Cinema 4D: Aerodynamics And Modelling a Simple Plane

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hi guys it sounds the digital meet again and in this tutorial we're going to be taking a look at aerodynamics in cinema 4d um so I suppose we better jump straight in okay first things first I'm going to create a floor object and I'm going to right-click on that and we're going to put a Collider body tag on it just so the things were working on though for forever okay let's make a material as well and we'll call this floor particularly just so you can see things better in our viewport just make it like a green simulate a grass or something like that okay so there's our floor lovely okay and so suppose we're going to need an object to actually place aerodynamics to enable aerodynamics on so I'm just going to create a plane for now and if we actually change our display to grout shading lines we can see how many segments we've got and now if I was to put a rigid body tag on this and then drop it just press the play button it would fall to the floor as expected and while it's doing that it's actually no air resistance there's the air has got no density you know mainly and that's because we haven't got aerodynamics turned on so if you go to the the rigid body tag and go to the force list at the bottom here you'll see that we got aerodynamics so if I put the drag up to say 70% see what result we get from that no there is none there's no result and if I turn the lift up to 70% [Music] that has no effect either and it's because of this two-sided trigger two-sided checkbox at the bottom and this is a plane so it has no sort of it's got no depth if you like it's completely flat so it's got you know said an x coordinates it's got you know shape it's actually infinitely thin so to have these effect anything we need to actually click on two-sided because the way that aerodynamics works is if I've got an object that's interacting with the global air if you like it looks at the polygon has an object and its direction of movement and in this angle to the air hitting it and then it calculates what amount of lift it gets from that in interaction so obviously if you're looking at the back face of something it's the wrong side of the normal if you like so if by checking on this it makes calculations on both sides of a flat plane like this so now if we press play and we turn on dragged up to say 50% again you can see that it's dragging its you know it's falling a lot slower because the the amount of drag is in the air okay so let's put this back down to zero about lift let's put this up to 80% and again it you think that it may have the same kind of [Music] same effect as the drag but it's actually it produces lift this does so if we maybe put our plane higher up and an angle okay and also I'm going to change the collision shape for our plane as well just so it's accurate so I'm going to collision or mag leaving mesh okay okay so you can see now that it actually has a direction because of the way that it's interacting with the global air and we can test that if I go back to our widget body tag go back to force and turn the list down to zero and turn the drag up it's still falling as it normally would fall but just um it's made out a bit smaller so we're still falling the same way if this as if this draggled villain it's just taking longer to get there but with lift it actually generates movement of air over the surface so um you know the plane acts accordingly okay so what else can we do with this then well if I was to take a few steps back my car playing flat again and clattering to get rid of this rigid body tag and make it a soft body tag and I'm going to say it's two-sided and we're going to give it 80% left and we can see what we get from this result obviously it's just falling like a flat plane again but just like this shape I'm using mesh again if I am if I drop something on this side so let's make this a rigid body now I know in reality that and these two things would fall at the same rate no matter what their weight is it be the air friction that would determine whether something falls faster than the other you know so surface area really but in this case the board is going to fall a lot faster because I'm not going to have aerodynamics enabled on the sphere so it won't see any of those things so I'm just going to leave this up I'm going to add a rigidbody to my sphere but book up the bear okay let's go so it dings the corner of the thing I haven't actually changed its trajectory very much so let's just leave it so it's a bit more severe wise doing so that goes through and there you can see it definitely changed the gem it's raised it's changed the configuration of the normals on the top of this sheet let's give it a little bit more time as well ten seconds maybe so obviously it's perfectly flat and it's falling is probably going to remain that way there's no turbulence in the wind we can add that later if we wanted to but what this build is doing it's actually changing the configuration of the normals on the surface of it and therefore the calculations for the air resistance so let's just give this these two objects a little bit more height and therefore time and then we can see what kind of things you get so okay so as you can see