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Using the Attribute Manager to modify object attributes

From: CINEMA 4D R12 Essential Training

Video: Using the Attribute Manager to modify object attributes

The Attribute Manager is where you change the modifiable properties of anything and everything in C4D. The contents of this window will change continuously throughout your project as you select different objects and tools. Each time you click on something in the interface, the Attribute Manager will display the attributes of that element, no matter what it is. This makes the Attribute Manager the go-to spot for all kinds of crucial information. So I am going to add a primitive object to the scene, and let's skip the cube and go right to the pyramid. That's a little more interesting. When I add the pyramid to the scene, I immediately see the Attribute Manager change, and the Attribute Manager changes every time I select something.

Using the Attribute Manager to modify object attributes

The Attribute Manager is where you change the modifiable properties of anything and everything in C4D. The contents of this window will change continuously throughout your project as you select different objects and tools. Each time you click on something in the interface, the Attribute Manager will display the attributes of that element, no matter what it is. This makes the Attribute Manager the go-to spot for all kinds of crucial information. So I am going to add a primitive object to the scene, and let's skip the cube and go right to the pyramid. That's a little more interesting. When I add the pyramid to the scene, I immediately see the Attribute Manager change, and the Attribute Manager changes every time I select something.

So I am going to click on the Move tool up here in the toolbar. When I click on the Move tool, the Attribute Manager now shows me the modifiable properties of the Move tool. To get back again, I can use this back arrow to get me back to the properties for the pyramid, and I can use the forward arrow to get me back to the Move tool. The icons across the top here, I will come to those in just a second. What I want to talk to you right now is about the sections of the Attribute Manager. Now, each one of these guys I can click on and get to a different set of attributes for my Move tool. When I click on the pyramid, I can now select the basic properties, which allow me to change things like the name and that whether or not it's assigned to a layer and some other properties that we will cover as we go throughout the series.

The next up is the Coordinate property, and the Coordinate property shows me where the object is in space, what size it is, and the rotation values. Remember, the values that you see in these fields are relative to the object's parent or to the center of the world, one of the two. New to version 12 is the Freeze Transformations option, which is really crucial when you're getting into character animation. What Freeze Transformations allows you to do is to lock the coordinate properties into a specific value that you can then animate from more easily. For example, if I rotate this pyramid-- I am going to rotate it just randomly-- and you'll notice when I go back to the pyramid that the values for the rotation are now randomized.

It just grabbed it and just rotated it all over the place. If I click on the Freeze All button, I can now freeze a rotation. You'll notice that even though my pyramid is now rotated randomly here around the world axis, it shows up still at 0, 0, 0. That makes animating pyramid much easier. So let's add a second object to the scene. Let's add a cone this time, which is very similar to the pyramid except it has some slightly different properties. I am going to move this cone on the negative X axis, and get it out of the way so they are both in different locations.

The Attribute Manager shows you the attributes for each of these objects as I click on them, but what if you wanted to be able to modify the attributes for both objects at the same time? I can select both objects, and then the attributes that they have in common will now be available to me. In this case, I have got some object properties, which I can change just the orientation, or I can change the coordinates. If I, for example, put in Y value and make them both 500 units on the Y axis, they both will jump 500 units on the Y axis. Now, you'll notice that they are local, and because in my pyramid when I froze the transformations, it moved in a different direction, so that's why with freeze transformations, you have to be really careful with.

The next situation that you might find yourself in is wanting to have both properties for both objects up on-screen at the same time, and that's where either the Lock button or the New Attribute Manager button come into play. If I click on the pyramid, for example, and I click the New Attribute Manager button, I can add a new Attribute Manager to the scene that can be floating around in the interface. That allows me to see the properties for both the cone and the pyramid at the same. So I can select the cone property. And you can see that my pyramid Attribute Manager did not change, and I can modify the pyramid and change its value.

Let's move it back to 0. So it's back at the center of the world. I can also move the cone back to the center of the world here as well. 0, 0, 0. You can see I can easily make changes to both of these objects without having to click back and forth on the objects to get their attributes to show up in the Attribute Manager. One last element is the Lock icon. The Lock icon allows me to lock down an Attribute Manager. So, for example, if click on my cone and click the Lock button, now when I click the pyramid I don't see the attributes, and that allows me to modify elements and click other objects in the scene, and it allows me to modify the properties of the object that I still have selected, even though I am clicking on other objects.

So the Attribute Manager can be a little problematic sometimes when you're clicking on things in scene, and this allows you to lock it off so that it doesn't jump around on you. The other icons in the top of the Attribute Manager that I didn't cover are essential in other types of the animation and modeling, but they're not really crucial to really understanding C4D at this time. The most important thing to remember about the Attribute Manager is that even though it will change constantly, a simple click on the element you would like to see will get it right back to where you need.

