Next, we want to make the arms swing. So far we have only worked with Actions that were already included in the list. Actions are an integral part of CMotion. To do so, select the arm, then the parameter from the drop-down list and then click on. The Push P. Select the parameter and set its Push P.
Right-Click on the graph below and. This replaces the straight line with a sinus curve. Now you. Play the animation again and observe how the arms swing back and forth. We have created a simple walk. You can, for example, make the character. To do so, all you have to do is set the Walk. This curve. Currently, the curve is smooth, which causes the feet to also rise and.
If you move the crest of the curve to the right near the end of the curve, the character will walk. You can also add Actions. For example, you can use the Curl Action on the arms with a moderate value,. The higher the value, the more the hand will turn into a fist. You can also begin. You can ensure a more accurate deformation of geometry at the. All of the. Using Pose Morph is as easily as it is. We will use Pose Morph to change the facial expression of our friend in the image above from friendly and.
Select the tag. An initial Pose Base Pose. The Base Pose displayed in the Poses list is the state in which the points are. This list element should not be modified because. To start modifying the object, select the element Pose. Normally you would have to switch to the Point tool. At the right of the Head object in the Object Manager are three tags, each with four orange dots. In our example, the points that affect the eyebrows will be selected.
Move these points downward,. For our tutorial, however,. If the eyeglasses get in the way, simply turn off. When finished, your object should look like the one below:. Tip: The axis orients itself according to all selected points as a whole, which can lead to unwanted rotations. Hence, it is sometimes easier to use the World axis when rotating selected points.
To do so, select the desired. Once all poses have been defined we can begin mixing the poses. In the Attribute Manager, set the Mode option.
All morph targets are animatable. Simply create a new Pose for each finger pose. This lets you keep the Object Manager more organized because. Assign the Driver tag to the Joint and link a Pose.
This can, for example, be used to simulate the flexing of. Points, Rotation,. This will delete all defined Pose Morph Targets. Enabling these options again will not restore these. You can use this tool to let a flag flap in the breeze or to. The integrated algorithms will make the garment.
This file already contains both T-shirt halves as a single object. As you can see it was created with very. The simplest method of closing the edges of the T-shirt is to switch to the Use Polygon tool and. Then activate the Bridge tool and disable the. Delete Original Polygons option in the Attribute Manager.
Now click on one of the rear polygons, whose edges. Keep the mouse button pressed and drag the edges towards the front polygons,. Once the mouse button is released, all the polygons necessary for connecting the halves will be created.
Otherwise the polygons will be connected incorrectly. The shirt needs to be subdivided a little more so you can deform it better later. Switch to Use Polygon Tool. The Cloth engine is very easy to use. Most functions are contained in one tag,. If the cloth object is to collide with another object, as is the case with the T-shirt and the body, the other object. Now the T-shirt knows that is should not pass through the character.
In the dresser tab you will find everything you need to make clothes fit. Select Set next to Dress State. This is like a security measure. Switch to Use. Polygon Tool mode and select the polygons on the sides the ones created by the bridge tool. The Cloth engine will do this for us as well.
Select Seam Polys. The seam is still a little too wide. Click on Dress-O-Matic and look what. The seam will be pulled together in accordance to the Width value. The Steps value determines how exact this fit will be. After setting the Init. Make the T-shirt a child of this object. Additionally, a thickness can be. Set the Thickness to 1 or 2 in the Attribute Manager and the subdivision to 0. The character should be clothed now. Of course there is still some fine-tuning necessary to make the T-shirt.
HAIR is a powerful tool for creating various types of hair and fur. Even feathers, animated grass, and much. And, HAIR is fast — what else have you come to expect from. HAIR renders immense amounts of hair with unmatched speed. The variations that HAIR offers. The number of guides displayed in the editor view is far less than the actual number of hairs that will be. The number of guides displayed can also be increased. The missing hairs are interpolated between.
Naturally, you will require some standard grooming tools to bring your hair into. And if you want to. Our volunteer, Hairbert, is only a few mouse clicks away from becoming his warm winter fur.
He may look a. HAIR can be applied to either an entire object or a polygon selection only. Make sure the Use Polygon. Tool is active in the Mode Palette at the left of your interface. In our example the corresponding polygons. The guides all protrude perpendicularly from each surface and have a default length of Go ahead and. Since Hairbert deserves better we will continue and use the settings described below to give this guy.
