Latest Tutorials
Tutorial | Instructor | Date Updated | Runtime | Views | Relevance | ||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
NAB 2015 Rewind - Barton Damer: Blending Impactful Motion Graphics with Live-Action
Barton Damer from AlreadyBeenChewed.tv demonstrates how simple Cinema 4D workflows can achieve dramatic results in projects for MTV Fantasy Factory, Street League Skateboarding and Nike Flyknit. Barton Damer from AlreadyBeenChewed.tv demonstrates how simple Cinema 4D workflows can achieve dramatic results in projects for MTV Fantasy Factory, Street League Skateboarding and Nike Flyknit.
Barton begins by showing how live greenscreen video was composited with grafitti-style motion graphics using the Cineware integration with Adobe After Effects. The same techniques are used with a bit more complexity in a show open for Street League Skateboarding. Finally, Barton shows how he represented Nike Flyknit technology via Cinema 4D’s Cloth, Hair and basic materials. |
Cineversity | May 12 2015 | 45:47 | 20861 | |||||||||||||||||||||||||||||||||
NAB 2015 Rewind - EJ Hassenfratz, Eyedesyn: Workflow for Sports Motion Graphics
EJ Hassenfratz of eyedesyn shows how he utilized Cinema 4D’s MoGraph and PoseMorph features in three separate motion graphics pieces: Ford Tough Science, Newton Awards and Sacramento Kings Court Projection. EJ Hassenfratz of Eyedesyn shows how he utilized Cinema 4D’s MoGraph and PoseMorph features in three separate motion graphics pieces: Ford Tough Science, Newton Awards and Sacramento Kings Court Projection.
EJ starts with a ripple effect created via the Collision and Jiggle deformers in conjunction with Rigid-Body dynamics. He next shows some tricks for creating HUD or FUI style graphics using the Proximal Shader, Mograph Selections and Animated Noise. For the Newton Awards, EJ covered a football player with boxes using Cinema 4D’s Hair system, and added secondary animation using MoGraph. He also used PoseMorph and IK to quickly animate rigs for frame elements. Finally, EJ shows how he used Fixed Animation Mode and Time Offset to control the animation of clones in a court projection for the Sacramento Kings. |
EJ Hassenfratz | May 12 2015 | 46:33 | 12534 | |||||||||||||||||||||||||||||||||
NAB 2015 Rewind - EJ Hassenfratz, Eyedesyn: Adding C4D to your 2D Workflow with Sketch and Toon
Learn how to use Cinema 4D’s Sketch and Toon, MoGraph and deformers to create 2D ‘flat-look’ animations in this presentation from EJ Hassenfratz of Eyedesyn. Learn how to use Cinema 4D’s Sketch and Toon, MoGraph and deformers to create 2D ‘flat-look’ animations in this presentation from EJ Hassenfratz of Eyedesyn.
EJ explains the basics of Sketch and Toon, starting with the Cel Shader and continuing with the render settings, Sketch Style Tag and material line settings. You’ll learn how to blend and adjust the position of strokes, as well as how to animate the drawing of strokes. Next EJ shows how key Cinema 4D workflow features like MoGraph, the Jiggle Deformer and Dynamics can be used to easily create 2D animations, and also shows the Motion trails option for Sketch lines. |
EJ Hassenfratz | May 12 2015 | 50:39 | 14657 | |||||||||||||||||||||||||||||||||
NAB 2015 Rewind - Robyn Haddow: Breakdown of FUI Shots for the Flash and Arrow
Robyn Haddow shows how she and Scarab Digital use Cinema 4D’s fast workflow to create fantasy user interfaces within the quick turnaround of episodic TV for CW’s The Flash and Arrow. Robyn Haddow shows how she and Scarab Digital use Cinema 4D’s fast workflow to create fantasy user interfaces within the quick turnaround of episodic TV for CW’s The Flash and Arrow.
Robyn begins with a quick technique for creating a scan wipe effect, using the PolyFX deformer in conjuction with effectors weighted by a Random Effector. Next, she demonstrates her technique for visualizing atomic interactions between Stein and Robbie in The Flash, using C4D’s MoGraph module and Turbulence force object. She shows how the 3D data for each of the atoms can be exported to After Effects so 2D elements can be layered on top. She also shows how to create a similar effect with the Vibrate tag. Next, Robyn shows several techniques for working with CAD and schematic data and rendering wireframes. She cleans up and simplifies CAD data using Combine Project, and uses a combination of Fresnel and the Cel Render to create wireframe visualizations. Robyn also shows how to generate wireframes using the Hair Render Engine. Finally Robyn shows the use of the Fracture object and MoGraph effectors to dynamically reveal engineering and architectural schematics. |
Cineversity | May 12 2015 | 60:13 | 16593 | |||||||||||||||||||||||||||||||||
NAB 2015 Rewind - Jeremy Cox: Designing WGN’s Manhattan and SXSW Gaming Awards Ident
Jeremy Cox from Imaginary Forces demonstrates how Cinema 4D was used in titles for WGN’s Manhattan and the SXSW Gaming Awards. Jeremy Cox from Imaginary Forces demonstrates how Cinema 4D was used in titles for WGN’s Manhattan and the SXSW Gaming Awards.
