The software described in this document is subject to a license agreement and may only be used in accordance with the
regulations thereof.
Programming Christian Losch, Philip Losch, Richard Kurz, Aleksander Stompel, Tilo Kühn, Per- Anders Edwards, Sven Behne, Wilfried Behne, Thomas Kunert, David O’Reilly,
Paul Everett, Cathleen Bastian, Ole Kniemeyer, Kent Barber, Jens Uhlig, Frank Willeke,
Sebastian Rath
Plugin programming Michael Breitzke, Kiril Dinev, David Farmer, Jamie Halmick, Reinhard Hintzenstern,
Jan Eric Hof fmann, Eduardo Olivares, Nina Ivanova, Markus Jakubietz, Eric
Sommerlade, Hendrik Steffen, Jens Uhlig, Michael Zeier, Matthias Bober, Markus Spranger, Michael Kloß, Ralph Reichl, Timm Dapper, Paul Everett, G.E.M. Team Solutions,
Michael Welter, Eberhard Michaelis
Product management Marco Tillmann, Bernd Lutz
Quickstart authors Glenn Frey, Dirk Beichert, Fabian Rosenkranz, Sven Hauth
MAXON always strives to make the learning process for new CINEMA 4D and BodyPaint 3D users as easy as
possible. This includes not only the interface and workflow but also the accompanying documentation. To
best serve the needs of our users we have divided the MAXON documentation into four categories, which are
designed for users ranging from absolute beginners through to professional user levels:
1. Intro Movies
• Level: 3D newbies who want to get to know CINEMA 4D and BodyPaint 3D
• Topics: Navigation and interface, movement, scaling and rotation, creating objects, modif ying
objects and materials, animation, lighting and rendering
• Location: http://ww w.maxon.net/downloads.html
2. Quickstart Manual
• Level: Novice users with basic CINEMA 4D or BodyPaint 3D skills
• Topics: see Quickstart manual’s table of contents
• Location: Quickstart manual
3. Context-Sensitive Help System Tutorials
• Level: Users with solid CINEMA 4D or BodyPaint 3D basic skills who want to advance their overall
level of expertise in specific areas
• Topics: Mechanical modeling, character modeling, materials, lighting and shading, camera and
render settings, MoGraph, XPresso, animation, After Effects
As a result of continued product development, differences between the current and printed documentation
with regard to referenced files can occur. The most current versions can be found on the product DVD
included in your order, or can be downloaded from the MAXON website or via the Online Updater.
CINEMA 4D R12 Quickstart – Sample Images
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CINEMA 4D R12 Quickstart
Welcome to CINEMA 4D R12
After you have worked through this tutorial you will have a good basic user knowledge which you can apply to
future projects. In this Quickstart manual you will be asked to open certain files for demonstration purposes.
These can be found on your Goodies DVD or on the MAXON homepage on the download / documentation
page.
1. Introduction
No mat te r if you’re just che cking C INEMA 4 D o ut o r i f y ou a lre ad y ow n you r own
copy of C IN EMA 4 D P rim e o r S tu di o, you a lr ead y k now a bo ut the i nc red ib le thi ng s
CINEMA 4D can do. We have been working very closely with our customers for several years now in order to
satisfy their needs and wishes. This has lead to the creation and introduction of new functionality, according
to their needs. These ideas and concepts are then creatively implemented to satisfy the needs of our customers
and those of the 3D markets.
CINEMA 4D R12 Quickstart – Interface
No matter if you work in the field of print, advertising, design, visualization or film, CINEMA 4D gives you all
the tools you need to make your ideas reality. The intuitive interface and the ease with which CINEMA 4D can
be learned makes entering the versatile world for 3D a snap. CINEMA 4D places a link between your job or
hobby, and your creativity in the palm of your hand. You can create what your fantasy demands. CINEMA 4D
will be your dependable partner.
2. General Information / Interface
CINEMA 4D Release 12 offers many new functions that will again speed up and improve your workflow.
Let’s start with the most important step - starting CINEMA 4D. After starting CINEMA 4D you will see an image
similar to the following screenshot:
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Clicking on the light blue Cube icon opens the group window “Add Cube Object“. It contains all of CINEMA 4D’s
available predefined parametric objects.
Click on the very first icon to create one of these objects. Click and hold to see all available parametric objects.
This is where you choose the initial shape you will need. Note: After an object has been initially created it is
basically a parametric object. A parametric object can only be modified as a whole and not its individual surfaces
(an exception are special deformers from the Deformer menu). Before you begin modeling, the parametric
object must be converted to a polygonal object. To do so, select the object you want to convert and run the
Make Editable command by pressing the c-key on your keyboard. You can now move or modify individual points
and surfaces.
Two symbols to the right of the Cube Primitive symbol (black cage with white points and turquise inner) are the
NURBS objects. The most important of these is the HyperNURBS object.
CINEMA 4D R12 Quickstart – Interface
If a polygon object is a sub-object of a HyperNURBS object it will be virtually subdivided to a higher degree.
Visually it will be comprised of many more smaller polygons than before the subdivision (the object automatically
looks softer / rounder). As you can see in the next screen shot: The outer mesh (light blue) shows the polygon
cube’s actual subdivision.
The finer inner mesh (blue) shows the subdivision of the HyperNURBS object. Change the cubes’ display mode
by selecting (deactivating) Tools / Isoline Editing in the main CINEMA 4D menu and switching to Gouraud
Shading (Lines) in the Editor’s Display menu. In the end it’s up to you how you want your objects displayed in
the Editor. However, for this tutorial, this is the most effective way to show the effect HyperNURBS objects have
on polygonal objects or primitives since it shows how the cubes are subdivided and the final result is therefore
also easier to visualize.
CINEMA 4D R12 Quickstart – Interface
The advantages, especially in modeling, are obvious. Since the object contains few points (edges / polygons)
that can be edited it remains very manageable. You can drag just one point of the original wire frame and the
HyperNURBS mesh, with its finer subdivision, will follow the point being dragged (The image below shows
the same Cube object - one with HyperNURBS and one without).
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If the polygon object were made up of such fine subdivision modeling, it would be much more complicated.
You would pull one point and only one point would be moved. All other surrounding points would retain their
position. You would have to move each one individually in order to achieve the desired shape.
The first symbol (click – hold – move mouse) moves the view. The second symbol (foreshortened double arrow)
lets you dolly in and out and the third (curved arrows with a dot in the center) lets you rotate the scene. Selecting
the little rectangle to the right will again divide the entire view panel into four views, giving you a better overall
view of the scene. Each of the four views has its own little rectangle which, when clicked, enlarges the respective
window. Create a new scene (main menu: File / New) and subsequently a new Cube in that scene. Zoom out a
little and select the word Cube in the Object Manager. The cube’s axis will be visible in the editor window.
Each of the axis‘ arrows can be selected and dragged in its respective direction. This prevents the object from
being dragged in the wrong direction in the editor view. It is often impossible to see in which direction an object
is being dragged in a 3D view. A similar method of moving an object in a single direction is to lock a specific
axis in the command palette. This prevents an object from being moved in the direction of an axis that has been
locked unless you click and drag one of the object’s own axis arrows. These objects are not locked. Select the
“Cube” object and then click on the “Scale” function at top.
The ends of the axis‘ arrows have changed from arrows to boxes. Dragging these boxes will scale the object along
that particular axis. Parametric objects (not converted polygon objects) will display little orange handles.
CINEMA 4D R12 Quickstart – Interface
They make it possible to stretch and squash the parametric object on the respective axis. The final icon in this
group activates the rotation mode. A series of rings will appear around your object - clicking and dragging one
of these rings will allow you to rotate the object in the respective direction (heading, pitch or bank).
A well-modeled object can make a mediocre impression if the right textures aren’t used. Textures give a model
color, highlights, structure and other important surface properties. A texture placed into the bump channel, for
example, gives the object’s surface an uneven, bumpy look without actually altering the geometric structure.
This effect can be used to imitate skin wrinkles, scars or the surface of an orange. The displacement channel
works in a similar fashion, only that it actually does change an object’s geometric structure. Using the luminance
channel you can give an object’s surface a self-illuminating property or integrate an subsurface scattering effect
(sub-surface scattering) which lends the surface a slight translucent / reflective look, like human skin or candle
wax, for example. In short: Textures have the same significance as the outer shape of an object because they
are necessary for achieving the desired atmosphere, coloring and surface structure.
We will begin with a brief introduction to the individual material channels:
Color: This is where the material’s color or the base color for the texture is set.
Diffusion: This channel makes your texture “irregular“. Through the application of a noise shader
or a texture your object receives a dirty or dusty look. If desired it can also influence the specular,
reflection and luminance channels respectively.
Luminance: The material is given an illuminative property which is also taken into account in the
Global Illumination calculation.
Transparency: This is where you determine the material’s opacity.
Reflection: Gives the material reflective characteristics.
Environment: A texture is used to simulate an environment reflection.
Fog: This channel lets you apply a fog property to a material.
Bump: Uses an optical trick to translate light and dark elements of a texture or a shader to simulate
the height and depth of an uneven surface. Scars, wrinkles or scratches can be simulated using this
channel.
Normal: This channel is meant for use with “normal textures”. Normals give a low-res polygon
object a hi-res look when RGB textures containing the required properties are applied. This lets a
hi-res polygon object be replaced by a low-res object, thus saving a lot of render time and offering
the same visual result.
Alpha: A texture’s transparency is determined by a material’s light and dark areas. Black equals a
transparency of 100% and white makes it opaque.
Specular: This determines a material’s specular properties.
Specular Color: This determines the color of the material’s specularity and can be influenced by
a texture.
Glow: Gives the object a self-emitting glow.
Displacement: Deforms an object using light and dark values (calculates differences in height). Do
not confuse this with the Bump channel which only imitates an uneven surface.
We will now create our own material. Open the “QS_Material.c4d” file. You can see in the Object Manager to
the right that the object does not yet have a texture applied to it. Click on file / new material in the Material
Manager at the lower left.
CINEMA 4D R12 Quickstart – Materials
A standard material has been created. If you click on this material its properties will be made visible in the
Attribute Manager to the right. In the “Basic“ tab you can determine which channels should be activated for
this material. Go ahead and activate the Bump channel. As soon as you have done that a new tab will appear in
the Attribute Manager for the Bump channel. Now click on the “Color“ tab and load a texture into the material
by clicking on the small arrow next to “Texture“. Choose “Load Image“ and load Iristexture.jpg.
In the mini-preview of the Material Manager at the lower left of your screen you will see the texture displayed
as soon as it has been loaded. This gives you a good overview of the materials being used in the scene.
