05:01One other thing that's happening is the frequency of the fish movement doesn't quite match up
05:06with the speed that he's going.
05:07So we could go to the Fish Wind Object and adjust the Frequency up.
05:12Let's crank the Frequency up to say 9.
05:14So he's got a little bit more energy as he's swimming through the scene.
05:17That's still not quite enough.
05:19Let's make it about 20.
05:20Let's crank it way up. There we go.
05:24We've got great movement.
05:28Let's pause that.
05:29One of the things you may have noticed is as it travels through here, there are some
05:33spots where the fish distorts a little bit.
05:35You want to be really careful when you're using Spline Wrap.
05:37You never want to make the curve that the object is passing through smaller than the
05:41diameter of the object that's passing through it.
05:43What'll end up happening is that you get a weird crossing of the motion.
05:47So for example, if I were to go to the fish Spline and take these two points and move
05:53them, I'm going to grab the Green Axis Band and Drag it closer.
05:58Watch what happens in the location where the fish passed through that small point.
06:03You'll see that as it goes through there, it really distorts it and you want to avoid that.
06:07So I'm going to undo that.
06:09The other thing is that when you have a Rail spline you have move both splines at the same time.
06:14So I can select both the spline in the Fish rail and I can use my Rectangular Selection
06:18tool and I can grab all the points on both splines.
06:22So if I want to drag just those points around, let's switch back to the Top view and I can
06:26rotate those guys around a bit so that he's not starting off with such a severe angle.
06:32I can then hit the Spacebar to get back to the Selection tool and then move those guys around a bit.
06:36So you can see I'm moving both the rail and the main spline all at once.
06:41One last thing, a good idea for your hierarchy is to keep the Fish Wrap and the splines all
06:45together under the same Null so that when you go to move them from project to project,
06:49they'll all be together.
06:51So I'll add a new Null Object here and let's call this one Fish wrap Uber. There we go.
06:59And I'll take the splines and the Fish Wrap and put them all under there.
07:04Now when I move that around, the fish and the splines all travel together in the same way.
07:09So the great thing about the Spline Wrap is you can put just about anything underneath
07:12there, type, fish, any sort of geometric object.
07:16Anything made out of polygons basically can be put under there.
07:18You can have all kinds of fun.
Collapse this transcript
Creating bendable type
00:00Type is a common theme on motion graphics and one of the things that animators and/or
00:05designers often get asked to do is to distort type.
00:08CINEMA 4D has some great tools for distorting objects, but when you go to Distort Type there
00:13are some very special considerations to keep in mind.
00:15I've got this very simple word here Bendy.
00:18It's just an Extrude NURB there with the Text spline underneath it and I've got some caps
00:21on the Extrude NURB set to be Fillet Cap with the radius of 2 by 1.
00:27Now what I want to do is to bend this type.
00:30So let's go to Deformer Objects and add a Bend Deformer.
00:33A great rule of thumb when using the Deformer Object is to have the box that represents
00:38the deformer object be the same size or as close to the same size as the object you're
00:43going deform as possible.
00:45That's going to give you a lot more control and predictability over the deformation.
00:49So what I want to do is to switch to a four-way view and I'm going to raise up this box on the Y axis.
00:57So it's about on the middle of the word and then in the Object Properties for the bend
01:03deformer I'm going to scroll down on Y.
01:05It's pretty good.
01:09Then I'm going to scroll out on X to get it just inside and then on Z, let's make it quite a bit thinner.
01:17There we go.
01:19Next thing I'm going to do is to take the Z axis and move it down so it's in the center of the word.
01:24I think that's pretty close.
01:26The idea that you want to have everything in your word inside that purple box.
01:29If you remember from earlier, Deformers work on either their parent or their peers, so
01:33let's go ahead and add a new Null Object to the scene.
01:36So let's draw a rectangle around both these objects and make them children of the Null.
01:39There are now pairs of each other underneath the same Null.
01:43Now when I take the Bend Object and adjust its strength you'll see that it's bending the Deformer.
01:48Let's adjust the angle to be 90 degrees.
01:51That's going to allow me to bend the type front to back.
01:54So now when I adjust the Strength, you'll see that it bends this way.
01:58So I can get a cool wiggly movement.
02:00Now let's make the Perspective view fullscreen and if we scroll the type all the way over,
02:07one of the things you'll notice is that it's not really bending.
02:10The reason for that is a very important rule.
02:13A single polygon edge cannot be bent.
02:16So because of that rule, all the lengths of my objects are being treated as one long edge
02:22and you can see they're not bending.
02:24So what I need to do is to tell the Spline Object not to treat this one long length of
02:30the end as a single segment.
02:32So the way I do that is by twirling open the Extrude NURB, selecting the Text Object, and
02:36then under the Object Properties we're going to go to the Intermediate Point.
02:40Now what I want to do is to change the Intermediate Point from Adaptive to something like Uniform
02:45and when I do that, you see that my type immediately starts to bend.
02:49Now if I'm not getting enough deformation or enough resolution in my word, for example,
02:54if you see the corners on the Es are now starting to go round out a bit, I need to crank up
02:59my number in the Intermediate Points counts.
03:01So let's take that up to 16.
03:05You can see as I take it up, those edges got smoother.
03:08Let's make this 24.
03:09Let's take it all the way up to 64. T hat's better.
03:15So now you can see that I've got a great bend in my type.
03:19I still got some issues though.
03:20If you'll notice along the N itself, hit Command+R or Ctrl+R in the keyboard to render the active view.
03:26You could see that it's deforming roundly, but it's kind of breaking in weird ways and
03:30that's because of the way that the Extrude NURB probably draws the caps.
03:34By default, it draws something called N-NURBS and if you remember from the modeling module
03:38N-gons are evil and they should be avoided in all cost.
03:43So what we need to do is to tell the Extrude NURB Object not to draw N-gons.
03:46So let's go to the Extrude NURB Object.
03:49Underneath the Caps Option are some checkboxes here.
03:51We're going to leave those along, but right below those is the N-gons pulldown.
