Latest Tutorials
Tutorial | Instructor | Date Updated | Runtime | Views | Relevance |
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Unity Game Development with Cinema 4D, Part 07: Setting up Collisions
In this tutorial, you’ll learn how to add collider objects within the game level. In this tutorial, you’ll learn how to add collider objects within the game level. You’ll learn how to create Box Colliders and add Mesh Collider components to existing GameObjects. You’ll also see how to set up NavMesh to define areas where the aliens will be able to move within the level. |
Rick Barrett | Dec 16 2014 | 12:47 | 3135 | |
Unity Game Development with Cinema 4D, Part 08: Export/Import the Farmer
In this tutorial, you’ll learn how to import a character animated via the Character Object into Unity. In this tutorial, you’ll learn how to import a character animated via the Character Object into Unity. You’ll learn how to separate animation clips based on frame ranges, and see an alternative method for importing animation clips from separate FBX files. To learn how C4D’s Character Object and Weight tools were used to rig the farmer, watch Andrew Runyon’s series. |
Rick Barrett | Dec 16 2014 | 17:05 | 12333 | |
Unity Game Development with Cinema 4D, Part 09: Adding Sounds to Assets
In this tutorial, you’ll learn how to attach sounds to GameObjects in Unity. In this tutorial, you’ll learn how to attach sounds to GameObjects in Unity. You’ll see how to update the object in C4D and reflect those changes in Unity, without losing the changes you’ve already made to the GameObject. |
Rick Barrett | Dec 16 2014 | 05:05 | 2592 | |
Unity Game Development with Cinema 4D, Part 10: Setting up Camera and Game Controls
In this tutorial, you’ll learn how to parent the Unity camera to the Farmer GameObject and add Unity scripts from the CharacterController to make it camera behave as a First-Person shooter. In this tutorial, you’ll learn how to parent the Unity camera to the Farmer GameObject and add Unity scripts from the CharacterController to make it camera behave as a First-Person shooter. |
Rick Barrett | Dec 16 2014 | 06:02 | 2621 | |
Unity Game Development with Cinema 4D, Part 11: Custom Character Scripting
In this tutorial, you’ll be introduced to a custom script which controls the farmer’s animation. In this tutorial, you’ll be introduced to a custom script which controls the farmer’s animation. You’ll see how key commands change the animation clip playback, and how AddMixingTransform can be used to mix the animation from multiple clips. You’ll also learn how to place a pre-made particle system in relation to an existing GameObject. |
Rick Barrett | Dec 16 2014 | 17:41 | 2567 | |
Unity Game Development with Cinema 4D, Part 12: Building Damage Scripting
In this tutorial, you’ll learn how to include multiple versions of buildings and swap those versions dynamically to reflect damage. In this tutorial, you’ll learn how to include multiple versions of buildings and swap those versions dynamically to reflect damage. |
Rick Barrett | Dec 16 2014 | 12:29 | 1887 | |
Unity Game Development with Cinema 4D, Part 13: Importing the Aliens
In this tutorial, you’ll import the models and animation that define the three Alien classes. In this tutorial, you’ll import the models and animation that define the three Alien classes. You’ll learn how to handle transparent textures by switching to a Cutout-Diffuse material type. You’ll define animation clips, add a box collider, and assign the aliens to the NavMesh so they move autonomously throughout the level. |
Rick Barrett | Dec 16 2014 | 08:25 | 1813 | |
Unity Game Development with Cinema 4D, Part 14: Alien Sounds & Scripts
In this tutorial, you’ll add 3D sounds to the alien, and use components and scripts to define the alien’s behavior. In this tutorial, you’ll add 3D sounds to the alien, and use components and scripts to define the alien’s behavior. |
Rick Barrett | Dec 16 2014 | 09:28 | 1772 | |
Unity Game Development with Cinema 4D, Part 15: Adding the UFO
In this tutorial, you’ll add a UFO to the project, which will move between the various spawn points and control the spawning of the alien. In this tutorial, you’ll add a UFO to the project, which will move between the various spawn points and control the spawning of the alien. |
Rick Barrett | Dec 16 2014 | 08:07 | 2060 | |
Unity Game Development with Cinema 4D, Part 16: Adding Game User Interface
In this tutorial, you’ll finish the game by adding background music and a heads-up display GUI. In this tutorial, you’ll finish the game by adding background music and a heads-up display GUI. |
Rick Barrett | Dec 16 2014 | 10:27 | 2782 | |
CV-SmartExport: Overview
Export selected objects, each layer, and baked Character Objects from Cinema 4D with the CV-SmartExport plugin. CV-SmartExport offers Cinema 4D users powerful flexibility when exporting 3D models and animation to popular formats like FBX and OBJ. Export selected objects and create separate files for each scene layer or object group. Bake Position, Scale, Rotation and PLA data prior to export. Export sequential files for each frame, complete projects with assets, or separate files based on markers used to define separate animation takes. All this functionality is available within a simple plugin, utilizing any built-in or plugin exporter available in Cinema 4D. |
Rick Barrett | Dec 10 2014 | 03:34 | 11874 | |
CV-SmartExport: Download and Install
Export selected objects, each layer, and baked Character Objects from Cinema 4D with the CV-SmartExport plugin. Learn how to download and install CV-SmartExport 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-SmartExport Manually: |
Rick Barrett | Dec 10 2014 | 02:02 | 23757 | |