it's aerodynamic qualities have completely changed after that point and maybe if we get a little bit higher so I'm just gonna bring this down and bring out a little bit more just so we've got a bit more time to see what happens to this sheet okay so you can see how it's falling and generating lift is completely changing so that's essentially how the aerodynamics works but it also gives rise to some interesting things we can do with it so let's get into that let's get rid of our plane and our sphere and what I'd like to do is build an aeroplane so I'm going to create a box I'm going to make it 10 meters long so how's intently isn't and I'm going to divide it into not that way I don't want to do that and okay let's turn off our floor for the time being okay so I'm gonna give it one cut in the middle here so they two segments on the Y and do the same thing lightly I'm gonna give it ten along the X and I'm going to be the same thing down the center as well okay so that's our our box so I'm gonna make that edible and then I'm going to click on mouse button in so we can go to our different views and we've got the choice of top right and all the rest of it I'm going to go into our front view here so really as the side and I'm going to start just shaping this so it's more like a plane really so on the sled points going to my rectangle selection select current selection and I'm going to select all of these and hit key for my scale tool now we can scale in these two mice which gives us a route excuse me so if I scale like this it's only going to do it in in that direction should see why I mean so I'm just going to click on the outside nowhere and it will scale it in all three so there we go gotten ruggle sort of nose cone shape going on there so I'm just going to model like this as we go along it's I've said this isn't a modeling tutorial so it's going to be pretty basic and yeah okay so I'm going to grab these two points and just drag them down like this like a sales a little cockpit all of these can stay as they are and and then what I think I do I think I'll start losing these light on the side here just to give ourselves a nice so thing that looks kinda looks like a tail at the end and what I may want to do actually is lose all that yeah okay so let's move that up do the same for this do the same for these United States here the parts are going to cross over soon so I'm just going to drag that back down to the middle maybe level this one out a little bit see the same for this back one and again I think these are getting a bit too close for in just sent those out and then this back one can go up like this again that needs to come down get up again okay so it's really simple it's oh yeah there's nothing too taxing okay so we've got a basic kind of shape there very basic and I think what I'm going to do is go into the top view and do the same thing for our tail so I'm going to press ng so we get a wireframe and I think I'm going to start sweeping it in here and flat top and grab all of these go into my top view and do the same thing so I'm go to my scale tool I don't actually want to scale all of it in fact I'm not to be this one bit of time I think say long selection what do I want to do I think I just want to scoot them in really yeah okay yeah on the gravel with ease and just look okay yeah double to them though so our press space to go back to my select tool selects all of them again apart from the ones on the end of here back to the scale tool and scale down that's my select tool scale so I'm just going to keep doing that until we've got something nice and thin at the end like I said this isn't a modeling class refuser this is very basic if something like that how do we go back into our this view MV to get back to our glad shading lines and yeah I mean I'm pretty happy with that its basic shape it will do as for what we need it for so let me this floor up to the top and this cube I'm going to press alt and select a subdivision surface so in our hope and herbs this is very shapes that we've got at the moment so I'm just going to turn that off and that's up there I'm going to go to poly mode make sure the keep selected to go back into my line selection tool I'm just going to select these top ones here right click and I'm going to inner extrude so if I pull it in like that and then I'm going to go into my side G so I can see what's going on and I'm going to go to extrude so this is going to extrude down like this give a weird angle but again does it really now so now we end up with this kind of shape so I'm going to deselect all that turn my subdivision surface back on see what we got as you can see now we've got kind of like a little pick shaping there's probably a bit too big but again like I said this is not a master class in um modeling all right so again we're going to need the little thin thing on the back so I'm gonna grab not a technical name for it I think and so I'm just gonna grab these two Polly's and go to my side view and press ctrl and move it up like this I'm just going to make a few segments on the back here like that then I'm going to go into my point tool grab my rectangle selection tool and just start leaving these points around so I'm just gonna pull that one in think I'm going to pull these out and maybe go yeah