Latest Tutorials
Tutorial | Instructor | Date Updated | Runtime | Views | Relevance | ||||||||||||||||||||||||||
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Getting Started with CINEMA 4D R15, Part 15: Introduction to F-curves
Adjusting keyframe interpolation and refining animation through attributes and F-curves In this video you will be introduced to F-curves. F-curves provide you with finer control over the animation that you are creating, but can only be changed when using the Timeline Window. You will also learn about some of the various keyframe attributes such as time and value locking, interpolation and more. You will also learn about copying and pasting F-curves between attributes. |
Patrick Goski | Dec 16 2013 | 17:56 | 13290 | |||||||||||||||||||||||||||
Getting Started with CINEMA 4D R15, Part 16: Introduction to Lighting
Light Types, Shadows, Visible Light, Falloff, Include/Exclude In this video you will be introduced to lighting within CINEMA 4D. This includes a basic overview of adding lights, the various shadow and visible light types, as well as light falloff. |
Patrick Goski | Dec 16 2013 | 19:49 | 10373 | |||||||||||||||||||||||||||
Getting Started with CINEMA 4D R15, Part 17: Introduction to Basic Materials
Creating and Applying Materials in CINEMA 4D In this video you will be introduced to the basics of creating a material. You’ll learn how to work with the Material Manager and various material channels, like Color, Specular and Reflection. |
Patrick Goski | Dec 16 2013 | 16:58 | 11173 | |||||||||||||||||||||||||||
Getting Started with CINEMA 4D R15, Part 18: Introduction to Bitmap-based Materials
Creating Materials Using an Image or Image Sequence In this video you are introduced to working with bitmaps as the source for your materials. This includes using a single image in conjunction with the Alpha channel to create a decal that can be applied to an object. You’ll also learn about projection modes, which allow you to define how the decal is positioned on the surface. Finally, you will learn how to use animated image sequences to create twinkling stars. |
Patrick Goski | Dec 16 2013 | 12:29 | 24068 | |||||||||||||||||||||||||||
Getting Started with CINEMA 4D R15, Part 19: Introduction to Procedural Materials
Applying Fresnel, Chanlum, Layer and Noise Shaders and Previewing with Interactive Render Region In this video you will be introduced to procedural materials using shaders. Procedurals provide a flexible method for creating materials with animatable attributes within CINEMA 4D. In this tutorial, you’ll use the Fresnel shader to alter the reflection based on the angle between the camera and surface, Chanlum to simulate subsurface scattering, and the Noise Shader to create a random surface for the planet. The Layer Shader is used to combine multiple shaders within a single material channel. You will also use the Interactive Render Region to see a rendered preview within the viewport as you work. |
Patrick Goski | Dec 16 2013 | 13:19 | 29823 | |||||||||||||||||||||||||||
Getting Started with CINEMA 4D R15, Part 20: Procedural Materials Continued
Using Displacement and Applying Gradient and Noise Shaders In this video, you will use the Gradient and Noise shaders to create the texture for the exhaust trail. You will learn how to use the Displacement channel to simulate more complex geometry on a surface, and utilize the Displacer Deformer set up earlier to visualize the displacement within the view. |
Patrick Goski | Dec 16 2013 | 13:41 | 8552 | |||||||||||||||||||||||||||
Getting Started with CINEMA 4D R15, Part 21: Introduction to Rendering
Render Output, Bit Depth and Anti-Aliasing In this video you will be introduced to what you need to know to get your images out of CINEMA 4D. This includes setting up the final output paths and adjusting the quality of the render using Anti-Aliasing. You’ll also learn how bit depth can affect flexibility in post-production. |
Patrick Goski | Dec 16 2013 | 10:00 | 8431 | |||||||||||||||||||||||||||
Getting Started with CINEMA 4D R15, Part 22: Introduction to Multi-Pass Rendering
Setting Up and Previewing Multiple Passes within the Picture Viewer In this video you will learn the various output options needed for rendering multi-pass images. |
Patrick Goski | Dec 16 2013 | 09:47 | 10209 | |||||||||||||||||||||||||||
Creating a Custom Python Effector, Part 01: Intro to the Basics