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Repeat this procedure for the “Bump“ channel and load Iristexture_bump.jpg into the channel. This JPEG
contains the grayscale version of the iris texture which we need to create a relief effect for the surface. You can
also choose “Filter“ (click on the small light gray arrow next to the word “Texture” in the Bump channel) and
load the color texture here and set its saturation to -100%. This saves you from having to load a second image.
The bright areas of the image will later appear to be raised on the object and the dark areas of the image will
appear to be somewhat indented.
A true deformation of the object will only take place in the “Displacement“ channel. The “Bump“ channel does
not alter the polygon’s surface but uses an optical illusion to give the surface its structure.
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Click on the material in the Material Manager with the left mouse button and drag it onto the Eyeball object in
the Object Manager (when you drag the material over the object you can let go once the arrow points down).
Alternatively you can drag the material onto the desired object (the eyeball) directly in the Editor. Just make
sure you drop the material onto the correct object if there are several in the scene or in close proximity to one
another. You can check in the Object Manager to make sure the material was dropped onto the correct object
- the material icon will appear next to the object onto which it was dragged.
You have probably noticed that the eyeball brightened somewhat after you applied the material but you aren’t
able to see the actual texture. We still have to change the offset properties and the mapping size so the texture
will be aligned properly on our object. At the moment the actual image of the iris is lying distorted on the right
side of the eyeball. You can check this by making both HyperNURBS eyelid objects invisible for the editor. To do
this double-click on the top small gray dot to the right of the object in the Object Manager (until it turns red).
Double-click on the dot again and it will turn green, which makes the objects visible again independent of the
visibility settings of any parent object. The dot directly below has the same function except that it affects the
rendering.
CINEMA 4D R12 Quickstart – Materials
Once you have made the eyelids invisible and have rotated the view a little the eyeball should look as follows:
Switch the visibility of the HyperNURBS objects back by clicking again on the dots next to the object in the
Object Manager, making them gray. Click on the “Texture Tag“ at the right of the Object Manager next to the
object. It’s the material that we applied to the eyeball. You can recognize it in the mini preview of the texture
in the Object Manager.
CINEMA 4D R12 Quickstart – Materials
Once you have selected it you will see its parameters in the Attribute Manager. Adopt the settings you see in
the next screenshot:
We have just aligned the texture on the eyeball mesh by changing the “Length U“ and “Length V“ parameters.
The offset setting put the texture in the correct position. If you rotate your view again you will see that the iris
texture is positioned correctly.
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Tip: If you want to undo an accidental change to the view just press Ctrl+Shift+Z (Mac: Cmd+Shift+Z). This
function is useful if you have inadvertently rotated the perspective view instead of the editor view. You can also
select edit / undo view in the main menu of the editor view. The texture will complete our model. Experiment
with the parameters of the individual channels to find out how they affect the material. At this point we would
like to offer you a few additional tips.
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If you own CINEMA 4D Visualize or CINEMA 4D Studio, you can render human skin realistically using Subsurface
Scattering. The Sub Surface Scattering makes it possible. By placing this shader in the luminance channel (Effects
/ SubSurface Scattering) the effect is created when rays of light meet a slightly transparent object. Some rays
infiltrate the object further and are dispersed, others are directly absorbed or bounce off.
Further possible uses for this effect would be for materials such as plastic, milk, candle wax or figurines made of
jade. You can load black & white textures into the alpha channel to influence the material based on the texture’s
brightness, similar to the way you would use them for the bump or displacement channels. The texture’s black
areas would be rendered with a transparency of 100%. As the texture becomes brighter the transparency is
reduced accordingly. White would have a transparency of 0%
If you choose “Shader“ instead of “New Material“ under “File“ in the Material Manager you will see a list of 3D
shader presets. The advantage of these shaders is that you don’t have to worry about mapping your tex ture
or seams in your texture because a 3D shader will be calculated for the 3D space. Here are a couple described
in detail:
Cheen: Generates an electron microscope effect good for the depiction of bacteria or mites.
CINEMA 4D R12 Quickstart – Materials
CINEMA 4D R12 Quickstart – Materials
Danel: Very good for simulating high-gloss finish. Banzi: Lets you depict various types of wood.
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Banji: Calculates complex lighting situations with glass and even makes rear-projection (shadow casting) on
partially transparent materials such as rice- or canvas paper possible.
If you are already familiar with lighting a scene in the “real world“ then you will feel right at home with the
CINEMA 4D light objects. They can do everything “real“ lights can do – and quite a bit more. In this tutorial
we will set up a 3-point lighting arrangement. This type of arrangement is used often in portrait photography
to achieve an even lighting and is an excellent method for lighting an object quickly and professionally in the
3D world.
Open the file “QS_Light.c4d” and adjust your editor view so the entire figure is visible to you.
We want to light up our little character. Create a floor object (Objects / Scene Objects / Floor) and position it
so the figure is standing on it.
A 3-point lighting arrangement begins with setting a key light. As the name suggests, this light emits the main
lighting for the scene and will cast the main shadows. Create a light object (Objects / Scene / Light). Name it
“Main_Light“ (double-click on the name) in the Object Manager.
CINEMA 4D has several different types of light sources. The Omni light will always be created by default. An
Omni light emits from its center in all directions. For our key light we will need a spot light which we can aim
directly at the object.
To make the key light a spot simply go to the Attribute Manager and switch the light from “Omni“ to “Spot“.
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Now our light source has been transformed to a spot. A spot acts like a flashlight. CINEMA 4D offers spots with
square and round cones of light. This cone is visible in the editor and can be manipulated. Now we will aim the
spot at our figure.
Position the light at the following coordinates in the Attribute Manager:
X=300, Y=580, Z=-300
at an angle of
H=45, P=-45 degrees (enter the values and click on the Apply button).
Render the scene (Cmd / Ctrl + r).
CINEMA 4D R12 Quickstart – Lighting
The light now falls at an angle onto our object (If this is not visible in the Editor it may be due to the fact that
your display mode is set to “Quick Shading” (uses a single default light source) instead of “Gouraud Shading”
(uses all scene lights)). Of course the exact position of the light is strongly dependent upon the camera’s angle.
Unfortunately the light is not casting a shadow, letting the figure look like it’s floating. CINEMA 4D’s lights have
an advantage over real light in that you can choose which kind of shadow, if any, they should cast - a plus for
any studio photographer.
CINEMA 4D R12 Quickstart – Lighting
In the “General“ menu of the Attribute Manager, set the light’s shadow to “Shadow Maps (Soft)“. We don’t
want the shadow to be completely black so we’ll make it a little transparent.
In the “Shadow“ menu, set the shadow density to 50%. Select “1000 x 1000“ as the shadow map. Render the
scene.
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CINEMA 4D offers three types of shadows: “Raytraced (Hard)“ – a shadow with sharp edges, “Shadow Maps
(Soft)“ – a shadow with soft edges and “Area“ – a shadow that becomes softer the further it’s away from the
object, resulting in the most realistic shadow effect. Try the other two shadow types. Careful, the area shadow can take a long time to render! The larger shadow map allows the shadow to be rendered more accurately.
The light’s cone is a little too small. We will change this as follows: Switch to the details menu in the Attribute
Manager and set the “Inner Angle“ to 30 degrees and the “Outer Angle“ to 100 degrees.
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You will see the result in the editor right away. You can also edit the light’s cone by dragging the orange handles
(If your graphics card will support it you can set the editor’s display mode to “Enhanced OpenGL” with activated
shadows. (Viewport: Display / Enhanced OpenGL) Generally speaking, OpenGL of fers a much more precise
depiction of your scene and gives you an impression of how the shadows will fall).
Now we’re happy with our key light. Next we will create a more even lighting by brightening our figure a little
from the other side.
Create another light source in the scene and name it “Brightener“. Place it at the following coordinates: X=
-360, Y=225, Z=-230. Select “Area“ as the type of light.
CINEMA 4D R12 Quickstart – Lighting
Since the brightness of the lights in the scene is additive, we must “dim“ the brightener a little.
Reduce the “Intensity“ in the “General“ menu to 40%.
This area light illuminates the figure from a different angle and softens the contrast somewhat. It won’t cast a
shadow since this would cause “crossing“ of the shadows and make the object look bad.
CINEMA 4D R12 Quickstart – Lighting
The scene is now pretty evenly lit, but we want to give it a little more pep. Create another light source, name
it “Color“ and, in the Attribute Manager, set its type to “Infinite“. Set its color to turquoise and set its H angle
to -160.
The position of an infinite light is irrelevant since it always lights your scene in the direction of the Z axis. This
is why we will leave it at the point at which it was created. It gives our Amphibian an interesting color edge
and sets him off of the background a little.
Your scene’s mood can be changed by simply changing the color of some of the lights used.
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That completes our classic 3-point lighting arrangement. Now the real work starts. If the scene has a
background, which is often the case, it will have to be lit as well. With the proper use of omni lights details
in the scene can be “brought to light“ very nicely. But don’t overdo it. With good lighting, less is often more.
Only add lights when necessary and if the scene can actually benefit from them. Two more tips before we end:
If you have several lights in a scene and are not sure which light is lighting what, simply make all other lights
invisible in the Object Manager. The light which remains will be the only one visible.
One trick you can use while aiming lights is to view the scene from the perspective of the light. Select the
desired light in the Object Manager and activate Link Active Object in the editor view’s Cameras menu.
Selecting this option lets you view the scene from the point of view of an active object, in our case the light.
Moving the editor view will automatically change the position of the light when in this mode. This way you can
see how the change of position of the light affects the lighting of the object in real-time (Gouraud Shading
must be active in the editor view). Once you have reached the desired angle and position you can return to
the editor view by selecting Editor Camera from the Cameras menu.
CINEMA 4D has been able to build a large community of users around it who are more than happy to help
newcomers in any way possible, be it through the use of home-made tutorials, directly in one of the many
forums or by offering free models, plugins, expressions or tex tures.
One of the main sources of information, of course, is the MA XON web site www.MAXON.net.
Here you will find news, interesting projects that were done with CINEMA 4D, an extensive CINEMA 4D link
library and even a form for questions for our support department.
A large selection of books is also available for those who would like to expand their CINEMA 4D library. There
are books from the basics to specialization such as character animation. Just enter the keyword CINEMA 4D
into the search engine of your favorite online book store.
Flipping through books which don’t have anything to do with computer graphics can also be helpful. 3D is
a complex field in which many of the classic arts and techniques are combined. Books about photography,
lighting, direction, acting, image creation and painting should be part of every serious 3D artist’s librar y. In
addition, you will find a wealth of information on all of these topics online.
CINEMA 4D R12 Quickstart – Lighting
Since the Internet is always changing, doing a search for “CINEMA 4D“ in various search engines would be a
good idea.
The Internet is a good source for finding models. Through its special image search function you can find photos
or drawings of practically any object.
