C4D Cloner Object & Everything Explained in Detail - Cinema 4D Mograph

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if you're using my 4d or you've even heard of it then i'm sure you've heard of cinema for this mograph menu and how great and powerful it can be but easy to use hi guys welcome it's kobe here and in this video we are going to talk about cinema 4ds mograph um in this video we are going to try to explain almost everything in the smartphone this mograph menu and even try to explain what each parameter does or whatever um object that we select from demograph so it's going to be a very long one so i've decided probably we'll break it down into series so without wasting time let's get into cinema 4d i'm using smart for the r25a but everything i'm going to talk about or apply in previous versions of sigma 4d probably except from rm19 downloads the mograph menu contains sets of generators couple of deformers and effectors and how it works is we basically use the generators or the deformance on any of your objects and now use the effectors to control the generators or that demograph menu prod provides so let's quickly get into it so we are starting with clone object so that's the first object in here so we choose cloner we have matrix fracture all of them will talk about all of those things but we are starting with clone object so i'll select clone object and nothing happens and what the clone object that does is it basically takes any object that you give to it and produces lots of clues of it like its name says cloner so i'll simply come and create a normal object i'll create let's say a normal cube i'll make it a little bit smaller so i'll change make it scale it down and to generate clones from the clone object you need to make the object a child of the clone and i can see instantly gives us nine different clones so now let's select the clone object and see what's happening the reason why it's giving us all these copies and why it's giving us these copies in this way and all of those things so with the clone selected if you come down to it attributes manager you can see the information down here about the clone so now the first thing is mode so the mode is it a grid and in the great if you come down to count you can see it's giving us three by one by three so three on the x three on the z and on the y it's just one so if i should increase this by and go to two you can see now going upwards we have to go in upwards so basically that this the basic information about what the um clone is doing we have other modes as well so we have linear which will go up by that we have um radia which will give us um radii i can open the radius we have the grid which we did the first honeycomb which is very good for making stuff like brick and all of those things and we have another one which is object we'll talk about the object a bit later so let me go back to the grid now mind you depending on the mode selected the um parameters down here changes now you see it's set to grid by if i should change it to let's say linear i can see the parameters changes so you have to keep it in mind but these things and let me actually set back to grid again these those basic parameters are things that if like you should get to everything i talk in the um grid here you can also manipulate it there there's not so much difference but there are slight difference in stuff but you can easily play around to see what they do how will they all work so with the grid down here there are other things that we want to talk about i'll now ignore this once and come down so this is where you control the number of the counts of your copies so you can see all of these so now the spacing to what if you want to space like this is where you actually use to space your object you know how you want to space it and you can find this in the other parameters as well it all has like something similar which you can use to control your spacing and everything if depending on what you have selected as well we have the modes you can see that down here you have modes per step and end points and that this can be very helpful for instance this is how you want the size of your um clones to be right but you want to fill in in between and if you can see for knife i increase it you see it keeps opening up and everything but if i set it to the endpoint in here everything that i create will now fall within the size that has been created already so this can be very helpful sometimes when you have everything set already and you want to fill it so this is how the end of the pair step works when you come down here we have form and this can be used in along with so for instance with the sphere let me change it from here and you can see it's trying to take a ship of sphere so if i actually increase um the count in here you can see it's trying to take the shape of it of a sphere basically with the cylinder the same thing try to take a shape and object it means you have to define it with an object as well but this is different from the object menu that you are going to talk about so these are the basic stuff about like the grade area or the clone object if you come down here we have play mode which you'll talk about a little bit later so now let's go back to the object menu and see what the object menu does there's a lot that can be done that's why i actually separated it from this whole thing so now let's go to the object menu so with the object mode it means you need an object to define where your clones should be so if if i come in here i'll create a normal cube right and now let me actually delete this i want to use spheres so i actually come in here now create and sphere you can see it because it's within the so i'll make it a bit smaller in here then i'll bring back my cube all these doesn't matter so now we want to clone the spheres make it uh several copies of the sphere if i put it into the clonary you can see we don't see anything because we've not defined the object we want to clone the spheres on so now if i come down to the attribute range i can see in here we have this space object here so it means we have to drag our object in here so i'll check the bring back our cube and now drag it into our object space here and you can see now it's giving us some other attribute as well so