Animating This Scene - Mograph Color Data & Redshift - Cinema 4D Tutorial

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hello and welcome back to the rooks nest Alex here and in this addendum tutorial I'll be going over how I animated this scene from a previous redshift lighting tutorial if you haven't seen it and you're interested in how this look was achieved I recommend you give that a watch but it's not necessary if you wish to continue with this tutorial I'll be going over how to use the mograph color data to multiply materials some camera animation techniques and a few other little tricks and tips so without any further ado let's get started [Music] so here we are inside cinema let's first start off with the mograph stuff because I'm assuming that's the main reason people are here in the first place what we're going to be doing is using our user color data to get the mograph color data and then use that to blend between two materials so first let's start with creating our mograph animation so let's just get our camera in a better position thanks so now I've put my objects here in a fracture object so they're just for shapes in a fracture and I've also given them slight offsets in their height just they weren't all in exactly the same position and what we want to do is I want this to fold down here and then we hum and for them to become exactly at the same height in the Y space so flat perfectly so no longer just jointed like this and the way we're gonna do that is first I'm gonna do a little thing where I'm going to apply a if you come down to rigging and protection tag papas at the end and I'm gonna lock everything except the Y position so that it can't move around but it can go up and down but it can't go left right can't rotate which will make sense the reason why I've done that will make sense in a sec I'm actually control drag and Monzer so there's apply to all of them then we're gonna come up to mograph effecter and we're gonna add a plane effector now I didn't have my fracture object selected so didn't come in so let's just pop that into there now our objects are way up there you can see up here but what we're going to do is we're gonna bring those down so if we count our plane effector let's for now just set this to zero now I'm going to be using the Y position of this plane effector to decide to determine where these blocks end up so I'm going to take it from transform mode to relative to absolute and the transform space I'm going to change it to our effector and as you see now is jump to the effectors if I move this effector up and down it's following it C so if we just put it in a final position say they're a bit jittery like so and if you want to offset it slightly you can do this and it will move up and down but let's just leave it at zero for now so it's going to the zero zero zero in relation to our effector so that's why I locked on here you see if I turn this off they'd all start to jump into the middle which one do that now let's give our plane effector a little fall off so if we come to our fall off tab and let's just add a linear field now I'm gonna be falling off along the z axis here so let's change the direction with linear field selected this changes direction to Z plus yeah yeah so if we move this let's deselect the linear field let's just move the plane effector as a whole along the Zed there it goes it's moving up and down and in fact I want to come from this direction I wanted to drop so that I'm going to fix that it's a niche come to my linear field and change it from Z plus 2 Z negative that's going the other way also if we zoom out it's a bit too can you see this the fall-off is way too fast if we just slide it in come here I want you to turn off this live viewer so to speed things up so we drag this up loop and there we go nice and tau now I'm gonna give this a curve on the fall-off because at the moment issues are very linear starts stops very jolty so what I'm gonna do is I'm going to come to this remapping tag change the contour mode to quadric and I'm just going to increase this curve so it was sort of slowly you know that it will slowly ramp up and then sort of snap in a little bit I mean you can increase this value a bit more if you want it to be a bit more pronounced so like this and then we as we run it through see it slowly starts to move then snaps down it was snap snap great so let's set a keyframe for the start just put it say make sure we're out of the area there so completely out of the fall-off let's come to say frame 50 we're gonna go to the coordinates of our plane effector actually that's undo all of that because I like to keep the linear field in the same position at the moment C is offset so I'm go to coordinates of this I'm just gonna zero it out and make sure I don't have the linear field selected and it's not selected here so I can move the plane as a whole with together so let's go once again let's go to say about there and I'm going to ctrl click on this so you don't even need so I'm just gonna click here create a keyframe just for the Z value and then they say we go to frame 100 and let's pop it down or just until there we go it hits the bottom and it's probably the center of it's out so let's stick that there now maybe we hold that for say 20 frames let's add another keyframe there and then say by frame 140 we want it to go reverse back again go stick it back here and just click on the little keyframe icon now if you play this through it goes down and then up cool let's get into the mograph color stuff so we come up to my fracture object here we can see if you're gonna the object as a transform our default color of our french object is white so if I come up to