Even mail order catalogs can be a great source of information on how an object is supposed to look. Textures
are all over the Internet as well. Note that almost all image are copyright protected and cannot be used
commercially. Taking your camera and photographing textures yourself is even better. Inspiration is everywhere.
You can build your own texture archives in no time.
Try to get away from the technical point of view. Learning a software is only a matter of time. A good 3D artist
has the ability to use software as a tool that helps him realize his ideas. The real creativity lies with the idea,
not the software. So when you create your next scene don’t worry so much about creating the perfect object.
Concentrate rather on how you can make a harmonious composition with this object with a fitting theme
and proper lighting. Also, think about the message you are trying to send to the viewer. The same goes for
animators. A technically perfect animation is a great achievement but it will put your audience to sleep if the
concept is bad. It’s not so bad, on the other hand, if your animation is a little bumpy and imperfect but your
story touches the viewer.
We hope this manual has helped you to master the technical part of 3D graphics. What you do with what you’ve
learned is in your hands.
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CINEMA 4D R12 Quickstart –BodyPaint 3D
BodyPaint 3D
This is the BodyPaint 3D tutorial. In this tutorial we will explain the most important functions in order to give
you a running start in the world of “body painting“. Even if BodyPaint 3D appears to be difficult at first, you will
soon notice how intuitive BodyPaint 3D really is. In this tutorial we have also put an emphasis on a fast learning
curve and a high degree of user friendliness for this application. Let’s start with its structure.
BodyPaint 3D will revolutionize the way you work with textures in such a way you will wonder how you ever got
along without it! With BodyPaint 3D you can paint your models as they are: in 3D. This is what BodyPaint 3D,
the revolutionary way to texture objects, is all about. In addition, BodyPaint 3D lets you paint in several texture
channels at once, and thanks to RayBrush even directly on the rendered image itself. Projection Painting is a
tool we have integrated that makes it possible to paint on complex objects without distortion.
Using the UV-tools you can relax and stretch your UV-mesh, no matter how complex it is. Put simply, a UVmesh is a second impression of a polygon mesh that projects the texture onto a polygon object. The days of
2D texturing are over and you can finally concentrate on what’s important in texturing: creativity. Everything
that took up so much time with 2D texturing is now done by BodyPaint 3D and you can deliver your projects
faster. Let’s move to the user interface.
CINEMA 4D R12 Quickstart – BodyPaint 3D
2. General Information / Interface
First take a look at the screenshot below:
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Here you see one of the two standard layouts: “BP UV Edit“. The second layout (“BP 3D Paint“) is set up in a
similar fashion, only without the UV-mesh editor window which gives you more room in the editor window
to paint.
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CINEMA 4D R12 Quickstart –BodyPaint 3D
1. Editor Window (RayBrush Window)
Here you can see the object you will be painting. You can rotate, move and zoom the window as needed. The
RayBrush mode lets you paint directly onto the object in the rendered version of the view. This gives you control
over the amount of color applied and can see right away how a new color looks on the object.
2. Texture Window (UV-mesh Editor Window)
This is where you edit your UV-mesh. You can relax and restore your UV-mesh. If you use the UV-Manager’s
UV-tools you can watch how the texture relaxes. You can also watch the color application process in this
window, which will then be visible in the editor window right away.
3. UV-Manager
The UV-Manager lets you restore the UV-mesh using an algorithm. It recognizes layered polygons and
attempts to relax the UV-mesh for optimal placement over the entire surface and, if necessary, new
placement. All remaining “relaxation“ can be adjusted manually.
4. “Active Tool” Window
Different tabs display different brush types and their respective attributes as well as the UV Manager’s UV
tools.
5. Object Manager, Material Manager and Color Manager
The Object Manager, Material Manager and Color Manager are tabbed in the lower left corner of the
interface. As in the standard layout, the Object Manager displays all the objects in your scene.
The Material Manager in this layout has expanded functionality, allowing you to manipulate individual
material layers and paint on multiple channels at once.
Within the Color Manager, you can set up the color or texture that you’d like to paint within each channel.
6. Command Palette
The command palette contains the Paint Wizard, the Projection Painting and many other tools (that you’re
probably used to using with 2D paint programs). The BodyPaint 3D Wizard eliminates the need to manually
create a texture including the UV-mesh. It also calculates the texture size and channels. Without these
bothersome preparations you can begin painting right away.
CINEMA 4D R12 Quickstart – Sample Images
3. Sample Images
We’ve reached a part of the tutorial for which words are not necessarily needed. Simply take a look at the
Now we’ll get to the heart of this tutorial. Open the file “QS_BP3D_Start.c4d”. Say hello to Claude, our guinea
pig for the day. In the course of this tutorial we will alter the color of his right eyelid a little and apply a bump
layer in elephant-look to his skin.
Select the predefined standard layout “BP UV Edit“ at the top and to the left of CINEMA 4D’s main editor
window. Click on the BodyPaint 3D Wizard Icon so we can make the necessary preparations to the texture
(brush symbol with white stars).
Click on “Deselect All“ in the window you just opened and apply a white check mark to the “eyelid right“ object
only.
CINEMA 4D R12 Quickstart –BodyPaint 3D
We have just determined that a texture should be created only for the right eyelid object. Click on “Next“. Leave
the settings in the next window the way they are. The selection “Single Material Mode“ would create a texture
for each object individually. If the box is checked all objects will share one texture surface. Click on “Next“ again.
In the next window check the bump channel. The color channel is selected by default. You can double click the
little gray boxes next to each texture channel and assign each channel a base color.
CINEMA 4D R12 Quickstart – BodyPaint 3D
Since Claude likes elephant gray we will leave the boxes the way they are. Leave the rest of the settings the way
they are and click on “Finish“, then on “Close“ in the next window. The basic textures have been created and
we can start painting. If you have experience with earlier texturing methods and the time it took to even get
started BodyPaint 3D will seem like a blessing to you. BodyPaint 3D saves you a lot of time. Now let’s move to
the second part of the tutorial: the UV-meshes and the first brush stroke.
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4. Quick Tutorial – First Painting Lesson
At the bottom left of the Material Manager (in the Materials tab) you will find the textures we just created,
right nex t to “Mat“.
This is the default name for a new material. Of course you can rename the material if you like. The first texture
is the color layer and the second is the bump layer (at the top of the window you will see the abbreviations
which refer to these layers – “C“ for color and “B“ for bump).
Now Select the “Use UV Polygon Edit Tool” symbol.
Once you have selected the corresponding texture in the color channel the UV-mesh should become visible in
the texture window at the upper right. If the mesh is not visible, activate it by clicking on “UV Mesh / Show UV
Mesh“ in the texture window menu. Luck is on our side! Fortunately, the default UV mesh looks pretty good.
The only problem is that the UVs corresponding to the eyelids (highlighted in orange in the next image) are
too small.
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CINEMA 4D R12 Quickstart –BodyPaint 3D
The individual UV-mesh polygons of these eyelid edges take up less texture area than the rest of the polygons.
That’s why a texture placed into the bump channel appears larger in these places (photograph of elephant skin,
for example). We can do without this, though, since we are painting our own skin structures onto the surfaces
and not using an existing texture. We can counter any distortion we encounter when painting manually by using
“Projection Painting“. The stroke will maintain its width no matter how the polygon is spread over the mesh.
Move and zoom the editor window view until Claude’s right eyelid fills the view.
CINEMA 4D R12 Quickstart – BodyPaint 3D
Now select “Brush Tool for Painting Textures” for applying the color. Set the size to 25 and the Pressure to 40
in the brush’s Attribute Manager (“Active Tool” window)…
…and select a pink color in the Color Manager.
If necessary, increase the HyperNURBS subdivision. Activate the “Render Active View for RayBrush Painting“ in
the active view in the “Render” menu (BodyPaint 3D main menu).
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(This will render the view and makes it possible for you to control the color application and the look of the
strokes for the final rendering). Activate the “Enable / Disable Projection Painting“
(so you can paint without distortion and across any UV seams) and start painting. Of course BodyPaint 3D
supports the use of graphic tablets such as a WACOM Intuos. Painting objects with a pressure sensitive pen on
a graphic tablet is much easier than painting with a mouse.
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Paint along the edge of the eyelid. The eyelid will probably end up looking like this:
If you move / rotate the figure now or click on the “Apply the Content of Projection Paint Plane“ (click and hold
on the “Activate/Deactivate Projection Painting” button)
you will see how the color was applied to the texture (you can see the recently applied strokes of color in the
window to the right).
CINEMA 4D R12 Quickstart –BodyPaint 3D
You can take the same steps for the bump layer. We will take you one step further, though, in order to be able
to explain an important function. We will paint both layers at the same time! Select the texture in the color
channel of the Material Manager. Now click on the icon with the black/orange pencil at the left of the Material
Manager. Select the pencil icon next to the “B“ of the bump channel as well.
CINEMA 4D R12 Quickstart – BodyPaint 3D
You have now told BodyPaint 3D that you want to paint in both layers at the same time. If you like you can
switch from the standard “BP UV Edit“ layout to the “BP 3D Paint“ layout. This gives you more room to work
in the editor window.
Rotate the view so you can see the eyelid from the top. Activate the “Render Active View for RayBrush Painting“
mode and set the brush size to 10. Switch to the color layer’s “Color” menu and set the color to a medium gray
which will be the base color for our eyelid. Now go to the bump layer’s color preview and set the color to black
(both color layers are located in the Color tab under the letters “C” and “B” + pencil symbol). When you paint
on the object you will notice that both colors are being applied to the object – the gray base color and the
black (to indicate indentations). (If white were the color of the Bump channel it would “raise” the brush stroke
instead of indicating indentations). The result could look like the following image.
Load the “QS_BP3D_Final.c4d” file and take a look at it when you have time. Here are some everyday tips with
which you can achieve great results quickly and easily.
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5. Tips & Tricks
A very helpful function can be found in CINEMA 4D’s preferences (Ctrl+E). In the “BodyPaint 3D“ menu you
will find the function “Project On Invisible Parts“, which, when activated, allows you to paint on both sides of
an object in projection paint mode. Let’s assume you want to color the arm of a figure or sprinkle color on the
entire figure. You would have to apply the color with this function deactivated, rotate the arm, apply the color,
rotate the arm and, well, you get the idea. When this function is activated you apply the color in the front view
and the color is applied to all surfaces lying behind this surface at the same time. Just make sure you don’t apply
color to objects you don’t want to color when this function has been activated.
If a texture map does not fit correctly at the point where large and small polygons meet (in the case of low-poly
objects that are subordinates of HyperNURBS) set the “Tile UV’s“ function, in the respective HyperNURBS Object’s
Attribute Manager, from “User” to “Border“ or “Edge”. This sends the UV-mesh through the HyperNURBS
algorithm and subdivides it to fit the polygon object.