we can also explain all those things later so what it's doing is now it's now cloning cloning the spheres on the cube and it's cloning on the surface of the cube right so it's just randomly creating several objects and it's creating 20 copies so if you come down you can see the count 20 copies i can increase it the number of copies i want you can change the seed and you that will change how it's cloning on the object you can even use selection so if i had like a selection of this view i can actually restrict it to that particular selection the part i've selected as well all right and now down here the distribution you can change it so now it's set to surface that's anywhere on the surface of the cube we can change it to edge so now you can see it's cloning to the edges on the of the air cube and continue to polygon center so now i can see it's cloning just in the center of every polygon you can also change it to vectors as well and you can see it's every at every point where there is every vertex that is where it's cloning onto and you can also do volume that is in the center or fill the volume of the cube so that one you can increase it as much as you want and you try to fill the volume of the cube but because the cs are big you know it's it's popping up and you can see so these are the basic um controls um that you have with the cube so i'll bring it back to the vertex and now you can see we have our um object created here also notice that anytime i change the distribution so right now it's set to vertice and you can see we have like some parameters down here if i should change it to let's say edge you can see now the parameters down here also changes as well so when you change the distribution some couple of teaching so for instance with the edge now i have offset which i can offset to which part of the edge that i want and there's this one in scale to fit edge so if for instance i had something like a cube you can actually scale it to fit edge so that it will scale to fit the length of the edge of the object so depending on the distribution the object um parameters also is changing so you can see now it's set to surface and that attribute is gone so this is basically how the object mode works but what happens if we use spline to define our object mode so we can also use spline as well so now let me go in here and i'll create a helix from our create a normal helix line chin the axis right and now let me instead of using the cube as our object i'm not going to use the helix so i'll drag the helix to the object space to replace the cube and now i can actually delete the cube so you can see right now it's cloning if you come down here you can see it's cloning the count of 10 so including 10 objects on the splines we can actually restrict it as well to just the vertex of so every vertex there will be a clone on every vertex and all all of that so let me bring it back down to count and you can actually even it so now the spacing between every clone will be even let me bring it back to count and now with the count we can also increase the number of counts in here with even the even as well we can also increase increase the number of counts as well but i can see with this one it gives us some different attributes down here so we have offsets down here which we can actually offset where the ir clones we have offset variation so now i can actually vary the way it offset each every clone and the start to finish so now you can see where we wanted to the clone instead of starting all the way from the down of this helix you can see starting from somewhere up here down here and the same thing can actually make it and so now it ends up here so basically we have this control but there's another one which we can now have read and what that does is if i should increase the rate like let's say 30 and hit play can see it gives it an animation auto an automatic animation without really keyframing or doing anything we can vary the rate and i can see the movement and stuff is a bit different some move faster some move slower and everything so using spline it can give you some extra control and some interesting stuff that you can actually do using the spline as well now let me come back up here to explain what this parameter does so to explain these parameters i'll actually use a different scene so i'll come in here i've created a different scene which you can see we have different objects shows uh tauros cone sphere and the cube in here so i'll come and create a normal clone object clone object i'll drag and make all of this a child of the clone object and you can see it's giving us multiple multiple copies of all of them but this one will properly explain if i use the linear so actually let me change it to linear so that will go out to your scene so let me set everything to zero and now you don't have any clones now watch what happens you can see the arrangement here we have taurus cone sphere and a cube and you can see the color blue all of those things right so if i should increase the count one you can see the first copy that i gives me is the taurus which is the first one if i increase it to two you can see the next is the second one if i increase it to three the next is the sphere which is the yellow one that four you can see the green now if i should increase it to five we have only four object but if i show increase it to five you can see now it starts again from the taurus which is the blue and now it goes back to the same thing if i again start from the torah so basically that's what it's doing if you come down here to the iteration consider clone iterate so it starts from the first second goes through and if it ends now it starts again that's how it basically works that's what the um it treats that so if i should change it to random like its name says it randomly picks any object and gives us the normal fluid so it doesn't consider whatever so you can see we have uh three greens um three yellow two but just one cone and everything it doesn't consider so you can actually come down here here we have seed and now you can continue to change the seed to see if you can get something that you want and each seed gives you something completely different right the next thing is the blend but the blend wouldn't this wouldn't help us to see properly