CV-Weight Scripts, Part 01: Introduction
Optimize your Cinema 4D Character Weighting workflow with this powerful script pack Optimize your Cinema 4D Character Weighting workflow with the CV-Weights Scripts. This multi-script pack adds several methods of importing and exporting weights to a separate file, blending weights along a path or based on neighboring vertices, copying and pasting weight values and assigning weight values via keyboard shortcuts. Free yourself from tedious tweaking within the Cinema 4D Weight Manager, and bind characters with a straightforward, visual workflow. CV-Weight Scripts are available via the CV-Toolbox unified installer. You can also download the script files from Part 2 and install manually within the /library/scripts folder. |
Bret Bays | Dec 03 2014 | 00:31 | 8631 | |
CV-Weight Scripts, Part 02: CV-Weight Presets and CV-Apply Weights To Select Overview
Showcases the Apply to Selected Component and Strength Value Scripts. This video showcases a few simple, but very helpful scripts in the CV-Weight Scripts. The CV-Weight Value scripts allow you to quickly and easily adjust the strength of the Weight Tool or the Weight Manager’s strength slider, while the CV-Apply To Selected Component allows you to map a shortcut so you can quickly and easily apply weights to whatever components you have selected. |
Bret Bays | Dec 03 2014 | 07:25 | 26508 | |
CV-Weight Scripts, Part 03: CV-Copy/Paste Weights, CV-Blend Weights and CV-Hammer Weights Overview
Showcasing the CV-Hammer Weights, Copy/Paste Weights, and the Blend Loop scripts Part 3 of the CV-Weight Scripts showcases the scripts meant for applying and fixing your weights. The scripts include Copy/Paste Weights, Blend Weights Along Path, and the Hammer Weights scripts. The Copy/Paste scripts allow you to copy the joint weighting of a point, and paste the weights to any number of points on the mesh. CV-Blend Weights Along Path allows you to create nice linear weight falloffs along an edge loop. The Hammer Weights script allows you to quickly average the weights of a vertex by it’s neighboring verts. |
Bret Bays | Dec 03 2014 | 06:25 | 3276 | |
CV-Weight Scripts Part, 04: CV Import and Export Scripts Overview
Showcasing the Importing and Exporting Joint Weights scripts In this tutorial we take a look at a couple of different ways of importing and exporting joint weights to a data file, as well as the benefits of exporting to a file. These scripts allow you to easily save and load weights from disk instead of from a scene file. |
Bret Bays | Dec 03 2014 | 08:08 | 1846 | |
Biped Rigging for Games, Part 01: Introduction
This video introduces how er are going to rig and weight a low poly character in this rigging series. This video series introduces the basics of rigging and weighting of a character for us in creating a game. In this series, we’ll look at how to set up and weight the Character Object’s Advanced Biped rig on a low poly character. |
Andy H Runyon | Nov 19 2014 | 00:48 | 15342 | |
Biped Rigging for Games, Part 02: Character Object: Build Mode
In this video we look at creating the Character Object and building each component of the rig. In this video we will look at creating the Character Object and building each component of the rig. We will also use the Advanced Biped rig, which gives us an amazing amount of control with little effort. |
Andy H Runyon | Nov 19 2014 | 04:02 | 10026 | |
Biped Rigging for Games, Part 03: Character Object: Adjusting the Upper Body
In this video we’ll adjust the upper body of the character object. In this video we’ll adjust the upper body of the character object to match our character mesh. This includes the spine, shoulders/arms, and the neck and head. |
Andy H Runyon | Nov 19 2014 | 06:13 | 5691 | |
Biped Rigging for Games, Part 04: Character Object: Adjusting the Legs
In this video we’ll adjust the lower body of the character object. In this video we’ll adjust the upper body of the character object to match our character mesh. We’ll need to make sure to keep a small bend in the knee to keep the IK working as expected. |
Andy H Runyon | Nov 19 2014 | 06:41 | 4516 | |
Biped Rigging for Games, Part 05: Weighting Setup
In this video we will setup for weight painting. In this video we will setup our viewport and weights manager for weight painting. This includes keeping the viewport clean and setting up our weight manager. |
Andy H Runyon | Nov 19 2014 | 03:15 | 5629 | |
Biped Rigging for Games, Part 06: Weighting the Spine and Head
In this video we will work on weighting the spine and head. In this video we will work on weighting the spine and head. We need to pay careful attention when the weight tool’s Visible Only checkbox is unchecked. |
Andy H Runyon | Nov 19 2014 | 07:11 | 4469 | |
Biped Rigging for Games, Part 07: Weighting the Arms
In this video we’ll apply weighting to the arms. In this video we’ll apply weighting to the arms of our character. The fingers can be particularly tedious to weight, so we’ll try to use workflows that minimize the pain. |
Andy H Runyon | Nov 19 2014 | 10:51 | 5159 | |
Biped Rigging for Games, Part 08: Weighting the Legs
In this video we’ll weight the legs. In this video we’ll be weighting the legs. This will conclude the weight blocking portion of the series. |
Andy H Runyon | Nov 19 2014 | 05:17 | 3102 | |
Biped Rigging for Games, Part 09: Smoothing Weights
In this video we’ll smooth the blocked weighting for our character. In this video we will use the weights manager’s smoothing tab to apply some smoothing our weights. We’ll be smoothing only two joints at a time to get the best result, which requires that we look at locking joints in the Weights Manager. |
Andy H Runyon | Nov 19 2014 | 05:33 | 5324 |