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Avoid UV-mesh polygons that meet to a point when applying a “noise texture“ to a bump layer. The narrower
a 3-sided polygon becomes, the coarser the bump noise channel will be rendered. Of course such a polygon
has much less area for the noise structure at its tip than it does at its center which results in a magnification
effect of the noise structure.
Try to set up each side of a triangulated polygon as an isosceles. This also goes for “4-point polygons“ when they
converge into a trapezoid. The more square the polygon the more even the structure will be. It goes without
saying that you need different brushes for different texture looks. CINEMA 4D has a wide variety of brush types
for you to use. Just select the tab “Attributes“ and click on the small arrow on the brush preview.
Here you will find a wide variety of preset brushes corresponding to natural media and detail effects. You can
also load preset brushes from Adobe Photoshop, and save your own brushes. Just make the changes you want
and click on the “Save Brush“ button.
CINEMA 4D R12 Quickstart –BodyPaint 3D
Now that you’ve gotten a brief introduction to BodyPaint 3D’s painting tools, you can experiment and practice
adding details to your own models.
CINEMA 4D R12 Quickstart – BodyPaint 3D
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CINEMA 4D R12 Quickstart –CINEMA 4D Renderer
CINEMA 4D Renderer
This is the Quickstart Tutorial for the CINEMA 4D renderer. It will show you many of the CINEMA 4D renderer’s
typical applications and covers some theoretical physics behind the effects.
As soon as you open the Render Settings (main menu: Render / Render Settings...) you will find parameters such
as “Global Illumination“ by clicking on the “Effects...” button. If Global Illumination is enabled, other options
will be made available, which allow you to create custom settings for radiosity. A material’s “illumination“
settings are closely associated with the render settings. These settings let you determine if a particular material
should be rendered with Global Illumination. Further settings can be applied to individual objects using the
“Compositing” tag.
CINEMA 4D R12 Quickstart – CINEMA 4D Renderer
Caustics (available in CINEMA 4D Visualize and Studio) acts in a similar fashion. The global settings can be found
under “render settings“. Here you can activate or deactivate surface and volume caustics separately. Options
relating to specific materials can be set in the luminance channel. In addition, caustics also offers a third setting.
You will find this in the light object. The use of caustics requires at least one light object. Within a light’s caustics
menu it is possible to determine whether the light source should generate surface or volume caustics.
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“Depth of field“, “highlight“ and “glow“ are additional post effects available in CINEMA 4D Visualize and Studio.
You will find them in the Render Settings under “effects“. Further settings for “depth of field“ can be made
in each camera’s attribute settings. A post effect will first be calculated after an image has been completely
rendered. You can imagine it as a layer which is placed on top of the image after it has been rendered.
You’ve been a busy bee. You have created a scene, set up the lighting, animated objects and assigned materials
to them. Now we want to see the result of all this work. What you have to do is to transform this 3-dimensional
scene into a 2-dimensional image (in the case of an animation it would be an entire series of images). We will
“render“ the images. Open the file “QS_Render_01.c4d” to work through the following tutorial. CINEMA 4D
offers a wide variety of options for rendering your 3D scene in a Viewport:
1. Using the main menu
2. The keyboard shortcut “Ctrl+R“
3. By clicking on the icon in the editor window (the clapboard far thest to the left)
CINEMA 4D R12 Quickstart – CINEMA 4D Renderer
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Use the method with which you feel most comfortable. Often we don’t necessarily want to render the complete
editor view but only a small part of it. This is also no problem. Select “Render / Render Region“. The cursor will
be transformed into a cross. Drag a frame around the region you wish to render.
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The second possibility is to render only a single object. Select the object “Master” in the Object Manager. Select
the command (Render / Render Active Objects).
Only the selected objects will be rendered.
Rendering the editor view gives us a quick overview of the scene but it does not offer the possibility to process
this image further, to save it to the hard drive, for example. To save your renders or render a full animation, select
“Render / Render to Picture Viewer“ or press “Shift+R“. The picture viewer will open in a separate window in
which the scene will be rendered. When the image has been rendered select “File / Save As“. A further window
will open. Select the appropriate format and confirm with “OK“.
CINEMA 4D R12 Quickstart –CINEMA 4D Renderer
CINEMA 4D R12 Quickstart – CINEMA 4D Renderer
Of course you can also save a series of images as an animation. To do so, change the Type from Still Image
to Selected Frames, and set Format to QuickTime Movie, for example. Rendering to the Picture Viewer has
the additional advantage that you can continue working on your scene if the image should take a while to
render.
You use the Render Settings (main menu: Render / Render Settings...) to determine what our final image will
look like. Size, quality, single image or animation can be set here.
If your rendered objects appear pixelated at their edges, this is a result of the anti-aliasing settings. This term
refers to how smoothly an edge is rendered. Open the file “QS_Render_01.c4d”. In the Render Settings menu,
set anti-aliasing to “None“ and render the scene.
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You can plainly see pixelation along the wire now as well.
Now set anti-aliasing to “Best“ and render the scene again. All edges have been rendered much smoother
without losing clarity.
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To quickly check the scene you can leave the anti-aliasing set to “None“ or “Geometry“. “None“ renders the
edges without anti-aliasing and very quickly. “Geometry“ renders the image with sufficient smoothing and
offers a good compromise between quality and speed. You can select the best quality when you render the
final image. The “Filter” menu lets you select the type of anti-aliasing filter.
The parameters you modify/define in the “Output“ and “Save“ Render Settings menu depend on the requirements
of your scene.
If, for example, you render a single image that will be printed with a resolution of 300dpi on a 8.5x11 size page
you should render the image with a resolution of at least 2550 x 3300. If you want to print the image in a picture
size of 3x5, a render resolution of 900 x 1500 will be more than enough.
Animation is a different story. The frame rate, which is also editable in the “Output“ menu of the Render
Settings, plays an important role in animation. The frame rate is the speed at which the animation plays. A frame
rate of 25 means that 25 images per second will be played. If you produce an animation for the European market
you will have to adhere to the PAL standard which uses an output size of 768 x 576 pixels and a frame rate of
25. If you produce a film the frame rate must be set to 24 and a much higher resolution than for television.
CINEMA 4D R12 Quickstart –CINEMA 4D Renderer
CINEMA 4D R12 Quickstart – Sample Images
3. Sample Images
Here you can see what the CINEMA 4D renderer can do!
Light as we know it in the “real“ world spreads on its own. It is reflected by the objects it hits. This differs
depending on an object’s surface characteristics. Imagine a room with a window on one wall. Light is being
cast through the window onto the floor of the room. The light doesn’t stop there, but is reflected from the
floor onto other objects which, in turn, reflect the light themselves. The room is lit by “diffused“ (indirect)
light.
The raytracing procedure does not tak into account diffused light. For example, if only one light is used,
everything lying in the shadows will not be visible. Maybe you have already built a virtual room into which a light
source is shining through a hole in the wall. The light in the virtual world hits an object, lights it – and that’s it.
The light spreads no further. Global Illumination rendering is different. Global Illumination rendering lets every
object within the scene act as a light source. As you will see, you can actually light a Global Illumination scene
without using a single light! Open a new (empty) file. Create a sky object (Objects / Scene / Sky) and a floor object
(objects / scene / floor). The sky object encompasses the entire scene like a large sphere. The floor surface is
an infinite surface. Create a torus (objects / primitive / torus) and move it to a y-position of 100, slightly above
the floor.
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Now we will light the scene with diffused light using Global Illumination rendering. We will use our sky
object as the light source. Switch to the Material Manager. Create a new material (file / new material). Switch
to “basic“ in the Attribute Manager. Deactivate “color“ and “specular“ and activate “luminance“. Drag the
material from the Material Manager onto the sky object in the Object Manager.
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Create another material and give it your favorite color. Drag this color onto the torus.
The luminance channel turns the sky material into a light source. Since the sky object spherically encloses the
entire scene, it acts as a huge lamp which lights the torus from all sides. This effect will only be visible when
we use Global Illumination as the render mode. Open the Render Settings (Render / Render Settings). Click on
the “Effect...” button and Global Illumination. Switch to the Render Settings’ Options menu and make sure that
“Auto Light“ is deactivated.
CINEMA 4D R12 Quickstart –CINEMA 4D Renderer
Rotate the scene in the editor so the view is at such an angle as to show only the floor in the background. This
speeds up rendering since the rendering will only be done to the “horizon“. Render the scene.
CINEMA 4D R12 Quickstart – CINEMA 4D Renderer
CINEMA 4D will automatically turn on Auto Light in a scene if there are no light objects present. When using
Global Illumination, this automatic function is excluded since it would make the scene much too bright.
Create a sphere (objects / primitive / sphere). Move the sphere along the X-axis a little to the right and a
Y-position of 100 until it’s next to the Torus. Copy the sky material and switch to the luminance channel of the
new material. Use the color sliders to create a bright blue. Drag the material onto the sphere.
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We now want to use the blue sphere as a light. We don’t want the sphere to be visible, but only to emit its
blue color. You achieve this by using the “compositing tag“.
Apply a compositing tag to the sphere in the Object Manager (Tags / CINEMA 4D Tags / Compositing). Switch
to the Attribute Manager and deactivate all options except “Seen by GI“ (Global Illumination). Render the
scene.
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You will see that a blue light is being cast on the torus and the floor. The blue sphere is not rendered because
we have made it invisible using the camera’s compositing tag.
CINEMA 4D R12 Quickstart –CINEMA 4D Renderer
CINEMA 4D R12 Quickstart – Projection Man
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5. ProjectionMan
Once you have completed this tutorial you will be able to save a great amount of working time and maybe even
create scenes you never would have been able to without this tool. This tutorial is primarily geared towards
matte painters but can also be used by any 3D artist to keep from having to texture a great number of objects.
For those of you unfamiliar with the term “matte painting”, here is a brief description of what this is: Matte
painters mostly work in the movie industry and create (paint) background imagery for movie scenes. These
backgrounds are for the most part so realistic that the viewer assumes they are real-world backgrounds. An
example of matte painting is a scene in which a king on his horse rides across a virtual landscape that, on the
one hand, does not exist in the real world and on the other hand does not have to be built in 3D. The matte
painter paints the desired background and the king and his horse are simply composited into the scene.
Advancing technology has also made it possible to create matte paintings in 3D using a computer, which makes
it possible to animate a camera and maintain a correct angle of view of the background. This would not be
possible using traditional 2D techniques. The disadvantage (if you can call it that) to using 3D matte painting is
that a “single image” cannot be used – the scene must be modeled and all objects must be textured. And this
is exactly where ProjectionMan comes in.