with the blend so actually let me um create a different let me drag this out i'll hide this for now and now with the blend i'll create same copies of the torah so this one i'll make it a bit um make it a bit bigger so that you see the difference so i'll increase the ring and now um like let's see so these are the difference with the third so you can see one is small and one is like open actually let me open it a bit more so you can see the torus this is what we have so now let me go ahead and create more graph a clone object then i'll drag the two in here right i'll set it back to linear again so that we see it clearly so you can see like it's reaching so includes the the small one face now it comes back to this one because it's done it's going back to the um the small one again so if i should increase it you can see it it treats through it like that but now we want to send it to blend and what the blend does is so let me actually change it blends the parameters because they have similar parameters and everything it blends the parameters so if i change it to blend you can see now if i select taurus you can see it's what it's doing is it's blending through this parameters the ring radius right so it starts from all the way from 21.4 and now it gradually grows into the top one which is 20 um 245 so what that's what basically the blend does it blends the object so the more i grew so the topmost object will always be the last one as in the last proper size and the the first one will always be the small size and the in between will always blend so if i should reduce it you can see now the size will always be down like the same thing so if you want it open wide then it means you have to select this one and you can see it's when you open it now it's blending through if because it has similar parameters everything that i change in fact let me actually change the display here you can see the counting here ring radius if i should reduce it you can see because it has similar parameters it tries to blend through so here we have smooth and as it gets up you know begins to get jagged and everything so that's what basically the blend also does mind you this doesn't work with only parametric objects so actually let me delete um this there's our crit let's say a cube right and i'll make it um editable i'll click this one to make it a little you can press c to make it editable right and let me actually change the point so you can see with this one i can actually let me move the point let me in fact duplicate it so that we get two different copies so with the second one i move the points out like so that i get different like a bit of distortion in here right and i'll make the true a child of the clone and you can see what's happening it's now trying to blend let me actually i can even make the cube smaller so i'll select the two or in fact i'll select this one change the transform and i'll bring it back to knob object mode now you can see i make the cube so you can see even though it's too parametric like an editable object but it's trying to blend from the small one to this uh bigger one so it affects several objects not just parametric as well and it works well when the object has similar attributes or similar properties and everything i'll delete this and the next we have i'll bring back this old scene the next we have um is the salt and the salt basically it works with alongside with effectors we've not got into effects yet but like i can actually demonstrate so i'll increase the count of the um clones yeah so i'll increase it to like let's see 20. it doesn't matter so the sort works i am with effectus right so now we can see we have several different objects right i'm actually going to come to mograph effect and i'm going to use plane right and now if i with the plane in here i come to the parameters and i come down to modify clones if i should set it to the more you see whenever i change it from it gets to 25 and it changes to the um cone you can see 50 it will change to sphere and 75 you change to the cube so it's it's going through that so we set it to 100 and now we we can come to the field use a falloff to um [Music] modify or sort it the way we want it so i can now change it like let's see use plane right and i'll change the um direct direction to like positive y and now let me move the plane can see now see what's happening so it's sorting through the object and the clones so wherever the falloff passes then it begins to sort through it so we can actually use something like uh several the performance different like shader random and everything and it will affect sort it the way we want it and actually let me use random for us to see so i come to random the same thing is the random effector come to parameters and now can modify clones so we can limit if we restrict it to um just let's say 75 then it means nothing of the green whatever we do the cube would never show it was shot between just the sphere cone and the teres and if i restrict it back to let's say 50 right no matter what we do that this thing would never show um there's a sphere in the cube would never show so if we set it to 100 enemies everything will show and now we can actually use the random to randomly sort the object so their sort works along with um other effectors before you can actually see its power so next we will talk about um this parameter here which is fixed texture so i have a normal cube in this clone which have multiple copies and that it's set to grid area it's counter 11 and 7 on the y right so i'm going to go ahead and apply a material to it so if i apply this material i can see it's clone or each copy has its own separate material but i wanted to affect it as one big material so i'll change it from a uv projection then i can select the material tag and i come to projection tag city set uv mapping so i'll change it from uv mapping to um flat right so what it's doing it's projecting one flat object over the whole clones right so if i should scale it i'll set i'll make sure i've selected the texture um mode so that i can scale it so i'll scale it right and i'll scale it in here so so that it'll fit now everything looks fine so i try to for instance do something the individual clones so if i come here to the transform so now there's one thing i need to