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Our goal is to create a scene that is the same length as our shot one from the animatic. It should use a correctly formatted camera and the dummy shark that we created in a previous chapter. We'll be creating about 10-15 copies of this shark and then moving them around in the scene, along with an animated camera. Now, this process is a little bit time consuming, so we're going to break this into some smaller movies here to make the process more manageable. The first step is going to be to import the camera file that we're going to be using for that movie. So, let's go to the File menu and do an Open and load in the 16x9 camera with 4x3 safe file.
What this is, is a project file with a camera in it and that's the only thing in the file, and that camera has a set of splines on it and those splines represent the 4x3 title action and frame safe regions. Now, when you do HD, you normally have to take into account the fact that some people out there don't have HD televisions and you need to frame up your shots accordingly. When a person at home watches a movie that is on an HD television, if they have their HD set up correctly, then they'll see the entire frame. When a person watches that same movie on 4x3 television, an old television, that has a square picture area, then they'll see an image that's framed up with this white line.
Now, you have to keep in mind the bezel area on the TV, which is the little frame that's on the TV. Any title information that you put in the frame has to stay within this region. Any action that you have in the frame has to stay inside this region here and then this is the absolute edge of the frame. So anything outside this region will for sure get cut off and there's a good chance it'll get cut off in here. So you want to make sure that all of your actions, in this case all of our sharks, are going to be staying swimming inside of this center region. Now that we have our camera open, let's save this file as shot 1, so we go to File > Save As and let's call this one shot-001.c4d.
Now that we have our camera and we have this file saved, let's load in our shark that we created in a previous chapter. I'm going to just merge that shark with the previous scene. Let's go to the Object Manager File menu and do a Merge Objects, and then go to 04_01_start and load that in. What that is, is the shark spline and shark wrap and Spline Wrap that we created in the previous chapter. Right now we're looking through our camera file. Let's uncheck the Look through camera icon right here.
If I turn that off, I now can see my camera body and as I zoom out in the scene, I can orbit around and see my spline and my camera file. Now, when we create copies of the shark, I want to make sure that the shark spline and the shark Spline Wrap and all of the other pieces stay together with the copies. So I need to group this shark spline and the shark wrap objects together. I'm going to use a Null object to do that. So, in the modeling objects, I'll add a Null object to the scene and I'll call this one, shark 001, and then I'll take the shark spline and the shark wrap objects and then parent them to the shark 001 Null object.
Now when I grab the shark 001 Null object, everything moves together and that makes it really easy to reposition the shark in frame. Now, we have our scene file elements in position, but we don't know how long our shot is supposed to be. So let's go back to the animatic that we created in the previous chapter to check how long shot 1 is supposed to be. I'm going to move over to After Effects and under the File menu, do an Open Project and in the Chapter 4 folder, I'm going to select the 04_01_AEstart file and open that up and in here in the animatic composition, I can see my shot timecode for shot 1 is right here.
If I look at the shot 1 timecode, you can see it starts at time 0 and if I hit the letter O on the keyboard, the time marker will jump to the end of that layer and I can see that my shot ends at Frame 160. So from 0 to 160 equals 161 frames. So that's how long shot 1 needs to be. So let's move back to CINEMA 4D and here in CINEMA 4D, we need to change the render settings for our file. If I click on the Render Settings icon right here, that brings up the Render Settings options. Under the Output options, that's where I control what resolution my frame is going to be, what aspect ratio my frame is going to be, and also how many frames I'm going to be rendering.
So, let's start off with the frame resolution. Now our finished project is going to be 640x360 and I want to lock it to a 16x9 aspect ratio and right now I have a setting in here for 1920x1080 and I know that that's a 16x9 aspect ratio. So I'm going to lock down that ratio and change the Width to 640 and when I do that and I hit the Tab key, that's going to change that height automatically to 360. You can see the Film Aspect is 1.778, which is the mathematical way of expressing 16x9.
Now, the Frame Range needs to match our shot in the animatic, so we know that's going to be from 0 to Frame 160 and CINEMA 4D automatically calculates the number of frames for you as 161. The only other thing we need to change is the frame rate. Normally, when you're working in video, you use a 29.97 frame rate and CINEMA 4D can actually work at that frame rate, as long as you're working in version 11.5. If you have an earlier version, you're going to need to leave this frame rate at 30, but since I'm working in CINEMA 4D 11.5, I'm going to change that to 29.97 and hit the Tab key to get out of there.
Now, the last thing we need to do for our project file is set the preview range and the preview range needs to match our shot as well and if I change the start frame is going to 0, the end frame should be 160. Hit the Tab key. Now, this little slider bar here controls how many frames we see in the actual time slider. We want to see all our frames and now we're ready to go. So now that we have all of our elements in position, we've got our shark, we have our render settings done correctly, we're ready to start the animation process for shot 1.
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