Maxon Computer Cinema 4D - 9.5 Getting Started Guide

CINEMA 4D Release 9
Quickstart Manual
ICINEMA 4D R9 Quickstart
Programming Christian Losch, Philip Losch, Richard Kurz, Tilo Kühn, Thomas Kunert, David O’Reilly,
Plugin programming Sven Behne, Wilfried Behne, Michael Breitzke, Kiril Dinev, Per-Anders Edwards, David
Writers Glenn Frey, Sven Hauth, Dirk Beichert.
Layout Oliver Becker.
Translation Scot Wardlaw, OneLabel.com
Copyright © 2004 by MAXON Computer GmbH All rights reserved.
This manual and the accompanying software are copyright protected. No part of this document may be translated, reproduced,
stored in a retrieval system or transmitted in any form or by any means, electronic or mechanical, for any purpose, without
the express written permission of MA XON Computer.
Although every precaution has been taken in the preparation of the program and this manual, MAXON Computer assumes
no responsibilit y for errors or omissions. Neither is any liability assumed for damages resulting from the use of the program
or from the information contained in this manual.
This manual, as well as the software described in it, is furnished under license and may be used or copied only in accordance
with the terms of such license. The content of this manual is furnished for informational use only, is subject to change without
notice, and should not be construed as a commitment by MAXON Computer. MA XON Computer assumes no responsibility
or liability for any errors or inaccuracies that may appear in this book.
MAXON Computer, the MAXON logo, Sketch and Toon, CINEMA 4D, Hyper NURBS, C .O.F.F.E.E. are trademarks of MAXON
Computer GmbH or MAXON Computer Inc. Acrobat, the Acrobat logo, PostScript, Acrobat Reader, Photoshop and Illustrator
are trademarks of Adobe Systems Incorporated registered in the U.S. and other countries. Apple, AppleScript, AppleTalk,
ColorSync, Mac OS, QuickTime, Macintosh and TrueType are trademarks of Apple Computer, Inc. registered in the U.S. and
other countries. QuickTime and the QuickTime logo are trademarks used under license. Microsof t, Windows, and Windows
NT are either registered trademarks or trademarks of Microsoft Corporation in the U.S. and /or other countries. LightWave is
a registered trademark of NewTek. 3D studio max and 3ds max are registered trademarks of Autodesk /Discreet Inc. UNIX is
a registered trademark only licensed to X/Open Company Ltd. All other brand and product names mentioned in this manual
are trademarks or registered trademark s of their respec tive companies, and are hereby acknowledged.
Cathle en Poppe
Farmer, Jamie Halmick, Reinhard Hintzenstern, Jan Eric Hoffmann, Eduardo Olivares, Nina Ivanova, Markus Jakubietz, Eric Sommerlade, Hendrik Steffen, Jens Uhlig, Michael Welter, Thomas Zeier
II CINEMA 4D R9 Quickstart
IIICINEMA 4D R9 Quickstart
MAXON Computer End User License Agreement
NOTICE TO USER
WITH THE INSTALL ATION OF CINEMA 4D AND ALL ITS COMPONENTS AND PLUGINS (THE “SOFTWARE”) A CONTR ACT IS CONCLUDED BET WEEN YOU (“YOU” OR THE “USER”) AND MAXON COMPUTER GMBH ( THE “LICENSOR”), A COMPANY UNDER GERMAN LAW WITH RESIDENCE IN FRIEDRICHSDORF, GERMANY.
WHEREAS BY USING AND/OR INSTALLING THE SOFTWARE YOU ACCEPT ALL THE TERMS AND CONDITIONS OF THIS AGREEMENT. IN THE CASE OF NON-ACCEPTANCE OF THIS LICENSE YOU ARE NOT PERMIT TED TO INSTALL THE SOFTWARE.
IF YOU DO NOT ACCEPT THIS LICENSE PLEASE SEND THE SOFTWARE TOGETHER WITH ACCOMPANYING DOCUMENTATION TO MAXON COMPUTER OR TO THE SUPPLIER WHERE YOU BOUGHT THE SOFTWARE.
1. General
Under this contract the Licensor grants to you, the User, a non-exclusive license to use the Soft ware and its associated documentation. The Software itself, as well as the copy of the Software or any other copy you are authorized to make under this license, remain the proper ty of the Licensor.