explain once we are here so when we have in the clone we have this coordinate this one controls the whole clone as one object so if you can see if i rotate it here and everything it rotates the whole clone but if i come to the transform the transform con controls each individual clone so it's rotation scale and position for each individual clone so for instance if i should rotate you can see it's rotating each individual clone but what we are seeing is that the texture stays the same so like the cube like slides through it you know and the texture doesn't move with every clone but that's not what you want you want it to move like it sticks stuck to every clone so that's where this texture fix texture comes in so now is that it's set to off but we can simply set it to straight and now if you go back to the transform and we would rotate it you can see now it's moving with all of the clones so for instance let me actually use a random automobile effector a random and i can see randomly it's moving the cube different directions but the texture is stuck with the every cube where it was was formed basically so that's what's the fixed texture um or is it the street does that alternate x and y does something similar but that that applies to when you are working with like let's see a flat object with back and front like object you know when you flip it sometimes you get a bit of the wrong direction so you can use the alternate x and y to fix the textures so that's basically what um the fixed texture that's here like this with this reset um coordinate let me actually quickly explain that one as well it's nothing fancy so for instance um let me actually set it back to linear right and we have three cubes in here i actually increase the height so we have three cubes in here and you can see whatever we do today the position of the cube nothing happens so let me actually select this one and now whatever we do to the position of the cube we cannot actually see let me also make sure i've selected the object mode it's now section mode so whenever i use the texture mode you should not forget to set it back to object uh mode or model mode because if you you don't think that you probably move your texture so whatev whenever i with the cube selected even if i move anything in the clue nothing happens right it's still set to the clone no matter what i do nothing will happen but if i should come to the clone right and now take off reset coordinates and now whatever i move the clone now you see you move the position of um wherever i move the cube remove the position of the of the clone the restrict um coordinates can make sense in in some situations so there are times that you have your object in the position that you like you want to clone and you want the clone to stay exactly where your object is but immediately you make it a child of the clone you can see it moves it let me actually set it to linear so that you can see it moves it to the position of where the clone is and now you you wish you you have to not have to move the clone and everything but this is where the reset so if you uncheck the reset content now you can see it close at where the object position is now it's animation and cloner so there are some times that you have objects which is already animated so for instance this cube is animated moving up and down like that right and i want to make multiple copies of it so like i'll come in here create a normal clone object and i'll make the child of the clone object right i can actually make more copies let's see let me spread it a little bit so that we see um what's going on so it's the same um cube animating um up and down but let me actually uncheck and play the animation for us to see so if i hit click and see this is the animation that's happening just keep going up and that's all goes up and stops right now if you clone it and you hit play you can see it's not going up and stopping like the way we did it did initially it was it's only just the scratches stretch which is um working but the cube itself is not moving so that is where the reset coordinates that i talked about comes in handy so if i uncheck it and i hit play again you can see now the whole thing is moving up and coming down let's go again it moves up and come down so that's one thing that the reset coordinate does very well if not you can also for instance um put it in a null object so i can create a null object all right and i'll put it in a null object and now i can um check back my listing clone and i'll put back the reset coordinates and now it will still work i don't have to uncheck the reset coordinates it can still work when it's in the null object so that's one way around it but then if you come to the clone object and you can see down here we have animation all right and in the animation we have it set animation mode it's set to play so it's playing whatever animation we have but we can also set it to loop and now whenever the animation ends so you can see why nz ends at frame m 3 34 if it ends you play again and it begins to loop the animation for us so the clone does the looping of the animation for us without we even doing anything and but the other modes as well so now with that we have fix and let's play fix to see what happens you can see with the face nothing happens then with the fix it means we can actually control it with an effector so you have to loop and play and the fix the fix you can control it with effector so i'll go ahead and create a normal plane effector so i'll select make sure the clone is selected come to more graph effector and i'll choose plane and now with the plane selected um i'll come to first of all come to effector um parameters actually then you see we have the transform color and everything but now what you're looking is the address so the parameters down here we have time offset so if i should start increasing the time offset you can see it's playing the animation the way it was so i'll increase it to like let's see what was the animation so your animation was like 34 so let me let me set it to 34 35 even it's fine now if i should hit play still nothing happens right it's set to just the frame 35 that means you have to actually control it with an um with a fall-off so now if i should bring in a linear falloff right you can see wherever