In this video, learn how to incorporate a model into a tracked scene and create a low-res preview, which can be sent on for feedback without slowing down our workflow in Cinema 4D.
- Let's look at how we'd incorporate a model into a tracked scene, and we'll also create a low-res preview, which can be sent on for feedback without slowing down our workflow. So we have our tracked scene, and we got that test geometry in there. So what we want to do is replace that with a 3D model. Now if you don't have this texture view in here or there's something wrong, just come over to the texture manager and you can reconnect this by choosing "Edit," "Relink Textures" And then navigate to where the table footage is in the exercise files and press open.
And if this was a cross it will then turn into a tick. So with that said we can move on and merge our model. Now, we'll come over here and choose "File," "Merge Objects" and I'm going to choose this clock. Choose "Open," and there it is on the table. Now if it's a bit hard to see we can change our display from shading lines to just shading. And now we can actually just hide the motion tracker points. We'll hide those. Just double click on the traffic lights there.
And, if we play this back, that clock is nicely tracked onto our scene. Now I've got a little bit of animation on the second hand as well. So we're done, right? No, we can make this more interesting. Let's add more clocks! Now we can do this really easily with mo-graph. And if you're not familiar with the mo-graph tools, please check out "Cinema 4D R18 Essential Training: Motion Graphics" where we cover mo-graph in way more detail But, what we'll do is we'll select our red clock here and come over to mo-graph and we'll hold down "alt" and to use a Cloner, and now release that, and the clock becomes a child of the Cloner.
Now, you won't be able to see the clones because they're spaced out quite far. But if we change our mode to "Grid Array," and then I'll change the count to maybe three, one, three, and I'll change the size to something a bit smaller. Something like so. Then we can just move this into position, so it sits nicely on the desk.
So we can hide our test geo, we don't need to see that anymore. Now these look a bit uniform, so we want to spread them out with a Random Effector. We've already got a Random Effector, which is actually doing something on our model. It's randomizing the position of the screws that go around the face here. So what we need to do is select our Cloner, and we will add an Effector. Come down here and choose "Random," and because we had the Cloner selected, the Effector has been automatically added to the list. So we'll bring this below, and we'll call this "Random clocks pos and rotation." OK, because that's what it's going to do.
It's useful to name things after what they actually do. So these values are far too big for the scale of this scene, so we'll just change these down to something that makes a bit more sense. And we'll turn on rotation, and I'll just make that negative 90 degrees. Now, I'd like them to be spread out a bit more, maybe. We can change this mode to be "Per-Step," and I'll spread them out on the table just like so.
Maybe bring them in a bit. Just so that we've got an even spread all around the table. That looks good. We'll just change this to be 20, 35, something like that, nice clean numbers. And I'm going to hide the fall-off of this Random Effector, so I'll just check that off there. So, the view port is looking pretty clean. If yours doesn't look like mine, it's probably because you still have some things on, like the grid and the world axis.
Now, for our preview that we're going to create, we want to make sure that our view port is as clean as possible. So I'm going to filter off the grid again, and I'm going to filter off the world axis, and I will just check my options here, and if I turn on "OpenGL Transparency," the clocks get cleaned up a bit more. So we've got our reflections on, our transparency on. And, you know, it's just nice to clean this up before you send off a preview, and it just looks a bit better generally.
So, I'll just play this through, just so we can see it playing in the view port. And because we've got such a lot of information there it goes into box mode. So this is why a preview would be really handy right now. I'll stop that there, and I just want to come out and check the side view. Always good just to check this, and if we turn on the motion track camera points again, you can see, yes, we are on a table, which is great. So I'll hide those once again, and then we'll come back into our perspective view.
And I'm just going to rewind the play head. Now, we can choose to create a preview render. So we'll come down to this menu, click on here, and come down to "Make Preview." It's also important to make sure you don't have anything selected in the Object Manager as well, because then the axis would be showing in the preview. So, we'll choose the "Preview Mode" to be "Hardware OpenGL" We want all frames, and then we'll just increase the image size to something like 640 and press tab, and then we'll work out the height for us automatically.
The frame rate's totally fine as it is, and if you wanted to, you could then change your compression settings by clicking the options here. So, we'll just maybe drop it down to H.264, something that we could possibly email. And we'll press OK, and OK once again. And if you look down in the bottom left it's going to be calculating the preview. Once the preview has completed, it'll open up in the picture viewer, and then we can just press this button to cache it into memory.
So we can see that preview happening there. And this playback is much more useful because we have a proper frame rate, and it just gives us a much better sense of what's happening in the shot. So we have incorporated a model into a motion track scene, and created a fast preview. This could be sent off to a client, or saved to a dailies folder, and we'd be able to get feedback on the positioning of the models in the shot, and then make any necessary amends before moving on to lighting and rendering the final.
- What is VFX?
- How is C4D used by VFX artists?
- Setting up a project for tracking
- Solving the 3D camera
- Removing lens distortion
- Solving and saving lens profiles
- Importing a model
- Manipulating keyframes and curves
- Creating shiny, refractive, and displaced materials
- Working with C4D lights and shadows
- Lighting with Sky objects
- Compositing mulitpass renders