Latest Tutorials
Tutorial | Instructor | Date Updated | Runtime | Views | Relevance | ||||||||||||||||||||||||||
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Walking Through Fields: Squishy Tubes: Remaping Color of Clones & Utilizing Color Shaders
In this video, you will learn how you can easily remap the color of clones using Field’s color remap feature. In this video, you will learn how you can easily remap the color of clones using Field’s color remap feature and learn how to use the MoGraph Color Shader to be able to pump in Field colors into materials. |
eyedesyn | Nov 14 2018 | 10:37 | 1610 | |||||||||||||||||||||||||||
Walking Through Fields: Adding Procedural Animation using Fields & Effectors
In this video, we’ll finish up our scene by adding procedural animation using the Delay Effector and Time Field. In this video, we’ll finish up our scene by adding procedural animation using the Delay Effector to add springy, bouncy movements and apply rotation using the Time Field. |
eyedesyn | Nov 14 2018 | 09:30 | 1772 | |||||||||||||||||||||||||||
Exploded View Animation: Series Introduction
CAD model is imported and setup for an exploded view animation to show off the parts of the object. Learn how to Import a CAD Model using Cinema 4D’s R20 CAD Importer. Also you will learn how to organize the model and animate it using keyframe and Posemorph techniques, as well as creating an interface using Xpresso to make it easier to animate |
Rod Ross | Oct 31 2018 | 00:26 | 3725 | |||||||||||||||||||||||||||
Exploded View Animation: Importing the CAD Model
Importing the CAD file using the new import features. Import the CAD file using the step file import option. We will look at import options for high quality import of a detailed model. |
Rod Ross | Oct 31 2018 | 06:32 | 3153 | |||||||||||||||||||||||||||
Exploded View Animation: Keyframe Animation
Organize the model and keyframe the animation for the exploded view. We will take our CAD file and organized the nulls and set the pivot points correctly. Then we will set keyframe animation for our exploded view animation. |
Rod Ross | Oct 31 2018 | 08:07 | 2070 | |||||||||||||||||||||||||||
Exploded View Animation: Use Posemorph Tags to Set Animation
Use the Posemorph for each object section for the exploded view animation. In this video we will use the Posemorph tag to set animations for our exploded view animation. |
Rod Ross | Oct 31 2018 | 05:45 | 1883 | |||||||||||||||||||||||||||
Exploded View Animation: Setting up the Interface in Xpresso
Setup Userdata in Xpresso for our interface. In this video we will setup the Userdata for our user interface for our exploded view animations. |
Rod Ross | Oct 31 2018 | 04:37 | 1566 | |||||||||||||||||||||||||||
Exploded View Animation: Connecting the Posemorphs in Xpresso
Connect Posemorphs to the interface in Xpresso. In this video we will connect our Posemorph tags to our interface in Xpresso to make it ready to animate. |
Rod Ross | Oct 31 2018 | 04:51 | 1453 | |||||||||||||||||||||||||||
Exploded View Animation: Final Animation
Use the control panel to make the final exploded view animation. In this final video we will use Posemorphs and Xpresso to create a user interface to make our final animation of an exploded view of our CAD model. |
Rod Ross | Oct 31 2018 | 05:43 | 1804 | |||||||||||||||||||||||||||
Create a Futuristic User Interface (FUI) in Cinema 4D
Learn how you can easily design and animate Futuristic User Interface (FUI) graphics using Cinema 4D’s basic primitive objects alongside the effective MoGraph toolset. Learn how to easily and quickly create and animation your own Futuristic User Interface (FUI) graphics using basic primitive objects, the MoGraph toolset and Cinema 4D’s R20 Fields system. This video will teach you how to use a series of Disc Primitives alongside the MoGraph Cloner Tool to create a Futuristic HUD element suitable for any on screen film. You will learn how to animate your design and add other space-age elements, before finally texturing, lighting and then rendering out your finished movie. |
Elly Wade | Oct 25 2018 | 35:50 | 14964 | |||||||||||||||||||||||||||
An Artist’s Guide to All Deformers: The Formula Deformer
Learn how to use the Formula deformer, which deforms objects using a mathematical formula that creates waves. This video shows how to use the Formula deformer to create ripples or simple waves for a shoreline. You’ll learn what each part of the default formula does, and how you can modify it to get the effect you want, such as creating more waves or increasing their speed. Check out these sites for more examples of formulas you can use: |