the follow-up passes the animation begins to play so i'll actually open the linear follow-up and now if i go back see what's happening explain the animation once i'm moving the linear fall-off right see what's happening so that's one thing the um fix also does very well so basically i'm controlling the animation of the um clones with the plane effector the plane effect has a linear field so wherever the the field passes that's where the animation uh like it plays the animation basically so if i shoot i've set keyframes so if i play can see wherever it passes then he animates it and gets back to its position so basically that's using the effector to control the animation now i'm sure most of the things i explain it's a bit clearer and you understand most of the things i talked about but if there is anything that you don't understand or anything you want me to explain further you can drop a comment in the comment section and i'll do all to explain a bit further now before i go i want to talk a bit about them so i have this cube of clones of q here and i want to talk a little bit about the transform so with the transform in here it actually controls um the positioning scale of individual clones but it moves it's together at the same time so for instance it's very obvious when you use the rotation so now you can actually control the rotation of every individual clone and same as the scale and everything but if you come down here we have display and you can actually these displays can actually help in some ways for instance you can set it to index and you can see the index of every clone so you can start from zero count up to the last one so now you see we have 215 clones plus zero so 216 clones it starts from zero so 216 clones and then you can also set it to let's see so with this one for instance the index instead for instance you can actually for instance come to monograph effector use the formula effector and isolate one particular um clone so that you can actually move it or rotate it or scale it anyway so now you see there's a formula in here you can actually clear the formula clear the formula and type in id equals to um that's equals to and any number so for instance i want to control hundred the clone hundred right i put in id is equal to 100 and i can see that clone 100 has skilled because the parameter is set to skill so i can actually set it take it off but i want to let's say move it position or rotate it i can actually come to um where is the so i uncheck the skill and check position so i can move it wherever i want i can rotate it and now still can scale it as also with because i know the id now i can select that particular one so that i can use the formula effector to affect it so this one gives you a bit of control you can actually control certain stuff so the id can be useful in that way there's also another thing um and the weights here which can also be used in an effective way so for instance you can the weight also gives every object or clone a value which you can use like to affect so for instance full if i should add like let's say more of random add random effect i can see it's affecting it from the bottom i don't want that i won't check it and now see the wheat wheat transform if i set it to 100 now you can see we have some blends of yellow red and a bit of orange blending and everything so i think yellow is hundred percent and red is zero percent in the in betweens and all of those things and with this one you can also use it to affect the your like how your plane and other effectors affect your clone it doesn't affect it linearly like that by gives it a bit of randomness because they have random value with the wheat and all that there's also and the color which is normal color of the clones and all that nothing special about that and then the uv which you can also it's the antenna uv for the clones as well so i wanted to talk a bit about this the next is we have the field so this is where every random every effector that you have this is where let me actually change the view to back to none so this is where every effector that you apply to the clone this where it comes to so for instance if i should come and create um another plane effector because i didn't select the chloride it didn't affect it in any way but if i select the clone and come to effector i can simply drag and drop the plane effector here and i can see it just move it up um 100 centimeters on the y and now i can control so that's where you drop all your effects and you can drop multiple effectors and when you drop it in you have a little bit of control in here so it gives you the perimeter that it can move it uh back and forth and you can also turn it off in here you saw your plane effector could be there by content of within your cloner object so for instance let me add another effector so so i come here and i'll add random all right so it's automatically added because i had the clone selected but now i can turn off the random in here and i'll bring back the plane and all that i can or maybe if i want the random but i can reduce its effect a little bit all in here without me having to go back and select the random to come and do all those processes like in here this one is within the clone object so you can control the effect on the effects of the effector on the clone basically so that's basically all about the clone object for now next we'll be talking about the um matrix effector and now you talk about how if um matrix objects and how all the effectors and everything work along with the clones and the matrices factors and all of that so thanks for watching and i'll see you in the next one [Music]
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Channel: PixelAffair
Views: 18,754
Rating: undefined out of 5
Keywords: Cinema 4d, Maxon, After effects, Adobe, motion, motion graphics, 3d, 2d, Animation, mograph, tv, opener, ident, vfx, film, ghana, africa, design, motion design, art, artist, blender, maya, blender ghana, c4d, cinema 4d ghana, gh, Nigeria, cg, cg africa, computer graphics, rs, Redshift, deformer bodypaint, uv paint, Texturing, materials, material, R25, Capsule, Asset
Id: 2GQRiuQfwd8
Channel Id: undefined
Length: 35min 55sec (2155 seconds)
Published: Mon Oct 25 2021
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