2. Use of the Software
(1) You are authorized to copy the Software as far as the copy is necessary to use the Software. Necessary copies are the installation of the program from the original disk to the mass storage medium of your hardware as well as the loading of the program into RAM.
(2) Furthermore the User is entitled to make a backup copy. However only one backup copy may be made and kept. This backup copy must be identied as a backup copy of the licensed Software.
(3) Further copies are not permitted; this also includes the making of a hard copy of the program code on a printer as well as copies, in any form, of the documentation.
3. Multiple use and network operation
(1) You may use the Software on any single hardware platform, Macintosh or Windows, and must decide on the platform (Macintosh or Windows operating system) at the time of installation of the Sof tware. If you change the hardware you are obliged to delete the Sof tware from the mass storage medium of the hardware used up to then. A simultaneous installation or use on more than one hardware system is not permitted.
(2) The use of the licensed Software for network operation or other client server systems is prohibited if this opens the possibility of simultaneous multiple use of the Software. In the case that you intend to use the Software within a network or other client server system you should ensure that multiple use is not possible by employing the necessary access security. Otherwise you will be required to pay to the Licensor a special network license fee, the amount of which is determined by the number of Users admitted to the network.
(3) The license fee for network operation of the Software will be communicated to you by the Licensor immediately after you have indicated the number of admitte d users in writing. The correct address of the Licensor is given in the manual and also at the end of this contract. The network use may star t only af ter the relevant license fee is completely paid.
IIICINEMA 4D R9 Quickstart
4. Transfer
(1) You may not rent, lease, sublicense or lend the Sof tware or documentation. You may, however, transfer all your rights to use the Software to another person or legal entity provided that you transfer this agreement, the Software, including all copies, updates or prior versions as well as all documentation to such person or entit y and that you retain no copies, including copies stored on a computer and that the other person agrees that the terms of this agreement remain valid and that his acceptance is communicated to the Licensor.
(2) You are obliged to carefully store the terms of the agreement. Prior to the transfer of the Software you should inform the new user of these terms. In the case that the new user does not have the terms at hand at the time of the transfer of the Software, he is obliged to request a second copy from the Licensor, the cost of which is born by the new licensee.
(3) After transfer of this license to another user you no longer have a license to use the Software.
5. Updates
If the Sof tware is an update to a previous version of the Software, you must possess a valid licence to such previous version in order to use the update. You may continue to use the previous version of the Soft ware only to help the transition to and the installation of the update. After 90 days from the receipt of the update your licence for the previous version of the Sof tware expires and you are no longer permitted to use the previous version of the Sof tware, except as necessary to install the update.
6. Recompilation and changes of the Software
(1) The recompilation of the provided program code into other code forms as well as all other types of reverse engine ering of the different phases of Software production including any alterations of the Sof tware are stric tly not allowed.
(2) The removal of the securit y against copy or similar safety system is only permitted if a faultless performance of the Software is impaired or hindered by such security. The burden of proof for the fact that the performance of the program is impaired or hindered by the security device rests with the User.
(3) Copyright notices, serial numbers or other identications of the Software may not be removed or changed. The Software is owned by the Licensor and its structure, organization and code are the valuable trade secrets of the Licensor. It is also protected by United States Copyright and International Treat y provisions. Except as stated above, this agreement does not grant you any intellec tual propert y rights on the Software.
7. Limited warranty
(1) The parties to this agreement hereby agree that at present it is not possible to develop and produce software in such a way that it is t for any conditions of use without problems. The Licensor warrants that the Software will perform subst antially in accordance with the documentation. The Licensor does not warrant that the Sof tware and the documentation comply with certain requirement s and purposes of the User or works together with other sof tware used by the licensee. You are obliged to check the Software and the documentation carefully immediately upon receipt and inform the Licensor in writing of apparent defects 14 days after receipt. Latent defects have to be communicated in the same manner immediately after their discovery. Otherwise the Sof tware and documentation are considered to be faultless. The defects, in particular the symptoms that occurred, are to be described in detail in as much as you are able to do so. The warranty is granted for a period of 6 months from delivery of the Software (for the date of which the date of the purchase according to the invoice is decisive). The Licensor is fre e to cure the defects by free repair or provision of a faultless update.
