- In this movie, we're going to take a quick look at what the Takes System is, which is a new function inside of Cinema 4D R17. In the next two movies, we'll break down some key features of the Takes System in a little bit more detail, but for this movie, let's just take a look and understand what the Take System is. So what you're looking at is a very simple cube; however, behind the scenes, in the Takes Manager, there are three different versions of this cube. And you may be wondering, "Okay, well, why is that important? "And why are Takes such an important piece "to the new version of Cinema 4D?" Well let's say you wanted to have this cube, and then you want to also have another cube that maybe had some rounding on it, and then perhaps another one, that also had rounding, but was a little bit smaller.
Well in the past, you would have had to had three separate cubes, all with separate attributes, and separate properties, all set to different settings, and then if you wanted to render them out separately, you'd have to turn one off and turn another one on. That's easy to do, but it just takes up some time, and can just be a little laborious. So what we have now with the Takes System, is it's designed to store multiple versions of the same scene. That could mean different materials, it could mean different sizes, it can mean different objects, different animations, basically anything. Let's take a look.
In the upper right corner, I'm going to click on the Takes Manager, and you can see I already have something loaded here. Now I'm going to delete this, and start from scratch so you can see how we built it, but I just thought if I had something here, you could quickly see what I'm talking about. So we have three different takes here: the Main; the rounded; and the rounded but small. I think it says smaller. There we go, roundedButSmaller. Let's pull this out of the way over here. There we go. So you can see the Main is selected, and that's just the Main cube with nothing adjusted to it. Now if I click on rounded, you can see the cube gets some rounding applied to it.
I click on roundedButSmaller, you can see that it's the same cube, still has rounding, but it's actually smaller. Right? Still, one cube though, inside of the Object Manager. So what's going on is, we have the Main scene here, the Main Take. Rounded is a brand new Take underneath of the Main Take. But then, we have a New Child Take, and you can see, just like the hierarchy in the Object Manager, this line right here indicates that it's a parent/child relationship.
So the roundedButSmaller takes on all the attributes of the rounded take, but is able to have some further adjustment to it. So let's delete this, and we'll start making our own, so we can see how this is built. So just right click, hit Delete Takes, and delete takes. Then we go back to the Main cube, and you can see all of the original parameters. Now, I have the Auto Take here enabled. Let's just uncheck that for now, so we can take a look at how we would create a manual adjustment. With the Main Take selected, I'm going to right click so I can New Take, and we'll call this one, 100cm cube.
Now you can see, with this selected, all of the attributes of the cube, are greyed out. Now what we can do is just right click on one of these, and select Override. And now I can go, and you can see it's no longer greyed out, and I could change that to 100cm. But I don't want to do that all the time, so I'm just going to hit Command + Z, and Undo that. What we'll do instead, is I'm just going to click the Auto Take button, and now, everything becomes available, and I don't have to manually create those Overrides. So now we'll just put in 100cm, 100cm, and 100cm, and now the cube becomes smaller, right? Great.
So let's say for this New Take, we're happy with the size, but maybe we want to add some rounding or some fillet on the edges of that cube. But want to keep the size the same. Well that would mean we're going to create a Child Take. So if we right click on the 100cm cube, we can select New Child Take. So now that takes on all the attributes and properties of the parent, which in this case, is the 100cm object. So now we can come down, we'll select Fillet. You can see the cube has become rounded, and we'll just take the Radius down to something like 5cm, and the Subdivisions to something like 2.
So now we have three. Three takes, just like we had at the start of this movie. Right, we have our Main Take, which is going to be the larger cube, no rounding; we have the 100cm cube; and then we have this Take, which is the 100cm with rounding. We can just double click, and we'll call this 100, or maybe just widthFillet, actually. There we go. So, I hope this is a very simple introduction to what the Takes System is. As I said, in the next two movies, we're going to get a lot deeper into this, and we're going to talk about how we can use the Takes System as a really great tool for compositing, and then we'll also create a movie, and we'll take a look at working with a scene to create different versions of the same object.
CINEMA 4D (aka C4D) is a vital tool for anyone considering a career in motion graphics, visual effects, or animation. Whether you're just starting out or migrating to C4D from another program, CINEMA 4D R17 Essential Training has you covered. Craig Whitaker explores some of the new features in R17—the version released in August 2015—and segues into a quick-start chapter that reviews the entire CINEMA 4D workflow in just eight steps. The rest of the course divides CINEMA 4D's core functionality into individual chapters on spline modeling, polygonal modeling, deformers, materials and shaders, lighting, the MoGraph toolbox, animation, and rendering. Craig also shows how to composite your C4D work with live-action footage and other effects in After Effects, using the AEC or CINEWARE workflow. By the end of the course, you should be comfortable working with all of C4D's powerful tools.
- What's new in R17?
- Using the Take System for versioning and compositing
- Navigating the C4D interface
- Modeling splines
- Building 3D models from polygons
- Using deformers to bend, twist, and warp models
- Adding surface detail with materials and shaders
- Working with 3D lighting
- Using the MoGraph tools
- Animating in CINEMA 4D
- Rendering your models and animations
- Compositing C4D models in After Effects