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Opening the shark mouth using the Morph tag

From: CINEMA 4D: Designing a Promo

Video: Opening the shark mouth using the Morph tag

A morph is how an object changes from one state to another. Morphs are normally using character animation to control facial expressions, for example to make a character smile or look sad. We're going to use that same technique to open and close our shark's mouth. This is just our shark, as it was left off at the end of the modeling chapter, and it's got the body here as polygonal object and the gums for the upper and lower parts of the mouth. Now, what we want to do is create a morph for this lower jaw that gives the illusion that the shark's mouth is opening and then closing back up again.

Opening the shark mouth using the Morph tag

A morph is how an object changes from one state to another. Morphs are normally using character animation to control facial expressions, for example to make a character smile or look sad. We're going to use that same technique to open and close our shark's mouth. This is just our shark, as it was left off at the end of the modeling chapter, and it's got the body here as polygonal object and the gums for the upper and lower parts of the mouth. Now, what we want to do is create a morph for this lower jaw that gives the illusion that the shark's mouth is opening and then closing back up again.

So in order to do that, I need to add a Morph tag to my cube. I'm going to right-click on the cube and go to Character Tags > Morph. When I do that, I see the properties for the Morph tag and it already has Morph Target highlighted. Now this Morph Target is what's called a morph state. The Base Morph is how your object look before you edit the Morph tag and the Morph Target is the state that you'd like your object to change to. So let's rename this and call it Open. We need to edit the polygons in the geometry of this shark and make his actual mouth open so that it will match the word Open here on the state.

So, in order to do that we're going to, in Point mode selection geometry for just the lower part and then drag the points down and open the mouth up. So first thing I need to do is select all the geometry that is on the lower jaw. So I'm going to go into Polygon mode. I think that's going to be little bit easier to do. I'll select the first few points on the object. Now double-check and make sure that you have Only Select Visible Elements selected for your Selection tool and I will grab just these polygons on the front of the shark.

Now I'm going to use a command under the Selection menu called Grow Selection. I'm going to tear off this menu, so I can repeatedly hit the Grow Selection command. I hit Grow Selection and look what happens. My selection expands to the adjoining polygons. Now I'm going to hit Grow Selection one more time, it expands one more time and I'll hit it one more time after that. Now I need to double-check and see which polygons are actually selected. I want to start to add in any polygons that aren't there. I want this little triangle right here and I want this little guy right here on the other side.

I want to be very careful that only select the polygons that I want, but more importantly I have to make sure that I have them on both sides of the object. Now I've orbited inside the shark here. I want to HyperNURBS off for just a second. Now let's hide the selection palette and I'm going to hold down the Shift key and grab those polygons right there underneath and grab these two polygons at the back of the throat and I think we've got just about everything we need.

So if I orbit around to the outside, if I grabbed the axis handle for these and on the y-axis and drag them down, I should be able to see all of those polygons moving. Now if I'd the missed a polygon, you'd see one left behind there and it could create a weird deformation in my object. So I'll undo that. Now I know I've got all the polygons selected. So all I have to do next is rotate them. So I'm going to some to rotate these polygons down a little bit and then move them just a bit so that my shark looks like his mouth is open.

You can see that as I orbit around, it looks pretty open. It's a little bit jutted out though. I really want to have it pushed back a little bit. So I'll switch to Point mode and make some fine adjustments of these guys. I want to add in Point mode, grab just these points that are inside the mouth and just drag them down so that the gullet opens up a little bit. Then grab the points that are in the front part of the mouth and pull them back a little bit. His jaw is extending too far forward as it opens and so I want it to actually be just a little bit tighter, and closer in to the back of the throat.

So let's grab the Rectangular Selection tool and in the side view, I'm going to bring that to the foreground here and grab just these points and then move them back a little bit. There we go. I think that's looking pretty good. Now I'm going to get out of Point mode and then go back to my Morph slider. You can test your morph,= by clicking on the Animate button. When I click on that as I move this slider, it leaves you in the 100% mode which is the morph state, and as I move this back to zero now, it goes back to the original state.

So when 100% is open, 0% is closed. Now I think that open is looking not too bad. It's a very normal part of the process to need to go back and forth between the Edit and Animate state. Sometimes you get lucky like I just did and hit a pretty good morph on the first try and then other times you need to go back and tweak it. All you need to do to do that is to click on the Edit button, select the Open state and then continue moving your polygons around and your points. Let's turn HyperNURBS back on and just see how our shark looks as it's morphing with the HyperNURBS on.

If I twitch my mode back to Animate, I can adjust that slider and you see it gives a very smooth transition from the open state to the closed state and back again. So a morph is a really powerful tool for animation and it really makes something that would seem complicated, like opening a shark's mouth, very easy to accomplish.