In the Manhattan project, IF used Sketch and Toon to create diagrammatic drawings, leveraging the Overshoot and Cloned Strokes options to make them look hand-drawn. The Contour line type also came in handy for topographic drawings. Jeremy also shows how they used Cineware to import 3D data from C4D into After Effects, so they could quickly change footage. Jeremy also shows how to create a flag using Cloth simulation, and artistically control the simulation using a Surface Deformer. In the SXSW Gaming Awards, Jeremy used C4D to create the look of classic games, using Xpresso to create rigs that represented Pong, a classic first-person shooter and an audio waveform. |
Cineversity | May 12 2015 | 44:11 | 10220 | |||||||||||||||||||||||||||||||||
NAB 2015 Rewind - Kevin Aguirre: How Cinema 4D Simplifies Complex VFX
Kevin Aguirre from Cake Studios presents Cinema 4D techniques used to create energetic effects in stadium graphics for the Philadelphia Eagles. Kevin Aguirre from Cake Studios presents Cinema 4D techniques used to create energetic effects in stadium graphics for the Philadelphia Eagles.
Kevin shows how layered Displacer Deformers and materials can be used to represent a shockwave. Cake uses a RGB material pass technique combined with Shift Channels in After Effects to fully re-color elements in post. To create an energy core, Kevin uses multiple cloned cylinders with animated noise. Energy rings surround the core, with their animation start and velocity randomly tweaked with a weighted Time Effector. Finally, Kevin shows how Cogwheel and Brick Displacement options added in Release 16 aid in designing plazas and stadiums that appear in Cake’s sports graphics packages. |
Cineversity | May 12 2015 | 41:43 | 10690 | |||||||||||||||||||||||||||||||||
NAB 2015 Rewind - Kevin Aguirre: In the Zone with Cinema 4D’s MoGraph Tools
Cake’s Kevin Aguirre demonstrates Cinema 4D workflow techniques used in the creation of show opens for DirecTV’s Red Zone and Fantasy Zone. Cake’s Kevin Aguirre demonstrates Cinema 4D workflow techniques used in the creation of show opens for DirecTV’s Red Zone and Fantasy Zone.
In the Red Zone project, Kevin demonstrates how to add an inverse kinematics rig to a robot arm. He also shows how to add secondary animation via Xpresso and the Jiggle Deformer. Cake utilized a domino theme for Fantasy Zone, and Kevin shows how to animate dominoes first via Cinema 4D’s Rigid-Body Dynamics, and then via the MoGraph Inheritance Effector. He also shows how to uniquely texture and control the dominoes using MoGraph’s MultiShader and MoGraph Selection Sets. Finally, Kevin shows how Xpresso can be used to link the position of an object to a specific clone. |
Cineversity | May 12 2015 | 40:23 | 9190 | |||||||||||||||||||||||||||||||||
NAB 2015 Rewind - Julia Siemon: C4D/AE Workflow for Stunning Motion Graphics
Julia Siemon demonstrates techniques she used creating low poly mountains via the Displacer deformer and layered noises and gradients. Julia Siemon demonstrates techniques she used creating low poly mountains via the Displacer deformer and layered noises and gradients. She shows how Cineware makes it easy to composite and adjust the 3D in After Effects, and how to create a separate height map pass to use in compositing.
Next, Julia features two brand identities she worked on. She first shows texturing techniques using BodyPaint 3D and Photoshop in an identity for Investigation Discovery. Next, she shows a technique for revealing a grid of spheres and creating an isometric camera in a job for CCTV 9. |
Cineversity | May 12 2015 | 42:08 | 10177 | |||||||||||||||||||||||||||||||||
NAB 2015 Rewind - Casey Hupke: Creating Complex Animations with X-Particles
Casey Hupke demonstrates how to create a flexible, reusable X-Particles preset to control particle flow along a spline. Casey Hupke demonstrates how to create a flexible, reusable X-Particles preset to control particle flow along a spline. You’ll learn how the xpFollowPath modifier differs from xpFollowSpline, and see how xpFollowPath is used to control particle flow. Casey shows an Xpresso setup that automatically distributes path splines along a source spline, and explains the use of the xpPathData tag to further control the particle stream. He also shows how to mix the effect with xpTurbulence Curl noise. Finally, you’ll see how to save and load and X-Particles preset, so you can easily re-use the setup.