Let’s say you have a scene with a city containing hundreds of buildings. Instead of having to texture each one
of these buildings all you have to do is create one or maybe two matte paintings and project it correctly onto
the scene. You define the camera’s position and start ProjectionMan that in turn calculates the location of
the geometry and starts Photoshop. In the image that opens in Photoshop or image application you can now
paint from the angle of view of that CINEMA 4D camera. When you have finished painting, save the image in
Photoshop and reload it in the corresponding material channel in CINEMA 4D.
Done! ProjectionMan will now project your painted image onto the geometry of that object (or even several
objects) in real-time. Sound complicated? Then let’s work through the following tutorial together and you will
see how this tool can free up valuable time for many artists around the world!
6. Quick Tutorial - ProjectionMan
Open the file, “QS_PMan_Start.c4d”
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This is a very simplified version of a city scene in which a camera is animated to move in slightly to the
buildings. Play the animation once (small green arrow below the Viewport). You can see how the angle of view
changes. In traditional matte painting we would have a simple zoom in which the angle of the front building
would not change in relation to the others. Our buildings, however, still need to be textured. Each building
could be textured individually (which would normally not be much work for just three objects) or you can use
ProjectionMan (e.g. if you had five hundred buildings staring at you waiting to be textured). Our scene contains
two cameras. In order for ProjectionMan to be able to open Photoshop, the correct path to the Photoshop
executable file must be entered in CINEMA 4D. Open the CINEMA 4D ProjectionMan preferences menu (main
menu: Edit / Preferences / ProjectionMan). Enter (or navigate to) the location of the Photoshop.exe file on your
computer. Let’s take a closer look at our scene.
The first camera (“Camera projection”) is the camera that ProjectionMan will use to project a painted image
onto the surfaces of the buildings.
CINEMA 4D R12 Quickstart – Projection Man
The second camera (“Camera animation”) is the camera through which we just viewed the animated approach
to our buildings. We must now let ProjectionMan know which objects it should use for the projection. And
this is how it’s done:
Make sure you return your animation to frame 0. Select “Window / ProjectionMan” from the main CINEMA 4D
menu. In the window that opens, select all three cube objects and drag them onto the “Camera projection”
object above (same window). Select “Coverage Render” from the selection menu that opens.
CINEMA 4D R12 Quickstart – Projection Man
Enter the location to which you want to render the .psd file and click on “OK”. Confirm the prompt that follows
with “Yes”.
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CINEMA 4D will now automatically start Photoshop and will open the rendered ProjectionMan image. You can
either start painting in Photoshop right away or create a new layer and create your matte painting. In order to
get to know how ProjectionMan works, edit your own image to look like the one below. Of course you can use
your favorite colors if you want.
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After you have finished modifying your image in Photoshop, save the image. Use the current name and location
– otherwise CINEMA 4D will not be able to locate the image!
Return to your ProjectionMan scene in CINEMA 4D. In the Material Manager, at the bottom left of your interface,
you can see that ProjectionMan has automatically created a new material. Double-click the material and switch
to the Luminance channel in the window that opens.
Tip: ProjectionMan creates the texture automatically in the Luminance channel. This ensures that the scene
remains completely unaffected by lights. After all, the scene is supposed to assume the color and brightness
traits of your painted texture. This, however, can be changed by either deactivating the material’s Luminance
channel and loading the .psd file into the Color channel or by changing the ProjectionMan default settings in
the CINEMA 4D preferences menu so the .psd file is automatically loaded into the Color channel.
We are now in the material’s Luminance channel. Click on the small triangle next to the Texture parameter and
select Reload Image. This updates the tex ture and includes the changes we just made in Photoshop. Now close
the Material Manager and your scene should look like this:
CINEMA 4D R12 Quickstart – Projection Man
Play the animation. As you can see, ProjectionMan projects the texture correctly onto all three buildings
throughout the animation – and that without having to texture each individual object.
Now we will take ProjectionMan a step further and add a few windows to the side of our buildings. Normally,
painting windows onto the surfaces at these angles would be quite difficult but all we have to do here is add
a camera to project the desired image information onto the correct surfaces.
We will point this camera frontally at the light blue surfaces (side view). To create the camera, switch the
Viewport to the Right view (Viewport menu: Cameras / Right) and center the view if needed. Create a new
camera (main menu: Objects / Scene / Camera). Rename the camera “Camera right” in the Object Manager
(double-click on its name). Switch to this camera’s view by clicking on the “plus” symbol next to its name.
CINEMA 4D R12 Quickstart – Projection Man
Again open the ProjectionMan window (main menu: Window / ProjectionMan) and drag “Cube 1” and Cube 2”
onto “Camera right”. Select “Coverage Render” and confirm all prompts with “Yes”. The newly rendered image
will also be opened in Photoshop.
Edit the image to look (more or less) like the one below:
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Save the Photoshop file, and return to CINEMA 4D. Again a new material has been created, this time with the
name, “PMat Camera right”. Double-click the material’s icon and reload the image in the Luminance channel.
The texture will be updated in the Viewport immediately and the windows are projected correctly onto the
objects. Play the animation.
You now know how easy it is to texture a scene using ProjectionMan, even without prior knowledge of 3D
texturing. If needed, more cameras can be added and used for projection in order to create longer and more
complex camera animations or to compensate for areas that may not have been mapped by another camera.
As you saw in our example, all you need for a simple zoom animation is a single view and a single “painting”. If
the camera were to move from left to right you would most likely have to create a matte painting for the start
and end positions of the animated camera. In any event, ProjectionMan saves you from having to texture all
15,876 buildings in a single city!
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CINEMA 4D R12 Quickstart – Projection Man
7. Tips & Tricks
Rendering often requires you to make a choice between speed and quality. Especially scenes using Global
Illumination or Caustics can take a long time to render. This is why we recommend that you experiment with
the Parameters and to initially use low values. For example, set the Global Illumination “Diffuse Depth” value to
“1” to begin with and make a test render. If the illumination provided by GI is still too dark, increase the “Diffuse
Depth” value gradually until you achieve the desired result. However, avoid raising this value above “4” since
this will increase your render times enormously!
Make generous use of compositing tags. This makes it possible to reduce the exactness of the rendering, thus
reducing rendering times greatly. As you already know, CINEMA 4D allows you to animate effect parameters
so that you can make changes to them at any time. Imagine caustics that change as you wish or the focusing
of a camera.
Load a bitmap image in place of a color into the luminance channel of a material that you use to illuminate a
Global Illumination scene. The objects will then be lit with the colors of the image. This looks especially good
if you use HDRIs. HDRI is an image format that contains special image luminance information and is thus an
excellent choice for this effect. You can find information about HDRIs online. You can pep up your scene even
more with the post effects “Highlights“ and “Glow“. Using highlights you can give your material’s highlights any
form you wish, like a star, for example. “Glow“ does just what the name says – it lets a material glow. Try it!
This is CINEMA 4D’s Quickstart Tutorial for Sketch and Toon. Sketch and Toon is included in CINEMA 4D Visualize
and Studio. This tutorial will introduce you to some of this renderer’s fantastic creative possibilities.
Sketch and Toon belongs to the NPR family. This is an acronym for “Non-Photorealistic Renderer“ and simply
means that it’s not the renderer’s intention to generate highly realistic images but to do exactly the opposite:
To generate images that look like they were created using “traditional“ animation techniques. Do you want your
scene to look like a technical blueprint or maybe a pencil sketch? Do you want to give your animated characters
that traditional animation look? No problem for Sketch and Toon!
Sketch and Toon is very easy to operate. For instant results you can fall back on one of the many presets Sketch
and Toon provides. Otherwise you can have a ball with Sketch and Toon’s different settings. You will quickly
realize that Sketch and Toon is a very powerful tool that offers limitless possibilities. You can take influence on
practically any imaginable parameter. This gives you a cornucopia of render styles and you will never break the
boundaries of Sketch and Toon – we promise! If you want to get a taste of how you can metamorphose your
images just skip ahead to our gallery.
2. General Information / Interface
Sketch and Toon is a render effec t. As you would expect you can find its settings in the Render Settings (Render
/ Render Settings). As soon as you have selected “Sketch and Toon“ from the “Effect“ button’s menu a wide
array of settings is put at your disposal. These parameters let you determine the basic look of your Sketch and
Toon renderings.
CINEMA 4D R12 Quickstart – Sketch and Toon
There’s more. You will also find Sketch and Toon elsewhere within CINEMA 4D. Take a look at the Material
Manager. A sketch material is created as soon as the Sketch and Toon effect has been activated. This is a material
especially for the depiction of contours in a Sketch and Toon rendering.
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You will also see that there are many more settings in association with this material in the Material Manager.
These settings are global and affect the entire scene.
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Keep this general rule in mind: The sketch attributes in the Render Settings determine WHAT will be rendered
(contours? Hidden lines?), and the material attributes determine how something will be rendered (Line width?
Line color?). Of course not every object has to be rendered in the same style. You can create an arbitrary amount
of sketch materials and assign them to different objects. This makes combining a pen drawing with a cartoon
object no problem. After all, Sketch and Toon offers four “Sketch Shaders“. These can be placed into the channel
of a “normal“ material just like any other shader. We suggest you place them into the luminance channel. These
shaders work independently, which means Sketch and Toon does not have to be active. The shaders are: “Art“
for effects such as oil or acrylic painting, “Cel“ for a cartoon-like style, “Spots“ for a halftone print effect and
“Hatch“ for cross hatching.
CINEMA 4D R12 Quickstart –Sketch and Toon
CINEMA 4D R12 Quickstart – Sample Images
3. Sample Images
Here is a sample of the beautiful imagery you can create with Sketch and Toon.
In this tutorial we will combine an object rendered in the sketch mode with an object rendered in the “normal“
mode in the same scene. We will also examine the “Cel“ shader, one of four special sketch shaders. Our goal
will be to assign different render styles to each of three objects. The first object will only have a contour and
it should look like it was hand-drawn. We will test the cel shader on the second object and give it cartoon-like
colors. The third object will look like a normal CINEMA 4D object rendered with standard settings.
Open the file, “QS_SaT_Start.c4d”.
Create a new material in the Material Manager (File / New Material). Deactivate the “Color“ and “Specular“
channels in the “Basic“ tab of the Attribute Manager. Activate “Luminance“ and switch to the “Luminance“ tab.
Click on the small arrow to the right of the word “Texture“. Select Sketch / Cel.
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The cel shader is a type of gradient shader. It can be loaded into any channel but for a cartoon-like look it
should be put into the “Luminance“ channel where its colors will always be rendered as full-tone and will not
be influenced by the scene’s lighting.
Click on “Cel“. The cel settings will appear. 3 shades of blue are preset here by default but they don’t really
match our figures. Double click on the color sliders and create three colors with a green hue.
