Latest Tutorials
Tutorial | Instructor | Date Updated | Runtime | Views | Relevance | ||||||||||||||||||||||||||||||
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Exporting Takes and Backwards Compatibility
Learn how Takes work in prior releases of Cinema 4D, and how they export via FBX and other formats. Once you’ve experienced the power of the Cinema 4D Release 17 Take System, you won’t want to go back. But it’s important to know what others will experience when they open your C4D file using Takes in a prior release. In this tutorial, I’ll demonstrate how Takes appear in prior releases of C4D, how they export via other formats, and how FBX deals with Takes a bit differently. I’ll also show how you can use Save Takes with Assets to output individual C4D files for each Take. |
Rick Barrett | Aug 26 2015 | 03:35 | 3227 | |||||||||||||||||||||||||||||||
Modify Take, Material and Layer Names with the Naming Tool
Quickly a Prefixes and Suffixes to names of Objects, Materials, Tags, Layers and Takes. The Naming Tool in Cinema 4D Release 17 has been enhanced to support Takes, Materials, Layers and Tags in additon to Objects. You can use this tool to quickly add prefixes and suffixes to the names of selected elements. |
Rick Barrett | Aug 25 2015 | 03:09 | 4084 | |||||||||||||||||||||||||||||||
Siggraph 2015 Rewind - Bret Bays: Creating a Character Rigging Pipeline in Cinema 4D
C4D’s Character Object and Python combine for a fast, flexible character rigging pipeline. Bret Bays demonstrates the character rigging / technical direction pipeline he developed for the C4D short film The Ottoman Project.
Bret explains how the Cinema 4D Character Object helps to manage the complexity, consistency and naming of rigs in a production pipeline, and how it can be augmented with Python scripts and plugins to fit the desired workflow. Python scripts and plugins, including Bret’s own CV-Weight Scripts help automate the process of adjusting and rebuilding the rig. |
Cineversity | Aug 25 2015 | 45:50 | 23627 | |||||||||||||||||||||||||||||||
Siggraph 2015 Rewind - Bret Bays: Weighting Workflows for Cinema 4D Character Animation
Complete C4D Weighting Workflow, from model preparation to skinning. Bret Bays provides insight into the art of rigging, the weight painting process. Bret demonstrates the importance of model pose and topology before weighting even begins, and then shows his workflow for weighting a character. He talks about joint placement and the function of the Weight Tool and Weight Manager. Bret makes use of his own CV-Weight Scripts as part of the weighting workflow.
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Cineversity | Aug 25 2015 | 47:05 | 30811 | |||||||||||||||||||||||||||||||
Siggraph 2015 Rewind - Brandon Parvini: Simulation and Render Workflows in Cinema 4D
X-Particles, Octane and Photogrammetry in C4D. Brandon Parvini demonstrates work done by Ghost Town Media for The Lazarus Effect, as well as his own personal project Haiku0715.
The Haiku0715 project was intended primarily as a test bed for learning both X-Particles and Octane for Cinema 4D. You’ll see how Brandon used X-Particles to create both tentacle and fluid effects, baking each component to Alembic when he was satisfied with the simulation. You’ll also see how Octane’s node editor was used to develop shaders for the project. Brandon also explains the power of photogrammetry to transform multiple photographs into complete models, using tools like Photoscan and acquiring photoscanned models from Ten24. |
Cineversity | Aug 25 2015 | 50:13 | 11086 | |||||||||||||||||||||||||||||||
Siggraph 2015 Rewind - Brandon Parvini: Optimizing Sketch and Toon Renders
Technical and Drafting Table looks from Sketch and Toon and Physical Render in A Faster Horse. Brandon Parvini of Ghost Town Media demonstrates how Cinema 4D’s Sketch and Toon render combined with Physical Render in both technical and watercolor / drafting table looks for the documentary film A Faster Horse. Brandon explains the challenges Ghost Town faced in rendering the project, and how they overcame them by understanding the technical aspects of Sketch and Toon.
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Cineversity | Aug 25 2015 | 22:15 | 13284 | |||||||||||||||||||||||||||||||
Siggraph 2015 Rewind - Casey Hupke: C4D with X-Particles and TurbulenceFD
X-Particles Constraints, Skinner, Wet Maps and Flip Solver combine with Turbulence:FD to create a lava flow. Casey Hupke demonstrates the “X-Particles B-Sides”, recreating a lava flow using the C4D plugins X-Particles and Turbulence FD.Casey digs deep into X-Particles Constraints and shows how they combine with the Skinner, Flip Solver, Wet Maps and Turbulence:FD to create the fluid lava effect and surrounding flames.