When hair is added, a corresponding material will be created automatically in the Materials Manager. Select the HAIR object in. Go to the Attribute Manager and activate the Guides tab. This tab contains the Length. Set Length to 21 and Segments to 6.
The Segments setting defines the number of individual segments each. For example, a hair with only 3 Guides segments will behave very stiffly when affected by. If Segments were to be. Our guides. Now switch to the Forces tab and activate the Surface to Hair setting. This will prevent the hair tips from. If we were to apply gravity at this point,. If you play the animation now you will see how the hair is pulled down by the gravity to make the animation.
Stop the animation before it reaches frame to prevent the calculation from starting anew. In order not to lose this state we have to tell HAIR that this should be our new initial state. Simply setting the. Now we can. Next, deactivate Visible Only in the Attribute Manager to make sure hair that is not visible will be cut as. Cut his hair as shown in the screenshot.
Activate the Collisions setting one of the Brush. Radius to 1 cm. Doing so will prevent the hair from. Leave the Deactivate Visible Only option disabled here as well. Switching views as needed in the editor view can be very helpful when brushing or styling hair. To brush hair,. To create our fur we will need to pull the guides out a little and curl them up.
Take a look at the following screenshots to get an idea of what we mean. Render the view and see what. It seems that Hairbert is suffering from a minor case of hair loss. This is not due to stress but the fact that we. First, we will turn our attention to the number of hairs Hairbert has. Manager and set Count to , in the Hairs tab menu in the Attribute Manager.
Activate Fill Hairs in the. Fill Hairs tab and set Count to 80, Render the scene again. It should look similar to the image below. Hairbert has been transformed from a porcupine to a bad Prince Valiant look-alike. Set Scale. His fur is starting to look much. Select the Frizz channel,. Soon he can let himself be seen in public again. What we want to do now. We will do this using the Clump channel. As mentioned at the beginning of this tutorial,. This time it will be even easier to apply!
Again, we have. Select the second of the five. In the Attribute Manager you will see. Hair Short in the Name text field. Click on Restore Selection or double-click on the triangle below this text. Give your new HAIR object e. Short Fur a different name to avoid confusing it with the long fur. Double-click one of the HAIR materials. Change the color to a very light gray and click on OK. Now select the right-most color marker and change its.
You have just completed your first HAIR project. Now take what you have. The only limitation HAIR has is your own imagination. Make sure your object really needs those. Short hair, though, requires fewer segments because it is. Since guides behave differently when working in Point mode, as opposed to Tip mode,. If you set the number of guide segments to 3 and the number. MoGraph is available in. MoGraph is designed to clone just about any geometric primitive or object and offers numerous Effectors.
For example: Large objects which are made up of several smaller. The possibilities are endless! Even dynamic effects such as objects falling and colliding can easily be handled. MoGraph offers creative minds a virtual universe of endless possibilities. Once you complete this tutorial we. In most cases, a Cloner object will be required in order to create a MoGraph scene. The Cloner object contains. The Cloner object is then augmented by the. For example, a noise shader, including its.
This animation. The following two screenshots show a clone with and without a Shader Effector with an animated. You can use the Spline Effector to link spline-based shapes or objects to the Cloner object. Clones can be. The image below shows how a Spline Effector,. The Target Effector lets clones be aligned to a target object. The clones will follow the movement of the target. In the image below, a ball was used as the target object, to which a Target Effector, with its.
Before we get started, sit back and take a look at what MoGraph can do. Maybe the following images can say. In this tutorial we will show you how to achieve fantastic results with just a few clicks of the mouse. For example, the Target Effector: How would you animate clones that follow a target object without the. Instead, we will show you how. All we need for this tutorial is these four simple items — MoGraph will do the rest.
All you have to do is be. The cube will serve as the object to be cloned and will be made a child of the MoGraph Cloner object in the. Object Manager. Before this happens, though, the cube has to be resized.
Set the size of the cube in the. Once the cube has been rescaled you may. In the Object Manager drag the Cube. This will make the cube a child of the Cloner object and simultaneously. These cubes are located above the original cube, with relatively large.
This interval represents the default interval the Cloner Object applies. Since we will. Select the Cloner object in the Object Manager and take a look at its editable settings in the Attribute Manager.
X directions. The clones will now be. Your scene. Our surface is taking shape nicely. Only the number of clones needs to be increased.
