LEARN. IN ONE DAY
WITH TIM CLAPHAM
Available only at helloluxx is the learn. In One Day Bundle that contains all of the titles available in the learn. In One Day series.
learn. In One Day is a title concept devised by Cinema 4D guru, Tim Clapham.
learn. Cinema 4D In One Day
with Tim Clapham from helloluxx
This intensive and comprehensive training course is aimed at entry level Cinema 4D users. Perhaps you have migrated from an alternative 3D application, maybe you have a background of working with compositing programs, or you may have no experience in 3D at all. This is the training for you.
By using real world techniques with practical, hands on examples, you will master the fundamental principles of Cinema 4D. The training is broken down into multiple logical tutorials, which you will rapidly progress through, learning essential workflow procedures and understanding the core requirements of this powerful program whilst simultaneously producing finished work with production value.
As you advance through the course you will become confident at modelling, texturing, lighting, animation and rendering. Cinema 4D is a deep and complex program, this training course will introduce you to many areas of the application that we feel are essential. Of course there are features which we do not cover due to time constraints, however to maximise productivity we focus on the core components, giving you a solid foundation from which you can spring board into mastering the additional tools.
Each class comes with a free bonus video – Tim’s Tips – which is a collection of complimentary techniques, worth their weight in gold.
The classes are recorded using Cinema 4D Release 16. We understand that many of you will be using earlier versions of the software however, so to ensure maximum compatibility, any R16 features mentioned are complimented with additional tutorials which show how this can be achieved in earlier versions also. This is particularly important when we discuss the creation of materials as R16 includes a Reflectance Channel, which makes the older Reflection & Specular channels obsolete. When these features are discussed in R16, there are separate videos explaining similar techniques in earlier versions.
Total running time is approximately 7 hours (time varies depending on whether you view the R15 or R16 materials tutorials).
Tim’s Tips is an additional 69 minutes.
learn. In One Day : Bundle
Part 1 – Low Poly Landscape
01. Introduction (6 mins)
02. Basic Tree With Primitive Objects (21 mins)
03. Release 15 Tree Material (1 min)
04. Introducing Tags & Deformers (12 mins)
05. The Landscape Object (11 mins)
06. Working with Points, Edges & Polygons (20 mins)
07. Release 15 Water Material (1 min)
08. Introducing The Cloner Object (11 mins)
09. Basic Lighting & Rendering (9 mins)
10. Tim’s Tips (11 mins)
This tutorial introduces the basic concepts of working with Cinema 4D. Using a hands on approach, you will build a low polygon landscape from the ground up. This will introduce you to the Cinema 4D interface and workflow using a practical example which will allow you to familiarise yourself with essential tools and techniques to get you up and running in no time at all.
Features Covered : User interface, project settings, preferences, viewport configuration, primitive objects, local / world axis, materials, fresnel shader, falloff shader, noise shader, layer shader, gradient shader, tags, displace deformer, polygon objects, modelling tools, selection tools, selection sets, cloner object, random effector, background object, cameras, lighting, rendering.
Tim’s Tips include organising your scene, render instances, display tag (level of detail), random seed, cloner iterate / random / blend, plain effector, mograph selections.
Part 2 – Wacom Stylus
01. Introduction (8 mins)
02. Modelling With Splines & Lathe Object (16 mins)
03. Sub-Division Surface Modelling (25 mins)
04. Finish The Stylus Model (24 mins)
05. Specular & Diffuse Lighting (8 mins)
Part 2 – Wacom Stylus Materials
06. Release 15 Wacom Materials (31 mins)
07. Release 16 Wacom Materials (35 mins)
08. Tim’s Tips (21 mins)
This tutorial focusses on the modelling process, by creating a Wacom Stylus, we build an object which is manageable within the time constraints yet still offers enough complexity to involve a variety of important principles. The object will be assembled using a range of techniques including primitives, generators and polygon objects.
Features Covered : Project scale, guides, viewport background images, splines, lathe object, sub-division surfaces, modelling tools, selection tools, axis centre, specular & diffuse lights, illumination model, sky object, filter shader, stacking texture tags, texture projection, compositing tag.