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Cineversity | Aug 25 2015 | 52:44 | 16411 | |||||||||||||||||||||||||||||||
Create Sports Matchups Quickly with the Take System
Powerful sports graphics templating via the C4DR17 Take System. The Take System in Cinema 4D Release 17 makes it easy to create multiple variations of a scene, like all the possible matchups between football teams in a league. In this tutorial, you’ll see how you can quickly build variations by copying overrides, modifying attributes in the Take Attribute Section, and taking advantage of Take hierarchy. |
Rick Barrett | Aug 24 2015 | 07:49 | 3419 | |||||||||||||||||||||||||||||||
Limit the Polygon Pen to Tweak Specific Components
Set the Polygon Pen Tweaking Mode for specific component types In Cinema 4D Release 17, the Polygon Pen has a minor enhancement that allows you to limit the tweak behavior to just points, edges or polygons. By default the Polygon Pen tweaks all components, but this can make it difficult to grab the desired elements in a dense mesh. With this new mode, you can easily grab just the point, edges or polygons. |
Rick Barrett | Aug 21 2015 | 01:35 | 2480 | |||||||||||||||||||||||||||||||
Siggraph 2015 Rewind - Marc Potocnik: C4D R17 in Documentary VFX Production
C4D R17 Take System, Variation Shader, and DEM Earth plugin recreate a city for TV VFX. Marc Potocnik of renderbaron demonstrates how he recreated Lower Manhattan and the crash of US Airways 1549 for the German television documentary show Leschs Kosmos.
Marc used the DEM Earth plugin to procedurally create the landscape of Lower Manhattan, and added hero buildings imported from Sketchup 3D Warehouse. The Multishader and Variation Shader offered a simple way to randomize textures on the procedural buildings. Marc also demonstrates how the Cinema 4D Release 17 Takes System allowed him to quickly create scene variations to render layers for flexibility in compositing. |
Cineversity | Aug 20 2015 | 43:07 | 13019 | |||||||||||||||||||||||||||||||
Siggraph 2015 Rewind - Marc Potocnik: Scientific Eyecandy - VFX for TV-Documentaries
Dramatic virtual sets for scientific televison documentaries. Marc Potocnik of renderbaron demonstrates how he’s used Cinema 4D to create dramatic virtual sets for scientific television documentaries.
Marc used the DEM Earth plugin, Cinema 4D Sculpt tools and Projection Mapping techniques to create a virtual set in the Alps. He demonstrates how C4D’s Hair, Grass shader and Variation shader work together to create a grassy Alpine landscape. Marc also shows how he created streams of water through a studio, and how to create a soil material. Continuing on the water theme, Marc places a virtual set in the middle of the Baltic Sea. |
Cineversity | Aug 20 2015 | 49:45 | 8137 | |||||||||||||||||||||||||||||||
Siggraph 2015 Rewind - Athanasios Pozantzis: Cinema 4D Release 17 - The Ultimate Workflow Tool
See how C4D R17 Takes and Tokens enable variations and render layers Athanassios Pozantsis (aka Noseman) explains why the Cinema 4D R17 Take System is the ultimate workflow tool. He’ll show you how to override objects and materials, create render layers for compositing, and define render tokens to automatically name rendered files. He’ll show some practical examples of the Take System in Cybertime’s Hooked and AixSponza’s SEED shorts.
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Cineversity | Aug 20 2015 | 32:58 | 11872 | |||||||||||||||||||||||||||||||
Siggraph 2015 Rewind - Athanasios Pozantzis: Houdini and Cinema 4D R17
Houdini Engine support in C4D R17 offers powerful procedural possibilities Athanassios Pozantsis (aka Noseman) demonstrates the powerful possibilities provided by Houdini Engine support in Cinema 4D Release 17. Procedural assets created in Houdini can be loaded into Cinema 4D if you license the Houdini Engine.
Noseman demonstrates several assets he and others, including Simon Fiedler, have created for use in Cinema 4D, including an icicle generator, dynamic fracturing, a flip-tank liquid simulation and voxelizer. Houdini Engine assets will be available via the Orbolt store. |
Cineversity | Aug 20 2015 | 38:37 | 10914 | |||||||||||||||||||||||||||||||
4 Ways to Create Overrides in the Cinema 4D R17 Take System
Create Overrides in C4DR17 Take System using Auto Take, AM Context Menu, Dragging Attributes or Dragging Objects Overrides are the building blocks of the Cinema 4D R17 Take System, defining how a single attribute is changed in each take. In this tutorial, you’ll learn four different ways to create overrides. The easiest method is Auto Take, which automatically creates overrides as you change the scene. You can also choose Override from the Attribute Manager context menu to manually create an override on the selected attribute. Perhaps easier, you can drag an attribute directly onto the Take Manager to create an override. Finally, you can drag an object onto the Take Manager to create overrides for all the attributes of the object. |
Rick Barrett | Aug 20 2015 | 02:40 | 8805 | |||||||||||||||||||||||||||||||
How to Use Material Override to Add Reflectance on Multiple Materials