IV CINEMA 4D R9 Quickstart
VCINEMA 4D R9 Quickstart
(2) The Licensor and its suppliers do not and cannot warrant the performance and the results you may obtain by using the Software or documentation. The foregoing states the sole and exclusive remedies for the Licensor’s or it s suppliers’ breach of warranty, except for the foregoing limited warranty. The Licensor and its suppliers make no warranties, express or implie d, as to noninfringement of third part y rights, merchantability, or tness for any par ticular purpose. In no event will the Licensor or its suppliers be liable for any consequential, incidental or special damages, including any lost prots or lost savings, even if a representative of the Licensor has been advised of the possibility of such damages or for any claim by any third party.
(3) Some states or jurisdictions do not allow the exclusion or limitation of incidental, consequential or special damages, or the exclusion of implied warranties or limitations on how long an implied warrant y may last, so the above limitations may not apply to you. In this case a special limited warranty is attached as exhibit to this agreement, which becomes par t of this agre ement. To the extent permissible, any implied warranties are limited to 6 months. This warranty gives you specic legal rights. You may have other rights which vary from state to state or jurisdiction to jurisdiction. In the case that no special warrant y is attached to your contract please contact the Licensor for further warranty information.
8. Damage in transit
You are obliged to immediately inform the transport agent in writing of any eventual damages in transit and you should provide the Licensor with a copy of said correspondence, since all transportation is insured by the Licensor if shipment was procured by him.
9. Secrecy
You are obliged to take careful measures to protect the Software and its documentation, in particular the serial number, from access by third parties. You are not permitted to duplicate or pass on the Software or documentation. These obligations apply equally to your employees or other persons engaged by you to operate the programs. You must pass on these obligations to such per sons. You are liable for damages in all instances where these obligations have not been met. These obligations apply equally to your employees or other persons he entrusts to use the Software. The User will pass on these obligations to such persons. You are liable to pay the Licensor all damages arising from failure to abide by these terms.
10. Information
In case of transfer of the Soft ware you are obliged to inform the Licensor of the name and full address of the transferee in writing. The address of the Licensor is stated in the manual and at the end of this contract.
11. Data Protection
For the purpose of customer registration and control of proper use of the programs the Licensor will store personal data of the Users in accordance with the German law on Data Protection (Bundesdatenschutzgeset z). This data may only be used for the above -mentioned purposes and will not be accessible to third parties. Upon request of the User the Licensor will at any time inform the User of the data stored with regard to him.
12. Other
(1) This contrac t includes all rights and obligations of the parties. There are no other agreements. Any changes or alterations of this agreement have to be performed in writing with reference to this agreement and have to be signed by both contracting parties. This also applies to the agre ement on abolition of the written form.
(2) This agreement is governed by German law. Place of jurisdic tion is the competent court in Frankfurt am Main. This agreement will not be governed by the United Nations Convention on Contracts for the International Sale of Goods, the application of which is expressly excluded.
(3) If any part of this agreement is found void and unenforceable, it will not affect the validity of the balance of the agreement which shall remain valid and enforceable according to its terms.
13. Termination
This agreement shall automatically terminate upon failure by you to comply with its terms despite being given an additional period to do so. In case of termination due to the aforementioned reason, you are obliged to return the program and all documentation to the Licensor. Furthermore, upon request of Licensor you must submit written declaration that you are not in possession of any copy of the Software on data storage devices or on the computer itself.
14. Information and Notices
Should you have any questions concerning this agreement or if you desire to contac t MAXON Computer for any reason and for all notications to be performed under this agreement, please write to:
MAXON Computer GmbH Max- Planck-Str. 20 D- 61381, Friedrichsdorf Germany
or for Nor th and South America to:
MAXON Computer, Inc. 2640 Lavery Court Suite A Newbury Park, CA 91320 USA
or for the United Kingdom and Republic of Ireland to:
MAXON Computer Ltd The Old School, Greeneld Bedford MK45 5DE United K ingdom
We will also be pleased to provide you with the address of your nearest supplier.
