Author
Released
5/23/2014This course was created by Thanassis Pozantzis. We're honored to host this training in our library.
- Making objects fall with gravity
- Creating dynamic hierarchies
- Controlling the collision shape
- Adjusting properties like Bounce and Density
- Adding keyframed elements to a simulation
- Adjusting the dynamic simulation
Skill Level Intermediate
Duration
Views
- [Voiceover] Hi, I'm Thanassis Pozantzis, and welcome to Dynamics in Cinema 4D. Cinema 4D's dynamics gives you a very advanced way to create physically accurate object animations using real world physics like gravity, collisions, and bounces. In this course, you will learn how to harness the power of rigid body dynamics and create spectacular and fun projects. We will learn about the main interface that allows us to create a controlled dynamic simulations. Forces like gravity and initial velocity, visual helpers, how to create compound dynamic objects, hierarchies and static objects, how to control the collision shape and use dynamics with Mograph clones and particle systems.
We will look at all physical properties one by one, connect our simulation to key frame animated objects, look at techniques to trigger our dynamics, and of course, everything you need to know in order to fine tune everything. We will build a crazy machine using dynamics and above all, we will have fun. So, buckle up, and let's get started with Dynamics in Cinema 4D.
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Introduction
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Welcome1m 8s
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What are dynamics?1m 33s
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1. Creating a First Dynamic Simulation
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Basic interface4m 49s
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Initial velocity5m 39s
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Visualization4m 50s
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2. Creating Complex Dynamic Objects
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Dynamic hierarchies3m 58s
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Static objects8m 11s
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Collision shape7m 25s
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MoGraph5m 16s
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Standard particle dynamics2m 23s
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Creating a crazy machine18m 53s
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3. Physical Properties
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Bounce5m 41s
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Friction6m 35s
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Center of gravity9m 57s
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Density (mass)6m 9s
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Deactivation3m 43s
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Linear and angular damping5m 23s
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Force4m 22s
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Collision noise3m 4s
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4. Adding Keyframed Elements to Your Simulation
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The initial state4m 14s
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Keyframing a trigger3m 6s
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Trigger collision5m 50s
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Trigger at peak velocity3m 18s
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Transition time2m 49s
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5. Fine-Tuning the Dynamic Simulation
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Creating broken glass4m 52s
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Timescale4m 42s
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Reacting to another object5m 20s
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Steps per Frame3m 41s
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Collision Margin1m 24s
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Baking and caches6m 31s
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Video: Welcome