Overview of the Finished Custom Effector Explore how some basic python coding can easily allow you to create a MoGraph effector with immense potential by using the Python effector. This video introduces you to the basics of the Python effector you will be creating over the course of the series which will take you from a code-phobic artist to budding programmer novice in under an hour! |
Andy H Runyon | Nov 27 2013 | 04:16 | 6830 | |||||||||||||||||||||||||||
Creating a Custom Python Effector, Part 02: Using Python with MoGraph
Introduction to Basic Python Programming Concepts In this video you’ll be introduced some of the basic concepts of using Python in C4D in conjunction with MoGraph. This starts with a bit of information regarding the Python SDK (http://www.maxon.net/support/developer-support.html), then continues with an overview of each line of sample code in the MoGraph Python effector. You will also learn how to explore functions within python and C4D and the data they return by using the “print” function and the Console. |
Andy H Runyon | Nov 27 2013 | 14:35 | 7490 | |||||||||||||||||||||||||||
Creating a Custom Python Effector, Part 03: Building Your First Components
Accessing Data from User Input (via custom User Data) In this video you will start building the first components to your custom Python Effector. The first half starts off by showing you how a user data field can be used in conjunction with the Python effector to easily set up user defined variables. This is followed by explaining how to work with the new data, specifically, how to pass data from a cloner that has been placed in an object linkfield to a cloner being affected by the Python effector. |
Andy H Runyon | Nov 27 2013 | 09:39 | 1770 | |||||||||||||||||||||||||||
Creating a Custom Python Effector, Part 04: Fixing Bugs
Fixing Bugs and Introducing IF Statements In this video you will learn how to debug issues that may arise when working with your own code. In this case a difference in the clone count between cloners can cause this effector to break, so a method for handling this error must be created. You will see how the Console is an indispensable tool, and how you can use simple if statements to control the flow of your code to handle varying clone counts. |
Andy H Runyon | Nov 27 2013 | 06:16 | 1691 | |||||||||||||||||||||||||||
Creating a Custom Python Effector, Part 05: Creating a loop counter
Creating a loop counter In this video you will continue developing the if statement to handle a situation where the affected cloner has a higher count than the source while still making sure all the clones get affected. |
Andy H Runyon | Nov 27 2013 | 11:28 | 1807 | |||||||||||||||||||||||||||
Creating a Custom Python Effector, Part 06: Working with different clone counts
Working with different clone counts In this video development continues on the if statement, this time covering a situation where the affected cloner has a lower count than the source while still making sure that the clones cover the correct area. |
Andy H Runyon | Nov 27 2013 | 09:38 | 1634 | |||||||||||||||||||||||||||
Growing Parametric Wires, Part 01: Introduction
Introduction to the Wire-Splitting Rig This tutorial explores a different approach to handling motion graphics rigging; opting for parametric control of aspects of a rig and allowing a wide range of flexibility. The initial concept is inspired by Paul Clements’ Headphones. Although this specific element has been covered in other tutorials online, the focus in this tutorial is not simply how to recreate the effect, but instead how to build a robust rig that allows for easy changes and animation. All project files for this tutorial are in Part 7. |
Andy H Runyon | Nov 13 2013 | 05:58 | 8013 | |||||||||||||||||||||||||||
Growing Parametric Wires, Part 02: Controlling Wires with MoGraph Cloner
Linking the Cloner Count with the Cylinder’s Split In this video you will learn how to create a ‘sectioned’ cylinder using the Cloner set Radial mode. In order to keep the rig parametric, a little Xpresso is required, exhibiting a situation in which the Degree node is required to help get the correct angle for each section of the cylinder. All project files for this tutorial are in Part 7. |
Andy H Runyon | Nov 13 2013 | 06:34 | 2372 | |||||||||||||||||||||||||||
Growing Parametric Wires, Part 03: Controllable Bend Deformer
Adjusting the Bend’s Orientation with Xpresso This video illustrates a method for orienting the Bend deformer properly using Xpresso so that it always matches the cylinder segment. This also covers information on how to use Null objects and Constraint tags to address the occurrence of Gimbal issues. All project files for this tutorial are in Part 7. |