VCINEMA 4D R9 Quickstart
VI CINEMA 4D R9 Quickstart
VIICINEMA 4D R9 Quickstart

Contents

MAXON Computer End User License Agreement .................................................................. II
Welcome to CINEMA 4D ..................................................................... 1
1. Introduction .............................................................................................................................. 1
2. General Information/Interface ................................................................................................... 1
3. Sample Images ........................................................................................................................ 12
4. Quick Tutorial – Arranging Objects
5. Quick Tutorial – Modeling
6. Quick Tutorial – Materials
7. Quick Tutorial – Light
8. Quick Tutorial – Animation
9. Quick Tutorial – Rendering
10. Quick Tutorial – Multipass Rendering
11. Quick Tutorial – XPresso
12. Tips & Tricks
.......................................................................................................................... 67
....................................................................................................... 21
........................................................................................................ 29
.............................................................................................................. 37
...................................................................................................... 41
...................................................................................................... 48
....................................................................................................... 63
Welcome to Advanced Render ......................................................... 70
1. Introduction ............................................................................................................................ 70
2. General Information/Interface ................................................................................................. 70
3. Sample Images ........................................................................................................................ 72
4. Quick Tutorial – Radiosity
5. Quick Tutorial – Caustics
6. Quick Tutorial – Depth of Field
7. Tips & Tricks ............................................................................................................................ 82
........................................................................................................ 74
.......................................................................................................... 77
Welcome to Sketch and Toon ........................................................... 83
1. Introduction ............................................................................................................................ 83
2. General Information/Interface ................................................................................................. 83
3. Sample Images ........................................................................................................................ 86
4. Quick Tutorial – Outlines
5. Quick Tutorial – Shaders and Tags ........................................................................................... 91
6. Tips & Tricks ............................................................................................................................ 95
......................................................................................................... 87
Welcome to PyroCluster ................................................................... 96
1. Introduction ............................................................................................................................ 96
2. General Information/Interface ................................................................................................. 97
3. Sample Images ........................................................................................................................ 98
4. Quick Tutorial – 10 steps to glory
5. Quick Tutorial – optimize and animate .................................................................................. 102
6. Tips & Tricks .......................................................................................................................... 104
7. In closing ............................................................................................................................... 104
.......................................................................................... 14
.................................................................................... 55
................................................................................................ 80
............................................................................................ 98
VIICINEMA 4D R9 Quickstart
Welcome to NET Render ................................................................. 106
1. Introduction .......................................................................................................................... 106
2. General Information/Interface ............................................................................................... 106
3. Sample Images ...................................................................................................................... 107
4. Quick Tutorial – Installation/Interface
5. Quick Tutorial – Jobs and Administration
6. Tips & Tricks
.......................................................................................................................... 110
.................................................................................... 108
.............................................................................. 109
Welcome to Dynamics .................................................................... 111
1. Introduction .......................................................................................................................... 111
2. General Information/Interface ............................................................................................... 111
3. Sample Images ...................................................................................................................... 112
4. Quick Tutorial – Rigid Bodies
5. Quick Tutorial – Soft Bodies
6. Tips & Tricks
.......................................................................................................................... 118
................................................................................................. 113
................................................................................................... 116
Welcome to BodyPaint 3D .............................................................. 120
1. Introduction .......................................................................................................................... 120
2. General Information/Interface ............................................................................................... 120
3. Sample Images ..................................................................................................................... 122
4. Quick Tutorial – the Wizard
5. Quick Tutorial – First Painting Lesson
6. Tips & Tricks
.......................................................................................................................... 130
................................................................................................... 123
..................................................................................... 126
Welcome to MOCCA ....................................................................... 133
1. Introduction .......................................................................................................................... 133
2. General Information/Interface ............................................................................................... 134
3. Kinematics ............................................................................................................................. 138
4. Quick Tutorial – PoseMixer
5. Quick Tutorial – Motion Blending .......................................................................................... 144
6. Quick Tutorial – FBX import ................................................................................................... 149
7. Quick Tutorial – Dressing
..................................................................................................... 141
....................................................................................................... 151
Welcome to Thinking Particles ....................................................... 155
1. Introduction .......................................................................................................................... 155
2. General Information/Interface ............................................................................................... 156
3. Quick Tutorial – Particle Snow
4. Quick Tutorial – Objects as Particles ....................................................................................... 161
5. Tips & Tricks .......................................................................................................................... 166
6. In Closing .............................................................................................................................. 166
............................................................................................... 158
VIII CINEMA 4D R9 Quickstart 1CINEMA 4D R9 Quickstart Interface

Welcome to CINEMA 4D

This is the CINEMA 4D Quickstart Tutorial. We want to help you enter the 3D world with this short and easy to understand tutorial. After you have worked through this tutorial you will have a good basic user knowledge which you can apply to future projects.