Casey also discusses how he began using Cinema 4D, and encourages users not to use the defaults, but make their own. |
Cineversity | May 07 2015 | 41:50 | 17576 | |||||||||||||||||||||||||||||||||
NAB 2015 Rewind - Athanassios Pozantzis: A Virtual Apocalypse with C4D, Part 01: Skyscraper vs Aster
Athanassios Pozantzis demonstrates how to use Cinema 4D’s MoGraph and Thinking Particles features to create a visual effects shot of an asteroid destroying a skyscraper. Athanassios Pozantzis demonstrates how to use Cinema 4D’s MoGraph and Thinking Particles features to create a visual effects shot of an asteroid destroying a skyscraper.
You’ll learn how to model a basic skyscraper with simple modeling tools and MoGraph Cloner, then fracture the shape using the Thrausi plugin. Next you’ll learn how to bake a collision map using Ambient Occlusion and the Bake Texture tool, and use that map in Thinking Particles PMatterWaves to emit particles in the area of collision, representing smoke and sparks. |
Cineversity | May 07 2015 | 42:42 | 7887 | |||||||||||||||||||||||||||||||||
NAB 2015 Rewind - Athanassios Pozantzis: A Virtual Apocalypse with C4D, Part 02: Planetary Explosion
In this presentation from NAB 2015, Athanassios Pozantzis demonstrates how Cinema 4D’s tools and workflow can be used to create a visual effects shot of a planetary explosion. In this presentation from NAB 2015, Athanassios Pozantzis demonstrates how Cinema 4D’s tools and workflow can be used to create a visual effects shot of a planetary explosion.
You’ll learn how to explode a sphere into random shapes using Polygon Reduction and Explosion FX. Next you’ll see how to add Rigid Body Dynamics which trigger at Velocity Peak and a simple effector with falloff to trigger the effect. You’ll see how the Attractor particle force is used to simulate planetary gravity, and animated to first implode and then explode the pieces of the planet. You’ll also see how to create a glowing lava core to the planet with animated noise and volumetric lights, and a shockwave particle effect using Thinking Particles PMatterWaves. |
Cineversity | May 07 2015 | 45:30 | 8466 | |||||||||||||||||||||||||||||||||
NAB 2015 Rewind - Chris Schmidt: Advanced Soft Body Dynamics Techniques
Chris Schmidt of GreyscaleGorilla demonstrates powerful techniques to artistically control soft body simulations using C4D’s particle forces, such as Wind and Attractor. Chris Schmidt of GreyscaleGorilla demonstrates powerful techniques to artistically control soft body simulations using C4D’s particle forces, such as Wind and Attractor. He shows how he utilized these techniques to create dynamic text animations for the title sequence of Dumb and Dumber To.
Schmidt explains in detail how each of the soft-body dynamics attributes such as structural, shear, flexion, dampening and rest length affect the simulation. Then he shows how particle forces such as Wind and Attractor can be applied to soft-body simulations, with falloff to control the effect. He also shows how animated rest length, pressure and falloff can be used to inflate text. |
Cineversity | May 07 2015 | 42:26 | 23537 | |||||||||||||||||||||||||||||||||
Cinema 4D Team Render, Addendum 1: Changes in Cinema 4D R16.050
Learn about the changes to Team Render in Cinema 4D R16 SP3 (16.050) Team Render received a substantial upgrade under the hood for Cinema 4D R16.050. In this tutorial you’ll get an overview of the changes and review how to update to the latest release. You’ll learn about the c4d_net_server.txt trigger file to automatically add clients to a Team Render Server or Cinema 4D Machines list. You’ll also find out about two minor new options - the Connection Test and the preference to Keep B3D files after assembly. Please watch the entire Cinema 4D Team Render playlist for a complete overview of the Team Render feature. |
Rick Barrett | May 07 2015 | 09:04 | 5293 | |||||||||||||||||||||||||||||||||
Substance Designer for C4D, Part 01: What is a Substance?
Overview of Substances and Allegorithmic Substance Designer Learn about Substances - procedural, multi-channel materials created with Substance Designer. Popular especially for use in game development, and supported by both Unity and Unreal, Substances provide a flexible texturing workflow for virtually any Cinema 4D user.