Edna Kruger | Oct 10 2018 | 07:40 | 11456 | |||||||||||||||||||||||||||
An Artist’s Guide to All Deformers: The Wind Deformer
Learn how to use the Wind deformer, which deforms objects using waves without dynamics. This video shows how to use the Wind deformer on a windsock to create a classic wind effect without needing to use dynamics. You’ll also learn how to use the falloff to create shockwaves and abstract wave animations with multiple tubes. |
Edna Kruger | Oct 10 2018 | 07:01 | 4524 | |||||||||||||||||||||||||||
An Artist’s Guide to All Deformers: The Smoothing Deformer
Learn how to use the Smoothing deformer, which smooths out the edges of polygons so they’re rounded. This video shows how to use the Smoothing deformer to sculpt the tentacles/arms on a bacteria. A falloff is used to keep the bacteria’s body round while smoothing only the tentacles/arms. This deformer is a great all-purpose smoothing tool, and is also useful for making organic, sculpted-looking objects. |
Edna Kruger | Oct 10 2018 | 04:14 | 5397 | |||||||||||||||||||||||||||
An Artist’s Guide to All Deformers: The Bevel Deformer
Learn how to use the Bevel deformer, which bevels an object’s edges, polygons, or points, just like the Bevel tool except that it’s non-destructive! This video shows how to use the Bevel deformer to create beveled edges on a gear’s cogwheel. This deformer is similar to the Bevel tool, but it’s non-destructive so you can easily change it or turn it off. You’ll also learn how to create selection sets of edges for polygon meshes, and use multiple Bevel deformers to affect these different sets on the cogwheel. |
Edna Kruger | Oct 10 2018 | 07:17 | 2939 | |||||||||||||||||||||||||||
Cinema 4D Volumes Reference Series: Volume Builder: SDF Mode - Main Attributes
The Volume Builder is the fundamental Generator Object for the Volumetric Workflow, inside Cinema 4D Release 20. In this Video, we will see how to Use the Volume Builder and Mesher, and explain all the parameters in the process |
Athanasios Pozantzis | Sep 26 2018 | 09:10 | 8794 | |||||||||||||||||||||||||||
Cinema 4D Volumes Reference Series: Volume Builder: SDF Mode - Input Object Attributes
The Volume Builder inside Cinema 4D Release 20, accepts any tangible Object as a valid input, and creates a Volume by evaluating some Object Specific Parameters. |
Athanasios Pozantzis | Sep 26 2018 | 12:11 | 2565 | |||||||||||||||||||||||||||
Cinema 4D Volumes Reference Series: Volume Builder: Fog Mode Attributes
The Volume builder can generate Fog Volumes from Objects, in a similar fashion to SDFs, BUT because Fog volumes are slightly different that SDFs, there are a couple more attributes for input objects, and different Blending modes. |
Athanasios Pozantzis | Sep 26 2018 | 03:56 | 3945 | |||||||||||||||||||||||||||
Cinema 4D Volumes Reference Series: Volume Builder: Understanding SDF and Fog Differences
The general rule of thumb, is that SDFs are used for modeling, and Fog Volumes for more complex volumetric effects, and that includes using them with Fields, either to generate Volumes, or as Field Objects, to control various effects. |
Athanasios Pozantzis | Sep 26 2018 | 08:26 | 2731 | |||||||||||||||||||||||||||
Shredding & Ripping your Model with Fields & Cloth
Animate your model being torn to bits in r20 using fields and cloth! In this quicktip directly inspired by Brett Morris 2016 Siggraph presentation, Darrin shows you how to use vertex weights in the cloth and cloth belt tags along with the new fields in R20 to create a growing destructive tearing! |
Darrin Frankovitz | Sep 24 2018 | 06:59 | 6362 | |||||||||||||||||||||||||||
Siggraph 2018 Rewind - David Koss and Matt Milstead: Projection Mapping in Cinema 4D
Matt Millstead and Dave Koss of Nexus Motion and brograph.com demonstrate aspects of two separate projection projects completed with Cinema 4D. Matt first shows how they designed an animation used by Deadmau5 in his New Year’s Eve countdown. The animation project features the characters from Rick and Morty, and was animated in Virtual Reality with the help of VRChat. Dave talks about the process they used in creating a projection for Busch Gardens Williamsburg. You’ll learn how they were able to derive a model of the building using a Mavic Pro and Agisoft Photoscan, and how they achieved a number of the gags in the animation using various plugins including X-Particles and Greyscalegorilla’s Signal. Finally Matt and Dave announce a new upcoming community resource, mograph.com.