Tim’s Tips include phong angle, spline intermediate points, sub-division surface weight tag, bend deformer, anti-aliasing settings, standard vs physical render settings.
Part 3 – Exploring Splines
01. Introduction (9 mins)
02. Sweep Object (12 mins)
03. Controlling Sweep Rotation & Scale (12 mins)
04. Spline Wrap Deformer (6 mins)
05. Objects On Splines (16 mins)
06. Bike Chain (6 mins)
07. Tim’s Tips (17 mins)
Using a workshop style approach this lesson explores the spline object and the various applications possible. We look at generating geometry from our splines with the Extrude, Loft and Sweep Objects. Attaching and animating multiple objects along the spline path and using the spline for deforming objects.
Features Covered : Spline types, text, kerning, extrude object, loft object, sweep object, rail spline, graph UI, tiling UV mapping, spline wrap deformer, align to spline tag, clone onto splines, spline effector, random effector, keyframe animation, deforming cloners, instance object.
Tim’s Tips include twist deformer, regular grid, subdivided splines, hidden selections, optimising geometry, tracer object.
learn. In One Day : Bundle
Part 4 – BOX ID
01. Introduction (7 mins)
02. Model The Logo (11 mins)
03. The Fracture Object (22 mins)
04. The Bool Object (17 mins)
05. Cameras & Stage Object (14 mins)
06. Delay Effector (12 mins)
07. Lighting Overview (24 mins)
08. Building A Light Dome (12 mins)
09. Lighting The ID (7 mins)
10. R15 ID Materials (27 mins)
11. R16 ID Materials (39 mins)
12. Rendering the ID (11 mins)
13. Tim’s Tips (20 mins)
To complete the training you will build a five second ID from start to finish. Starting with artwork from Adobe Illustrator, you will assemble a multi-layered logo which is revealed through an animated combination of Mograph effectors and boolean operations. We explore the Cinema 4D lighting system, building a simple yet flexible lighting dome and adding key and fill lights to our scene. Brushed metal, wood and glossy plastic materials are created in both R15 and R16 to ensure compatibility with older versions of Cinema 4D. We then discuss rendering options, covering parent /child render relationships and standard vs physical renderer.
Features Covered : Importing Illustrator artwork, Extrude Hierarchical, layer manager, fracture object, shader effector, plain effector, noise shader, timeline, f-curve manager, bool object, vibrate tag, formula effector, multiple cameras, stage object, delay effector, mograph cache, point/ spot / infinite & area light, shadow types, light falloff, cloner, gradient shader, compositing tag, lukas shader, wood shader, reflectance channel, Beckman / GGX / Ward reflectance types, anisotropy, render
Tim’s Tips include MoText, Plain, Random & Delay Effectors, Global Illumination introduction, depth of field physical renderer, depth map, multipass rendering.
learn. In One Day : Bundle
learn. Cinema 4D Rigging In One Day
with Tim Clapham from helloluxx
LEARN HOW TO RIG FOR ANIMATION IN CINEMA 4D
Following on from the incredibly popular learn. Cinema 4D In One Day Tim Clapham returns with learn. Cinema 4D Rigging In One Day a feature packed series aimed to get you up and running with rigging in Cinema 4D.
Dive straight in with a quick-start on the core principles of rigging as a refresher and foundation for the remainder of the course. Tim then takes you on a journey through the various methods available for rigging and controlling your animation set-ups.
This training covers many techniques which are essential parts of the rigging process, including working with deformers, manipulating object hierarchy, morphing geometry and objects, exploration of the constraint tag and building your own set-ups with Xpresso, Cinema 4D’s node based expression language.
Finding the perfect balance of these processes and bringing them together into coherent and manageable set-ups is the key to successful rigging and animation. This course will teach you many real world and production proven techniques to ensure your projects and workflow are both powerful, robust and efficient.
Note: This course is aimed at general rigging for animation and motion graphics. Although many of the methods used in this training are suitable for characters, this training does not focus on rigging for character animation.
learn. In One Day : Bundle
THE BASICS OF RIGGING
The first few chapters of learn. Cinema 4D Rigging In One Day are a primer for the course.