The number of colors represents the number of color steps an object will be colored with. 1-2 colors is always
good for a cartoon look. Drag the new material in the Object Manager onto “Whimp_center“ and render the
scene.
CINEMA 4D R12 Quickstart –Sketch and Toon
Our Sketch and Toon figure is standing between two “normal“ rendered figures. It is not necessary, though,
to activate the Sketch and Toon render effects in order to use a sketch shader. Now we will beautify the rear
figure with a contour.
Activate the Sketch and Toon effect in the Render Settings. Switch to the “Shading“ tab and select “Background“
in the drop-down menu next to the word “Object“. Only the contour should be visible on the rear figure so we
will set its “Inner Color“ to the same as the background color. If we were to render the scene now the other
figures would appear white as well so we will tell sketch that these settings should only apply to the rear puppet.
Deactivate the “All Sketched Objects“ parameter. Select “Include“ next to “Mode“ and drag “Whimp_rear“
from the Object Manager into the text field under the menu. The shading settings will now only apply to this
object.
CINEMA 4D R12 Quickstart – Sketch and Toon
Select the Sketch effect that was just added and select “Pencil (Soft Sketch)“ in the Attribute Manager’s Preset
menu. Render the scene.
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Even though all figures have the correct “filling“ each of the two front figures has assumed the contour style
of the figure behind it. We will deactivate the contour rendering for these two objects completely. Select
“Whimp _front” and “Whimp_middle” in the Object Manager and select Tags / Sketch Tags / Sketch Render.
Deactivate “Allow Lines“ in the Attribute Manager.
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We’ve done it! Three objects, each with completely different render styles coexisting peacefully in the same
scene.
CINEMA 4D R12 Quickstart –Sketch and Toon
5. Tips & Tricks
Sketch and Toon offers several levels of control. If you are taking your first steps with this tool and are a little
overwhelmed by the countless buttons and sliders simply set the level of control to “Easy” (either in the Render
Settings or in the sketch material attributes). Several functions will then be “hidden”. Once you feel more
comfortable with Sketch and Toon (which shouldn’t take too long after having completed this tutorial) you
can move to the next level. The time it takes to render a Sketch and Toon scene depends on the size and / or
complexity of your scene. If it takes too long, check for objects in the scene that can excluded from the rendering
process using tags. Lowering the anti-aliasing quality (contour smoothing) can speed your rendering up as well.
Make use of Sketch and Toon’s flexibility. You can assign different styles to visible and invisible lines, just as
you can assign a different style to individual objects in your scene. The combination of standard rendering and
Sketch and Toon can result in especially spectacular images.
Use the countless presets, especially in the beginning, to give yourself a good working knowledge of Sketch
and Toon. If you find a preset that you really like, examine it closely and see what all it can do when you apply
your own settings. This is the best way to find out how Sketch and Toon “ticks”.
This is the Quickstart Tutorial for the CINEMA 4D charracter tools, a collection of tools especially for character
animation. CINEMA 4D includes a complete toolset for character animation. Many of these tools are available
in all packages and some are available only in CINEMA 4D Studio
1. Introduction
3D character animation is a complex subject. It not only challenges the software but the animator as well.
Almost anyone can quickly create a character that moves in one way or another, but a convincing character
animation requires quite a bit more work. The animator needs to know the theory behind character animation
before he or she can judge whether or not the animation is good or bad.
CINEMA 4D R12 Quickstart – Character Tools
So before we explore the character tools themselves we would like to quickly go over the 12 principles of
character animation. These 12 rules were developed back in the 1930s by Disney animators and can almost be
applied 1:1 to modern 3D animation. They are useful not only for characters but for just about anything you
animate. Anyone who is serious about character animation should stick these rules to the ceiling over their
bed (and get rid of whatever else that is up there now). A convincingly animated character will then be only a
matter of patience.
Squash & Stretch – every organic object deforms in some matter when it is in motion. Squash and
stretch is the exaggeration of this effect when a character is in motion.
Staging – is the setting up of an animation. This includes lighting, camera angle, effects and slow
motion.
Anticipation – Expectation of a reaction to an action is known as anticipation.
Pose to Pose / Straight Ahead – these terms describe two animation techniques. Pose to Pose sets
two important key poses and the time between is then “filled“. Straight Ahead sets one key after
the next – straight ahead through time.
Follow Through / Overlapping – the impetus or the overlapping of movement of a body parts.
Ease In / Ease Out – an object begins to move slowly, reaches its top speed and slowly comes to
a halt.
Arcs – In nature almost every movement is described as arcs, no matter if it’s a swinging arm or
the rotation of a head.
Secondary Action – movement that is created by movement of another object.
Timing – the speed with which an action is executed.
Exaggeration – can be used in many instances: Arms that are being stretched too long when a
character is hanging from a cliff, eyes jumping out of their sockets to help demonstrate a shocked
expression.
Appeal – a character’s impression, look and nature.
Personality – like an actor, a good animator must be able to make his character express himself.
You can find more detailed descriptions of these rules online or in any good animation book. These rules might
seem pretty extensive at first glance but the more you animate the more they will become your own flesh and
blood. Every time your animation “looks a little weird“ it will most likely be because you didn’t follow one or
more of these rules. Now we want to put these rules to use.
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2. General Information/Interface (Joints and Rigging)
First, we will explain a few basics about character rigging in CINEMA 4D. CINEMA 4D works with a Joint system.
Simply put, this system lets you assign joints and appropriate locations that will in turn be linked to the mesh and
used to rotate and move your character. The mesh will follow the joints to which it is linked and the character
can be animated. To be able to correctly move your character a rig consisting of controllers must be set up
that serve as “handles” for the animator. This way not ever y individual joint of an arm must be moved in order
to position the hand at the desired location - only a single controller has to be moved. There are additional
character controllers and helpers for character animation. A few of them are explained below.
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Like the Pose Mixer tool, the Morph tag lets you create various facial expressions for your characters and morph
between them. Your polygon object acts as the reference and a “base morph” (starting position for all following
morphs) and “target morph” are created in the Pose Morph tag. You select the morph target in the Morph tag
and change the mesh...finished!
You create another morph target for each additional pose and model the poses one after the other. All the
expressions are stored in a single tag. Also, when using the Pose Morph tool, there’s no need to worry if you
have to make changes to the mesh after creating the poses. The poses will still work! Suppose you’ve created
all the poses for your character, but decide it would look much better with a second nose. The Pose Morph tool
will still happily morph between the poses.
Vamp gives you the possibility to transfer data from object to another, including selection information, Texture
tags, ver tex maps and UVs. You can even transfer facial poses from one character to another!
Visual Selector is a great help with day-to-day animation. You load a render of your character into Visual
Selector‘s background (or use Visual Selector‘s default character picture) and place your character‘s controllers
onto the picture in the appropriate places. Visual Selector removes the need to keep looking for your character‘s
controls in the Object hierarchy. Ever ything is now represented visually and you can, for example, select the
foot controller by clicking on it directly in the picture. You want to move the eyes? No problem. Click on the
controller for the eyes directly in the picture.
You‘ll find the CINEMA 4D character animation tools in the main menu under “Character”.
Since character animation is a complex subject matter, the following overview may help if you’re new to the
process of rigging characters.
As with a real human, your character needs a skeleton of bones (or in our case, joints) in order to be able to
move around in the world. You place the joints inside the character’s mesh. The joints are linked to the mesh
via a Weight tag and Skin deformer so that each joint knows which part of the geometry to affect.
CINEMA 4D R12 Quickstart – Character Tools
You can weight joints by selecting them and painting directly onto the mesh using the Weight tool. While the
Weight tool is active, the mesh is displayed black and the currently painted weighting is shown in white. The
joint now knows it should affect the white painted parts of the mesh only. In the active Weight tool mode,
weighting is shown for the selected joints. Each joint has its own weighting.
The joints must be arranged into a hierarchy in the Object Manager in a similar structure to the bones in your
own body. In real life, when you move your upper arm, the lower arm and hand move with it because they are
effectively children of the upper arm.
Likewise, in CINEMA 4D’s Object Manager, the elbow and wrist joints must be children of the shoulder joint.
If you move the shoulder joint, the child joints will move with it together with the mesh weighted to the child
joints — even though the shoulder joint is weighted to the upper arm only.
As previously mentioned, each child joint has its own weighting and moves the parts of the mesh not weighted
to the shoulder joint.
Don’t worry if this seems complex. All will be explained in the rest of this chapter.
Open the file “QS_Joints_Start.c4d”. Although turtles are generally considered to be slow creatures, this one
will help us to get a fast result. In this tutorial, we’ll add joints to the left arm so that we can move it.
CINEMA 4D R12 Quickstart – Character Tools
You should already have a good view of the left arm in the editor, ready for joints to be added. First we need to
hide the turtle’s shell so that it won’t be in the way later on when we weight the body. To hide the shell, click
twice on the top grey dot in the Object Manager to the right of the “Shell_Hypernurbs” object. The dot should
turn red and the shell should now be hidden.
We can add joints using the Joint tool. Select it by choosing Character/Joint Tool from the main menu. In the
editor, Ctrl-click on the turtle’s shoulder to add the first joint.
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Add the other joints required for the arm by CTRL-clicking on the elbow, wrist and base of the middle finger,
as shown in the next screenshot.
The joints are shown as yellow circles in the editor (enlarged for demonstration purposes) and as objects in
the Object Manager. (When adding joints (simultaneously press the Ctrl/Cmd key to make sure you only move
the Joint and not all Child objects as well. First switch to the Move tool - otherwise new ), make sure that the
“shoulder”, “elbow” and “hand” joints don’t form a straight line. The “elbow” joint should be placed slightly
to the rear, as seen from the top view, so the IK Chain tool (discussed later) will know in which direction the
arm should bend).
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Switch to the top view in the Viewport‘s menu (Cameras/Top) and zoom the window as needed to get a good
view of all four joints. As you can see in the top view, the joints are a little behind the geometry. It‘s important
to get the joints in exactly the right place inside the geometry in order for the automatic weighting to work
correctly later on.
When we created the joints in the front view, the Joint tool had no way to tell at what depth the joints
should be placed. We can deal with this now. The top view gives us the ideal place to move the joints inside
the geometry. In the Object Manager, click on the “Root” object (top object in the hierarchy of joints) and
in the Viewport, rotate it a little until the Joints are inside the geometr y. If necessary, the Root object should
also be moved accordingly. Regardless of the procedure you use, rotate the camera around the character each
time you reposition a Joint so you can make sure that all joints are inside the geometry.
Switch back to the front view. Zoom the window as needed to get a good view of the arm. Rename the joints
from “Joint”, “Joint.1” and “Joint.2” to “shoulder”, “elbow” and “hand” respectively (double-click).
