Latest Tutorials
Tutorial | Instructor | Date Updated | Runtime | Views | Relevance |
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CV-Paint Fracture: Download and Install
Easily fracture objects exactly where you want to. Learn how to download and install CV-Paint Fracture using CV-Toolbox. If you don’t already have CV-Toolbox installed, please watch this video for instructions: CV Toolbox Download & Install To Install CV-Paint Fracture Manually: |
Donovan Keith | Sep 27 2017 | 02:02 | 17396 | |
Canyon Scene Reconstruction: Create 3D Geometry from Video for use in Visual Effects
Learn how to generate 3D geometry from video footage using Scene Reconstruction in Cinema 4D R19’s Motion Tracker. Generating 3D geometry from video footage allows you to fully integrate CG elements into an actual environment, and it’s made possible by the Scene Reconstruction feature added to Cinema 4D’s Motion Tracker in Release 19. In this tutorial series you’ll learn how to choose or shoot footage for Scene Reconstruction, and how to track the camera and create geometry from the footage. The resulting 3D geometry can be used to catch shadows, or to generate reflections on CG elements. You can use it within dynamics simulations so 3D elements collide with a real-world landscape. Or you can generate a wireframe mesh, point cloud or topographic contour lines for as a fake representation of augmented reality or to create another type of futuristic user interface special effect. ArtBeats has kindly given us permission to redistribute the clip used in this tutorial, so if you’re already watching this tutorial on Cineversity.com you can download the project files attached to the next tutorial in the series and follow along. Anyone with a Maxon Service Agreement or Cineversity Premium Membership can view this entire tutorial, as well as all the great tutorials and tools in the Cineversity library. |
Rick Barrett | Sep 20 2017 | 01:14 | 11063 | |
Canyon Scene Reconstruction: Ideal Footage for Scene Reconstruction
Learn 7 key factors to consider when choosing or shooting footage for Scene Reconstruction In this video, you’ll learn about key footage characteristics that affect the quality of scene reconstruction. Using examples from ArtBeats footage library, we’ll explore 7 key factors that you should keep in mind when choosing or shooting footage for Scene Reconstruction:
Footage for this tutorial series is provided by permission from ArtBeats via the Files link above. Visit Artbeats.com to learn more about PremiumPass and browse the complete library of 14,000 clips.
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Rick Barrett | Sep 20 2017 | 03:34 | 2991 | |
Canyon Scene Reconstruction: Camera Tracking for Scene Reconstruction
Step one in Scene Reconstruction is tracking the 3D Camera. See the basic process and special considerations. In order to generate a Scene Reconstruction in Cinema 4D, you first have to use the Motion Tracker to determine the location of the 3D camera based on the video footage. In this video, we’ll perform a basic camera track and discuss some special considerations when tracking the camera for scene reconstruction. |
Rick Barrett | Sep 20 2017 | 08:17 | 3580 | |
Canyon Scene Reconstruction: Generating a Point Cloud from Video Footage
Learn the C4D Motion Tracker basic parameters affecting scene reconstruction. In this video, you’ll learn how to use Cinema 4D’s Scene Reconstruction to generate a point cloud from video footage. We’ll explore various attributes that affect the reconstruction, including the iterations, subsampling, point density, patch size and minimum texture detail. |
Rick Barrett | Sep 20 2017 | 09:28 | 4092 | |
Canyon Scene Reconstruction: Generating a 3 Dimensional Mesh from Video Footage
Create a 3D mesh using C4D’s Scene Reconstruction. In this video, we’ll explore how the Area Weight and Photometric Weight affect the 3D mesh generated by Cinema 4D’s Scene Reconstruction. After finding suitable values, we’ll smooth out the resulting mesh via a Phong Tag and Smoothing Deformer. |
Rick Barrett | Sep 20 2017 | 05:58 | 2895 | |
Canyon Scene Reconstruction: Using Reconstructed Meshes for Shadows and Reflections
Apply Compositing Tag options to Reconstructed Meshes in order to create Shadow Catchers and Reflection Sources. In this video, you’ll learn how to re-project the video footage onto a mesh generated using Cinema 4D’s Scene Reconstruction. You’ll also learn how to set up C4D’s Compositing Tag to treat the mesh as a shadow catcher, allowing 3D objects to cast shadows on the landscape without actually rendering the reconstructed mesh. The reconstructed mesh can also be reflected in CG objects, so they appear to be a part of the video environment. |