something like that that I'll do is and then with these ones I'm just going to shape these say I can go there that can go there and I can go there so something like that will do this and I'll probably think that if we select this lot up here and we called it up you can probably scale these in as well the scale that in just from going to my wireframe mode again again that was mg here that's my select tool and then scale the scale Lovan something like that I think I might go into my top top view actually and excuse me and actually just wind these in again just a little bit so they're a little bit thinner or they get progressively more thin as we go down the line here seeing that probably help and I just select this backdrop just scale those in okay so we probably got something a little bit more as we'd like it I'm also going to go into my life selection tool edge mode I'm going to select these edges here unselect my control and selecting these side once we just run that strip down the middle I'm just going to read these four words if you've got like a little sort of shaped thing there and if I turn my subdivision surface back on you know that's not bad kind of looking like an aeroplane saying it is I'm pretty if it is and I take the wings so what's going to give is my selection tool poly mode it will grab all of them I'm going to grab all of these and then I'm going to make in it inner extrude that lot so right click you know extrude drag it in and we're gonna have a proper dodgy shape going on there it's done now okay so this is what our wings going to come out of the bottom part you can see there's all being dragged in really really nicely there so I'm going to select this edge this edge and this edge and leave it up just so we're around that line in fact before I move it up I'm gonna do I'm going to select the same the other side so shift clicking so now we've got this side and this side selected and then I'm going to leave them up at the same time that way they'll be in the exciting design position okay that's fine and then what I'm going to do is select this edge this edge and this edge select the scale tool and we want it to be kind of zeroed out in the y-direction so if we come down here to Y we can see is a twenty-one point one one four four if we just turn that to zero in the size column makes the line straight and we can do that for the line in the middle because you can see that's a little bit skew this as well so we just drove out okay there you go I do the same the other side so select this first and you'll zero this out lovely and then we can do the same to this one see write that out okay so that should be now a little bit better for us okay now I think that's a going to be a little bit too thick so I'm going to select these top and bottom lines there and I'm going to do the same on the other side and again I'm going to select the scale tool and they're just going to scale in the y-direction just say a little bit yeah yeah that should do this what I'm also going to do is grab this point and this point and the same on the other side and just scale them in the X slightly okay that'll do is absolutely fine brilliant so what we got now yep okay right so now we're going to make our wings out of say polygon mode select all these Poly's select all these Polly's is move excuse me select these ones as well so we've got them both on both sides go to the scale tool hold down ctrl and drag out so there we go so what might do is cut as you make this intersection so do it once do it twice and then scale in this way do it again and then really scale in look too much and then scale out again and then really snip it in at the end and also we probably want these wings getting thinner as we go along as well so I'm gonna go into this view go to my rectangular selection tool select all all of the wing and then scale actually you probably want to do it by point actually say again select tool select all these points select all these points select the scale tool scale these down then get rid of root excuse me then get rid of these rather confident so they select all space to go to back to your select tool I'll select these points and these points go back to the scale and scale these ones down and then I'm going to go back to the Select tool and select these points in these points to go back to the scale tool scale them down again and I think that's probably going to be a right um I mean we should really yeah why not why not get rid of these points and these points and scale them down again just to make sure and then what I'm going to do is just select this point here oh excuse me wrong button it's going to press all and I press the Windows key and I'm going to select this point here and then I'm just going to scale them outwards and so they just come out slightly yeah have a look okay yeah that'll do this and I think the whole thing needs to come out a little bit actually I don't think the wings are big enough they do it looks a little bit wrong done it so I'll just select these points and just drag them out like this okay that'll do and now in our subdivision surface that's something that resembles a plane okay that's good so let's grab our plane tell us all back on and I said on and let's drag this above the floor now if I was to put