Join Rob Garrott for an in-depth discussion in this video Introducing the R13 interface, part of Cinema 4D R13 New Features.
The CINEMA 4D R13 interface has gone through what I would like to call a subtle redesign from version 12. But that subtle redesign really is very important, because it's given us some intuitive new groupings of icons and menus that make for a much more interesting workflow. So you'll notice that if you are familiar with CINEMA 4D already, you'll see that most of the stuff is in the same locations, but it looks subtly different. The Menu bar is still in the same location across the top, the Tools are right below it, we have got Modes on the left -hand side over here, we have got the Object Manager here.
But you'll notice immediately that the Object Manager -- the tabs are gone, they've moved over here to the right-hand side, and I can switch between the Object Manager, the Content Browser and the Structure Manager by clicking on these tabs on the right-hand side. Same thing for the Attribute, as well as the Layers Manager. The Modes icons have gone through a redesign and you will notice that the Object mode is now gone from the interface, but it's still there, it's underneath the Model mode, which takes precedence. The Texture tool now has one icon only, and the Modes icons for modeling have gone through a redesign as well, that make them much more easy to understand I think.
In addition, right below that we've got the Axis mode, as well as a Snapping Enable button that's defaulted into the interface now, which is really nice. There's also some changes to the Menu options here in the viewport. Most importantly is the Options menu, which allows you to change between different types of viewport options, and these redesigned menus make it much easier to find key tools in the viewport. Probably the most significant change in CINEMA 4D 13 is the navigation. I'm going to add a cube to the scene. First of all you will notice that the object handles look different, I will talk about those in just a second.
But using the 1, 2 and 3 keys is now a very different experience than it was before. If I hold down the 3 key, which is the orbit, I can now click on a part of my object and orbit around that part of the object. And if I want to orbit over around that corner over there, if I want to orbit around that corner right there, as I hold down the 3 key click and drag, I am now orbiting around those specific points, this is called cursor-based navigation. If I use the 2 key and drag left and right, you see it drags in to wherever I happen to click the cursor, if I happen to click on the cube, it drags into that portion of the cube.
If I happen to click away from the cube, it drags into that area as well. And that's very important, it's much more intuitive. The other thing you'll notice is that, that dragging is much, much faster than it was in R12. The axes for R13 are redesigned as well. You will notice that the axis bands are gone and that we've got these permanent axis handles here that provide the same function, when I highlight this band here, it will now allow me to move this cube on these two axes at the same time and those are always visible, which is really helpful.
The other thing you will notice is that wherever I move the cube to, as it gets close to edge of the frame, instead of going off the edge of the frame, the handle for the object will squish down. And it will try to display them as long as it can before going off the screen and you will see them resized just like that, that's a really helpful feature. The other thing you will notice is that if I go off screen, as soon as that object goes off screen, I get this little blue arrow saying, the object that you have selected is off the screen in this direction, and if I click that blue arrow, it pops the object right back to the center of the display.
Another really helpful feature is something called a Gimbal rotation, and if I select the Rotate tool under the Object Axis properties is a Gimballing rotation, if I turn that on, when I rotate the object I now get this gimbaled rotation option and you see that it rotates down toward the handle and shows me the point where those two axes crossed. In a character set up where you are working with the constraints, this is a very important feature. I am going to undo Command+Z, Command +Z to get back, and I will turn that Gimballing Rotation off for now.
Another really helpful feature is something called sticky keys. Sticky keys allow you to quickly shift between tools. For example, if want to get to the Move tool, I'm currently in the Rotation tool, if I hit E on the keyboard and hold it down, it switches to the Move tool, when I let go of the E, it switches back to Rotation and that's a really great way to move quickly between your objects. If I switch to this Scale tool, T on the keyboard, it goes right back to the Rotation tool, when I let go off that. Another great keyboard shortcut for sticky keys is the L key, L key allows you to switch into Axis mode and then jump right back out again, very, very handy.
Another really important change is to the Spline Graph interface. Now I am going to add a Collision deformer to the scene, and the Collision deformer under the Object properties has a graph for Falloff. Now when I switch that Falloff to something like Distance, I now get a Spline and I can move that Spline around, hold down the Ctrl key and add points to that spline to modify it. Now this interface is much more easy to navigate than it was before.
The other beautiful thing about it is that I can right-click in this window and tell it to show in a separate window. So if I need to make very subtle changes to my curves, I can do those here in this much larger window, and I can even switch between interpolation methods, so I can switch to a Linear mode there, I can switch back to Cubic. This larger window makes it much easier to make Spline changes on-the-fly. So as you see the interface in CINEMA 4D R13 is subtly redesigned, but majorly improved.
- Comparing the menus, viewports, and other interface differences
- Enabling progressive rendering with the Physical Render engine
- Building and applying rigs with the character object
- Working with the new Collision Deformer
- Using the new shaders: Mograph Multi Shader, subsurface scattering, brick, and more
- Embracing the new stereoscopic workflow