From the course: Cinema 4D Weekly
Mesh morphs with fields and volumes - CINEMA 4D Tutorial
From the course: Cinema 4D Weekly
Mesh morphs with fields and volumes
- [Instructor] Hello and welcome to yet another C4D Weekly. In this week's video, I'm going to show you a clever workflow for morphing meshes using volumes and matrix objects. So here's my scene. I have two MoText objects, just a one and a two. And basically what I want to do is morph between the one and have it morph to a two. So how we're going to start doing that is by generating and building up these forms of the one and the two, using matrices and volumes. So let's go ahead and let's grab a matrix object. And what I'm going to do is have the mode set to object. And then I'm just going to drag and drop my number in here. And you're going to notice that this actually only generates a single matrix object here, a single matrices. And why that is, is that we're cloning this onto a generator object, so it doesn't actually recognize all of the polygons and the volume of this actual generator object itself. So what we're going to do is we can either make this editable by hitting the C key, or we can keep it live and throw this in a connect object. So what I can do is just slide this on over, double click, and rename this connect one. And we'll just click and drag and drop this number one MoText object under the connect. And then one other important thing is that to have this not have all this janky edges, we're going to go to the caps and check on create single object. And that's going to fuse the extrusion with the caps, okay? And now what we can do is instead of using the MoText object, we can drag and drop the connect object in there. And now you can see we're cloning a lot more matrices onto our object surface. So instead of using surface, we're going to use volume. And instead of using random volume mode, we're going to use surface as well. And now what we're going to do is just crank up this count until we get our entire form. So you can see that our number one is completely engulfed by the matrices, so this is perfect. Now to be able to get this to morph to the number two, what I'm going to do is maybe around frame 30, I go in and keyframe this object from one to two. So what we're going to do is again use a connect object, 'cause we want to connect the number two. So we'll just drag and drop there, and rename this two. Again, go into the caps, create single object. And now what I can do is on the matrix object, click and set a keyframe at frame 30 for this to use the connect object one. So from this keyframe all the way back to frame zero, it'll be using the one connect object. But then if I drag and drop connect two in there and hit a keyframe. And let me just turn this on, so you can see it. There we go. You can see now we're using number two, so now we have one and two, just by keyframing which connect object we're cloning matrices onto. But now we just have this kind of snap between these two objects, so we need to smooth this out, smooth out that transition. And the way we're going to do that is by clicking on the matrix object and going to MoGraph, Effector, Delay. And the delay effector allows us to smooth out the movement of clones or matrices by using different modes here. And blend is going to help smooth out everything, so now if I hit play, you can see that it morphs. And it's nice and smooth now. We can really crank up the strength of the blend, and we get this really nice transition there. So right now, we just have matrices. And let's actually hide the numbers from view, so all we see are the matrices. And what we're going to do to build geometry off of the matrices is using a volume builder. So let's go ahead and grab our volume builder, and we're going to throw the matrix object in the volume builder. And now you can see all of our giant voxels here. So let's go to our volume builder, and let's bring the voxel size down to, say, one. And now you can see what's happening, is we have a blobby sphere wherever a matrices is, okay? So right now, this looks really blobby, so what we're going to do is just throw in a smooth layer to smooth out the surface of our voxels, okay? And we can maybe increase the distance here and really smooth that out. But now we have some really smooth voxels that are representing our shapes here. So we can just kind of go back and hit play, and you're going to see that this is kind of moving fairly slowly. Now one very important thing to know about volumes is the type matters, okay? So assigned distance field is great for modeling, but if you click and bring up this dropdown menu, we also have fog. Now fog is great for dealing with information coming from effectors or fields, so that's why I'm going to choose fog. And now you can see this is represented by a bunch of dots and not voxels, but you're going to see if I hit play and kind of bring this through here. We still get the same kind of movement. It's a little bit faster, okay? And really where everything's slowing down is due to the smooth layer, so let's just have this go through. And you can see all the little spheres and all that stuff. And there we go. We got that transition, so now we just have a fog volume. And again, if we hit render, nothing's going to show up. But we need to go ahead and to create some meshes out of our volume. We're going to grab a volume mesher, drag and drop that volume builder in that volume mesher. And now you can see what we have. And the resulting mesh is not looking (laughing) all that great at all. And this is because we need to go into the matrix object here. And here's where we can actually adjust the size of those little blobs that are making up the form of our matrices. So you can see if I bring this down too much, we're not actually seeing the volume at all. But now you can see our volume getting back, okay? And we can also adjust the inside voxel fall off, which will help kind of smooth everything out a little bit. And then we just went a little bit too high there. Let's just bring this down to, say, 15. And to smooth this out, let's maybe bring the voxel size to about two, and let's hide the matrices from showing up in the viewport. And now you can see we have this really nice, smooth volume here, okay? And this is actually a mesh, as well, so I can go ahead and place a plastic material on here. Hit render, and there we go. We actually have something rendering in the viewport. And now you can see, is I can scrub through this and have this go from one to two, just by setting those couple of keyframes that are making the object that we're cloning matrices onto go from one number to a second number. And then again we're slowing down that transition by using a delay effector set to blend. So volumes are such a powerful feature added to R20, and it really allows me to repurpose a lot of older workflows that I used to use in the past for, say, morphing splines, to now where I can actually morph an entire object mesh using volume. So I encourage you to explore adapting fields and volumes to your old workflows and see what you come up with. I'll see you next week. So you don't want to wait until next week to learn something new? No problem, here are some other ways to feed your creative brain to keep you busy. You can check out my other courses in the LinkedIn library, visit my website, eyedesyn.com for more tutorials, subscribe to my YouTube channel, and be alerted when I post a brand new tutorial. Join my Facebook page for daily MoGraph inspiration, and keep up to date on all my latest MoGraph creations on Instagram. Thanks so much for watching, and I'll see you here again next week.