a rigid-body tank on our plane it just full like say also going to make this a moving mesh as well because obviously we want it to resemble this as closely as possible so I'm going to change the shape to moving mesh okay there we have it good stuff so remember the actual calculations for the rigid body are being done on this low column version so that's what the physics are working on not this okay so if we need to power our plane we need to move it forward but also you'll notice that I've modeled our wings straight so it's actually going to get no lift from this because you need a slightly angled wing but we can get round back the problem by going back to the beginning here and I'm actually going to turn off the floor again just so I can model underneath and turn off the subdivision surface okay so what I'm going to do is I'm going to grab my selection tool polygon tool and what Poly's to be one all right this will let the cube and we're going to select these two Poly's here will that be fine so look yeah yeah we'll go with that okay so these three Poly's we're going to right-click in an extrude and unites they've being kept together any extra dinner tool we can check off this preserves group and then these Poly's will be you know calculated individually like so and then what I'm going to do is grab my edge edges grab this edge and this edge and then I'm going to scale it's out by this and then I'm going to grab there that's poly mode are already selected and then I'm going to extrude these two things out I chose bevel didn't mean to do that okay so we'll extrude out like this and and then I'm going to go to my scale tool and do that go back to the excuse me go back to the extrude tool extrude out again and up into scale again then extrude like this and I'm probably gonna scale these two things in again okay so we got something like this so now if we turn our floor back on this should fit like that okay good right now we want that plane to move smoothly across the floor I mean we could drag it across the floor but um we could just put some wheels on it that'd be easy on it so I'm gonna make some very simple wheels so I'm going to go for a cylinder good to do when I yeah okay so I'm gonna get some orientation we want it in the said I think yep there we go Plus said okay and then I'm gonna move this forward settle look at our top view or even better our front view here we go okay so that's our cylinder it smooths it up and we're going to change the radius of this thing as well this won't look at our side view actually yeah here we go so let's line this up so it's a cent for this so there we go that that do is something like that and the radius can be a lot smaller something like that and then if we go into this view here we can see that we're going to need to adjust its height to something like this and we can put that put it on the outside that's really now excuse me and then I'm gonna copy across the other side here we go so now we've got some wheels on the outside of our plane and then I'm going to select both of these cylinders and right-click on and say connecting connect objects and delete so they become one object pretty much another thing to know cylinders in cinema 4d don't weld the caps when you make them editable so I'm just going to control a right-click total optimize and optimize all the points you see it here the point count change okay those are cylinders what am I going to do let's just call these wheels for now okay I wonder how they're going to be affected by the subdivision yeah they'll right they'll be okay I wonder if they can just going in and not be a child right okay let's make up a child of the cube oh and we'll call our cube bodies as well by right okay so you got two goes at the front now and now the wheels aren't actually rigid bodies yet that they are you know part of part of it so we're going to do the same thing at the back as well turn off this let's go to the back and I suppose it would be right at the ending the delay again I'm turn off the floor because he's getting quite annoying okay so yeah okay what we're going to do is we're going to select this one at the back don't apologize select this go into anyway extrude over it is it is we want to turn preserved reads back on so it's all one thing like this and actually no I'm going to not preserve groups and do this and then I'm going to go to my move tool and control drag so you've got something like this then I'm going to zero out the Y so that's nice and straight then I'm going to put them in like this and that's where our wheel can fit in between these two things there so again just going to get a cylinder a box for flippable just going to grab a cylinder lente in the Zed take it back right back go into my side view see if we can line this up to where we want it to be yeah that's fine and then we're going to bring its radius down like so then we're going to change its height so it fits in between this thing and that should be fine for what we need it to do so again are you going to make editable and optimize it just fine I'm going to name it back wheel and make it a child of the body okay so we got our wheels and look at so this is our plane so far have a look how it reacts okay it's not bad it's good hmm so I wonder so this body is thus