1. Introduction

Unfortunately books haven’t yet reached the point where they can play an opening melody as soon as you ip them open. Just use your imagination this time as we “congratulate you to the testing of the demo version of CINEMA 4D or the purchase of CINEMA 4D!“ No matter if you’re just checking CINEMA 4D out or if you already own your own copy of CINEMA 4D or one of its complete XL or Studio Bundle packages, you already know about the incredible things 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. No matter if you work in the eld of print, advertising, design, visualization or lm, 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. Whether you need character animation (MOCCA module) or a cartoony look of your renderings (Sketch and Toon module) – CINEMA 4D’s modular setup lets you customize it to suit your needs. 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. In order to give you an impression of what to expect from the interface we’ll go straight to Part 2 of the Quickstart Tutorial – the interface.

2. General Information/Interface

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.
2 CINEMA 4D R9 Quickstart – Interface
3CINEMA 4D R9 Quickstart Interface
CINEMA 4D is divided into different working areas as follows: (starting at the top left clockwise)
The Editor Window shows all objects contained in the scene, for example polygon objects, cameras, lights and bones and other deformers. You can render any view at any time to check your work.
3CINEMA 4D R9 Quickstart – Interface
A Group Icon contains several attributes for one group which can be accessed by clicking with the left mouse button on the main icon. The group icon differs from normal icons in that you will see a small arrow in the lower-right corner.
A Tab indicates different windows or managers which are layered over each other. In each window or manager you will nd different settings or attributes.
4 CINEMA 4D R9 Quickstart – Interface
5CINEMA 4D R9 Quickstart Interface
The Object Manager contains all of the scene’s objects. You use the Object Manager to set up a hierarchy, assemble objects, set tags for objects (small icons to the right of the Object Manager let you assign an object certain attributes), or to name objects. Included are polygon objects, lights, cameras, bones, deformers, splines and null objects (objects without geometry).
The Attributes Manager manages the attributes of each object or tool. This is where you can change the strength of the HyperNURBS subdivision (more about that later) or an object’s visibility in the editor window. The object’s coordinates can be found here as well as the tool setting such as the radius of the live selection and the “Only Select Visible Elements“ option.
The Coordinates Manager lets you place, rotate or scale your objects. Enter the values in the given elds and conrm your entry with the “apply“ button or simply press the return key.
The Material Manager contains all of your materials, including shaders, textures and other properties. Just click on the material to see its properties in the Attributes Manager. Double-click the material to open the material editor to make changes to its individual material channels. Illumination strength, type of specular, strength of bump and more can be adjusted here as well. We’ll cover this in detail in a later chapter.
5CINEMA 4D R9 Quickstart – Interface
You can open up to 4 Editor Views simultaneously, giving you an overview of your scene from different perspectives. You can view your scene in different modes ranging from gourard shading (includes any lights you have placed into the scene) to quick shading (displays your scene using only a default light, not lights you have placed into the scene), wire frame and more. This lets you adapt your editor window layout to your needs or your computer’s processor speed.
The Icon Palettes stretch down the left side and across the top of the editor window. The horizontal palette contains the tools you will be using most often, depending on which module you are using at the moment. If you are using the MOCCA layout, for example, tools needed to work with bones and soft IK will be displayed. You can use one of the standard layouts or create your own Icon Palette. CINEMA 4D lets you choose which layout you want to work with.
6 CINEMA 4D R9 Quickstart – Interface
7CINEMA 4D R9 Quickstart Interface
Now we will concentrate more on CINEMA 4D’s icon palettes to get you a little more familiar with them. The following explanation will refer to the colored icons on the next screenshot.