Rigging is essentially a combination of techniques which could include the use of Deformers, Object Hierarchies, Constraints, Morphing and Xpresso.
This section will get you up and running with the core rigging techniques which will be explored in depth throughout the remainder of the training.
CHAPTER 01 : DEFORMER BASICS
We start with the basics of working with Cinema 4D Deformers, looking at the object hierarchy. Restricting the deformation by
using Falloff or Vertex maps combined with the Restriction Tag.
FEATURES COVERED : Deformers, Falloff, Vertex Maps and Restriction Tag.
CHAPTER 02 : DEFORMING TEXT
A quick look at the best approach for deforming (text) objects generated from splines and how to ensure the mesh topology is adequate for smooth deformation whilst still remaining procedural.
FEATURES COVERED : Text Spline, Extrude Object and Bend Deformer.
CHAPTER 03 : SIMPLE PISTON
In this session we build a very simple piston rig. We set up a simple hierarchy of objects and introduce the position and aim constraints.
FEATURES COVERED : Position and Aim Constraint.
CHAPTER 04 : LIGHT DIMMER SWITCH
Introducing Xpresso and how we can use expressions to drive one objects parameter from a value on another object. We build our first expression in two clicks, then open the Xpresso editor to investigate the expression that has been created.
FEATURES COVERED : Set Driver, Set Driven, Xpresso – Object Node and Range Mapper Node.
CHAPTER 05 : BASIC MORPHING
This chapter is your introduction to the Pose Morph Tag. Starting with a relative point morph, we then move on to discover the other point morph options, looking at Absolute and also Rotational Morphing
FEATURES COVERED : Pose Morph Tag
CHAPTER 06 : SPLINE CONTROLLER PART 1
In the following four tutorials, we build a rig which allows us to animate the individual vertices of a spline. First we explore point level animation and examine the limitations of this technique. We then create an Xpresso set-up which allows us to control the spline points by linking the spline vertices to the position of null objects.
FEATURES COVERED : PLA, Xpresso Object & Point nodes and Interaction Tag.
CHAPTER 07 : SPLINE CONTROLLER PART 2
Improving on the Xpresso we built in part one, we reconstruct a similar expression but this time using Xpresso to iterate through the object hierarchy. This makes the set-up more efficient and scalable. We then expand on this by releasing the objects from their hierarchy and using the ObjectList node to link them into the iteration.
FEATURES COVERED : Xpresso Hierarchy, ObjectList and Object Index node.
learn. In One Day : Bundle
CHAPTER 08 : SPLINE CONTROLLER PART 3
Expanding on the flexible rig we have made for animating splines, we rework the object hierarchy so that it is simple to attach the spline to any object ensuring the spline is attached at right angles and does not intersect the object it is connected to. We then add some Xpresso to automatically keep the null objects in the correct place between each other. To finish up, we remove the Xpresso and use constraints to add some dynamic secondary motion to the spline for natural and realistic motion.
FEATURES COVERED : Xpresso Mix node, Spring Constraint and Bake Objects function.
CHAPTER 09 : SPLINE CONTROLLER PART 4
In part four we build an alternative rig for controlling splines using Spline Dynamics and Spline Dynamic Constraints. This is a very similar approach to the previous rig, but it doesn’t offer quite as much control. Also, this technique requires Cinema 4D Studio, as the Hair module includes the Spline Dynamics feature.
FEATURES COVERED : Spline Dynamics Tag, Hair Constraint Tag, Wind Particle Force and Caching Spline Dynamics.
CHAPTER 10 : ROBOT ANTENNA
Rigging a robot’s antennae using a combination of Joint Objects with Skin Deformers. Joints are one of the principle methods of building rigs due to their hierarchical nature and precise control.
In this tutorial we build a simple chain of joints which we bind to the mesh using a Skin Deformer, then we set up a Dynamic IK chain so that the joints animate automatically based on the parent movement. This creates a natural wobble and feeling of inertia which is useful for many things, such as a cartoon dog’s tail, a flag pole blowing in the wind or an aerial bending with the motion of the vehicle.
With one set-up working, we use the Mirror Tool to transfer a copy of our rig to the opposite antenna. We also explore an alternative method of achieving a similar result using the MoSpline Object, combined with a Jiggle Deformer.