far not containing our children in it and so we've got this inherit tank so we can ever our children inherit that so let's do that apply tag to children so our wheels and our back wheels we'll get these tags as well and as you can see they're having the right on sign there ah River points out to children bring our floor back and just see what's going on here mmm interesting I think I might separate these wheels out so what I did is then I think that was what the problem was selecting this latte even Polly's even Polly's split and then I'm going to press delete this wheel this is the left wheel left heel and this one's the right way of try you again I'll delete the Polly's off of one when I split so we're going to point mode you'll see that there's a load of dead points left here so we need to get rid of those and the left wheel shouldn't have that problem no it doesn't okay so the tag should apply to children now so this should react a lot better now there you go as you'd expect I think it is just seeing both of these because it is the same object compound object okay so we need to attach these wheels to our body so let's let's do that I suppose let's go to simulate dynamics and connector so I'm gonna drag this connection up between what do I want these to go between the body and the right wheel yeah okay actually I'm gonna drag it as a child at the right wheel just so I can zero out connect us coordinates just to keep it nice and clean so that's where the right wheel is even though it's the left wheel brilliant and I think it's because the right wheel yeah this is the left wheel that's sorry let me rename this okay and this is the something really strange is going on here okay so that's Leslie oh it's so sorry I was right this is the right way it's just that it's their axes is still where the left wheel will rise so if I select right where you can see if well excuse me you can see that it's highlighted here but it's actual axis is there and let me turn off the floor it's getting a bit distracting so we have to be for that is good to mesh access center axis center and then just execute and it will pop back to where it should be so this connectors position now we'll go back to where the pivot is which is fine so we can drag that out now so the connector go to the object tab and we want to connect it from the body to the wheel to the right wheel so really it should be in between these two things there okay so now these two things are connected which is absolutely fine and we're going to need to copy this and we're going to need to do the same thing between the left wheel in the body so it's the body and the left wheel there we go and I'm also going to zero out this connector to the left wheels coordinates there we go so we've got that one and we got that one it should all be good okay and then we want the back wheel and the body as well so we're going to copy this again and we're gonna have the connector to is going to be the body and the back wheel and again we're going to want this connector to go to the back wheel and go to it's called an episode it's accurate so yeah that should do this and that's it's all there great so the floor back on and see what we've got there we go a little bit of spring in there as well which is quite nice and the skinning up at our for some weird weird reason okay okay well that'll do is for now I don't want to get too in-depth about this is this is about aerodynamics so let's get that to our initial state and and then we can basically going to make propellers now okay so I'm going to do that is I'm gonna create a box I'm going to move via to what is essentially whether it's the center in this direction already but we want it to be central in terms of looking sort of face onto our nose so yeah I'd say that's pretty central to be honest I mean that looks fine to me and we go into our side view we want our propellers to be right out here okay so now we can put our cube if I press alt go to the mograph and menu and go to cleaner it will love our cube in a cloner object and the cloner will be will be created where our box was and then go into the krona the object tab and we'll say that we want this to be a radial and you want to flip that so it's facing that way now we can start shaping our keyed so again we want this to be thinner like this and you'll say one degree when it's Y scale make not the way we want it veg scale so you want to do that this could probably do with being thinner as well so I'm just going to just the X again and if we go back to a cloner we can see the radius so we can actually pull the radius out and are things get bigger and go back to the cube I just want to bring our Y size down for this just a just a tad then go back to the cube and adjust the radius again to suckle these back in [Music] okay so that's our our rotor now now we've mini de couple of things just so this cloner object is seen as one object like a compound object or suppose we're going to put it inside a connection so if we highlight the cloner oh and then select the connect the connect will be created at the cloners origin point and the kind of will now be in it and this will be seen as one object so on the connect tool I'm going to right click and give it a rigid body tag so that's great and then we can just