|
Athanasios Pozantzis | May 04 2015 | 02:28 | 17376 | |||||||||||||||||||||||||||||||||
Substance Designer for C4D, Part 02: A Brief Look at Substances Inside C4D
Learn how to use Substances within Cinema 4D Learn how to load Substance sbsar files into Cinema 4D, and how to manage them via the Substance Asset Manager. Adjust the resolution and exposed parameters of the Substance within the Attribute Manager, where you can also see the various output textures. You’ll see how Substances are mapped into appropriate channels of Cinema 4D’s material system via the Substance shader, and how to adjust the mapping. You can download the Substance sbar files from this tutorial. |
Athanasios Pozantzis | May 04 2015 | 07:37 | 8333 | |||||||||||||||||||||||||||||||||
Substance Designer for C4D, Part 03: The Procedural Power of Substances inside C4D
A deeper look at Substance parameters in Cinema 4D In this tutorial, you’ll see a more detailed use of a Substance. A custom Substance is used to procedurally generate a specular and normal map based on an input texture. The procedural, node-based nature of Substance allows you to switch the texture map and all the output maps are immediately changed. |
Athanasios Pozantzis | May 04 2015 | 06:19 | 5591 | |||||||||||||||||||||||||||||||||
Substance Designer for C4D, Part 04: Using a Substance with a Displace Deformer
Unique uses for Substances in C4D - Displacing Geometry Substances can be used in many unique ways within Cinema 4D, not simply within materials. In this tutorial, you’ll see how a Substance can be used within a Displace Deformer to displace the actual geometry in a non-destructive manner. |
Athanasios Pozantzis | May 04 2015 | 03:31 | 4314 | |||||||||||||||||||||||||||||||||
Substance Designer for C4D, Part 05: Combining Substances in C4D using the Layer Shader
Unique uses for Substances in C4D - Layer Shader Substances appear as standard Cinema 4D shaders, so they can be layered in Cinema 4D using the Layer shader for even greater flexibility. In this tutorial, you’ll see how multiple Substance outputs can be layered, and even used as a Layer Mask alongside standard C4D shaders. |
Athanasios Pozantzis | May 04 2015 | 04:04 | 4107 | |||||||||||||||||||||||||||||||||
Substance Designer for C4D, Part 06: Using Substances with Animation & XPresso
Unique uses for Substances in C4D - Animation & Xpresso Substances can be animated in Cinema 4D using the same simple workflow available with most attributes - simply click the keyframe dot next to the parameter to set a keyframe. Substance parameters are also available within Xpresso, allowing you to use Cinema 4D’s own nodal expression editor to control Substance attributes via other scene information. In this tutorial you’ll learn how to animate a Substance, first via keyframes and then via Xpresso. |
Athanasios Pozantzis | May 04 2015 | 06:36 | 3704 | |||||||||||||||||||||||||||||||||
Substance Designer for C4D, Part 07: How do Substances work with MoGraph Inside C4D?
Unique uses for Substances in C4D - MoGraph Cinema 4D’s MoGraph toolset is one of its marquee features, allowing quick and easy procedural animation of many objects. In this tutorial, you’ll see how the Substance Shader can be applied within a MoGraph Shader Effector, so the output can be used to control the position of clones. |
Athanasios Pozantzis | May 04 2015 | 03:15 | 2788 | |||||||||||||||||||||||||||||||||
Substance Designer for C4D, Part 08: Overview of Substance Designer
See Substance Designer- the tool used to create Substances In this tutorial, you’ll get a brief overview of Allegorithmic Substance Designer, the node-based tool used to create Substances. Available as a separate purchase from Allegorithmic, this toolset will enable you to create flexible, parametric Substances. |
Athanasios Pozantzis | May 04 2015 | 03:27 | 3152 | |||||||||||||||||||||||||||||||||
Substance Designer for C4D, Part 09: Anatomy of a Substance
Mapping of Substance Outputs to Cinema 4D Material Channels In this tutorial, you’ll see a more detailed overview of how Substance appear within Cinema 4D and how Substance output channels are mapped to Cinema 4D’s Material Channels. You’ll see how to override the default mapping and link any individual output within any material channel. |
Athanasios Pozantzis | May 04 2015 | 02:29 | 2864 | |||||||||||||||||||||||||||||||||
Substance Designer for C4D, Part 10: How to Make a Simple Substance
Creating a Simple Substance in Substance Designer Learn how to create a simple Substance within Substance Designer, combining Cell Noise and Color to generate four separate outputs for Color, Specular, Normal and Metallic maps. |
Athanasios Pozantzis | May 04 2015 | 09:39 | 3141 | |||||||||||||||||||||||||||||||||
Substance Designer for C4D, Part 11: Exposing Parameters and Publishing a Substance
Publishing a Parametric Substance Learn how to prepare a Substance for publishing, so that it can be used in client applications like Cinema 4D. You’ll see how to expose specific parameters that can be controlled within C4D, and how to compile the sbsar file that can be loaded into C4D. |
Athanasios Pozantzis | May 04 2015 | 07:12 | 2877 | |||||||||||||||||||||||||||||||||
Substance Designer for C4D, Part 12: Creating a Grunge Substance Part 1
Using a Baked Normal Map to simulate grunge In this tutorial, you’ll see how to bake a World Normal map within Cinema 4D, and build a Substance within Substance Designer that utilizes the map to generate textures representing grunge, or edge wear. |
Athanasios Pozantzis | May 04 2015 | 09:06 | 4210 |