CINEMA 4D R12 Quickstart – Character Tools
In the Object Manager, click on the “+” symbol for “Turtle_Hypernurbs” to open the hierarchy for the turtle’s
mesh. Hold down the Ctrl key and click to select the “body” object and the three joints “shoulder”, “elbow”
and “hand”. Make sure that only these four objects are selected and choose Character / Command / Bind in
the main menu.
A Skin object is added automatically to our mesh as a child and a Weight tag is added. The Skin object will take
care of the deformation as the joints are moved and the Weight tag stores the weighting created automatically
by the Bind function for the individual joints.
Let’s take a look at the weighting. Deactivate the “Turtle_Hypernurbs” object in the Object Manager (the white
check mark turns into a red cross). Click on the “hand” joint and choose Character/ Weight Tool in the main
menu. You’ll see the joint’s weighting appear colored in the editor. Black geometry means no weighting for
the selected Joint.
CINEMA 4D R12 Quickstart – Character Tools
Things are looking good so far. However, if you now select the shoulder joint, there appears to be problem:
almost all the geometry is weighted to this joint. Also, the elbow joint has more geometry weighted to it than
it should have. Both these joints are affecting parts of the geometry they shouldn’t.
But don’t worry. The auto weighting is in fact working correctly. The reason is that we didn’t create a joint for
every part of the body. When we called the Bind function, it tried to auto weight the entire geometry using
just the four joints.
When animating characters you usually create a joint for each part of the body. After all, even if you just wanted
to wave an arm in the air you’d still expect some movement to come from the rest of the body. In most cases,
you‘ll want the function to weight the entire mesh. In the case of our simple arm, that‘s not what we want but
it gives us an opportunity to take a closer look at the Weight tool.
The Weight tool lets us paint weights onto our character’s geometry.
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In the Object Manager, select the “shoulder” joint and choose Character/Weight Tool in the main menu. If you
deactivate the HyperNURBS, you’ll see the weighting appear and you can paint to add or remove weighting.
When you select the Weight tool, its settings appear in the Attribute Manager at the bottom right.
Disable the “Visible Only” option and with Ctrl / Cmd held down paint over the turtle’s colored weighting in
the editor. Disabling this option lets you also paint weighting onto surfaces that are behind other surfaces and
in real life would be blocked from view.
Painting on black areas adds weighting. Painting with Ctrl held down subtracts weighting. Use the Weight tool
to adjust the weighting as shown in the next screenshot, paying close attention to the neck (you may find it
helpful to hide the head to get a better view of the neck).
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Once you’ve adjusted the weighting, activate the HyperNURBS (“Turtle_Hypernurbs”). Make sure the Model
tool is selected
CINEMA 4D R12 Quickstart – Character Tools
and click on the Rotate tool.
If the “shoulder” joint is selected, you should now be able to move the arm around. If parts other than the arm
also move then these parts have weighting that needs to be removed. Use the Weight tool as before to remove
the weighting from these parts. Also try rotating the “elbow” and “hand” joints.
Congratulations! You have just weighted the arm. The arm is now ready to be animated using forward kinematics,
which we’ll move right on to in the next chapter.
Forward kinematics (FK) and inverse kinematics (IK) — terms used in 3D animation — give you two different
ways to animate. FK means rotating every bone within the hierarchy from top to bottom until the arm is in the
desired position. This method has its advantages for some parts of the animation but disadvantages in other
parts.
It can be difficult to tell how much you need to rotate, say, the upper arm then lower arm then wrist for the
hand to reach a very specific position. Or suppose you’ve worked your way down to the hand and then notice
that the upper arm is raised too high. You rotate the upper arm to correct this, but this rotates the children
as well, putting the lower arm and hand out of position. These children must be rotated again to be put back
into position.
With these difficulties in mind, what if you could simply grab the hand and move it to where you want it with
the rest of the arm moving itself to follow the hand? This is what IK allows you to do. Instead of rotating the
individual joints one by one and working down the chain, you have an “effector” located near the hand that
you can move to control the movement of the entire IK chain in one go.
In this chapter, we‘ll create an IK chain for our turtle from the previous chapter so that we can then animate
it using IK. Open the file “QS_Joints_Final.c4d” or, if you’re carrying on from the previous tutorial, feel free to
use the result of that tutorial as your starting point.
CINEMA 4D character tools offer a very fast IK setup. You select the joints, call the IK Chain tool and that’s
it — the arm is ready to animate using IK! You do not need to go through a long process of setting targets,
constraints and so on. In the case of the arm, it’s ready to animate in just two steps.
Now it‘s time to get started. Hold down the Ctrl key and select the joints ”shoulder”, “hand” and “Joint.3”. Hold
down the Ctrl key again and choose Character / Commands / Create IK Chain in the main menu while pressing
the CTRL-key. That’s it for now!
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Before we carry on working with the arm, we should switch to the perspective view so that we can see the arm
in three dimensions (Cameras/Perspective).
You’ll find two new objects at the top in the Object Manager: “Joint.3.Goal” and “hand.Goal”. Make the object
“Joint-Object.3.Goal” a Child object of the “Hand.Goal” object (in the Object Manager, drag it over the “Hand.
Goal” object and let go when the arrow points downward). Select both objects (Ctrl / Cmd) and make sure that
the Model tool is selected in the left toolbar. Select the Move tool in the top toolbar.
Zoom the window as needed to get a good view of the arm, select the “Hand.Goal” object in the Object
Manager, and move the object axis around in the editor. The hand moves around and the rest of the arm follows
it. It is not even necessary to set the Pole Vector to make the elbow bend correctly. However, in order to have
more control over the elbow we will still set a Pole Vector (the structure in the Object Manager should look as
in the image below).
To do this, select the “shoulder” joint’s IK tag
CINEMA 4D R12 Quickstart – Character Tools
and in the Attribute Manager (bottom right), click on “Add Pole”. You’ll see a new object named “shoulder.
Pole” appear in the Object Manager on the same hierarchy level as the “shoulder” joint. Select the pole and in
the editor, drag the pole slightly down and behind the turtle.
CINEMA 4D R12 Quickstart – Character Tools
Select the effectors again (“hand.Goal”). Move the arm forwards and backwards again. Our arm behaves as
before but now we have complete control of the elbow (and all arm rotations) thanks to the Pole Vector.
Two more quick tips:
You will surely have noticed that the entire arm rotates when the Pole Vector is pulled and the palm of the hand
(depending on where you have placed it) no may longer point forward. We will change this now in just a few
steps. Ideally you should always set up a character’s complete rig before you call up the “Bind“ function that
connects the mesh with the “skeleton”.
Once you are completely finished rigging the character, no part of the polygon mesh should be moved after the
“Skin Object” is turned off. This means that the actuation of the Skin Object itself constitutes a deformation.
However, we want the deformation of the polygon mesh to be caused by the character’s movement. Try turning
the Skin Object off. The mesh will jump away from the joints. This can, however, be rectified in just a couple
of steps: If our joints no longer have the correct position and protrude through the mesh this can be corrected
quickly.This can be rectified by selecting the “Hand.Goal” object and moving it slightly forward and down. As
you can see, only the Joints are moving and not the geometry. Use the perspective view to make sure that the
joints are back within the mesh. Now click on the “Weight” tag to the right of the “body” mesh in the Object
Manager and go to the “Tag” tab. Select all three joints. Click on “Set Pose” and you’re done. Now our mesh
no longer jumps when the Skin Object is turned on.
You can speed things up further in the editor by setting the Skin object’s “Type” (Object tab) to “Linear”.
The “Linear” deformation is calculated faster than the “Spherical” method, but the results are not as good.
“Spherical” achieves better results by preventing the mesh from shrinking. Simply switch the “Type” back to
“Spherical” before rendering your animation. Vamp makes it quick and easy to perform these kinds of transfer.
The possibilities are limitless. Further experimentation with this tool is highly recommended.
The Pose Morph tool is a powerful tool for mixing Joints, points, UVs, parameters, User Data and much more
by morphing between states (e.g. size, position, rotation) using sliders. Using Pose Morph is as easily as it is
logical.
Open the file QS_Maxon_Head_start.c4d.
We will use Pose Morph to change the facial expression of our friend in the image above from friendly and
unassuming to consternated and silly.
Right-click on the “Head” object and select the Pose Morph tag from the Character Tags menu. Select the tag
in the Object Manager and activate the Points option in the Attribute Manager. An initial Pose (Base Pose)
will automatically be created. The Base Pose (displayed in the Poses list) is the state in which the points are
positioned at the moment the Pose Morph tag was applied. This list element should not be modified because it
represents the initial state for all subsequent morphs - all morph poses will reference this initial state. Therefore,
make sure this element is not selected (active) when modifying the object.
To start modifying the object, select the element Pose.0. Normally you would have to switch to the Point tool
but we have already taken care of this step for you.
At the right of the “Head” object in the Object Manager are three tags, each with four orange dots. Doubleclick on the tag farthest to the left.
CINEMA 4D R12 Quickstart – Pose Morph
The pre-defined points will automatically be selected and CINEMA 4D will automatically be switched to Point
mode. In our example, the points that affect the eyebrows will be selected. Move these points downward,
slightly to the rear and rotate them slightly. If the eyeglasses get in the way, simply turn off their display in the
Object Manager. When finished, your object should look like the one below:
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Tip: The axis orients itself according to all selected points as a whole, which can lead to unwanted rotations.
Hence, it is sometimes easier to use the World axis when rotating selected points. To do so, select the desired
function (Move, Scale, Rotate) and set Axis to World in the Attribute Manager’s Modeling A xis tab.
With the Pose Morph tag selected, click on the Add Pose button in the Attribute Manager to define additional
poses for the mouth and tongue, for example (these points are also pre-defined in the Object Manager). Simply
double-click on the respective icon (with four red dots).
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Once all poses have been defined we can begin mixing the poses. In the Attribute Manager, set the Mode option
from Edit to Animate (Tag tab). The Pose Morph tag’s options will change automatically and you can define the
strength with which the poses will be mixed using the Strength value. All morph targets are animatable.
CINEMA 4D R12 Quickstart – Pose Morph
CINEMA 4D R12 Quickstart – Pose Morph
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5. Tips and Tricks
• To create Joint poses with Pose Morph all you have to do is add a Pose Morph tag to the top-most Joint and
enable the Rotation and Hierarchy options. You can then rotate the Pose Target’s Joints without modifying the
Joints’ original position.
• The joints of the ngers of a hand only need a single Pose Morph tag with an enabled Hierarchy option. Simply
create a new Pose for each finger pose. This lets you keep the Object Manager more organized because all Poses
for a single hand will handled by a single Pose Morph tag.