Andy H Runyon | Nov 13 2013 | 08:33 | 1884 | |||||||||||||||||||||||||||
Growing Parametric Wires, Part 04: Using the Mix Node Expression
Using the Mix Node to Drive Position This video walks through the process of setting up the Mix node in Xpresso to transition between two values driven by a User Data slider. Percentage is used to control the how much of the cable will be split so that a 50% split equals half the length of the cable, even when the length of the changes. All project files for this tutorial are in Part 7. |
Andy H Runyon | Nov 13 2013 | 07:44 | 1874 | |||||||||||||||||||||||||||
Growing Parametric Wires, Part 05: User Data and Handles
Setting up User Data and Creating Handles This video starts by showing how to add thickness to the cable using a combination of Cloth NURBs and the Connect Object. Next, a Cylinder object is used to add interactive handles to the rig with a few basic User Data controls. All project files for this tutorial are in Part 7. |
Andy H Runyon | Nov 13 2013 | 05:52 | 1894 | |||||||||||||||||||||||||||
Growing Parametric Wires, Part 06: Finishing the Rig
Finishing up the Rig In this video you learn how to set up the User Data to make the rig as easy to use as possible. To do this you will use the “Copy User Data” command in the Attribute Manager. How to fix any Xpresso nodes that may having missing object links is also covered. All project files for this tutorial are in Part 7. |
Andy H Runyon | Nov 13 2013 | 06:45 | 1872 | |||||||||||||||||||||||||||
Growing Parametric Wires, Part 07: Bend Deformer Addendum
Addendum - Driving the Bend This addendum video addresses the issue of placing the bend deformer at the correct spot, using the radius of the driving cylinder. |
Andy H Runyon | Nov 13 2013 | 02:03 | 2796 | |||||||||||||||||||||||||||
Siggraph 2013 Rewind - Imaginary Forces: Creating the Pacific Rim titles
How C4D Was Used to Create Pacific Rim Titles In this presentation, Miguel Lee, Ryan Summers and Eric Mason demonstrate how Imaginary Forces created the opening title and main-on-end sequence for Pacific Rim.
Recorded live at Siggraph 2013 in Anaheim, California. |
Cineversity | Aug 07 2013 | 59:10 | 10997 | |||||||||||||||||||||||||||
Siggraph 2013 Rewind - Nick Campbell, Day 1 & 2: What’s new in CINEMA 4D R15
What’s New in CINEMA 4D R15 In this presentation, Nick demonstrates his favorite new features in CINEMA 4D R15, including the new GI options, Team Render, Kerning and Grass. Nick also previews some upcoming new features in Transform 2.0 and recent updates to Light Kit Pro.
Recorded live at Siggraph 2013 in Anaheim, California. |
Cineversity | Aug 07 2013 | 60:00 | 4149 | |||||||||||||||||||||||||||
Siggraph 2013 Rewind - Robert Hranitzky, Day 1: Live pipeline between CINEMA 4D and After Effects
New Live 3D Pipeline Between CINEMA 4D and After Effects Robert Hranitzky demonstrates the Cineware workflow with After Effects CC and CINEMA 4D Lite, featuring three exciting projects. In Lighthouse, Robert combines a 3D light house from CINEMA 4D with a sky via Trapcode Horizon, volumetrics via Trapcode Lux, and rain effects from Trapcode Particular to create a dramatic stormy lighthouse shot in After Effects CC. In 2013 Title Sequence, Robert shows the creation of a rust material in C4D Lite, how to utilize multipass to achieve depth-of-field with Cineware content, Finally, Robert provide a quick breakdown of the Whisky animation, which utilized Realflow fluids integrated via Alembic in C4D Lite.
Recorded live at Siggraph 2013 in Anaheim, California.
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Cineversity | Aug 07 2013 | 51:13 | 4140 | |||||||||||||||||||||||||||
Siggraph 2013 Rewind - Gene Magtoto: Collaborative character animation
Collaborative Character Animation In this presentation, Gene Magtoto demonstrates workflow and technical direction tips used by The Sequence Group on cinematics for the video game “Remember Me”. Gene demonstrates use of the Reset PSR, Transfer, Naming and Timewarp tools, as well as techniques for locking the camera in a shot using Frozen Transformations. He demonstrates the power of the Layer Manager for group workflows. Gene shows off an awesome joint-based facial rig, and has graciously provided a simpler joint-based face rig for experimentation.
Recorded live at Siggraph 2013 in Anaheim, California. |
Cineversity | Aug 07 2013 | 43:58 | 14441 |