C4D Abstract Swirling Softbody - Cinema 4D Tutorial (Free Project)

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hey it's Dave from CG shortcuts today we're gonna do this we're making swirling soft bodies in cinema 4d right before we get started I just wanted to say a quick thank you to everyone who supported the channel so far we made it to 10,000 subscribers last week which is really amazing and very encouraging so Cheers so to celebrate this week's tutorial is going to be one you guys have requested and I do promise to do more of these just send me a link to an effect you'd like to create in the comment section or in our Facebook group and I'll see what I can do so this one comes from Alastair Smith on our Facebook group who wanted to know how to create something like this effect from the recent Apple launch so let's jump in a cinema 4d and see if we can do it right we'll start with one of our old friends the sphere let's bring one of those in then we'll swing up here to the display options and turn our lines on ideally we want our sphere to have nice even geometry because we're going to be using dynamics and not these tiny poles at the top and bottom so let's come down here and change the type from standard to icosahedron and now we have triangles but they're nice and even and it's going to make our dynamic simulations work a lot better so this is a pretty big sphere at the moment it's a hundred centimeters wide so let's bring that down to 20 centimeters and we'll zoom in here we want to make a whole bunch of these so let's bring in a cloner with our sphere selected well come up to the mograph menu and down here is the cloner if we hold the Alt key when we click it it'll automatically apply itself to our sphere and now we've got a couple of clones in the y-direction but we actually want more of a cluster of these spheres so let's go check out our clone or effector down here under the object tab you can see the mode is set to linear let's change that we're going to use object and the object we're going to slot into here is another sphere so we'll grab our old sphere hold ctrl and drag it down here to make a duplicate and we want this guy to be a bigger sphere so we'll come down here and change it from 20 centimeters to 50 centimeters and back up to our cloner we'll grab our new sphere and drag it down here into the object slot and now it's covered in spheres which is not exactly the effect we want we can change that easy enough we'll just come down here and change the distribution from vertex to volume and that'll try to fill the biggest fear with the tiny spheres okay before we go too far we should probably rename this let's just call it outside sphere there's going to be a whole lot of spheres here so we don't want to get too confused now we don't need to see that guy so let's double click here to turn off its visibility and the next step is to give these spheres a bit of variation we don't want them all the same size so we'll come back up here and grab our cloner then over under the mograph menu and effectors we'll bring in a random effector it should automatically apply if you had the poner selected it's pushing them all over the place now which we don't want so under the parameter tab will turn off position and we'll switch on scale where you want a uniform scale and let's just put in 0.5 here and now we've got a range between full-size spheres and half size but I think we might have a few too many spheres in here let's come back up to our cloner and down here under the count let's bring that from 50 down to 10 and that's looking a bit more manageable I kind of want them to cluster in a bit more of a spherical shape so if we come down here we can play with the seed value until we get something we like I think that should work for us don't worry too much if your spheres are overlapping we'll be fixing that soon but first I think it's time we started applying some dynamics so with our clone is selected we'll come up to tags and down to simulation tags and we'll grab a soft body dynamics tag and if we hit play we'll get all kinds of issues and the playback speed is really slow and it's going to be crazy as well let's just stop that and we'll rewind that the first thing we want to do is to tell our dynamics to treat all of these spheres as individual spheres and not one big giant bunch of spheres so under the collision tab where it says individual elements let's change that to top level and while we're here under shape we'll change it from automatic to static mesh so now we'll have individual spheres and the shape will be the exact shape of the spheres and that's all well and good but you can see we're still having issues let's stop that firstly to speed things up if we go back to our sphere let's bring the segment's down so it's got less to calculate let's try a 12 and you can see all these guys are nice and low res now and let's hit play much faster now the next issue is we don't want these guys dropping so we don't want gravity to affect it we just want to keep them all centralized here so if we hit control D on the keyboard and bring up our project settings and over here under the dynamics tab under general we've got our gravity down here and all we need to do is put that to zero to keep these in place and if we have a look at this they're floating away a little bit there because they're intersecting but we're about to fix that usually if objects are intersecting at the beginning of the simulation they tend to explode so to fix this we're going to make sure at the start of the simulation they're nice and small and then they can grow as big as they want and interact with each other so if we grab our sphere and down here you can see the radius is set to 20 centimeters let's go ahead to frame 10 and we'll set a keyframe there and we'll go back to the first frame and we'll set another keyframe with our spheres much smaller let's say 5 centimeters now we'll just have a quick check to make sure they're small enough so they're not touching each other looks pretty good to me we'll set that keyframe and we'll give it a play now rather than going crazy they grow they bounce off each other and float out into space we're getting closer so now we want them to behave like they're inside an