The image shows the left icon palette. At the very top you can see the previously mentioned predened layouts. Below that we have the (green) “Make Object Editable” button. This function lets a primitive be transformed using points, polygon or edges. The editability of a primitives is limited until it is transformed! You can determine size and number of segments but you cannot make any polygonal transformations. Next we have the “Use Model Tool” and “Use Object Axis Tool” (red icons). You can move, scale or rotate a selected object or rotate it around its own axis. The next three (blue) icons represent the “Use Point Tool”, “Use Edge Tool” and “Use Polygon Tool”. In each of these modes you can either move, scale or rotate an object’s points, edges or polygons or edit the object with CINEMA 4D’s integrated tools. The next (purple) icon lets you choose between point, edge or polygon selection.
You select your points, edges or polygons in “Default Mode” by simply activating the corresponding points, edges or polygons. In the “Auto Switch Mode“ CINEMA 4D recognizes whether your cursor is over a point, edge or polygon. A click of the left mouse button selects the correct mode automatically. The “Tweak Mode“ lets you do the same with an active move, scale or rotate tool. Now you know the most important functions of the icon palette.
Now we will turn our attention to the most used icons on the top palette.
On the left you will nd the “Undo/Redo“ arrows (orange). This lets you reverse or repeat each step. You can determine how many steps CINEMA 4D lets you undo by changing the presets in the main menu (edit/preferences/document).
Next to the Undo/Redo icons you will see the (pink) “Live Selection“ tool. This lets you select your points, edges or polygons for editing. The next three (turquoise) icons are pretty much self­explanatory. Use these to move, scale or rotate your object or your object’s selected points, edges or polygons. When rotating, please note that the center of the rotation will always be that of the active object (or camera).
The following three (red) icons let you lock/unlock the X, Y or Z Axis. These settings let you determine the direction in which your object will be edited. If only one of these icons has been activated it will only be possible to move the object in that particular direction, unless you are using the object axis arrows, which are always independent of the locked/unlocked X, Y or Z directions.
The next (purple) function lets you switch between the “Use World/Object Coordinate System“. Let’s assume the object axis of your wonderfully modeled head is slanted (whereas the term “wonderfully modeled“ is open to interpretation in this case ;o). If you lock the X and Y axis, make the head active and move it, you will notice that your model is moving in the X-direction of the object axis.
7CINEMA 4D R9 Quickstart – Interface
8 CINEMA 4D R9 Quickstart – Interface
9CINEMA 4D R9 Quickstart Interface
Now select the world-coordinates instead and see how the object moves on the X axis parallel to the world coordinate system.
This function can be very useful in modeling or animating your scene.
Now to the next group of three, the (red) Render Icons. The rst function (Render Active View), with a vase as a symbol, renders the image in the editor view. The rendering will be made using the settings you have specied, with exception of image size and several post effects. Icon number 2 renders the image in the “picture viewer” using the settings you have specied in icon number 3’s “Render Settings”. You can also render animations in the picture viewer since the function “Render Active View” (as the name states) is only meant for checking the scene in the active view.
The next symbol is the (blue) group window “Add Cube Object“. It contains all of CINEMA 4D’s available predened parametric objects.
9CINEMA 4D R9 Quickstart – Interface
One click and the world’s most used object is created – the cube. Click and hold to see all available parametric objects. This is where you choose the initial shape you will need. And don’t forget! “Only parametric objects that have been converted to polygon objects can be edited at a polygon, point or edges level!“
The yellow icon represents spline objects.
The term “spline“ has its origin in ship building. The wooden slats which were elastic enough to conform to the shape of the ships hull were called splines. In the 3D world splines can be dened as “point based curves“. A spline “follows” several previously dened points while still retaining a curved form. This group window offers several tools for drawing splines, as well as predened shapes from which to choose. A spline can act as a path for a camera to move along. Just draw a spline and let the camera move along its path. Splines can also be used to model. To put it simply, splines are placed in a row as a wire frame over which a skin is stretched using “Loft NURBS“, for example.
The next (dark orange) group icon hosts probably the most important CINEMA 4D object, the “HyperNURBS object“.
If a polygon object is a sub-object of a HyperNURBS object its polygon wire frame (mesh) will be 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) without losing the original mesh. As you can see in the next screen shot: The outer mesh (turquoise) shows the polygon cube’s actual subdivision. The ner inner mesh (white) shows the subdivision of the HyperNURBS object.
10 CINEMA 4D R9 Quickstart – Interface
11CINEMA 4D R9 Quickstart Interface
The advantages, especially in modeling, are obvious. Since the object contains few points (edges/ polygons) that can be edited it remains very managable. You can drag just one point of the original wire frame and the HyperNURBS mesh, with its ner subdivision, will follow the point being dragged (see next screenshot).