03:57Now we want to change that from N-gons to be Quadrangles and when we do that, we're
04:02going to turn on Regular Grid and that's going to eliminate virtually all of our problems.
04:08If you still see issues in your type, you may need to adjust the width of the regular grid.
04:13What happened is that instead of triangulating all these, it created a regular grid pattern
04:19overlaid it on the type, and used that to determine the shape of the type as it bends.
04:24We can see this grid pattern by going to the Display menu and changing our Display from
04:28Gouraud Shading to Gouraud Shading with Lines.
04:31When we do that and now see that grid pattern.
04:34If I undo, Command+Z or Ctrl+Z on the keyboard you can see that's what the polygon distribution
04:38looked like before.
04:39Command+Y or Ctrl+Y, that's what it looks like now.
04:42You can see it's much, much cleaner.
04:44The great thing about using live type for this exercise is that I come back in and change
04:49that type at any moment.
04:51If I go to the Text spline, I can go to the word Bendy and say Hello, click outside there
04:58and my word changes to Hello.
05:00Now as long as my words are still inside that purple box, I don't need to adjust the Bend Deformer.
05:05So this is a great way to set up a nice type template.
05:09You can animate the bend.
05:11If you animate the Strength property, you can have your type sprung back and forth and
05:14you have a lot of control to create some really interesting effects.
Collapse this transcript
Making splats with the Melt deformer
00:00One of the often overlooked Deformers in CINEMA 4D is something called the Melt, and we're
00:05going to use the Melt Deformer in a sphere to create a really cool splat.
00:09Let's add a sphere to the scene.
00:11Now let's add the Melt Deformer underneath the Bend Object or the Deformers and let's
00:14add Melt to the scene.
00:16Melt is a deformer and I prefer to use them in Peer mode.
00:19So let's add a new Null Object and take both objects to make them children to the same Null.
00:24Now as soon as I do that, the melt has an impact on the sphere.
00:28If we click on the melt, we can see that there are some properties.
00:30We've got strength and radius.
00:32The strength is how much it's melting and when I bring it to 0, you can see that the
00:37sphere is really only a hemisphere.
00:39That's because the place that the object melts from is the axis, the center of the world in this case.
00:45So what I need to do is take my sphere and raise it up and I can do this numerically.
00:49If I go to Coordinate Properties and go to the Position and make that 100 units on Y,
00:58now my sphere is touching the floor perfectly.
01:01So now when the melt is at 0%, my sphere will be intact and I can adjust the strength to 100.
01:08You can see that it melts nicely.
01:09So we're going to animate this backwards.
01:12So let's go to about 10 frames and set a keyframes.
01:15This is where we want our sphere to hit the ground.
01:17We want to hit the ground at 10 frames.
01:19So select the sphere and go to Coordinate Properties and on the Position Ctrl+Click
01:23on the grey circle to set a keyframes.
01:26Now we can back up in time and at time 0, we can raise this up at the camera.
01:30Let's raise it up pretty high, and I'll Ctrl+Click again to set keyframes.
01:36Now when I hit Play, you'll notice that my sphere slows down right before it hits the ground.
01:39Let's fix that in the F-Curve Manager.
01:41I'm going to go to the Window and bring up the Timeline and in the Timeline I'm going
01:46to switch to the F-Curve Manager by hitting the Spacebar.
01:49Select the sphere, hit H on the keyboard to see all the curves.
01:52Hit Command+A to grab all of them and then right-click and do Linear.
01:57Now you can see we have a nice linear move on along our Y axis.
02:01Let's close that window up.
02:03Now when we rewind and hit Play, we don't get slow down when our sphere hits the ground.
02:07Now we can animate the Melt Deformer.
02:10If we go to the Melt option, at the point where it hits the ground we want it to start spreading out.
02:16So under the Melt, we're going to Object Properties and adjust this Strength.
02:20So we'll hold down the Ctrl key and add a keyframe for strength 0 at frame 11 roughly.
02:25We're probably going to have to adjust this.
02:27Then as we get out in time, we want it to spread out and melt.
02:32Let's bring the Strength up to 100 and now I'll Ctrl+Click to set a keyframe for that.
02:38I didn't really give a fill for how long that was going to takes.
02:41So let's rewind and see what that looks like.
02:46You'll notice that when it hits the ground, it hits the ground and then starts to splat.
02:49So there's a little bit of a pause there.
02:51So what I want to do is to change these keyframes.
02:54Let's bring up to timeline, under the window Do Timeline, and let's switch back over the
02:59keyframe mode by hitting the Spacebar and then hit the letter H to frame up all of our keyframes.
03:04What I want to do is take the Melt key frames and back them up in time.
03:08So let's select them by Clicking on the Melt object here.
03:12Now I've got all its key frames highlighted, I can backup in time right there.
03:17Now as I scrub through, you can see that, it starts to melt just before it hits the ground.
03:22Maybe little soon, let's move it one frame up. Boom!
03:27Let's play that back and see how it looks. N ot bad.
03:32Let's actually have it anticipate just a little bit more.
03:35I'll back that up one frame, close up the Timeline, let's rewind to 0 and hit Play again,
03:40and there you go, a great animated splat.
03:42Now one of the cool things about this splat is that I can take the null object and rotate it.
03:47Let's say this were going to be a snowball getting thrown against the wall.
03:50If I orbit this around, I hold the Shift key down as I rotate and rotate it 90 degrees,
03:55the sphere is animating relative to its parent.
03:58So if I Scroll backwards in time, you can see that it's going to hit the wall and spread out.
04:02So there's a lot of versatility with this setup.
04:05The great thing about the Melt Deformer is that it will melt just about anything you put under it.
04:09The more polygons the object that you're trying to melt has, the better your Melt Deformation will be.
04:13But be careful don't put too many polygons under there; you'll choke your computer off.
04:17Now let's see what other kind of uses you can find for the Melt Deformer.
Collapse this transcript
Conclusion
What's coming next
00:00I hope you've enjoyed CINEMA 4D Essentials Cameras, Animation, and Deformers.
00:04In the next course C4D Essentials Materials, Textures, and Lights we will explore how to
00:08give your objects color and texture using the Material Manager and then how to light
00:12the objects dynamically using the Light Objects.
Collapse this transcript