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This video is part of

Image for CINEMA 4D R12 Essential Training
CINEMA 4D R12 Essential Training

98 video lessons · 22364 viewers

Rob Garrott
Author

 
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  1. 1m 45s
    1. Welcome
      1m 13s
    2. Using the exercise files
      32s
  2. 35m 20s
    1. Understanding the CINEMA 4D workflow
      2m 36s
    2. Clarifying the differences between 2D and 3D
      2m 2s
    3. Understanding how 3D software works
      2m 56s
    4. Navigating the viewports
      3m 45s
    5. Navigating using a three-button mouse and keyboard shortcuts
      7m 54s
    6. Touring the interface
      8m 20s
    7. Configuring project settings
      3m 26s
    8. Setting application preferences
      4m 21s
  3. 44m 41s
    1. Exploring the importance of object hierarchy
      7m 19s
    2. Creating, selecting, and transforming objects
      9m 5s
    3. Understanding object categories: Comparing active and passive objects
      2m 34s
    4. Comparing object types
      8m 16s
    5. Using the Attribute Manager to modify object attributes
      4m 45s
    6. Creating a basic model with primitive and null objects
      12m 42s
  4. 43m 12s
    1. Creating and working with splines
      7m 38s
    2. Selecting and transforming points on a spline
      4m 8s
    3. Modeling with splines: Sweep NURBS
      7m 58s
    4. Modeling with splines: Lathe NURBS
      7m 58s
    5. Modeling with splines: Extrude NURBS
      6m 29s
    6. Extruding and organizing paths from Adobe Illustrator
      9m 1s
  5. 1h 7m
    1. Understanding the basic components of 3D objects: Points, edges, and polygons
      7m 35s
    2. Modeling with the Knife tool
      6m 14s
    3. Modeling with the Extrude tool
      6m 25s
    4. Modeling with the Extrude Inner tool
      4m 17s
    5. Closing and connecting geometry with the Create Polygon and Bridge tools
      6m 38s
    6. Organic modeling: Creating a HyperNURBS object
      8m 18s
    7. Organic modeling: Setting up a scene and reference images
      8m 30s
    8. Organic modeling: Creating a simple model
      9m 43s
    9. Organic modeling: Adding the finishing touches
      9m 54s
  6. 27m 26s
    1. Working with deformers
      5m 47s
    2. Deforming objects: The Wind Deformer
      5m 23s
    3. Deforming objects: The Wrap Deformer
      6m 46s
    4. Deforming objects: The Spline Wrap
      9m 30s
  7. 49m 50s
    1. Understanding material channels
      4m 23s
    2. Applying materials: Projection methods
      8m 15s
    3. Creating materials: Reflective surfaces / shiny surfaces
      8m 37s
    4. Creating materials: Rough surfaces / bumpy surfaces
      7m 43s
    5. Creating materials: Transparent surfaces
      6m 56s
    6. Using alpha channels to create a label
      6m 11s
    7. Using selection tags to apply materials to part of an object
      2m 49s
    8. Texturing type using multiple materials
      4m 56s
  8. 32m 2s
    1. Understanding how lights work in the 3D world
      6m 24s
    2. Adjusting falloff to limit how light affects objects
      3m 32s
    3. Understanding light types
      7m 3s
    4. Creating and manipulating shadows
      5m 31s
    5. Creating light rays with visible light
      3m 42s
    6. Creating a simple three-point light setup
      5m 50s
  9. 40m 0s
    1. Understanding keyframe animation
      8m 45s
    2. Animating in the Timeline
      4m 24s
    3. Controlling what happens in between keyframes using the F-Curve Manager
      11m 25s
    4. Copying keyframes to create an animated pause
      5m 30s
    5. F-curve exercise: Bouncing a ball down stairs
      9m 56s
  10. 28m 45s
    1. Understanding the differences between the Editor Camera and a camera object
      5m 5s
    2. Exploring field of view and aspect ratio
      3m 17s
    3. Explaining parallax in camera movement
      2m 9s
    4. Creating a dynamic camera movement
      9m 27s
    5. Refining and previewing a camera movement
      8m 47s
  11. 30m 15s
    1. Understanding the render engine
      2m 2s
    2. Exploring render settings
      8m 25s
    3. Rendering: Still images vs. animation
      7m 35s
    4. Setting up multi-pass rendering for still images
      8m 37s
    5. Batch-rendering multiple files
      3m 36s
  12. 36m 30s
    1. Understanding the 3D animation workflow
      4m 21s
    2. Using the Compositing tag
      5m 18s
    3. Using the External Compositing tag
      3m 33s
    4. Setting up a multi-pass render
      8m 58s
    5. Importing elements into After Effects
      4m 46s
    6. Manipulating 3D renders in After Effects
      6m 46s
    7. Fine-tuning a composition in After Effects
      2m 48s
  13. 38m 37s
    1. Explaining MoGraph
      3m 14s
    2. Using the Cloner object
      7m 15s
    3. Modifying cloners with Effector objects
      7m 34s
    4. Creating animation with the Fracture object
      5m 24s
    5. Creating abstract shapes with the MoSpline object
      6m 47s
    6. Using the Tracer object to create paths
      3m 48s
    7. Creating realistic movement with MoDynamics
      4m 35s
  14. 26m 27s
    1. Understanding BodyPaint
      4m 48s
    2. Using the Paint Setup Wizard
      5m 31s
    3. Understanding material channels
      3m 56s
    4. Painting on a texture with brushes
      6m 18s
    5. Creating layers with projection painting
      5m 54s
  15. 37m 23s
    1. Understanding the dynamics engine
      2m 35s
    2. Exploring the difference between soft bodies and rigid bodies
      6m 36s
    3. Using connectors to create relationships between objects
      8m 19s
    4. Creating movement with motors
      8m 48s
    5. Creating bouncing motion with springs
      5m 32s
    6. Attracting objects with forces
      5m 33s
  16. 31m 52s
    1. Introducing XPresso
      5m 13s
    2. Creating a data slider to control XPresso data
      7m 11s
    3. Controlling parameters with the Range Mapper node
      10m 13s
    4. Controlling multiple lights with a single slider
      9m 15s
  17. 28m 21s
    1. Explaining basic particles and thinking particles
      4m 7s
    2. Creating particles with the Emitter object
      7m 40s
    3. Controlling particles with basic forces
      6m 24s
    4. Creating a liquid effect using Particles and Metaballs
      10m 10s
  18. 1m 6s
    1. Next steps
      1m 6s

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