FEATURES COVERED : Joint Tool, Spline To Joints Conversion, Naming Tool, Bind Command, Weight Tag, Skin Deformer, Weight Manager, Weight Tool, Dynamic IK, Mirror Tool, MoSpline and Jiggle Deformer.
CHAPTER 11 : BasicIK
After jumping straight in and building a Dynamic IK rig for the Robot’s Antennae, we step back a little and examine the basics of Inverse Kinematics (IK). As a key element of rigging, understanding IK is essential for building efficient and stable rigs. In this tutorial we cover the creation of a basic IK rig, building the hierarchy, introducing Goal Objects and stabilising the rig with Pole Vectors.
FEATURES COVERED : Inverse Kinematics Tag, Position Constraint with Xpresso, Protection Tag and Pole Vector.
CHAPTER 12 : ROBOT ARM
Building upon the Basic IK tutorial, this lesson takes us on the next steps of building a mechanical IK rig. Starting with a more complex model, representative of a real world project, we examine the scene and build the suitable hierarchy for the Robotic Arm. The arm is then controlled by linking custom user data to our IK chain, via Xpresso. Once complete, the rig is animated to pick up an object and drop it in a new position using a Parent Constraint.
FEATURES COVERED : Object Manager Hierarchies, IK Tag, User Data, Data Types, UI Elements, HUD, Xpresso and Parent Constraint.
CHAPTER 13 : CATERPILLAR
Learn how to manipulate long chains of joints by using IK Spline. With this technique it is possible to align your joints to a spline and control the complete chain using a few handles. By combining IK Spline with constraints and Xpresso, we automate part of the process to facilitate a smoother animation workflow.
The example we build is used as a rig for a caterpillar, but this technique is perfect for controlling any long object, such as an animals tail, octopus tentacle or electrical cable.
FEATURES COVERED : Snapping, Joint tool, IK-Spline, Bind, Skin Deformer, Weight Tag, Position Constraint, Xpresso – Distance Node and Range Mapper
learn. In One Day : Bundle
CHAPTER 14 : BASIC WEIGHTING PART 1
Working with joint chains and skin deformers requires the joints to be weighted to the vertices of the mesh via the weight tag. This process is crucial for smooth and accurate deformation. Using a simple joint chain, we build a basic rig for unfolding geometry and we then weight the joints manually using the weight tool. Using this step by step approach will ensure that you have a solid foundation of weighting workflow in Cinema 4D.
FEATURES COVERED : Joint Tool, Snapping, Skin Deformer, Weight Tag, Weight Tool and Weight Manager.
CHAPTER 15 : BASIC WEIGHTING PART 2
In the second part of the weighting tutorials, we build a slightly more complex rig which allows us to fold geometry in three different directions. This process involves several small hierarchies of joints and the weighting is once again applied manually using the weight tool.
FEATURES COVERED : Joint Tool, Snapping, Skin Deformer, Weight Tag and Weight Tool.
CHAPTER 16 : UNFOLD CARDBOARD
In the basic weighting tutorials we explored a method of unfolding geometry using joints. This lesson expands upon this by unfolding geometry with thickness. This requires a more complex set-up as each fold must contain an adequate number of edges to create a smooth fold without collapsing or intersecting the polygons.
Once the basic rig is assembled, we add some user data combined with Xpresso to control multiple joints simultaneously to make the rig animation friendly.
FEATURES COVERED : Joint Tool, Weight Tool, Skin Deformer, User Data Manager and Xpresso Object List.
CHAPTER 17 : UNFOLD MOSPLINE
A quick look at the MoSpline Turtle Mode and how it can also be used for creating and unfolding geometry. Lindenmeyer or L-Systems are often used for generative growth, especially for natural branching of plant and trees, the MoSpline Turtle is a complete L-System built into the MoSpline Object. We only touch upon the power of the L-System by using a simple rule and premise to create a linear spline which grows and unfolds. This spline can then be used to create geometry which in turn can be cloned and deformed to create more complex growing objects.
FEATURES COVERED : MoSpline Object.