Rick Barrett | Sep 20 2017 | 08:43 | 1989 | |
Canyon Scene Reconstruction: Using Reconstructed Meshes in Dynamic Simulations
Meshes generated from video using C4D’s Scene Reconstruction can act as collision objects in rigid-body dynamics In this video, you’ll learn how to create a basic dynamics simulation by creating a Cloner grid of chrome spheres and applying Rigid-body Dynamics. We’ll use the mesh generated via Scene Reconstruction as a collider in the dynamics simulation, so it looks like the spheres are bouncing off the canyon walls. |
Rick Barrett | Sep 20 2017 | 09:22 | 1812 | |
Canyon Scene Reconstruction: Using Scene Reconstruction to Render a FUI / AR Wireframe
Create an Augmented Reality or Fantasy User Interface representation of landscape from actual footage. In this video, you’ll learn how to transform geometry generated from a footage plate via Scene Reconstruction into a low-poly wireframe for Augmented Reality of Fictional User Interface visual effects. We’ll use C4D’s Polygon Reduction generator and MoGraph Cloner to create the wireframe mesh and animate the mesh onto the screen using a MoGraph effector. |
Rick Barrett | Sep 20 2017 | 12:53 | 4891 | |
Canyon Scene Reconstruction: Rendering Point Clouds from Reconstructed Meshes
Render Point Clouds from Reconstruction or Lidar Points with Vertex Colors in Cinema 4D. The Vertex Color tag allows Cinema 4D to display colored points within the interface, but there’s no native way to render those points. In this video, you’ll learn how to use a custom Python Effector to color clones based on a Vertex Color tag. With this technique, you can easily render point clouds from Scene Reconstruction or Lidar data and control their appearance using MoGraph effectors. |
Rick Barrett | Sep 20 2017 | 04:39 | 5036 | |
Canyon Scene Reconstruction: Generating Topographic Lines from Reconstructed Meshes
Create Contour Lines from any Mesh, including meshes generated via Scene Reconstruction. In this tutorial, you’ll learn two techniques that can be used to create and render topographic contour lines for a 3D mesh. First we’ll explore how to render contour lines via Cinema 4D’s Sketch & Toon module, and then we’ll use a different technique to create contour splines that can be easily controlled and art-directed with the help of the MoSpline object and MoGraph effectors. |
Rick Barrett | Sep 20 2017 | 10:57 | 2980 | |
Use FBX to Export LODs from Cinema 4D to Unity
Use LODs to make High Res assets usable in Unity. This video provides a detailed walk through of the process of preparing your models for export and bringing them into Unity. The video begins with a discussion of Unity’s object vertex limits and how that can trip up the LOD system. This is followed with a breakdown of Unity’s specification for LOD object names. Next, the process for automatically exporting LODs is shown. Special attention is paid to two new options in the FBX Exporter: “Selection Only” and “LOD Name Suffix”. After that Unity’s LOD Bias setting is explained. The Model used in this video is from the Artec 3D sample scans library: Napoleon 3D Model | Artec 3D References: |
Donovan Keith | Sep 19 2017 | 08:18 | 7878 | |
Creating a Cartoon Character in Cineversity Brand ID: Series Introduction
In this series, EJ Hassenfratz from Eyedesyn.com will be breaking down the cartoonish character design and animation EJ created for an ID for Cineversity. In the following videos, you’ll follow along and break down the cartoonish ID I created for Cineversity. After watching these videos, you’ll learn many useful techniques to be able to easily create and rig your own stylized cartoon character! We’ll start by adding cartoonish facial features to our octopus model, texture it, then rig up both the octopus’ tentacles and facial features so it can be easily animated! If you watched EJ’s 2017 Siggraph presentation, this is a perfect supplement that touches on different aspects and dives deeper into concepts demonstrated at Siggraph 2017. Alright, let’s dive in and get started making some fun cartoon invertebrates! |
EJ Hassenfratz | Sep 13 2017 | 01:11 | 13185 | |
Creating a Cartoon Character in Cineversity Brand ID: Creating Octopus Facial Features
In this video we used simple primitive geometry, a Sweep, and a Loft Object to create basic facial features for our octopus characters. In this video we used a few Spheres, a Symmetry Object, and a Sweep & Loft Object to create basic facial features for our octopus characters. |
