Sphere Looping Animation with Cinema 4D Mograph and Deformers

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hi guys welcome to pixel Affair it's Kobe here and in today's video we are going to see how we will do this using Cinema 4d's more graph and couple of deformers right so this video was actually inspired by a video I saw on Instagram originally done by wild Liga I think his full name is proper name is I think so I don't know if I get the name right such like a wonderful work and he has a lot of interesting stuff on his Instagram you can like later check them out right so this is what I saw and I think I from the hashtags probably used Houdini that's what I'm thinking but then I wanted to see how I'll do something like this it's in my phone the basic more graph stuff and deformers so let's get into Sigma 4D and see how we will do this same effect using um Cinema for the small graph and stuff so I'm in Cinema 4D so let's quickly go ahead and create our object so I'll come into my object and I'll create a CVA right I'll change the display to garage shading my line so that you see the segments in here so I'll come into the attributes and I'll change the type from standard to icosahedron you can see it gives us um this wall segmented triangles are increases like say 24 and then now it's triangle but we want it to be a bit hexagonal and stuff so to do that I'll come into my deformers and I'll choose the bevel deformer make it a chart of the sphere and I select the belt with the form I come to the attribute in here you can see the component mode is set to Edge let's change it from Edge to points and now you can see something is happening here so I'll come down to the offset and I'll increase the offset and you can see if we increase it like C10 we have like some nice um hexagonal looking sphere right so for now let's see we are let's assume we are good what's left is that how to how do we extrude our um hexagons right so to do that we are going to use ammo and so I can simply come into my more graph um more graph down here and you can see that more graph deformers we have more extrude I'll create some click on it to create a more extrude and I'll make it a child of the sphere after the bevel deformer and now you can see it's extruding our hexagons I have actually a whole tutorial on here on YouTube talking and explaining into details how the more extrude Works which you can later check out after this video if you want to so I'll select the more extrude and come down here and you can see the transform transform mode is set to pay root I explained all of this in that video but I'll change it from Pair um from root to pair step right and then I'll increase the Extrusion steps to three right so we are good Absolutely I'll still come into the transform and you can see it was it's extruding a hexagon it's making them smaller if I make it reduce them here you can see it's making them smaller and everything but I don't want that so I'll set it back to zero eight actually one right so I'll set it all back to one by one so that it doesn't scale it down as it's extruding right can even set to and you can see it has actually moved it a bit up so you can even reduce it right they skill a little bit like C2 the position I mean that's the position right so now how do we get our extrude to be coming in um using either follows or whatever you want to use and that's because the more extrude even though it's a deformer but because it's a more graph object it can be affected by effectors right so I can select the more extrude come into my Mo graph and I in the effect as I'll choose plane you can simplify it here as well though so I'll drag and drop the plane down here and I'll come into the attribute you can see what's happening I'm coming to the attributes of the plane and comes the perimeter the Y is at 230 to zero and what we want to control is the Z so if I select the Z and increase it till I say um 13 and see it's now pushing it out again we can even also for instance come in here and even affect the rotation so if I select this you can see what's doing it can affect the rotation and give us some nice looking stuff or this way Within this way I have a whole tutorial explaining this month so we can later check it out but for now we don't want to affect the rotation based on what you are doing but if you want you can then in the skill if you want to you can also do the same thing use deform skill and you can see it kills it and get it closer when it zooms out and all of that right but in this case we probably might not let's actually leave the skill as well or let's maybe see what we can do maybe a little bit of scaling and he comes out something like that would be fine I don't think it's too I think it's too much so yeah so we have a um hexagonal sphere created and everything is done right so before we go ahead and create the um our fields and everything to affect it let's first of all go ahead and create um this CS all right let's face this vs indirect slm the rings that passes around our object and that's what we are going to this same animation is what you are going to use to drive um the movement of a hexagon polygon or hexagons right so to do that we can simply create come in here and create another sphere all right I'll move it on the side somewhere here and now so that you see what you're doing I'll make it like say 15. and the segment for this case it doesn't really matter like that because you're just going to render it