invisible shape in our example that would be the Apple logo but in our case we're going to use another sphere but you can use whatever shape you like just think of it as a big container let's grab our last sphere and control drag it to make a duplicate and we'll rename that container let's make it visible by clicking this and now we want to contain it to be just big enough to contain all our spheres and you can see those guys are poking out there so let's make this slightly bigger maybe 55 centimeters and we'll just double-check nothing poking through looks good we want to a dynamic spheres to interact with this guy so we'll grab it then under tags again we'll come down to simulation tags and this time we'll grab a Collider body and we want to make this guy like mesh as well so it retains that exact spherical shape for our other spheres to interact with now we can do our little hiding trick again so we only see our soft body spheres so now in theory they should expand and get squished up inside our new spherical container let's give it a try success now that's a pretty cool effect in itself you could probably have a bit of fun with that technique or we're gonna crack on and make this rotate like it does in the example let's go back to the start then up here under the simulate menu we'll come down to particles and we'll grab a rotation if we hit play you'll notice no effect we have to tell our dynamics to use this rotation so if we click on that tag then over under the force tab we're currently set to exclude forces so let's change that to include and we'll grab our rotation and drag it into the force list and give that a play still I'm not seeing too much I think we need to crank up the settings we'll grab that rotation and we'll come down here and change the speed let's try something like 400 and give that a go and now we've got some rotation that's kind of cool ok let's pause that for a second to see this in all its glory we'll go up to display and turn those lines off and under filter let's hide the grid now spheres are looking a little bit chunky so let's smooth that out we'll grab our cloner and we'll add a subdivision surface remember to hold alt so it's automatically applied that usually makes a little glitch but then everything looks nice and smooth so let's take another look at that cool I'm pretty happy with that that's pretty much the gist of this effect but there's a few more things you can do to jazz it up a little bit you will notice some weird glitches but when we bake this out for final render you should be able to get rid of that okay let's start by making the timeline a bit longer 200 frames should do it no I think we could probably add a bit more variation to the animation here so what if we bring in a turbulence it's easy to do pretty much the same way as four up here in the simulate menu particles again we'll grab a turbulence back over here in our tail we have to make sure that's applied remember down here so drag him right in there and just so we can see what's happening here we'll turn off the rotation and now if we hit play you can see just the turbulence affecting y'all spheres it's kind of cool you could probably do with a bit more power so let's grab it and down here under the strength we'll bring that up to one hundred centimeters and play that back and that's cool they're bouncing around a little bit there so we'll stop that go back to the start we'll turn on the rotation and we'll see them both working together that's a little bit more interesting maybe that rotations a little bit fast let's stop that and then we'll go and grab that guy and we'll bring that speed down to something like 300 and give that a whirl yep I'm liking that now one more thing you could do is play around with the soft body settings we grab that tag again over under soft body we can bring the structure all down here to ten so they're a bit more squishy and we'll play that back it's subtle but I think it makes it look a little bit more interesting so just play around with this until you get something you like one more thing while we're here if you rewind and you don't want that initial growing you can actually set the starting position of our soft body objects so for example if we like this frame we can come over here to the dynamics tab and there's set initial State but before we hit that we'll go back to our sphere and get rid of this animation let's right-click animation delete track now back over here hit that button and if we rewind and wait just a second for it to think it'll snap to that initial State and if we hit play it'll go right from there okay when you're happy with your animation it's probably a good idea to bake this before you try to render so let's stop that hit rewind we'll go over to the cache tab here and we'll hit a call that'll bake all the frames and now you're ready to render your next masterpiece although you might want to slow that rotation down just a tad and that brings us to the end of this tutorial I'm looking forward to seeing what you guys create with this technique please do post it up on social media and as usual you can download the project file below to save a bit of time and you can find a whole bunch of extra stuff on our patreon page thanks for watching let me know what you want to see in the comment section below or you can leave a like or dislike and don't forget to subscribe and click on that little Bell icon for more videos and free stuff catch you next time [Music]
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Channel: CG Shortcuts
Views: 234,189
Rating: 4.9627671 out of 5
Keywords: c4d, cinema 4d, tutorial, mograph, soft body, softbody, dynamics, tutorial animation, swirling, apple, swirl, rotating, motion graphics, collision, rigid body, octane, apple logo, cg shortcuts, cg, free project, abstract, template, cinema4d, animation, 3d, motiongraphics, motiondesign, 3d animation, cgi, rendering, design, graphics, dave bergin, c4d tut, cinema 4d tutorial, c4d tutorial, maxon, cgshortcuts, animated, render, intros, 4d, cinema, blender, effects, 3dsmax, 3dmax, model, models, animate, turbulence
Id: mL8SgdS0kXI
Channel Id: undefined
Length: 12min 2sec (722 seconds)
Published: Thu Nov 22 2018
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