this material here which I've already prepared you can see I've got two materials I've got this plastic equally material and then a glass material which you can't see at the minute I've got those going into material blender with a blend color and at the moment that colors black so what it's doing is layer one blend colors black which means it's not showing this second color it's just showing this base color so what we need to do is we need to give this layer one blend color a value and it's from black to white white being 100% visible and black being zero so we can do that with our mograph color data you come back to our scene have a look here actually if we first load in let's go if we first come to here we go and we just type color use a data here drop that in and let's just put it straight out onto a surface and press play and here we should see there goes black because we haven't set an attribute name so we come here drop down come to mograph note so it to object and object color and it switches to white which is reflected in our fracture object here but we want it start off black because what our starting material going into a base color is the glossy and then we want to turn it into the refractive material so let's change that now let's go to fracture change this color just drag this all the way down to black and now by default it should be a hundred percent now there hasn't got a hundred in black and I think that's because there's a little bug okay so come back to the viewport and it's fixed it so now we've got this hundred percent black mograph color data now we're gonna is going to come to our plane effector comes the parameters tab select the color mode and choose custom color and with sets of white so by default go to white and our blending mode is default so should just override the fracture objects color so now if we scrub through should see it change it hasn't changed in the viewport but it's changed in our renderer here so now to go back into our material we take this yellow color user data and just pipe it straight into layer one and blend color and let's go back to this output this material blender back in here and there we go see we've merged we've morphed into our refractive material let's come back to our viewport it's not let's just make sure it's happening so if we scroll through still refractive and then you see it slowly goes solid until the animations pass through now what we need to do is do the same thing for the other four materials you got set up here so I just do that quickly for you so we just type in like a suede type in color get user data drag that Oh get this out port drag it into layer one blend color come to attribute name go to object and object color so there we go you've got our nice materials blending from one to the other I'm also to this animation quickly just to this fragile object I'm going to add a mo graphic vector and that one I'm just gonna add in a delay and just have it set to blend just so that when it finally snaps in down here let's have a look I press play let's pause this and press play when we get to like frame 50 it would drop down and you see it just the accelerates at the end there a little bit you see it goes up and then it as it is slows so that's us using the mograph color data to drive this blending between materials now there's move on to animating the lights quickly cuz I did that a little bit just to give it a bit more life and the way I did that is really simple so I just had my lights pour within this one Knoll as you can see just set the origin at 0 it'd be helpful if we see this in the viewer so right there start animating our lights first let's grab this lights and you have stuck them all in a null object here I all I'm going to be doing is rotating them around this H value so we come back to start just give it a zero let's have it slowly moving maybe over about 55 frames let's grab the rotate tool as you can see the view pop we're just rotating it around that axis keep it 12 got a keyframe then we're gonna come in a bit more so maybe we speed that up for a second I'll slow it down let's just pop it in like so and then maybe just put these 20 frames we go a bit further around there we go and then we come back out again and let's put that back to zero so our lighting does this it moves across the object and then it snaps back I mean we could've just done one keep him there one keyframe there but maybe I maybe I would have slowed this down a bit at the start so it doesn't move so fast there we go maybe it's about you know any major like six degrees there's a bit of a slower rotate at the start a quicker one maybe we just bring it actually a bit further and it's when it zooms in No let's create the camera animation quickly I'm gonna lose this camera here for now and let's create ourselves a brand spanking new camera that's zero everything out so zero its position and rotation everything there we go so we've got a camera now what we want to do is need to build a chain because I want to animate this camera around a certain point I don't want to have to be moving the camera only a perfect arc so why would it only create a null object one no I'm then gonna create a second null object put that null inside that null and I'm gonna put this camera inside this null now so the reason I've done that I'm gonna be animating this null so if I move this up I'm gonna put it towards the center of our objects may be so like around here the position I want to be rotating around this null I'm gonna use to control the sort of tilt of my camera so maybe we'll call this main tilts and then our camera and what we can do is we can zoom in and out or pan the camera forward and backwards