like as a sphere so with this like that um to get it to orbit around our our main sphere I'll name this mean so to get it to our orbit around our main sphere right we there are several ways you can do that I can simply create a null object right which is in the middle of this main sphere and I'll now make this fear a child of the null object so if I select the null object and start rotating it you can see it's orbiting around our main sphere I won't do that and now I'll delete the no what I want to use is I want to use a circle so I'll come into my splines and I'll choose a circle right and this is what you are going to you are going to make a sphere follow this um Circle path so that that's what we are going to use to orbit our means here so I'll make it a little bit like a little bit uh bigger maybe 225 and then this sphere I what I can I can actually create I'll create another object right and null object and I'll make this here a child of the null object according all objects and maybe one I'll just name the null object one and then um make sure this way is selected reset it coordinate so that it's the center of everything is the same position as the null object one and then I right click on the null object come to animation tags and I'll choose align to spline right the aligned to spline I'll come down here the spline path I'll dragging and dropping this Circle and I can see we have our Circle a r sphere on the circle so if I select the positioning of that line display and move it you can see orbits around us here so you can go ahead and set the keyframes at frame zero outside the keyframe at the position and at frame 90 I'll increase the keyframe to like 108 the position to like 100 and now if I hit play and see it moves and with orbits perfectly but it's eases in and out so what I want to do is I'll click on this icon here to bring our timeline which we can also come here and find it in the timeline Loop sheet and I'll select my aligned spline first of all I come here and you see spline mode you change it from spline to linear so that our animation will be constantly linear throughout right after that because it's going 360 right we want to repeat the animation so when it ends you want it to repeat again so you come down come make the line is blind selected come to the attribute you can see you have before and after you change them to repeat repeat right and now even if we increase our frames to like whatever frames let's set it like 270. right even though animation NCAA but still you can see it continues and continues like that so that's what we we want now we can go ahead and hide this circle and now another thing is I'll create another null object and make the circle and this um one all the child of the null object right and our code is null objects orbits one so I can simply select this null object and now depending on how where how I want my listing to orbit I can just move it and all of that to get it to orbit the way I want it all right so now we have orbit one so I'll this same object now hold Ctrl click and drag and then I will in fact so now that we've created the orbit one before we do the second one we can go ahead and create our effector our effector to affect our plane so now I come into my plane effector come to the fields and I'll create a sphere card field right and you can see if I select my it's very careful and take the move to move it somewhere here and see what's happening the way it's affecting our hexagonal shapes right so we want it to follow the movement of this particular um sphere orbiting so all we have to do is to take it out of the plane effector come into our main um the orbits here the the null object and now drag and drop this a spherical field into the um one here right I'll reset it coordinator reset everything and now you know can see ah effector follows the animation but then it's not affecting our plane effect our hexagon so you have to make it bigger so I'll increase the size and maybe even increase the inner radius all right so the size let's see I'll come into the field I'm going to say like 170. I think 170 is fine so you can see it affecting our object right so these are orbit ones you are coming here and the return maybe I think let me bring the Circle so that I see what I'm doing so I'll select the orbit one and all and now adjust it a little bit like this so I want it to look something like that depending on how you want it so I'll make it like that and then little bit after that now you can hold Ctrl Ctrl and click on the other one click and drag to create another copy I'll name that one orbit 2 right and in the null the null inside I'll name down all two two right so that we see the difference and now if I select this orbit 2 and probably rotate it somewhere like this you can see I'm actually select it and maybe move it back something like that and play around with it so you get what you think is right all right so that's basically how I did it but you can see this one the effector the plane effector here the field is not affecting the plane effector so actually the plane effector coming to the field once again and now our drag and drop in this you can see a car filled in here and I can see that one is working but then it's not the other one the first one is not showing so then I have to come into this um the fields and make sure the blend mode is set to either Maxwell add right and now the two of them will be working fine right now the next thing is to we have to