Camp Mograph Australia!
We’re sponsoring Camp Mograph Australia How Good!
Thank you for all the wonderful responses to my Siggraph presentation this year, much appreciated! As a bonus, I’ve decided to offer the original C4D scene files for download. This does not include everything from my presentation as some of the files are part of commercial projects and I can’t distribute those. Hopefully there’s something […]
Thank you for all the wonderful responses to my Siggraph presentation this year, much appreciated!
As a bonus, I’ve decided to offer the original C4D scene files for download. This does not include everything from my presentation as some of the files are part of commercial projects and I can’t distribute those. Hopefully there’s something useful for some of you?
If you haven’t seen the presentation yet, then you can watch it here. I go through the setup of these files, so watching it will help you understand what is going on.
The scenes included are as follows:
This project shows you how to use the Cinema 4D MoGraph Cloner object in Blend mode and then trigger animation using a Particle Emitter as the source for Effector Falloff.
This scene demonstrates a technique which allows you to trigger keyframed animation on clones using a combination of effectors. By using the Animation Offset parameter on the Time Effector and then negating that value with another effector, you can trigger animation with an effector’s falloff.
This is a little trick that allows you to create stop frame type animation using multiple splines in combination with the MoGraph Cloner Sort mode. The scene demonstrates this with a 2D object, but this trick will work just as well with multiple 3D objects.
This project covers the use of the MoGraph Cloner Blend mode to create multiple morphs of an object so that you can easily clone thousands of objects and then animate between them smoothly. The big deal here is that with this trick, you can use Render Instances, and still get smooth animation between your morph targets. It also illustrates how you can simulate Sub-Division Surfaces with Render Instances by using Sub-Polygon Displacement.
This scene file shows you how you can control things like Cloth simulations by using them as absolute morph targets with the Pose Morph Tag, combine this with the Jiggle Deformer for some nice secondary animation.