• You can use the Driver tag to control Poses automatically. Assign the Driver tag to the Joint and link a Pose
directly to a specific rotational direction of the Joint. This can, for example, be used to simulate the flexing of
muscles when an arm is bent.
• If you want to use a specic Pose as an initial state you can right-click on the desired Pose and copy & paste
it accordingly.
• If you want to convert a Pose into a polygeometric object outside of the Pose Morph tag, right-click on the
Pose and select the To Mesh command.
• Make sure not to disable options previously enabled in the Pose Morph tag’s Basic tab (e.g. Points, Rotation,
etc.). This will delete all defined Pose Morph Targets. Enabling these options again will not restore these
Targets.
• To avoid accidentally modifying the initial pose, right-click on the Pose select the Lock command from the
menu. Alternatively you can click on the lock icon next to the element in the list.
CINEMA 4D contains a very powerful Cloth engine. You can use this tool to let a flag flap in the breeze or to
give your character a snappy T-shirt. This is exactly what we want to put on Claude.
What’s nice about the Cloth engine is that it’s not necessary to go through the trouble of modeling a T-shirt. All
you have to do is create the front and the back of the shirt. The integrated algorithms will make the garment
fit automatically.
Open the file “QS_Cloth_Start.c4d“. This file already contains both T-shirt halves as a single object.
If you don’t like the shirt feel free to replace it with your own creation. As you can see it was created with very
few polygons. The simplest method of closing the edges of the T-shirt is to switch to the Use Polygon tool and
select all of the shirt’s polygons (Cmd / Ctrl + a in the Viewport). Then activate the Bridge tool and disable the
Delete Original Polygons option in the Attribute Manager. Now click on one of the rear polygons, whose edges
will then be highlighted. Keep the mouse button pressed and drag the edges towards the front polygons, whose
edges will then also be highlights.
Once the mouse button is released, all the polygons necessary for connecting the halves will be created. Just
make sure that the corners are connected correctly. Otherwise the polygons will be connected incorrectly.
You can now delete the superfluous polygons (neck opening, sleeves, waist).
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The shirt needs to be subdivided a little more so you can deform it better later. Switch to “Use Polygon Tool“
mode and select the polygons on the front and back side of the shirt. Select “Functions / Subdivide“. Disable
the HyperNURBS Subdivision option and set the Subdivision value to 2.
Make sure you don’t subdivide the polygons on the side (the ones created by the bridge tool). OK, it doesn’t
really look like a T-shirt yet, it looks more like a box with sleeves. But don’t worry, we’re going to change that
right now. The Cloth engine is very easy to use. Most functions are contained in one tag, the “Cloth Tag“. It will
be assigned to the object, which will then be turned to cloth!
Right-click on the shirt and select “Cloth Tags / Cloth“. The Cloth engine’s properties will appear in the Attribute
Manager.
If the cloth object is to collide with another object, as is the case with the T-shirt and the body, the other object
must be assigned a collision tag. Select the character’s body (polygon object “Body“) in the Object Manager
with the right mouse button. Select “Cloth Tags / Collider“.
Now the T-shirt knows that is should not pass through the character. It’s about time that we gave the shirt its
proper shape. Select the cloth tag and switch to the “Dresser“ tab.
CINEMA 4D R12 Quickstart – Cloth
In the dresser tab you will find everything you need to make clothes fit. The other tabs deal with the cloth’s
behavior. Select “Set“ next to “Dress State“. This is like a security measure. We can recall the shirt’s initial state
in case we don’t like the position of the shirt or if we want to add a breast pocket, for example. Switch to “Use
Polygon Tool“ mode and select the polygons on the sides (the ones created by the bridge tool). Alternatively
you can select “Selection / Invert Selection” in the CINEMA 4D main menu - since the front a back side of the
shirt should still have been selected, this can save you time.
CINEMA 4D R12 Quickstart – Cloth
These polygons will serve as the T-shirt’s seam. The Cloth engine will do this for us as well. Select “Seam Polys“
in the “Dresser“ menu and set it to “Set“. The seam is still a little too wide. Click on “Dress-O-Matic“ and look
what happens with the T-shirt.
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The seam will be “pulled together“ in accordance to the “Width“ value. It doesn’t necessarily match the
shape of the character’s body, though. The “Steps“ value determines how exact this fit will be. After setting
the “Init. State”, click on “Relax“.
Now other forces, such as gravity, will have an effect on the T-shirt which makes it sag on the character’s
shoulders.
Place a “Cloth NURBS“ into the scene (Simulation / Cloth / Cloth NURBS). Make the T-shirt a child of this
object.
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Cloth NURBS acts similar to a HyperNURBS object: it smooths the geometry which was subordinated to it but
with a slightly different algorithm which works better for cloth objects. Additionally, a thickness can be specified
for cloth nurbs fabric objects.
Set the “Thickness“ to 1 in the Attribute Manager and the subdivision to “0”. Create a HyperNURBS object and
make the “Cloth NURBS” object to a Child object of this HyperNURBS object. Now the “Cloth NURBS” object will
concentrate on the thickness of the cloth and the HyperNURBS object will take care of the T-shirt’s edges.
The character should be clothed now. Of course there is still some fine-tuning necessary to make the T-shirt
behave properly in an animation. A s you can see, though, the first steps weren’t that difficult.
CINEMA 4D Studio features a hair rendering and simulation system that you can use to easily create hair, fur
and feathers. This tutorial will show you how.
1. Introduction
HAIR is a powerful tool for creating various types of hair and fur. Even feathers, animated grass, and much
more can be created using HAIR.
Although achieving your first results in HAIR is relatively easy, HAIR is an immensely diverse and comprehensive
tool that will satisfy any beautician.
HAIR can be accessed from the Simulation menu at the top of your standard interface.
HAIR’s only limitation is your fantasy, whether it’s creating fur for a rodent, feathers for a ruffled chicken, the
perfect English lawn or the newest hairstyles. And, HAIR is fast – what else have you come to expect from
CINEMA 4D? HAIR renders immense amounts of hair with unmatched speed. The variations that HAIR offers
are so great that any hairstyle can be created, from smooth and straight to curly or just about anything you
can imagine.
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CINEMA 4D R12 Quickstart –HAIR
2. General Information / Interface
HAIR works with so-called guides that serve as placeholders for the rendered hair.
The number of guides displayed in the editor view is far less than the actual number of hairs that will be
rendered. The number of guides displayed can also be increased. The “missing” hairs are interpolated between
the guides when rendered. Naturally, you will require some standard grooming tools to bring your hair into
shape. Among the tools HAIR offers are Brush, Comb, Scissors and more.
HAIR’s own IK makes sure hair moves realistically. Even some of the CINEMA 4D particle modifiers, e.g. wind,
can be combined with HAIR and the HAIR dynamics ensure hair behaves naturally. And if you want to transplant
hair, that’s no problem, either. HAIR lets you easily transplant hair roots.
CINEMA 4D R12 Quickstart – Sample Images
Before we get started with the HAIR tutorial, though, let’s take a look at what can be created with CINEMA
4D’s HAIR system:
Our volunteer, “Hairbert”, is only a few mouse clicks away from becoming his warm winter fur. He may look a
little pitiful without his fur but his simple construction will make our work that much easier.
First, open the file “QS_Hair.c4d”.
HAIR can be applied to either an entire object or a polygon selection only. Since we want to give Hairbert’s face
a different fur than the rest of his body we will only select those polygons to which our first fur type (long fur)
should be applied. Go to the Object Manager and select the “Bear_mesh” object. Make sure the Use Polygon
Tool is active in the Mode Palette at the left of your interface. In our example the corresponding polygons should
already be selected. All polygons onto which long fur should be placed on Hairbert’s body will be highlighted
by the orange selection. Select Simulation / Hair Objects / Add Hair in the CINEMA 4D main menu. Subsequently,
the guides we mentioned at the start of this tutorial can be seen protruding from Hairbert’s body.
CINEMA 4D R12 Quickstart – Sample Images
The guides all protrude perpendicularly from each surface and have a default length of 100. Go ahead and
Render the scene to see what poor Hairbert looks like (Render / Render View or the far-left render icon).
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If Hairbert were a porcupine or had just come out of the spin cycle at 90° we could finish this tutorial at this
point. Since Hairbert deserves better we will continue and use the settings described below to give this guy
his cuddly winter fur.
When hair is added, a corresponding material will be created automatically in the Materials Manager.
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The HAIR object is located at the top of the object list in the Object Manager.
Before we start editing the HAIR material and the HAIR object, we will shorten the guides a little (which will
also shorten the rendered hair) and give the hair a little style by applying gravity. Select the HAIR object in the
Object Manager. Go to the Attribute Manager and activate the Guides tab. This tab contains the Length and
Segments settings.
CINEMA 4D R12 Quickstart –HAIR
Set Length to 21 and Segments to 6. The Segments setting defines the number of individual segments each
guide is made up of (this only influences how guides are displayed in the editor, not the rendered hair). If
Segments were to be set to 1 each guide would consist of only a single segment and gravity could not bend
the guide. Our guides have 6 segments, which means they can be bent at 5 points along their length (see the
Tips & Tricks chapter for further details concerning guide segments).
Now switch to the Forces tab and activate the Surface to Hair setting. This will prevent the hair tips from
penetrating any surfaces when gravity is applied (collision detection). If we were to apply gravity at this point,
though, the hair tips would still penetrate the polygon mesh since we have not yet told the polygon mesh that
it should interact with the hair.
To do so, click on the Bear_mesh object in the Object Manager and assign to it a Collision tag (right click: Hair
Tags / Hair Collider).
CINEMA 4D R12 Quickstart – HAIR
If you play the animation now you will see how the hair is pulled down by the gravity (to make the animation
of the Guides visible, make sure that the Hair object is selected in the Object Manager).
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Stop the animation before it reaches frame 100 to prevent the calculation from starting anew. Alternately
you can start the Dynamics calculation in the HAIR object by pressing the Relax button in the Dynamics tab’s
Animation group (Click this button after the animation has been set to frame 100).
In order not to lose this state we have to tell HAIR that this should be our new initial state. Simply setting the
animation back to frame 0 will set the calculation back to its original state and Hairbert would again look like
a porcupine in shock.
To prevent this from happening select Simulation / Hair Edit / Set As Dynamics in the main menu. Now we can
cut and style Hairbert’s fur.
Switch to the left view (by pressing F3) in the editor window and activate the Cut tool (Simulation / Tools / Cut).
Next, deactivate Only Visible in the Attribute Manager to make sure hair that is not visible will be cut as well.
Now set Form to Circle and let’s start cutting.
To cut Hairbert’s hair simply click and drag over the blue tips of his hair. Cut his hair as shown in the screenshot
below:
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