by adjusting just animating the Z value of this camera so there you go so what we can do is if we come into this camera let's say right I want it tilted up so let's just adjust this value here as we come up maybe I want to be at the note 45 so this is a minus 45 degrees to be exact and then on the main the base here because I want to keep this in the same position we can animate this rotation like so so we've got these controls now where we can animate the camera though we like now something's a bit - yeah this is labelled out for now maybe 35 we also need to change our camera from this focal length of 36 millimeters to something a bit more tele so zoomed in and this just give us a this gives us a flatter image so you see now let's move this on main so we got our subjects sort of in the center or where we want it let's zoom our camera out along the z-axis and there we go we've got a camera setup let's also well here at a redshift tag and let's come into our old not that one sorry you want to add a redshift camera tag and I'm gonna just add some bokeh and we're gonna use the camera's focal length so if we come into object focus distance and just select our object quickly with that now our next step is to animate this so let's just start with our base let's give it this keyframe this base at the 49 degrees we say well go to it starts does go down maybe around 80 let's give it a bit of them so slowly move around slightly a bit of motion then we're gonna come all the way around to where it's finished or say maybe we wanted to move faster so we go to frame 95 and let's just spin it around add another keyframe just say we're holding there for maybe 125 frames but we will still want to be moving slightly we don't have to be completely static so let's give it a couple more degrees over that so so far it goes just turn this off so we can see in the viewport slowly moves whips around and then we can have it over this here from 125 250 or maybe this great 145 about 150 let's send it back let's do a full 360 now you may have noticed in my viewport I went behind this wall that I've got set up and these objects so all I've done is in those objects come to here we can come to here and we can go to redshift redshift object so if we go look at the framework it's behind so here I press play let's have a look see but white its visibility we override it and we just don't want this stuff visible in our primary race you turn that off this appears but you see it's still doing all the casting of shadows and bouncing of GI great so now let's add a zoom to our camera so we got here we got this main so we start there and then we start to zoom in so let's grab our camera here this grab our Zed we come to about frame would we stop probably about frame 95 and let's increase our Zed value until we're in about as much as we like it very very close we're gonna hold that till about 425 and then maybe at 150 we come back to where we were to start which was minus 127 so just probably that paste it in here oh I just noticed a mistake as well in our rotation we came to 360 but we start at 49 so we need to go to 409 then we exactly where we started because we started at 49 degrees and then 360 plus 49 is 409 to go around done now what we need to do doesn't you see at the moment our camera isn't quite focused on the objects as well we miss it we're not in the right spot so what you do is we start here we grab our main which is the thing we're controlling the focus of our object or the object we're spinning around and let's just shift it in our X and z values so here we had done are we gonna want to be maybe here like this here in fact we could probably do the Y value as well as let's go back to there give it lift it up a bit make it easier on ourselves now I didn't set a keyframe let's lift it up bring it down here like so at a keyframe and then add another keyframe here and then we're gonna bring it back to where it was which was zero zero and then nine five to seven sort of copy that in there fix that zero zero and don't so nearly there I said I want to add one more thing to this a camera animation and that is gonna be I want it to tilt up as it comes in to this so we have the tilts minus-35 we come in here maybe want to just angle it like so one and then as you come out we go back to minus 35 there we go so we've got this looping counter animation into that out perfect the only thing left to do now is to animate the focal distance obviously because it's we're zooming in and out so I can do that quickly just to show you how to do that so here the focus distance is fine come to a camera object it's a focal distance so let's record that let's pop it into our final position grab this click on our objects corner there add another keyframe then this add a keyframe here and then back out and if I we can just pick our and I'll Center here it goes back to focusing at 43 centimeters stays there voila there you have it well thanks again for watching you've got a bit slow towards the end there but hopefully there was some stuff in there that you'll find useful if you liked the video please subscribe give it the thumbs up if you've got any questions or suggestions feel free to leave a comment I will get back to you and the project bartha's seen available on our patreon the link is in the description once again it's been a pleasure thanks for watching [Music]
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Channel: The Rook's Nest
Views: 7,219
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Id: Z2mRbqZqZBI
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Length: 23min 21sec (1401 seconds)
Published: Fri Apr 17 2020
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