If the polygon object were made up of such ne 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 by hand in order to achieve the desired shape. Haven’t quite understood? No problem, in part 2 of our Quick Tutorial you will try modeling like this yourself so you can learn the functions rst-hand. Of course this group window contains several NURBS objects, of which you have already gotten to know the loft and HyperNURBS.
Let’s take a look at the objects behind the (green) “Function Objects“.
11CINEMA 4D R9 Quickstart – Interface
Here you will nd, for example, the null object (object without geometry), the boolean object for boolean operations (parametric and polygon objects can cut/slice each other), as well as the symmetry object, which can be unbelievably helpful in character modeling. You simply model one half of the gure and use the symmetry object function to mirror it to create the other half of the gure.
The second-to-last icon contains at least one object without which the best model would appear inconspicuous and at: the light (black & white).
The proper lighting of a scene is at least as important as the scene itself. You can make a better impression with simple models and great lighting than you can with a fantastic model lit by a default light. We’ll go more into detail about that later. Here you will nd camera objects, the sun object and the environment object among others (adds a general color and / or fog to the scene).
The “Deformers“ can be applied with the objects of the last icon (light blue).
Use these to bend, deform or squash objects for modeling or animation. There are several helpful tools in this group window. After you have worked your way through this tutorial you can try some of these yourself. You can deduce what most of them do by their names (which appear at the lower left of your monitor when you place the cursor over each icon).
12 CINEMA 4D R9 Quickstart – Interface
13CINEMA 4D R9 Quickstart Interface

3. Sample Images

This is where we could use a little fanfare. Think about it and let these images inspire you a little before we move on to the hands-on part of this tutorial.
13CINEMA 4D R9 Quickstart – Interface
14 CINEMA 4D R9 Quickstart – Arranging
15CINEMA 4D R9 Quickstart Arranging
4. Quick Tutorial – Arranging Objects
In order to give you a feeling of how CINEMA 4D works we will begin with the simple creation of a couple of basic objects.
Create 13 cubes and one sphere using the main menu (objects/primitive/cube/sphere) or the group icon “Add Cube Object“.
“13 cubes“ may give you the impression that we are preparing to create a mammoth project but don’t worry, we are going to arrange the cubes into a little gure. When you’ve created the cubes you can see their alignment in the Object Manager at the right.
For better reference, give each cube a unique name (double click the current object name in the Object Manager to open the context window for renaming the object). You can simply refer to the next screenshot.
15CINEMA 4D R9 Quickstart – Arranging
As you can see in the editor window, only one cube is visible. That’s because all cubes are located at the same coordinates and are the same size with the sphere in the center. Of course we will want to change this state now. But rst a quick introduction to navigating the editor window. How do I rotate and move my point of view? Simple. Take a glance at the top right corner of the editor window. Here you will nd four small symbols with which you can change your point of view (of course we mean the point of view of the editor window, not your personal point of view. We can have little inuence on the latter.)
The rst symbol (click – hold – move mouse) moves the view. The second symbol (triangle) lets you zoom in and out and the third (circle) lets you rotate the scene. Selecting the little rectangle to the right will divide the entire viewport 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. Zoom out a little and select the object “Head“ in the Object Manager. The head‘s axis will be visible in the editor window. Drag the head‘s green object axis to a point over the cubes.
16 CINEMA 4D R9 Quickstart – Arranging
17CINEMA 4D R9 Quickstart Arranging
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 (as opposed to clicking on the object itself and dragging it). 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 the previously mentioned locking of a specic 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. If no axis are locked, click on the “Scale“ tool on the icon palette at the top.
The ends of the axis‘ arrows have changed form 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.
17CINEMA 4D R9 Quickstart – Arranging
They make it possible to stretch and squash the parametric object on the respective axis
Now we’ll get to the nitty gritty part of this project. You now have enough basic knowledge to be able to arrange the objects according to the following screenshots.
If you prefer, you can switch to a four viewport mode (click the little rectangle at the top right of the editor window). If the objects are displayed as wire frame objects you can switch to “Quick Shading“ or “Gouraud Shading“ under “View“ in the editor’s menu. Now let’s get to work. Here’s a screenshot of the gure from the front for reference.