In order to increase the density of the surface, the clones need to be closer together. Your scene should now. All we need now is a Target Object and a Target Effector. Create a Target Effector by selecting the Cloner. The Effector already knows it should affect the Cloner object. Next we will add a sphere to serve as a Target Object. It really is not necessary to add this sphere but we will. Create a sphere and set its radius from cm to 5 cm in the Attribute Manager. The sphere now has to be.
You can now move the sphere in the editor view and the cube clones will always follow the sphere. We will now. Leave the sphere at. The result should look like this:. The clones will be repelled radially from the sphere. Move the sphere along any axis and see what effects.
That basically completes our tutorial, except for the fact that we wanted to simulate the effect shown in the. To achieve this effect we will have to add an additional function: Falloff. Place the sphere at the center of and. Set Shape from Infinite to Sphere and set Scale. This will define a smaller radius within which our Effector will affect the clones. Our clones are still. If you move the sphere you will see that only a small number of clones are affected by the movement of the.
In order for all clones to be affected by the movement. Simply linking any given object with a Cloner object in conjunction with a single Dynamics Body tag is enough. The Dynamics functionality requires only very basic. In this tutorial we will. The first step in creating an animation using MoDynamics is to make any given object a Child object of a Cloner. To get an impression of how easily and quickly MoDynamics can be used to affect objects, open the file.
The animation used for this tutorial demonstrates clearly how precisely the Dynamics calculations work. This is very useful when placing cameras, for example, because the. You can, however, still modify settings to modify the animation, if.
For this tutorial we will keep the settings as they are so we can better introduce you to the basic. This scene is similar to the previous one but is somewhat simplified.
Select the egg. By simultaneously pressing the ALT-key our object will automatically be made a Child. This will arrange the objects in a circular manner. However, the orientation must still be modified. Count and Radius are set to 5 and 50 meters, respectively. For our scene, however,. But we are only two clicks away from. Right-click on the Cloner object and the bowl object, respectively, and assign each a Rigid Body tag.
This is in part. Switch to the. Collision tab and set the Shape to Static Mesh. Elements setting to All. Play the animation by clicking on the Play arrow in the Timeline. As promised, we. If you select. You can also increase the friction so. The quantity of clones will orient itself according. This means you can, for. Objects can then be switched per keyframing. Simply plant hair onto a polygon object, make the HAIR object a child of the polygon object and this in turn a.
Each animated clone will then be covered with the hair you just created —. Our Quickstart scene could then look something like this. HAIR dynamics reference the original. This means that hair on a clone that is oriented. Dynamics tab. These settings apply to the scene as a whole and not only to individual Cloner objects or.
Since the general setup of a Dynamics scene. The scene contains an old-timer, which we will equip with a motor using only a few objects and by modifying a. As you can see, a polygon object was used to create the car body and the wheels.
We could have created the. All we have to do now is link the tires with the car body and make the tires rotate using a Motor. After doing so, set all three position values. Zeroing out the position values again will not be necessary. Now that the objects have their positions and.
The fastest way to do this is:. These fields can be used. We have to tell the Motor object and the Connectors that they have to link to the car body and. Compare your Viewport and Object Manager with the screenshots below - they should look the same.
The car has now been set up correctly and all we need to do now is add dynamic movement. This will be done. Before we play the animation we will give the motor more power by setting its Torque to Object tab. If you play the animation the car will drive across the ground. An additional example can be found by opening. Experiment yourself by. Dynamics will react to the changes automatically. Neither is any liability assumed for damages resulting from the use of the program or from the information contained in this manual.
This manual, as well as the software described in it, is furnished under license and may be used or copied only in accordance with the terms of such license. QuickTime and the QuickTime logo are trademarks used under license. All other brand and product names mentioned in this manual are trademarks or registered trademarks of their respective companies, and are hereby acknowledged.
Bullet Time is a registered trademark from Warner Bros. Entertainment, Inc. The information in this document are subject to change without notice. No part of this document may be translated, reproduced, stored in a retrieval system or transmitted in any form or by any means, electronic or mechanical, for any purpose, without the express written permission of MAXON Computer.
Although every precaution has been taken in the preparation of the program and this manual, MAXON Computer assumes no responsibility for errors or omissions. The content of this manual is furnished for informational use only, is subject to change without notice, and should not be construed as a commitment by MAXON Computer.
MAXON Computer assumes no responsibility or liability for any errors or inaccuracies that may appear in this book. To best serve the needs of our users we have divided the MAXON documentation into four categories, which are designed for users ranging from absolute beginners through to professional user levels: 1.
