Yet, another explosive video release in the sequel Cinema 4D Ultimate Learning Series, this time about Animation. A topic that can simply not have enough instruction. A master animator studies life for ages before he earns the moniker of “Master”. Now becoming a master can simply take less time with On Demand HD streaming from cmiVFX. This video is ready today, and can be had for an affordable introductory price. When it comes to high end visual effect training, there is only one choice, cmiVFX.com.
Animation is the key to bringing your creations alive. Without it, your in the print industry! If your not laughing, you might be crying. Don’t worry yet, we will jolt you back into reality with this high energy, power packed, feature length animation guide. Perhaps more information than you would expect in a single volume, cmiVFX videos do not waste time with stalls and unreasonable rhetoric. Just lots of fun and you walk away a better artist every single time!
In our first chapter we go over some basic concepts vital to animation. We’ll examine key frames and different ways of creating and editing them. Then we explore different ways parent/child relationships can be used to organize and speed up work flow. And finally we show you some examples of expression driven animation.
Joint based deformation is a fundamental skill in character animation. In this chapter we’ll cover how to use the joint tool to create bones and IK chains and share some secrets for getting the most out of IK dynamics
In this lesson we show you how to make a basic hand rig. Then, we build a library of precise poses using the morph tag which can be animated. Morphing bone movement instead of just point animation. (Really cool)
In this section, we simulate an arm picking up and putting down an object by animating the properties of a parent constraint. Probably the most important tutorial in the world of general animation.
Next we’ll build a cartoon eye rig using the aim constraint and add some secondary movement with the spring constraint. Fantastic effect for dramatic or silly slapstick moments in your story.
In this chapter, we explore the Character Tool and the different types of human and animal rigs it can make. I’ll show you how to customize your skeleton and save time with various short cuts. We will then explore the CMotion Tool to create a custom walk cycle and so much more.
Interlocking gears with driven animation? No problem at all. In this chapter, we will take the key framed animation of one object and have it “drive” the animation of two other objects. First, by setting driver and driven relationships. Then, by adjusting their Xpresso tags we’ll fine tune and synchronize their movements.
Cappuccino/grazing dinosaur; in this chapter I’ll show how to use the Cappuccino tool to create MoCap animation with just your mouse. Also clean up our data with the key reducer so your key frames can be more easily edited.
After studying film and sculpture at the San Francisco Art Institute, Greg Kulz began working full-time as an artist in the SF Bay Area. Always interested in experimenting with new techniques and methods, Greg turned to 3D motion graphics as his new medium in 2001. Since that time, he has worked on such projects as the Team America and WWE video games, Ironman, various short films and a number of product modeling contracts for corporate clients including Sony, Panasonic and Frito-Lay. Greg's first love remains character creation, but he also enjoys working with motion graphics, texturing, and modeling.
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