add a little bit of um how do you call it bounciness or like run um a little bit of trill after the everything has been moved so we select come into our objects the main sphere the more extrude and I'll come into my effectors and I'll choose delay right the delay effector I set the mode come to the parameters I'll change effectors change the mode to Spring and I'll probably increase it a little bit like 375 and now it should give us a little bit of you know business and everything you can go ahead and add another delay to it select the more extrude maybe add another delay to also smooth smoothing the bounciness or add another delay and I'll leave it like at the blend so that it sort of smoothly um Smooths the the springiness of the whole thing but for now let's delete this one later you can add it so now we are almost through with the animation so what's left is the um the rings that we use after this um sphere when it's moving right so let's go ahead and create those rings right so to do that we'll use a threesome object so I'll select or even the null object so outside the node object one I just select the null object one now come to my mode graph and I'll choose Tracer objects and you can see if I select them Theresa I can see the Tracer link the null object one has been added you can simply if it didn't you can simply drag and drop it in here and now I'll go ahead and add my circle all right let me select the two circles and hide it right so now and let me change the display mode also to color shading with that line so that even the filter I don't like the wet plane so I'll take off the wet plane so now if I hit play you can see there's this tree which is following a sphere all right one and it will continue like that but I don't want it to continue forever so what I'll do is that I'll select the Tracer come down to the limits and I'll change it from none to from end right and now increase the amount of frames I want it to last till I say 10 frames so now if I hit play and see it gives us this Trio which follows our sphere right so we are going to create the ring and the ring is just normal Taurus so I'll come into my objects and I'll create a Taurus I'll push it somewhere on the side so that we see what you're doing select the Taurus and I'll make it see like um maybe 12 and I reduce the pipe previous to like C2 I think that's fine right and now so this is the first one and let's create a smaller one so I'll select this one even take the skill to and make it as small as you want to scale it down a little bit more so this one will be a smaller one and a big one and let's go ahead and create a clone object make these two turtles a child of the Clone and select the Clone change the mode from down here the mode is set to great let's change it to object and then the Clone is set to iterate let's set it to blend right now the object you want to blend on is the trace objects so what you have to do is in the cloner the object you want to um clone on you drag and drop in the Tracer and now you can see our Tracer has been added now let's select um the Clone and the transform let's rotate it to like say 90 is it here 90. yeah 90 is fine and we are cool so now if I hit play and see it's following our sphere right we can also select the clones and increase the number of um clones you want maybe maybe 15. if you want to right or if you feel that really is too long we can also reduce the length of our Trail or increase it if you feel it's too short all right so from your goal you keep playing around with it to see what you get right so now that you've created the this ring true let's do the same thing for this one so with that all I'll do is that I'll select this um Tracer uh click and drag it here in fact I'll delete this one first and let's first of all select this clone and the Tracer right the two of them and group it in a nose so create a null object select the two hold alt G to group it in yellow and I'll call this ring one and now let's hold click hold Ctrl to create another copy and then in the Tracer we want to replace the number one with the Note 2 so if I come to the ob2 you can see the null 2 and simply drag and drop it in here and delete select this one and delete it so now if we hit play and see she creates another one for this all right and now we are on points everything is on course let's create a simple camera and come into our coordinate reset the rotation and leaving the X and let's adjust the camera somewhere here and zoom in closer like that be something like this you'll be fine so now basically we've created a scene there's something which is left and now let me get out of the camera like the camera and now let's get close you can see the edges of our uh mean his agonal object are two sharp and two you know very very sharp so what we do is that we'll use another bevel the format to Bevel the edges so I'll come into my deformer choose another level the former and I'll apply it after the more H2 and now you can see instantly start doubling our edges are coming to the bevel the format down here and I'll increase the subdivisions to like maybe three will be fine right and if I change the display back to the lines you can see it's giving us this shot you can increase the thickness if you want but I think one is fine in this case and also if for instance maybe it's just the thickness the top that we want to Bevel but you don't want bevel the edges down here you can simply increase the angle threshold to like say