EJ Hassenfratz | Sep 13 2017 | 06:20 | 5398 | |
Creating a Cartoon Character in Cineversity Brand ID: Creating and Applying Materials
In this video, we will apply high quality reflective textures onto our octopus model. In this video, we will apply high quality reflective textures onto our octopus model and add an HDRI to allow for nice reflective highlights to show up on our model. |
EJ Hassenfratz | Sep 13 2017 | 08:42 | 3305 | |
Creating a Cartoon Character in Cineversity Brand ID: Rigging Octopus Tentacle Using IK
In this video we’ll create joints, apply and IK Tag, and then Bind it to our tentacle geometry and quickly smooth the weighting of our object. In this video we’ll create Joints, use the Naming Tool, apply IK Tags and create Goals, and then Bind it to our tentacle geometry and quickly cover the Weight Manager and how we can smooth the weighting of our joints. |
EJ Hassenfratz | Sep 13 2017 | 09:53 | 7226 | |
Creating a Cartoon Character in Cineversity Brand ID: Animating Octopus Tentacles Using IK Dynamics
In this video we will apply real world physics to our IK via IK Dynamics to replicate the movement of the tentacles moving through water. In this video we will apply real world physics to our IK via IK Dynamics to replicate the movement of the tentacles moving through water. |
EJ Hassenfratz | Sep 13 2017 | 05:49 | 4284 | |
Creating a Cartoon Character in Cineversity Brand ID: Setting up IK Colliders
In this video we used IK Colliders to prevent our characters tentacle geometry from intersecting with other tentacles. In this video we covered the IK Collider feature that allowed us to prevent our characters tentacle geometry from intersecting with other tentacles. |
EJ Hassenfratz | Sep 13 2017 | 03:28 | 2882 | |
Creating a Cartoon Character in Cineversity Brand ID: Creating Mouth Control Rig
In this video we will cover a great workflow for helping you easily animate facial animation using Pose Morphs, 2D Vectors and Driver Tags in Cinema 4D. In this video we will cover a great workflow for helping you easily animate facial animation using Pose Morphs, 2D Vectors and Driver Tags in Cinema 4D. Using these powerful tools, you can create a simple HUD element to drive facial expressions. |
EJ Hassenfratz | Sep 13 2017 | 10:25 | 5084 | |
Creating a Cartoon Character in Cineversity Brand ID: Setting up Eye Control Rig
In this video we will utilize a FFD Deformer, Target Tag, and a Constraint Tag to create an easy to use eye controller for our octopus character. In this video we will create an eye controller for our octopus character by using a combination of a FFD Deformer, Target Tag, and a Constraint Tag that allows us to easily animate our characters eye movements. |
EJ Hassenfratz | Sep 13 2017 | 08:15 | 3229 | |
Creating a Cartoon Character in Cineversity Brand ID: Setting up Eye Blink Controller with Xpresso
In this video we used simple primitive geometry and a Sweep Object to create basic facial features for our octopus characters. In this video we used a few Spheres, a Symmetry Object, and a Sweep Object to create basic facial features for our octopus characters. |
EJ Hassenfratz | Sep 13 2017 | 05:43 | 5234 | |
Fix Broken UV Coordinates using UV Terrace
Learn when and how to quickly patch your UV’s using the UV Terrace command in Bodypaint 3D. |
Darrin Frankovitz | Sep 11 2017 | 04:55 | 4964 | |
5 Gotchas to Avoid in Cinema 4D R19 ProRender
With ProRender, Cinema 4D Release 19 offers a new native GPU render engine. As you explore and experiment with this engine, in many ways you’ll find it easy to create photorealistic images thanks to fast, interactive previews and physically-based rendering. You’ll also find a few limitations, because ProRender integration with Cinema 4D is a work in progress. In this quicktip, you’ll learn about 5 key gotchas in R19 ProRender: |
Rick Barrett | Sep 05 2017 | 04:51 | 17574 | |
R19 Voronoi Fracture Reference: Fracturing Enhancements - Scale Cells
The new Scale cells parameter, is a “Pre-Fracture Deformation” tool, built-in the Voronoi Fracture Generator of Cinema 4D Release 19. It allows for the scaling of the Voronoi Cells, and is ideal for creating Features that imitate many different material types. Learn how to make Granite slabs, or splintery wood, and anything else you can think of. |
Athanasios Pozantzis | Aug 30 2017 | 05:37 | 8257 | |
R19 Voronoi Fracture Reference: Sorting Enhancements
Cinema 4D release 19, adds enhanced sorting parameters to the Voronoi Fracture Generator, in order to better control the indexing of your Voronoi Fragments. |
Athanasios Pozantzis | Aug 30 2017 | 06:53 | 3605 |