CHAPTER 18 : PAGE TURN
In this feature packed lesson we expand upon our IK-Spline knowledge and build a flexible page turn rig. By using a combination of IK-Spline for controlling multiple joint chains and Hierarchical Morphing for posing the joints, we create a rig that offers a great level of control for both animation and art direction, yet the rig is easy to use and manipulate.
FEATURES COVERED : Edge To Spline, IK-Spline, Naming Tool, Bind, Weight Tool, Weight Tag, Edge Cut, Jiggle Deformer, Vertex Maps, Pose Morph – Position, Rotation & Hierarchy Morphing and Absolute Morphs.
CHAPTER 19 : ROLLING CUBE
In this quick tip tutorial, we examine two separate methods of achieving the same result. To roll a cube requires that we rotate around each corner consecutively, this lesson demonstrates two possible solutions to this problem, one using joints and the other constraints.
FEATURES COVERED : Joint Tool and Parent Constraint.
CHAPTER 20 : CANTILEVER TOOLBOX
In this lesson we create a cantilever toolbox simply by using the correct object hierarchy and axis location. We link the rotation values of the various parts together using Xpresso and control the opening and closing of the toolbox with one slider control. This set-up demonstrates how you can easily rig rigid objects, simply by breaking it down into individual components and tackling the problem using a step-by-step process.
FEATURES COVERED : Object Hierarchy, Axis Tool, Xpresso – Object List, Range Mapper and Object Nodes.
CHAPTER 21 : CMOTION ROBOT
The CMotion Object is designed for automatically cycling parameter values, this makes it great for creating automatic motion for machines, robots and even for simple characters. We look at the principles behind driving parameters using CMotion and then create a mechanical walk for a robot.
FEATURES COVERED : CMotion, Position Constraint.
learn. Cinema 4D Rigging In One Day : COURSE CHAPTER RUN TIMES
CHAPTER 01 : 20:00 MINUTES : DEFORMER BASICS
CHAPTER 02 : 14:00 MINUTES : DERFORMING TEXT
CHAPTER 03 : 08:00 MINUTES : SIMPLE PISTON
CHAPTER 04 : 05:30 MINUTES : LIGHT DIMMER SWITCH
CHAPTER 05 : 19:30 MINUTES : BASIC MORPHING
CHAPTER 06 : 18:00 MINUTES : SPLINE CONTROLLER PART 1
CHAPTER 07 : 14:00 MINUTES : SPLINE CONTROLLER PART 2
CHAPTER 08 : 22:00 MINUTES : SPLINE CONTROLLER PART 3
CHAPTER 09 : 16:00 MINUTES : SPLINE CONTROLLER PART 4
CHAPTER 10 : 45:00 MINUTES : ROBOT ANTENNA
CHAPTER 11 : 14:00 MINUTES : BASIC IK
CHAPTER 12 : 37:00 MINUTES : ROBOT ARM
CHAPTER 13 : 24:00 MINUTES : CATERPILLAR
CHAPTER 14 : 18:00 MINUTES : BASIC WEIGHTING PART 1
CHAPTER 15 : 12:00 MINUTES : BASIC WEIGHTING PART 2
CHAPTER 16 : 23:00 MINUTES : UNFOLD CARDBOARD
CHAPTER 17 : 07:00 MINUTES : UNFOLD MOSPLINE MORPHING
CHAPTER 18 : 35:00 MINUTES : PAGE TURN
CHAPTER 19 : 10:00 MINUTES : ROLLING CUBE
CHAPTER 20 : 19:00 MINUTES : CANTILEVER TOOLBOX
CHAPTER 21 : 24:00 MINUTES : CMOTION ROBOT
learn. Cinema 4D Rigging In One Day : ADDITIONAL INFORMATION
Duration: 405 min
Video Format: 1600 x 900 pixels
Instructor: Tim Clapham
Application/s Used: Maxon Cinema 4D
Availability: Instant Download (NB: there are multiple Gig downloads for this product)
Project Files: Included
Minimum Requirements: The training is recorded using Cinema 4D Studio Release 18, however the features used have been available since R13. Some features may have been improved since R13 therefore please note, the interface may appear slightly different.
learn. In One Day : Bundle
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