The Take System introduced in Cinema 4D R17 is so powerful. Once understood, it offers a better workflow for creating multiple scene states in a single project file. In this video, learn how to use the Take System to create different shots and to hide objects.
- [Instructor] So here we have a scene, and we have several cameras in here. We're looking through our Shot Four camera, and we're revealing our Robots title sequence. Now we can change cameras quickly by using this handy little HUD drop down list, if you don't see that, press shift + v, and come over and display the camera in the HUD, and also I've got the current takes checked on as well. So we'll get into takes in a bit.
Look through the Shot One camera, and we can see what we have here. Shot Two, and Shot Three, so we've got all these close up, detailed views, and then our final resolve is this, which is a morph camera, and this morph setup is morphing between Shot Four A and our Shot Four B cameras to produce this nice, final resolve. Now we want to save out some previews of this, the intention is to just render hardware OpenGL previews, and then we can edit the sequence together, and only render the frames that we really need at full res.
Let's just look at how we'd set that up. We'd use the take system to help us do that. I'm going to come over to takes here, and we were working in our main take, which is the default scene. Now, if we create a new take, we're going to be able to save a particular state of our scene file, so I'm going to call this SH010 for Shot One, and I'm going to use the Shot One camera, and you can see now that it has jumped to that. We're going to create another take, so I can press this button again and create a new take, and it'll be SH020, we use our Shot Two camera, and we can command click and drag a copy of that out, and then name it 030, and that will be our Shot Three camera.
If we look through that, we can see that it's changing. We'll create another new take, and this will be for Shot Four, so we'll make sure we've got that Shot Four camera there. Now, you may have noticed in Shot Two and Shot Three that the background is missing from the top of this area here, and it's fine in Shot One, and it's fine in Shot Four, so how are we going to fix it in these shots? Well, what we can do is use overrides to move the background over.
So at the moment, everything is grayed out. If we right-click on here and choose override, now we can manipulate these properties. So what I'd like to do with the plane is just bring it over a bit, and I think I'll bring it down a little bit too, just so we've got that bottom right corner covered off. But only in this take is that going to be affected, so if we just bring it down a bit more, and click off and now that looks correct to me, and so we can come over and look in our takes, and in the objects we can see that we've got a plane and the coordinates have changed.
We'd come over to Shot Three, and we'll do the same thing. So we'll right-click on the plane, in the coordinates here, and override, then we'll just bring it up, then we'll bring it over on the x axis the other way. If we click off here we can see this is probably out of our render region, but just to be safe we'll just scoot it over a little bit more, and bring it up.
Now that's covered off and we can see the background is filling up the whole frame. Our takes are now correct, if we just cycle though them, we can see the others have not been affected. Everything looks pretty good there. So, the takes are so powerful we can then choose to just check these on, and you can render your marked takes to the picture viewer, but we'd need to set up some render settings for these. We'll look at getting previews out of Cinema 4D next.
Here, learn key foundational concepts, such as spline modeling, lighting, and materials, which are crucial to understanding exactly how this 3D application functions. Instructor Andy Needham covers practical techniques for extruding shapes; working with MoGraph tools such as Cloners and Effectors; and adding lighting and camera views for fully realized 3D motion graphics. Plus, find out how to integrate assets from Adobe Illustrator, composite multipass renders with the After Effects and C4D workflow, and use the Takes System to try different materials and settings and export your projects in the exact sizes and resolutions you need.
- Setting up scenes
- Modeling with splines
- Using Illustrator files in C4D
- Extruding depth and detail
- Animating in the Timeline
- Creating clones
- Using Effectors
- Lighting motion graphics
- Applying materials
- Creating animated materials
- Compositing multipass renders in After Effects
- Rendering motion graphics in C4D