18 CINEMA 4D R9 Quickstart – Arranging
19CINEMA 4D R9 Quickstart Arranging
After you have arranged the cubes it still looks nothing like a “human character“. We have to rotate and stretch the gure a little. Click on “Figure“ in the Object Manager and select the orange handle on the (green) Y axis. Drag this handle until the top edge of the cube lies even with the arms.
Using the orange handles, select the cubes that make up the arms and adjust their size and position as shown in the next screenshots.
19CINEMA 4D R9 Quickstart – Arranging
If you want to scale all cubes of the arms at once you can do this as follows: with the shift button pressed, select the objects “Lowerarm_L“, Upperarm_R“, Lowerarm_R“ and “Upperarm_R“ and press “C“ on you keyboard to proceed with the “Scale“ function in the Y and X axis. As you can see, the orange handles are not visible. Squash and move the gures arms and legs until it looks like the following image.
This should be no problem with the knowledge you have gained up to this point. To squash the legs, for example, you can squash several objects at once instead of each one individually (as was the case with the arms).
20 CINEMA 4D R9 Quickstart – Modeling
21CINEMA 4D R9 Quickstart Modeling
When you’re nished select the objects “Upperleg_R“, “Lowerleg_R“ and “Foot_R“. Once they are highlighted in red in the Object Manager press the “G“ key on your keyboard. This groups all makes all selected objects children of a Null object. If you look at the Object Manager you will see the newly created Null object. Clicking on the “+“ symbol will open the hierarchy and the objects we just selected will be shown. When the Null object is selected, the axis of this Null object serves as the axis for all three leg objects. If this axis is rotated all children of this Null object will be rotated. Move and rotate the Null object a little and you can make the gure stick its leg out.
After you have selected the “Rotate“ function you can select the axis rings of the rotation sphere and rotate the object into position. Try changing the gure’s position by using these different “moving“ functions. If necessary, group objects into a Null object or select several objects at once in order to bring them into position.
5. Quick Tutorial – Modeling
This is the most important part of this tutorial: How is a model built?
There have been several new tools added to CINEMA 4D’s release 9 that will make modeling easier and improve your workow quite a bit. For example the knife tool has received a general overhaul and now offers as one of its new knife tool functions the “Loop“ which makes it possible to make a circular cut around the object. The new “Close Polygon Hole“ function is also very helpful. It recognizes a hole in a mesh automatically and lls it without assigning points. An additional new feature for quick navigation is the “General Popup“ which you can activate by pressing “V“ on your keyboard.
21CINEMA 4D R9 Quickstart – Modeling
A circular menu lets you choose from several menus in which sub-menus appear when the cursor is placed over them. Play with the menu a little and nd out how it can improve your workow.
In order to show you the basic functions and the most common way to work with the modeler we will create an eye for a comic character.
Let’s start with the creation of a cube, which happens to be the most-used primitive for modeling (Objects/Primitive/Cube). Press the “C“ key on your keyboard. By doing this you have just converted the parametric to a polygon object. Most commands can be reached via so-called “hot keys“ which, when used heavily, can speed up your work in CINEMA 4D quite a bit. Switch to the “Use Polygon Tool“ mode (on the command palette on the left) and select the “Live Selection“ tool (upper command palette). Make sure that “Only Select Visible Elements“ is active in the Attributes Manager. Mark the cube’s top polygon which will turn yellow when you place the cursor over it and turn red when you have selected it. Click on this polygon with the right mouse button. Choose “Extrude Inner“ from the menu that appears (hot key “I“). Click with the left mouse button on the top red polygon, hold the left mouse button pressed and drag
22 CINEMA 4D R9 Quickstart – Modeling
23CINEMA 4D R9 Quickstart Modeling
the mouse a little to the left. A second square should have been created, as seen on the next screenshot.
Repeat this procedure to create another square on the top of the cube.
Create a HyperNURBS object using the top command palette
and make the cube a sub-object of the HyperNURBS object. This will serve to subdivide our polygon object without us having to subdivide the original mesh. (Select the cube in the Object Manager and drag it onto the HyperNURBS object and let go when the little arrow points down.) Your cube will now look like this:
Loading...
+ 145 hidden pages