you know 80 something and now you can see that those these edges are not bevelful just the top ones but in this case I want to level every part so we are cool with it so now but one thing is that the bevel after adding it it sort of slows that slows down our scene so if I hit they can see it's quite slow so what I'll do is that I will um disable the bevel and make sure my animation everything is all set before I go ahead and then add the bevel so now I'm convinced that I like my animation everything is fine I'll change the display back to without crashing without lines and check player Nation everything is fine so the next step is because I want to add the bevel to see everything out enable the bevel and what I'll do is I'll bake my whole animation into a limbic so to do that I'll select my main sphere right right click and come down here you can see big assalam back and I'll choose I'll select that one I'll just go ahead and hit enter and you'll pick my um main sphere as a limit so that you can have proper playback with the bevel and everything in it so let's read it so it makes everything so now it's done baking and let's disable the old sphere and I can see you have another one main one which is created down here so if we hit play this one will be faster and more interactive for us to play but another thing is that you can see because you are using the Tracer here it's still not interactive especially for the ring and everything it gives us this um wrong looking like trees out of the Rings right so we will want to bake um how do you call it the tracer2 so I selected the Tracer this Tracer now come in here and I select this one as well and now I have actually a tutorial on how to bake a tracer into splines if you want to if also you can check it here on YouTube later if you don't understand anything but the same thing you can make it into a Salem back as well so I can select the two selector I can right click and come to down here and I'll bake it where is it right go ahead and and it should be quick to dig that one as well for us so after those ones are big you can see it creates this let's see what we have let me select the spline and this line let me go ahead and hide the Teresa this Teresa so that we see what we have and now you can see it's created the Olympic for us right so all we have to do is now in this clone right are coming to the object and the objects you want to trace is there actually instead of the trace I will replace it with the um this allenberg I mean the allenberg far I'll trade replace it with this and I'll come into the up here this clone I'll replace it with the same Allen back trees and now this one should give us something stable right so you can see there's an issue the issue is that now our rings are now because the Olympic is proper stable spline which can be read you know as lines are right now on the top so to do that let's we just select the Clones come down to the end the end you can just adjust it to get it to where you want it to all right and now it should be fine but in this case now if we go back you can see everything plays smoothly right so now we are good also to get it to Loop all you have to do is that you see because that animation starts like was from from 0 to 90. so let's if you start from frame 90 at 90 and frame 180. insert between 180 I think we should get some nice looking Loop all right frame 90 to 180 you can see everything Loops smoothly with the blend and all of that so that's basically how to set something like this up all right because our animation started from frame zero and ended at frame 90. if we started from frame um so basically at frame 90 it starts again and at frame 180 it ends and after money it starts again and that adds at 270. so in the middle from one from 90 to frame 180 should give you some nice Loop the reason why frame zero might not work from frame 0 to 90 my network is that you see there's the delay gives us some extra animations after when um it starts from frame zero which you wouldn't get at frame zero it has to play a bit for you to get those animation that was added secondary animation that was added by the delay effector so at frame zero those effects had not been added yet so at frame 90 that was when all those effect has been added and it continues from 180 and 270 and all of that so that's why I wanted to start rendering from frame 90 to 180. so now we are basically done now to add our lighting to it all I did was to let me quickly show the lighting up there I seen let me save this I'll call it cute maybe hex and I'll save it right so to add a light into it all I did was to come into my um I add just a dome lights I used redshift in this case and then I'll add them any object like I'll click and add an hdri right so I'll come in here and now as hdri which I should something any Agri which we find let me see which one I mean not this particular one actually coming here and then now clear so basically I add I added EGR let me go ahead and hide this for now so um the hdri I added I think was let me actually show in here yeah I think this hdri from good rescue gorilla and parks and I think I just use the normal regular acri no I think yeah or just the first one that's in it right if I enable it you can see it's just some let me actually bring in my redshift for interview so if I actually enable it as you see it in the viewport but let me actually bring in my red shift right shifts render View and we should see our HDI in our scene so it's