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Our star, the shark, is ready to be placed into the scene, so we can finalize the animation. We use the dummy shark to set up all the shots, so we might need to make some tweaks once we get the hero shark into place. In this video, we're going to load the shark into the scene file and then start swapping out the dummy sharks and replacing them with the hero. After that, we'll make a preview to check animation speed and make sure that any changes necessary to the shot are all looking great. I'm going to open up the shot-001 scene file. So, let's go to the File menu and do an Open, navigate to the Chapter 8 Exercise Files, and open up shot-001.c4d.
Now, before I do anything else, I want to save this shot as a new name. I'm going to go to the File menu and do a File > Save as, and call this one shot-001-finanim as in final animation, and then hit Save. That way, in case I'm make any mistakes I'm covered. I can always get back to my original shot-001 file. Now I need to copy and paste the hero shark, the finished shark, into the scene file. So I'm going to go to the Window menu and go to my finalshark scene file which is open, select the HyperNURBS and copy it to the clipboard, Command+C or Ctrl+C. Go to the Window menu and do shot-001-finanim and then I'll paste down our hero shark, Command+V or Ctrl+V on the PC.
With our HyperNURBS selected, I'm looking through the camera. It'd be a lot easier to do this process if I wasn't looking through the camera file. So, I'm going to uncheck the Look Through Camera option so I can see my scene. Now, I'm going to start with the very first shark here. You should do this process with the Spline Wrap off. So I'm going to click on the active icon here, which is this green checkmark. If I click this green check mark off, my Spline Wrap disables and my shark for the shark 1, the dummy shark, jumps right back to the center of the world. So now I can twirl-open the hierarchy for the shark and drag my new HyperNURBS, and let's rename these and let's call this one dummy HyperNURBS.
I'm going to be deleting this one soon. I just want to be able to tear them apart when I get them into that hierarchy. Now let's take new HyperNURBS and drag it right down into the hierarchy. So now if I zoom in on this, zoom in just a little bit here, I can see that when I was modeling my shark and doing all the texture mapping and stuff, I was doing it around the center of the world, which is absolutely correct. But our dummy shark is lined up with the tip of its snout right at the center of the world. So I need to take my new shark and just drag it back on the x-axis so that the tip of the snout lines up with the old tip of the snout.
Let's zoom in in the right- hand view and double-check that. You can see if I move this shark out of the way, there is my dummy shark and I'll bring my old shark in. Let's check the position on that. The coordinates on the Y should be 0. That way it will line up nice and neat. I think we're ready to go. Now I can delete this dummy HyperNURBS, just delete it from the scene, and when I go back to the Perspective view and I turn the Spline Wrap back on for 001, my shark jumps right back to the spline just like it should. That's exactly the behavior that we want.
I don't really want the shark to swim with his mouth open. So let's go to the Final Shark hierarchy, select the Morph tag, and bring the shark mouth back to closed by moving the slider to 0. So that's really all there is to it for the shark replacement. Let's do it one more time on shark 002. This time, rather than copy and paste it from the other scene file, we can just Ctrl+Drag a copy of it into the other hierarchy. I don't even need the old shark hierarchy, because I know that I built all of the sharks exactly the same. So, all I have to do is delete this old one. You notice I deleted the HyperNURBS, not the actual shark Null object.
Now if I take this HyperNURBS from the previous shark hierarchy, shark-001, and hold down the Ctrl key and drag a copy into the shark-002 hierarchy and make it a child of the shark Null object there, look what happens. It drops right into position right where it needs to go. Let's look through the camera, and then I'm going to deselect that by clicking any place in the Object window over here. I'm just going to scrub through this animation and see that my sharks are moving just the way I want them to. So now I'm going to repeat this process for all the other sharks. Now, I've replaced all 13 sharks.
You can see that in my hierarchy I've got everything all twirled-open here. There is a great command in the Object Manager. I'm going to go to the View menu and go to Folding and do a Fold All. That's going to twirl everything back closed again. Now, the last step in the process is to make a preview movie. As I scrub through this animation, the geometry of the sharks is much, much, much heavier than the geometry of the dummy shark. So, that's one of the reasons you work with a dummy shark, is that having the high-res geometry in the scene file makes it very difficult to scrub through animation and preview it.
So you will notice as I scrub through this animation, it really chunks along. In fact, it takes a few moments for it to update the screen every time I move the cursor. So we're going to make a preview movie of this and drop it back into the cameramatic to check the animation speed. Before I make the preview, I want to clean up this view a little bit, because you can see I've got all my splines. I've got the grid in there. I'm going to go to Filter menu here in the Perspective view and turn off the Grid and then turn off Splines. These elements aren't deleted from the scene. They are simply made invisible.
Now that makes it a lot easier to see my shark swimming. Now I'm going to go to the middle Clapboard icon here and do a Make Preview. I'm going to double-check all my properties. The Frame Range is set for All Frames, which is 0 to 160, just the way it needs to be. I'm going to check my Image Size, 640x360. I need to make sure that my Frame Rate is going to be set to 30 frames per second. I'll set my Frame Rate to 30 here and then hit OK. This calculating preview process is very processor-intensive and the speed of it will depend widely based on the type of computer you have.
On a 8-core Mac, it will go much faster than it would on an iMac or an 8-core PC would go much faster than it would on a single-core PC. It really depends on the speed of your CPU. Once the Picture Viewer pops up, let's take a look at our animation and make sure it's all complete. I'll hit the Play button here. Remember the first time it goes through it's going to be caching. That's what this red 0 means. It's caching to memory. Then the next time it plays through, it's going to be real time. That's not too bad. I think it's looking pretty good! So I'll stop playback.
Let's go to the File menu > Save as, and we're going to save this as an animation. A Photoshop PSD sequence is just fine. So I'll hit OK and navigate to my Desktop to Exercise Files to Chapter 8. I'm going to make a new subfolder. These are the old preview movies that we made when we made the cameramatic. I'm going to make a new folder and let's call this one shot001_finanim. Then in the Save as field, I'll call this shot001-finanim-preview.
Hit Save, the blue bar caches across the bottom, and our file is saved. That's pretty much it for shot one for the animation. We've got our sharks in position, we've replaced everything, and the animation is looking great.
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