Use Material Override in C4DR17 to add Reflectance on Multiple Materials In this tutorial, you’ll learn how the Material Override option in Cinema 4D Release 17 can be used to easily apply the same reflectance settings to all materials in your scene. Simply create a material that defines the Reflectance parameters, and override all existing materials, preserving every channel EXCEPT Reflectance. Exclude Materials from the Override that should be matte or for which you’d like to manage the Reflectance individually. Now you can tweak a single material to manage the Reflectance of the entire scene. |
Rick Barrett | Aug 19 2015 | 03:34 | 5920 | |||||||||||||||||||||||||||||||
How to Import and Export OBJ Models
Use new OBJ Import / Export Options in C4DR17 Cinema 4D Release 17 includes an all-new OBJ import / export engine, making it easy to use models from the web or exchange models with other applications. Materials stored in MTL files are now supported, and normals can be calculated based on vertices or phong angle. You can adjust how imported models are grouped, and automatically flip or swap axes during import or export. Presets make it easy to choose options that relate to specific applications, like 3ds max. |
Rick Barrett | Aug 18 2015 | 03:20 | 51320 | |||||||||||||||||||||||||||||||
How to Control Layer States via the Take System
Store the states of layers in the C4D R17 Take System In this tutorial you’ll learn about the new Attribute Manager Layer mode, and how to record the states of layers within the Cinema 4D Release 17 Take Manager. |
Rick Barrett | Aug 17 2015 | 02:00 | 2967 | |||||||||||||||||||||||||||||||
How to Pick Colors from an Image using Mosaic Mode
Use Mosaic Mode to Easily Pick Multiple Colors from an Image The new color gadget in Cinema 4D Release 17 makes it easy to choose colors from the screen or any loaded image file. Mosaic mode simplifies the image so you can quickly pick the key representative colors from the image. Once you’ve picked colors, you can easily add them to the Color Swatches stored within the document, and save the swatches as a Content Browser preset. |
Rick Barrett | Aug 14 2015 | 02:49 | 3035 | |||||||||||||||||||||||||||||||
How to Merge Takes from Multiple Cinema 4D Scenes
Reassign Takes when Merging Projects in C4D R17 When merging multiple scenes with Takes, Cinema 4D Release 17 allows you to choose which Takes should be added or overwritten. |
Rick Barrett | Aug 13 2015 | 01:55 | 4632 | |||||||||||||||||||||||||||||||
How to Adjust the Display of the F-Curve Hierarchical List View
Remove Folders and Hierarchy from the C4D R17 F-Curve List View Cinema 4D Release 17 includes new preferences to simplify the list view within the F-Curve window. You can remove folders that group common parameters and eliminate the hierarchical representation to make the best use of both horizontal and vertical space. When folders are displayed in either the F-Curve or Dopesheet, User Data attribtues are now logically separated by group. |
Rick Barrett | Aug 12 2015 | 01:55 | 2638 | |||||||||||||||||||||||||||||||
How to View the Animation Timeline in Dopesheet or F-Curve Mode
Toggling the C4D R17 Timeline Dopesheet and F-Curve Mode Cinema 4D Release 17 now has two separate commands to open the Timeline - directly into Dopesheet or F-Curve mode. Learn about the features of each of these modes, and how you can toggle between them easily with the Tab key. You’ll also learn how Spacebar now plays or pauses the animation playback, and how to enable the old “Dopesheet Mode” preference, now called “Draw Keys on Cells”. |
Rick Barrett | Aug 11 2015 | 02:01 | 18825 | |||||||||||||||||||||||||||||||
How to Render Takes with the Picture Viewer, Render Queue and Team Render
Render All or Selected Takes with the Picture Viewer, Render Queue, Team Render or Command Line Render In this tutorial you’ll learn about several methods to render Takes in Cinema 4D Release 17. You can render all or selected takes directly to the Picture Viewer, optionally utilizing Team Render. To render via Team Render Server, Save Takes with Assets to create individual job folders for each take. There’s also a -take flag for the Command Line Render interface. |
Rick Barrett | Aug 10 2015 | 01:58 | 21854 | |||||||||||||||||||||||||||||||
How to Project and Snap Splines onto Geometry
Match splines to geometry via Project Command, Spline Smooth Tool, and Spline Snapping Cinema 4D Release 17 includes several methods for matching vector paths to 3D geometry. The Project Spline from prior releases can be used to match a spline to geomety based on an axis of view. With the new Spline Smooth tool you can interactively project a spline onto geometry, or utilize new spline snapping with either the Pen or Sketch tool to draw splines directly on geometry. |
Rick Barrett | Aug 07 2015 | 03:52 | 15041 | |||||||||||||||||||||||||||||||
How to Quickly Change the Active Camera and Take via the HUD
New C4D R17 HUD Elements make it easy to identify and switch the active camera and take In Cinema 4D Release 17, you can quickly change the active Camera or Take, directly within the view. Just enable the Camera and Take HUD options, and click to activate a different Camera or Take from the popup. |
Rick Barrett | Aug 06 2015 | 00:47 | 10594 | |||||||||||||||||||||||||||||||
How to use Hexadecimal Colors in Cinema 4D
Enable Hexadecimal RGB Color Entry and Legacy RGB Sliders in C4D R17 The hexadecimal RGB color field in Cinema 4D Release 17 makes it easy to choose web colors, but it has to be enabled in the Units page of the C4D preferences. Learn how to turn on the Hexadecimal Color field and also return to legacy non-additive RGB sliders. |
Rick Barrett | Aug 05 2015 | 01:38 | 18781 |