close this up for now same with the body and I'm going to put the floor at the top so I'm just going to call this plot and call the subdivision surface playing okay so now we have these two things we need to actually collect them together so let's again grab a connector object so simulate I'm going to go to dynamics connector I'm going to make it a child of the prop just so I can zero out to the propellers position and you'll notice a is facing the wrong way so we need to scoot this round like so 90 degrees excellent then we can take the connector out and put it between these two things and it's going to say like what am i connecting to so the connector is actually connecting the body remember not the subdivision surface the actual body and it's connecting to this connect object so hopefully now these two things are connected excellent but in okay so now we also need something else in the middle of these two things in fact I think I'm going to make this connector a child of my cube now not sorry a child of my body just so it moves with it so I'm going to rename these connectors on the top I'm just going to call these wheel connectors just so we can distinguish between them come on there we go we'll connect our or that and this connector here and I'll make a child of the thing and call it top connector okay so that's all done and the a the other thing we're going to need is a motor so if I go back up to simulate go down to dynamics and motor and then I'm going to make this motor a child of this prop connector again zero it out and then drag it out again just so it's you know it's a child of the body again but now the motors going to want to know what it needs so motor is like what's object a object eyes the body object B is going to be my prop okay so we can close this down actually then we need our motor still okay so how does this work so look okay with the motor is spinning and not a lot appears to be happening and that's probably because we need to tweak some set into it so if we go into the rigid body tag of our prop and go to force we need to say that we need it to generate lift so let's give it 90% lift we don't need it to be two-sided because it is an object that has so 3d object is not plain that's fine so okay let's see if that does anything so now you've noticed that now we've turned on lift it's actually um having to cut through the air kind of thing it's not moving very fast and so this is where our motor comes in if we go to our motor we can see the angular target speed is a thousand in the talk that is ten so let's try like in this talk up to 100 there we go we get a bit more action there but it doesn't seem to be moving in fact the plane seems to be spinning which is a quite weird okay and but certainly not getting any lift here so let's put it up to a thousand see what happens right and you can see that the motor itself is not only spinning the prop but this having a for rotational force on the body as well so what's actually happening here if we look at our motor can see object a object B and it says here apply to both you don't want that where you know in reality that would happen but there'd be a load of weight considerations and all that kind of thing we're not going to do that so we're just going to apply this only to B which is our prop so let's try it again okay so the body's a lot more stable now although you'll notice that our wheel is having a right on time now at the bottom so I just want to see what's going on with that always because he's connected to these wheels obviously and if it's not hmm right okay that's what it was when I say that this tag isn't applied to children when I say none obviously this thing's attached to the wheel so it's not going to move anymore because the wheels and are not dynamic objects so if I select these wheels and say I'm simulation tags and these tags are or - fine okay now they will move as they should and or something a little bit more a bit more realistic after those human cool it that okay cool right actual sorry about that guys my bad okay so now we got our plane we actually want to say that this plane generates lift and so let's go to our force let's say that it generates lift eighty percent that it is but this motor is still not dragging us forward so let's go to the motor we've got an angular target speed of a thousand degrees we've got a torque of a thousand so you're probably thinking why the hell is it's not going happening not the answer is that if we go into our cloner which will be our prop kroner and then go to our transform we can actually go the way that these propellers are configured now obviously this is just straight on and that's not going to do is no good when this thing spins it's not going to scoop up any air it's not going to actually generate any lift to pull the plane forward so what we want is the plan to be dragged forward so then air can be dragged over and under the wing ie generating lift so we go back to the starting position go into the climber and then I think it this one yet so the H I'm going to try this at 45 degrees and see if that does anything for us but actually pushes it backwards which is what not what we want so what we actually want is a minus figure here or we could reverse the direction of the motor and but I'm just going