Known throughout the VFX and Graphic Design industry as a class-leading motion graphics powerhouse, Cinema 4D is packed with all the tools you need to make engaging and professional graphic content. This brand new video by cmiVFX demonstrates C4D's powerful modeling tools and takes your through the process of creating rigs from scratch that will be easy to animate. We'll show you how to set simple expressions that will get the job done and you'll learn how to set up effective lighting stages, giving you renders that are sharp and beautiful with little setup. Along of all of this, we'll show you how to render in passes, and we'll even introduce you to the upcoming Arnold for Cinema 4D plugin. Get started today and we'll take your C4D skills to the next level!
NOTICE TO VIEWERS:
Beginners in Cinema 4D will benefit from this lesson, but it is valuable for more experienced users and those coming from other software.
This video covers pretty much the entire process of modeling a product, rigging, animation, lighting and rendering the final shot. We'll explore polygonal modeling, subdivision surfaces, creasing, and adding materials to the spray bottle. Then we'll rig it and animate it, and we'll use squash, stretch, the principles of anticipation, line of action, and follow-through as well. We'll explore lighting and rendering, and we'll end by showing you how to set up rendering passes quickly and easily using simple Cinema 4D tags.
Cinema 4D's powerful modeling tools make it easy to create symmetrical shapes like the spray bottle we'll be making, and its subdivision tools and creasing functions make modeling a breeze.
To help with the modeling process, we'll include materials and lighting almost immediately. These simple models have a distinct surface flow, and controlling the specular highlights is an important step in the process. We'll use area lights to create shaped reflections using the new reflectance shading system in the latest version of Cinema 4D.
The devil is in the details, and with simple objects, this is as true as ever. There is nowhere to hide faulty geometry, so we'll create all of the details that will make this product look convincing and realistic.
Setting up a simple, functional rig can be a challenge, especially in more complex animation software packages. However, Cinema 4D's logical system of hierarchies and deformers are powerful and flexible assets that allow you to animate quickly and without errors.
We'll use some of the fundamental principles of animation to create an animation with a lot of "snap" and personality. If you're trying to get your character to come alive, you'll need to have a solid understanding of the process of animation. We'll go over anticipation, line of action, squash and stretch, overlapping, and follow through. At the end of this chapter we'll use the dopesheet and curve editor to set up good keyframes.
This chapter covers the curve editor, moving and editing keyframes, and interpolation curves so we can get the polished result that we want, which is smooth and convincing motion.
After the animation is complete, we'll add elements to the background set and we'll add professional IES photometric lighting to give the scene more visual interest.
Moving text is one of the most powerful tools in Cinema 4D, and we'll combine them with some more deformer tools to create interesting effects.
In this final chapter we'll make a few tweaks and polishes, and give you an introduction to the new Arnold plugin, which allows the artist to use some of the latest rendering tools in the industry. Are you using Arnold in your Maya, Houdini, or even Softimage pipeline? Want to use Cinema 4D and have everything match up? No problem. The materials and the lighting and rendering tools are almost exactly the same in every package, and Cinema 4D is no different. You'll feel right at home with all of your favorite Arnold tools in familiar locations.
Born in Sitka, Alaska, Chris started his career as a painter and sculptor. He has been working as an illustrator, graphic designer, and most recently as an art director in Chicago, Illinois. He has been teaching game design and animation for over 18 years. His students now work as animators and professional game designers at Blue Sky Studios, Digital Domain, Sony Imageworks, Microsoft, and as freelance independent artists. Many of his students are now college teachers themselves. Chris started in the early days with Strata StudioPro, then 3ds Max version 1.0, Maya 2.0, Softimage 3.8, Softimage XSI, Houdini and Cinema 4D. He has also been a beta tester for Solidangle's Arnold for many years since the early XSI days. Chris still sculpts and paints and he teaches full time at Tribeca/Flashpoint Academy in Chicago.
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Born in Sitka, Alaska, Chris started his career as a painter and sculptor. He has been working as an illustrator, graphic designer, and most recently as an college instructor in Chicago, Illinois. He has been teaching game design and animation for over 20 years. His students now work as animators and professional game designers at Blue Sky Studios, Digital Domain, Aardman/Sony, Microsoft, and as freelance independent artists. Many of his students are now college teachers themselves. He started in the early days with Strata StudioPro, then 3ds Max version 1.0, Maya 2.0, and Softimage 3.8. He currently uses Maya, 3ds Max, Houdini, Cinema 4D, Clarisse and Fusion. Chris still sculpts and paints and is the Academic Chair at Tribeca Flashpoint College in Chicago.