Learn Advanced Xpresso : Rubik’s Cube (part 1)



Build & Setup A Rubik’s Cube in Cinema 4D

In this Learn Advanced Xpresso tutorial series, Ilir Beqiri will try to teach you how to setup and rig two 3D puzzle games, a 3 by 3 Rubik’s Cube and a Pyramid Puzzle using pure Xpresso in Cinema 4D.

The setup is both easy to use and flexible. You can animate every move possible, or if you’re an expert on this subject, you can play and solve the puzzle live as the timeline plays forwards or even backwards. It’s possible to keyframe the moves so the puzzle scrambles itself or solves itself, using the exact moves that you decide, change the time interval for each move, you’re even allowed double moves. You can later decide to change the different pieces with other geometry and build other types of puzzles as well as a lot of interesting motion graphics elements for use in your particular projects.

The video is quite long and detailed, so Ilir decided to divide it in two smaller parts that you can more easily follow. In the second part Ilir will show you how to build a pyramid puzzle, which is slightly more complicated, but very powerful. Following this training you will learn some basic and advanced concepts of Xpresso, compose and decompose Matrices, create different kinds of constraints, build a custom timer that works whether the time is moving forwards or backwards, help lay out the UV of an object with some expressions and lot more. There’s something for every level of Cinema 4D user.

In the beginning Ilir wanted to record a commercial tutorial on the subject, but later decided to release part one and part two free of charge, for all to watch, learn and share. If you find it right in yourself to contribute to other training series’ like this one, go ahead and donate some small money, buying this series on Gumroad for the symbolic value of 5 dollars. Bundled with the series of videos, the buyers will also find the scene files for this project and some more examples. Thank you!

Gumroad link: gumroad.com/l/iKzZZ#

Chapter Markers:

00:00:00 – Intro
00:06:04 – Chapter 01 – Modeling The Cube
00:20:13 – Chapter 02 – Constraints (PSR)
00:33:26 – Chapter 03 – Constraints (Parent)
00:43:11 – Chapter 04 – Constraints (Follow Rotation)
00:52:01 – Chapter 05 – Constraints (Follow Scale)
00:57:59 – Chapter 06 – Constraints (Combined Transformations)
01:03:57 – Chapter 07 – Incrementally Updating Transformations
01:16:16 – Chapter 08 – Adding Custom Data To Control The Setup
01:21:52 – Chapter 09 – Store Initial Transformation State
01:28:13 – Chapter 10 – Building A Custom Timer
01:55:06 – Chapter 11 – Automatic Rotation
02:06:09 – Chapter 12 – Rotate Around A Defined Axes
02:13:31 – Chapter 13 – Repeat Rotation Functionality
02:20:09 – Chapter 14 – Filter The Selected Face Pieces
02:33:03 – Chapter 15 – Animate Using Keyframes


Author: Fleur Clapham

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