Show transcript

This video is part of

Image for CINEMA 4D: Designing a Promo
CINEMA 4D: Designing a Promo

70 video lessons · 13460 viewers

Rob Garrott
Author

 
Expand all | Collapse all
  1. 5m 8s
    1. Welcome
      1m 7s
    2. Using the exercise files
      1m 24s
    3. Overview of the project template
      2m 37s
  2. 11m 12s
    1. Creative brief
      1m 57s
    2. Sketches and script
      3m 8s
    3. Understanding the graphic animation process
      6m 7s
  3. 25m 5s
    1. Understanding the animatic process
      2m 15s
    2. Importing sketches into After Effects
      6m 20s
    3. Timing out the animation
      10m 4s
    4. Adding onscreen timecode for reference
      6m 26s
  4. 40m 2s
    1. Creating text and logo elements in Adobe Illustrator
      6m 44s
    2. Importing Illustrator elements into Cinema 4D
      8m 24s
    3. Creating guide planes for modeling a rough shark
      6m 13s
    4. Creating a rough shark model
      12m 14s
    5. Preparing a dummy rig using a Spline Wrap object
      6m 27s
  5. 53m 17s
    1. Setting up a project file for the cameramatic
      6m 15s
    2. Animating the rough shark using the Spline Wrap object
      5m 14s
    3. Animating the camera
      6m 8s
    4. Duplicating an animated rough model to create a school of sharks
      11m 4s
    5. Creating a preview movie and importing it into After Effects
      5m 45s
    6. Assembling the cameramatic
      8m 34s
    7. Fine-tuning the cameramatic timing
      10m 17s
  6. 1h 9m
    1. Preparing for the modeling process
      6m 7s
    2. Outlining the shapes using the Knife tool
      9m 50s
    3. Creating the mouth using the Extrude tool
      10m 40s
    4. Adding eyes using the Symmetry object
      9m 57s
    5. Creating fins using the Extrude tool
      7m 11s
    6. Creating the tail and dorsal fins using the Extrude tool
      10m 38s
    7. Creating gums using the Symmetry object
      6m 45s
    8. Creating teeth and finalizing the model
      8m 6s
  7. 15m 5s
    1. Understanding the rigging process
      2m 0s
    2. Opening the shark mouth using the Morph tag
      5m 9s
    3. Using XPresso to link the jaw to the Morph animation
      7m 56s
  8. 33m 25s
    1. Using BodyPaint to prepare the model for texturing
      8m 22s
    2. Applying color to the shark using BodyPaint
      6m 45s
    3. Giving the shark character by painting in the diffusion channel
      5m 29s
    4. Roughing the surface using the bump channel
      4m 34s
    5. Texturing the eyes
      3m 51s
    6. Texturing the teeth and gums
      4m 24s
  9. 21m 24s
    1. Replacing the rough shark model in the intro shot with the finished model
      6m 47s
    2. Replacing the rough shark model in the transition shot
      3m 43s
    3. Replacing the rough shark model in the hero shot
      4m 28s
    4. Replacing the rough shark model in the end page shot
      3m 42s
    5. Updating the cameramatic with the final animation
      2m 44s
  10. 50m 27s
    1. Creating an underwater look using Global Illumination and atmosphere
      9m 47s
    2. Lighting the objects and creating shadows
      6m 54s
    3. Shading the text using materials
      6m 28s
    4. Creating a reflective floor for the underwater scene
      3m 58s
    5. Lighting shot 1: Copying and pasting a lighting setup from another project
      5m 49s
    6. Lighting shot 2: Pasting a lighting setup and making adjustments
      3m 57s
    7. Lighting shot 4: Separate elements in a shot (the shark)
      3m 13s
    8. Lighting shot 4: Separate elements in a shot (the text)
      10m 21s
  11. 22m 7s
    1. Preparing shot 1 for rendering to After Effects
      6m 20s
    2. Preparing shot 2 for rendering by saving and using render presets
      4m 45s
    3. Preparing shot 3 for rendering
      2m 37s
    4. Setting up shot 4 to render in two passes
      4m 4s
    5. Performing a preflight check to ensure clips are ready to render
      2m 9s
    6. Batch-rendering
      2m 12s
  12. 1h 13m
    1. Importing assets and setting up the After Effects project for final compositing
      6m 5s
    2. The intro shot: Using Photoshop elements and noise effects to add atmosphere
      8m 38s
    3. The intro shot: Compositing in stock video footage to add character
      4m 51s
    4. The intro shot: Adding text elements to the composite
      8m 32s
    5. The hero shot: Controlling the look using precomps
      7m 59s
    6. The hero shot: Using stock video footage to add character
      7m 19s
    7. The end page shot: Combining multiple passes to form a final composite shot
      2m 41s
    8. The end page shot: Adding text elements to the composite
      7m 44s
    9. Compositing the transition shots
      3m 47s
    10. Assembling the final composition
      9m 2s
    11. Adding the final audio to the composition and rendering
      7m 10s
  13. 21s
    1. Goodbye
      21s

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