just a normal like sky with some looking HDM image I really want to go ahead and stress out in seriously so you just want hdri that I basically used and I I think I didn't like the um colors and the saturation so I probably took it down to zero and that's basically all the lights I added in the scene nothing else right the material let me save it the material what I did was to let me come in here and I'll come and create my material all right and now double click to bring the material node editor right and I'll select the red shift and I choose I think this one which one like the copper copper material that's enable our interview right let's apply it to our allenberg file and now I think I adjusted it a bit with the things to like whatever color name I wanted and then the ring ones I used I created another material hold on let me come in here create new material and now apply it to the um ring the ring and the sphere so there's a sphere so I apply it to the orbits orbit and I all I I down I used the same custom preset here I use the silver all right and now if I should hit play it should be fine right so that's basically how I actually lit my C wasn't anything complex now the transition with the colors right so if I bring my picture viewer here you can see yeah I adjusted the color of the The Tint of my my copper and you can see in here it's from Blue to wherever the um fall off is the color change and everything let me quickly show how I did that but with this color how I adjusted the color is that if I select the material come down here into the um material mode you can see the color here so I increase the redness and everything in its a little bit you can see it's changing I select this one and I increase there right so that's basically how I I made the color like that already copper is looking up there now to get the transition from the copper looking color to that blue one I use the plugin right if you are using Cinema 4D I think 2023 and our ports you should be able to add and right click others and add vertex map straight to your object without making it editable bar also sits down once you don't you can't do that so what I did was that I actually let me quickly show that one as well so I have incidium um X particles vertex map so if I come to X particles vertex map I have this um XP vertex map right so I choose the sphere text map and then in the the object I want to get it vertex map if I bring in bring my picture here somewhere here as a matter of fact let me make my picture viewers part of this year so if I bring like the sphere text map I can simply drag and drop in this alembic objects in here and I can see gives me this vertex map of my allenberg object right and now in the SP vertex map I can simply drag and drop in like let me drag in one of these spheres so I'll drag in this particular sphere right so this here in fact I can bring in the two spheres right and now with the two spheres in here I can increase the range to like say same thing we did with the fall of like 160 and if you start you can see here it's affecting our objects so whatever it's yellow I want it to show a different color however it's uh wherever it's red I wanted to show the copper color so to do that you have to go back into the copper material so I'll save this open the copper material and then in here we'll create in the material create another material right and you create a material blender right and now you can look for vertex attributes right so these are the two things you are going to use to control so this is the main copper material and it is the material blender so in the material blender I'll click and drag this main material the copper one into this blue field and we will choose the base make sure you select the base color right and the new material that I've created we've created which is this one I'll come into the base property and make it light blue so that we see what's going on right and that one I'll click and drag it put it on the blue and choose layout one layer one color right and now we want to use the vertex map to tell it where it should show so in the layer one color I'll click and drag the vertex attribute on the blue now choose the layer and color blend so I'll tell the layer on color blend to only show where the vertex map is yellow right which is this part so so I've actually piped but I've not connected the vertex map in here so all I have to do is to select this vertex smart at vertex attribute here in the attribute name I'll simply drag and drop in this vertex matches and now if I should hit render it should be fine in this case it's not showing um I don't know why but let's see oh actually what I've not done is I've not piped the um material blender into the output so now I'll select the material output into this one and I'll connect it and now you can see our blue is showing in if I get out of the camera and now um you can see now our blue is showing through wherever um the spear passes so that's basically how I went about and set up this whole thing it wasn't anything complicated but it was actually fun to play around with it I hope this was useful and if learned something from this video thank you for watching and I'll see you in the next one
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Channel: PixelAffair
Views: 25,716
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Length: 35min 15sec (2115 seconds)
Published: Mon Nov 28 2022
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