Introduction To make working with this Quickstart easier, instructional text and tips have been underlain with color for easy recognition. Instructional text is highlighted in blue. If you make an error in working through one of the tutorials, these colors will make it easier to locate instructional text and tips when trying to find the location at which you may have made the error.
We have been working very closely with our customers for several years now in order to satisfy their needs and wishes. This has lead to the creation and introduction of new functionality, according to their needs. These ideas and concepts are then creatively implemented to satisfy the needs of our customers and those of the 3D markets.
No matter if you work in the field of print, advertising, design, visualization or film, CINEMA 4D gives you all the tools you need to make your ideas reality. You can create what your fantasy demands. Note: After an object has been initially created it is a parametric object. An object can only be modified as a whole and not its individual surfaces an exception are special deformers from the Deformer menu. Before you begin modeling, the parametric object must be converted to a polygonal object.
To do so, select the object you want to convert and run the Make Editable command by pressing the c-key on your keyboard. You can now move or modify individual points and surfaces. However, for this tutorial, this is the most effective way to show the effect HyperNURBS objects have on polygonal objects or primitives since it shows how the cube is subdivided and the final result is therefore also easier to visualize.
All other surrounding points would retain their position. You would have to move each one individually in order to achieve the desired shape. The second symbol foreshortened double arrow lets you dolly in and out and the third curved arrows with a dot in the center lets you rotate the scene.
Selecting the little rectangle to the right will divide the entire view panel into four views, giving you multiple viewports to use. Each of the four views has its own little rectangle which, when clicked, enlarges the respective window.
This prevents the object from being dragged in the wrong direction in the editor view. It is often impossible to see in which direction an object is being dragged in a 3D view. A similar method of moving an object in a single direction is to lock a specific axis in the command palette.
Select the Cube object and then click on the Scale function at top. Dragging these boxes will scale the object along that particular axis. In addition, we can no longer see the little orange handles as a result of having made the cube editable. The final icon in this group activates the rotation mode. A series of rings will appear around your object - clicking and dragging one of these rings will allow you to rotate the object in the respective direction heading, pitch or bank.
Textures give a model color, highlights, structure and other important surface properties. In short: Textures have the same significance as the outer shape of an object because they are necessary for achieving the desired atmosphere, coloring and surface structure. Through the application of a shader or a texture your object receives a dirty or dusty look. If desired it can also influence the Specular, Reflection and Luminance channels respectively.
Luminance: The material is given an illuminative property which is also taken into account in the Global Illumination calculation. Reflection: Gives the material reflective characteristics.
Environment: A texture is used to simulate an environment reflection. Fog: This channel lets you apply a fog property to a material. Bump: Uses an optical trick to translate light and dark elements of a texture or a shader to simulate the height and depth of an uneven surface. Scars, wrinkles or scratches can be simulated using this channel. Although every precaution has been taken in the preparation of the program and this manual, MAXON Computer assumes no responsibility for errors or omissions.
Neither is any liability assumed for damages resulting from the use of the program or from the information contained in this manual. This manual, as well as the software described in it, is furnished under license and may be used or copied only in accordance with the terms of such license. The content of this manual is furnished for informational use only, is subject to change without notice, and should not be construed as a commitment by MAXON Computer.
MAXON Computer assumes no responsibility or liability for any errors or inaccuracies that may appear in this book. QuickTime and the QuickTime logo are trademarks used under license. All other brand and product names mentioned in this manual are trademarks or registered trademarks of their respective companies, and are hereby acknowledged.
Rotation Order and Gimbaling Rotation Axis to detect and correct gimbal lock. Better timeline markers. Finely tuned F-Curves. Colored animation paths. Optimized Modeling workflow. Terrain Mask shader. Brick Shader enhancements. Enhanced MoGraph Muti-Shader. Improved Interface and Workflow. Enhanced Picture Viewer. Enhanced Xpresso UI. Camera Calibrator. Integrate 3D element into photographs. Morph camera and motion camera. Blend between different cameras. Create natural dynamic camera motion.
New Shaders: Wood shader, weathering shader, normalizer Subsurface Scattering enhancements. Maksud dan Tujuan. Pengajuan Beasiswa. Letak Kampus PTS. Daftar Website Kuliah Reguler.
Daftar Website Program S2 Magister. Daftar Website Kuliah Karyawan. Daftar Website Perkuliahan Shift. Daftar Web Ensiklopedia.
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