Contents
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Text inflation animations5m 35s
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Intro to Morph deformer6m 23s
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Intro to subsurface scattering in Cinema 4D (C4D)6m 9s
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Subsurface scattering in OctaneRender5m 21s
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Intro to Cinema 4D R20 fields5m 21s
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Intro to R20 volumes7m 43s
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Intro to decay and delay fields in R206m 56s
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Mesh morphs with fields and volumes8m 37s
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Creating material wipes using fields5m 42s
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Interactive render region for OctaneRender3m 50s
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Viewing the speed graph in C4D2m 31s
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Creating realistic noise-based materials5m 44s
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Follow-through and overlapping animation6m 31s
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Procedural growth animation7m 55s
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Rigging and animating a 3D character in minutes with Mixamo10m 37s
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Easy melt simulations in C4D5m 6s
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Fading objects with effectors5m 7s
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Onion skinning in C4D4m 26s
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Blueprint renders using Sketch and Toon6m 53s
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Baking Mixamo animation into motion clips6m 24s
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Mixing Mixamo animation with motion xlips6m 14s
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Must-know Xpresso7m 38s
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Looping animation applied to effectors5m 11s
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Intro to C4D sculpting tools9m 40s
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Creating glTF files for AR and VR6m 9s
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Intro to IK rigging6m 4s
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Intro to rigging with joints7m 10s
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Using deformers for character animation9m 54s
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Rigging simple objects with FFDs10m 38s
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Animation smears6m 35s
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Cartoon mouth rig using Spline IK6m 5s
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Add watermarks or timecodes to renders4m 46s
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Intro to the Doodle tool3m 3s
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Faster renders using Physical Renderer8m 26s
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Using bendy limbs rig for C4D10m 32s
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Automatic walk cycles using CMotion7m 43s
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Rigging mouth using clusters5m 30s
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Cartoon eyeball rig7m 48s
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Intro to IK dynamics12m 16s
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Worfklow enhancers: selection object4m 53s
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Creating clay renders2m 55s
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Three ways to animate splines10m 36s
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Selecting every other clone or polygon10m 44s
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Blending Mixamo motion capture animation11m 29s
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Using pivot objects and Mixamo motion capture7m 9s
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Model a cartoon hand12m 15s
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Introduction to collision deformer6m 21s
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Using connectors and dynamics8m 34s
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Dynamic connections between objects11m 28s
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Creating a dynamic spring rig9m 14s
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Triggering cloth dynamics9m 55s
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Model faster with Tweak mode2m 2s
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Paint objects onto a surface7m 22s
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Text inflation animations5m 41s
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Intro to Morph deformer6m 29s
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Intro to subsurface scattering in Cinema 4D (C4D)6m 15s
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Subsurface scattering in OctaneRender5m 25s
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Intro to C4D sculpting tools9m 46s
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Making Symmetrical and Radial Polygon Selections5m 16s
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Rendering Caustics in Redshift8m 13s
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Creating an iridescent metal shader in Redshift6m 54s
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Timeline Workflow Tips4m
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Painting worn edges with vertex maps4m 37s
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Speeding up your animation workflow with timeline markers4m 48s
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How to sculpt cloth wrinkles using deformers6m 6s
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How to draw splines on a surface4m 9s
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Real-time cartoon outlines in the viewport4m 19s
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Workflow enhancer: Interaction tag3m 38s
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Tips for fixing jittery dynamics4m 6s
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5 C4D preferences you absolutely should change5m 40s
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Rigging splines with IK-spline5m 36s
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How to easily select anything in your viewport1m 59s
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Tips for better sketch and toon renders4m 58s
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Using the Cinema 4D color wheel to easily create color harmonies4m 26s
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Easily edit Mixamo animations using motion layers6m 5s
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Create a squash and stretch rig using joints5m 41s
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Using gobos in Redshift4m 47s
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Using color swatches in Cinema 4D4m 15s
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Make your splines and points easier to see with this setting2m 9s
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Intro to alembic workflows10m 34s
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Fixing bad weighting using Delta Mush3m 4s
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Creating Dolly and Zoom camera moves in C4D3m 39s
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Light faster with Lighting Tool4m 10s
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Creating custom Redshift node presets in Cinema 4D5m 4s
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Record mouse movement into keyframes4m 17s
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Tip for working with gradients in C4D2m 27s
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Using custom object icons2m 28s
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Creating realistic camera shake4m 46s
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Adding variation to cloth dynamics2m 41s
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Light faster using Set Active Object as Camera3m 41s
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Create looping walk cycles with Motion Clips3m 40s
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Mapping custom shortcut keys4m 29s
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