to go in minus 45 I actually think that's a little bit too extreme so I'm going to minus 30 lately just to see if that does anything for it and play oh I was letting go - hurry by and then okay I went - thirty okay let's go thirty is actually like that is backwards so minus thirty there we go there we go so now we're getting dragged forward but it doesn't appear to be enough to drag air over and under our wings so similar to that and so have a look at our rigid body shape so they've got lift on the body and we've also got it as a moving mess as well now it might be before I start you know messing around with a lift and all that kind of stuff them to go to the math tab so this is our planes body and this is this rigid body tab tag we go to the math tab and we can actually set a custom center so initially the the weight of the plane is usually set where the pivot is or you know it evaluates the size and shape of the thing and then yeah usually dumps it somewhere in the middle of the mass but I'm actually going to move up the mass of our planes forward so that the in this direction the X direction so I must say custom center up this is XYZ so the positive x and I'm gonna actually move it forward by 100 centimeters so a meter I wish there was some way of visualizing that where there isn't as as far as I know and then we'll try playing again so okay this just gets dragged off [Music] no okay well actually the fast stop kissing them the custom Center why don't we actually try and get the thing lifting off the floor first so the body this is the body then it at the door okay so maybe is that you just haven't got enough torque on this thing left let's crank this up so it's mm there we go right and now you can see our problem so it's generally left and obviously if you're wanting to control the plane we'd have to we'd have to have actual flaps on the wings so therefore the flaps up it causes them would you know it would cause the plane to go down I think that's how it works and but we haven't got flaps on our plane so I just decided to do this to show you that you can make a plane in the you get steady takeoff so the engine target speed is 2000 so what if you try a halfway house with one five zero zero see if Frank gives us anything okay so that allows us to take off so this is what I was saying about the custom maps the the center of mass so I'm gonna go to the body rigid bleed tag case of a mess and our custom center so it seems to be too far back so let's select our body here okay so our white seems to be too far back and therefore is falling backwards in the front end is lifting out from the back end swinging round so if I leave it in the X forward 100 centimeters which is Amir see what effect that has so you're still lifts up there's a lot less prominent but not quite enough still doing that so let's try it 200 so pushing that weight forward there we go 200 and it's still taking off and it is it is wrapping back on itself maybe we need a little bit more time on our timeline to lift like this 30 seconds and track that out so we'll eventually wanna did I pull right up alright so let's move it forward a little bit more 250 maybe and put it back exactly map may have been a bit too much and now our wings are almost level so let's try 2 to 5 of ship excuse me 250 like we just tried that 2 to 5 that's it so it's a bit of a balancing act so there we go it is leaning back which means it will be generating lift but is it enough to get it off the ground [Music] ok again so maybe not that much so let's try to 220 so it's a bit of a balancing act maybe a little bit more talking the engine maybe yeah I think maybe a little bit more torque for the motor let's add this to 1,500 back we go again will it get off the ground not quite ok maybe this custom Center then needs to be moved back to maybe to 15 not quite to 10 or thing that got it off the ground there we go to 10 seems to be the magic number so what five to twelve point five all that still helpers yeah it's lifting off like and off into the distance it goes so you can think there's a lot of things to take in consideration when it comes to aerodynamics in cinema 4d still moves that weight forward that's a bit dodgy that like I said I mean my mother my modeling for this wasn't particularly the greatest but you know it did the job in sort of a learner's take a look at aerodynamics so remember you can do that with soft bodies rigid bodies you can make compound pleasing shapes with those other things you know helicopters you name it anything anything like that you can do with aerodynamic so that was just a little taster really and thanks for watching guys as always check out the digital me website digital me dot uk' and also check out the merch store donate if you'd like to Facebook Twitter I'll put all those links in the description as usual thanks for listening guys bye
Info
Channel: DIGITAL MEAT
Views: 13,642
Rating: undefined out of 5
Keywords: Digital Meat, Digitalmeat.uk, Cinema 4D, C4D, Cinema 4D R18, C4D R18, Tutorial, Aerodynamics, Aerodynamic, Dynamics, Aeroplane, Flight, Rigid Body, Tutorials, Modelling, Connector, Connectors, Hinge
Id: CZC4h5_Hebo
Channel Id: undefined
Length: 55min 2sec (3302 seconds)
Published: Tue Feb 14 2017
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