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Cineversity | Sep 20 2018 | 49:36 | 7046 | |||||||||||||||||||||||||||
Siggraph 2018 Rewind - Al Heck and Jon Weinberger: How to Create Game Art for Unity using C4D
Al Heck and Jon Weinberger from GameDevHQ show how to create game art assets in Cinema 4D, and use those assets in Unity to create a playable game. Al demonstrates key skills for game asset development, including UV unwrapping and texture painting in BodyPaint 3D. You’ll also see how to use C4D’s Sculpting system to add details to the model and bake the sculpted detail into normal maps for use in a game asset. Al also talks about how Mixamo can be used to rig and animate a character, and how you can apply various Mixamo animations via the Retarget tag. After Al brings the asset into Unity, Jon shows how to define various animation states and use the assets in a playable game demo.
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Cineversity | Sep 20 2018 | 45:26 | 4109 | |||||||||||||||||||||||||||
Siggraph 2018 Rewind - David Brodeur: Creating Rocks And Terrain in C4D
David Brodeur (Locked and Loading) demonstrates his techniques for creating ground terrain and rocks in Cinema 4D. Through his presentation David will briefly show how this can be done in the Physical Render engine with no additional tools. After he will go more in depth using Octane Render with this technique. David will show a combination of techniques inside Cinema 4D utilizing Displacement, Clones, Displacer Deformer. You’ll also see how David uses C4D’s Sculpting tools to model rocks and scatter the rocks around a landscape.
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Cineversity | Sep 20 2018 | 43:15 | 6087 | |||||||||||||||||||||||||||
Siggraph 2018 Rewind - Aaron Sorensen: VFX & Compositing with Redshift & C4D
Aaron is the founder of and an instructor on vfxcentral.net. He has created products and training for the VFX artist. He is also a full-time senior VFX artist and compositor for THE VOID. He has had to opportunity to work with ILM, Lucas Film and Disney. You can see some of his work at the VOID centers (a location based VR experience) across the world, including Downtown Disney and Disney Springs. In this presentation, Aaron gives you a taste of his VFX Crash Course on VFX Central, taking you step-by-step through his process of creating a photo-realistic 3D environment and cinematic matte painting for a live-action SciFi film shot. He shares some great tracking tips and techniques, shows you how to add a “taking camera” for a cinematic perspective, paint and add a complete 3D environment, add lighting, and finally shares his tips for rendering and setting up multi-passes with RedShift to finalize your composition.
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Cineversity | Sep 20 2018 | 46:36 | 6148 | |||||||||||||||||||||||||||
Siggraph 2018 Rewind - Brandon Parvini: Character Development and Animation Workflows in C4D
Brandon Parvini demonstrates character animation and rendering techniques and workflows employed on the upcoming season of Adult Swim’s Dream Corp LLC. You’ll learn how Brandon and his team achieved a non-photorealistic rendering (NPR) or cartoon look using basic shaders and C4D’s standard render engine - primarily through the use of Oren-Nayer shading and specular lighting. You’ll also see techniques they use when animating characters for the show, including use of Xrefs and the Surface Deformer. They also utilize iPi Soft to generate quick motion capture, and a Character Object template which allows them to easily tweak and animate on top of the mocap animation.
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Cineversity | Sep 18 2018 | 63:15 | 5353 | |||||||||||||||||||||||||||
Siggraph 2018 Rewind - Matthew Encina: Designing Cinematic Scenes
Blind Creative Director and contributor to the Futur, Matthew Encina offers insight into the fundamentals for creating dynamic narrative sequences. You’ll learn basic lighting techniques, camera lens choices, and how to frame and find a shot. You’ll also see Matthew’s technique for assembling a shot sequence using Adobe Bridge.
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Cineversity | Sep 18 2018 | 00:00 | 4353 |