Are you sure you want to delete this bookmark?

cancel

Bookmark this Tutorial

Name

Description

{0} characters left

Tags

Separate tags with a space. Use quotes around multi-word tags. Suggested Tags:
loading
cancel

bookmark this course

{0} characters left Separate tags with a space. Use quotes around multi-word tags. Suggested Tags:
loading

Error:

go to playlists »

Create new playlist

name:
description:
save cancel

You must be a lynda.com member to watch this video.

Every course in the lynda.com library contains free videos that let you assess the quality of our tutorials before you subscribe—just click on the blue links to watch them. Become a member to access all 104,069 instructional videos.

get started learn more

If you are already an active lynda.com member, please log in to access the lynda.com library.

Get access to all lynda.com videos

You are currently signed into your admin account, which doesn't let you view lynda.com videos. For full access to the lynda.com library, log in through iplogin.lynda.com, or sign in through your organization's portal. You may also request a user account by calling 1 1 (888) 335-9632 or emailing us at cs@lynda.com.

Get access to all lynda.com videos

You are currently signed into your admin account, which doesn't let you view lynda.com videos. For full access to the lynda.com library, log in through iplogin.lynda.com, or sign in through your organization's portal. You may also request a user account by calling 1 1 (888) 335-9632 or emailing us at cs@lynda.com.

Access to lynda.com videos

Your organization has a limited access membership to the lynda.com library that allows access to only a specific, limited selection of courses.

You don't have access to this video.

You're logged in as an account administrator, but your membership is not active.

Contact a Training Solutions Advisor at 1 (888) 335-9632.

How to access this video.

If this course is one of your five classes, then your class currently isn't in session.

If you want to watch this video and it is not part of your class, upgrade your membership for unlimited access to the full library of 2,025 courses anytime, anywhere.

learn more upgrade

You can always watch the free content included in every course.

Questions? Call Customer Service at 1 1 (888) 335-9632 or email cs@lynda.com.

You don't have access to this video.

You're logged in as an account administrator, but your membership is no longer active. You can still access reports and account information.

To reactivate your account, contact a Training Solutions Advisor at 1 1 (888) 335-9632.

Need help accessing this video?

You can't access this video from your master administrator account.

Call Customer Service at 1 1 (888) 335-9632 or email cs@lynda.com for help accessing this video.

preview image of new course page

Try our new course pages

Explore our redesigned course pages, and tell us about your experience.

If you want to switch back to the old view, change your site preferences from the my account menu.

Try the new pages No, thanks

site feedback

Thanks for signing up.

We’ll send you a confirmation email shortly.


By signing up, you’ll receive about four emails per month, including

We’ll only use your email address to send you these mailings.

Here’s our privacy policy with more details about how we handle your information.

Keep up with news, tips, and latest courses with emails from lynda.com.

By signing up, you’ll receive about four emails per month, including

We’ll only use your email address to send you these mailings.

Here’s our privacy policy with more details about how we handle your information.

   
submit Lightbox submit clicked