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- Creating a cube grid with the MoGraph Cloner
- Creating first-, second-, and third-wave animations
- Using a null object to group and keyframe multiple effectors
- Limiting the influence of an effector
- Adding texture
- Using an HDRI map for reflections
- Lighting the scene
- Importing a CINEMA 4D project into After Effects
- Isolating and changing text color with object buffers
Skill Level Intermediate
With our first wave of effectors applied, motivating the first text transition, you'll now begin to apply the second wave of the animation, which will bring the cubes back to their original state. When working with this many effectors it's very important to name them so you know what each effector is affecting. So just to review, we have our first wave applied with these three effectors, and you can see that the wave comes through and motivates our first text transition. So now we'll need a second wave that will actually just bring these cubes back to their original state and will get rid of this next word and prepare for it to transition to the next word, which is that PIXEL, that fake name of our TV station.
So let's begin to create our Plain effectors that will be part of this second wave. So MoGraph Effector > Plain effector, and let's rename this to what it's going to do. And this is the Plain effector that's going to create that second wave. It's going to push the cubes forward to create that wave effects, so we're going to apply this to both our cube grid and our cube text. So, All, and it's going to affect the position, so POS, and it's part of wave two, so just to keep all these sorted.
So we've got to make sure that we apply this new effector to both of our objects, to our cube grid and cube text. And you can see that it's moving everything by its default value because it has 100 in the Y by default. We need to bring that to 0. And we know we have to push these cubes forward. They have to come forward negative in the Z space. So we know we have to change this in the negative Z, but you can see in our viewport, it's actually pushing the cubes upward.
And the reason we for this is, if we go into our cube grid, these effectors are getting applied sequentially. So the Volume effector is being applied first, then the position, then the rotation of the first wave. So by rotating the cube, it's changing the rotation of the axis of the objects. So when we have negative Z in this position value, and it's pushing it actually in the Y, that's because it's being applied after that Rotation effector. So we need to make sure that since the effectors are being read sequentially, that if we bring this before the rotation's applied, and if we do this to both of these cube grid and cube text, if I go back to our position wave 2 effector and I start scrubbing in the negative Z, you can see that that's the look that we want.
That's behaving correctly. So if I have 150 in the negative Z, it's actually going 150 in the negative Z space, coming towards our camera. So again we have to adjust the falloff. We don't want infinite because we don't want all the cubes to be affected all at once. We're actually I'm just going to use a Box effector. If I scale this falloff up off so it encompasses our entire grid. Maybe just zoom in here and drag these handles out so it's a little bit wider of a falloff, and scale this out so it also encompasses our cube text here.
And as I move this from left to right, you can see that this is going to be our second wave here. So again, with our waves, we have the cubes being pushed forward, but we also have our cubes being rotated, and we need this cube text to be rotated back to its original position. So since its being rotated by this Rotation effector in the negative 90, we're going to need to create a second Plain effector that will rotate it in the positive 90.
So let's make sure that we have this Plain effector applied, and let's actually rename it first. It's going to effect both our cube grid and cube test so All. It's going to effect rotation, and this is part of wave two. So now we can apply this to both of our objects: our cube grid and cube text. And as I rotate this, remember, we're rotating it back to where it was, so we need a positive 90 value in the pitch. And if I change the Falloff from Infinite to Linear, because we want this to be applied linearly from left to right, so I need to rotate our falloff so it's facing the right direction.
So you can see, as we move the effector falloff from left to right, that it changes our cube text back to its original rotation. So if I bring this back to where the position falloff is, and I move this first wave over it to the right here and have our second wave pass through, you can see that that is affecting our cube text and our cube grid just like we want it to.
So now I'm positioning the second wave behind the first wave of effector falloffs here. If I select all of these and bring this all the way to the left and start dragging, and get all this mess of effector falloffs over here, and as we bring it from left to right, you can see the first wave pass through, bring our first word on, followed by the second wave, which is going to move the text cubes back to their original state.
So that's our first and second waves. So now that we have our second wave of effectors applied, we're back to this blank cube grid. With all these effectors, you need to make sure that you name them properly or you can become easily confused as to what effector does what.