Animate a Demolition Derby Using Dynamics and Motors in Cinema 4D | Pete Maric | Skillshare

Animate a Demolition Derby Using Dynamics and Motors in Cinema 4D

Pete Maric, Designer | Cinema 4D Expert | Founder, Triplet 3D

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7 Lessons (22m)
    • 1. Introduction | Demolition Derby

      0:47
    • 2. 3D File Organization

      3:39
    • 3. Creating Connectors

      2:22
    • 4. Creating Motors

      1:14
    • 5. The Rigid Body Tag

      4:33
    • 6. Ramp and MoGraph

      5:56
    • 7. The Environment

      3:39

About This Class

Welcome to this course on Animating a Demolition Derby Using Dynamics and Motors in Cinema 4D.

The topics that will be covered include the following:

1. Organizing and preparing the model for efficiency. 

2. Adding connectors and motors to the car wheels and body.

3. Using rigid body tags on the car and environment for physically accurate collisions. Adjusting the rigid body properties of bounce, friction, and torque.

4. Creating the environment, ramps, and additional collision elements using the Mograph cloner. 

Transcripts

1. Introduction | Demolition Derby: Welcome to this tutorial on animating demolition. Using dynamics and lawyers. In this series of lessons, I'm gonna show you how to organize your crime so it's set up properly for adding dynamics. From there. We're gonna add connectors, teach real and car body, and then we'll add motors to each reeling. From there. We're gonna add rigid body tags. So this car collided with other cars or other elements of the scene. And then I walk you through the process of how I created by sea. Let's job in. Let's get started on a roll today on skills. 2. 3D File Organization: let's go ahead and organizer model for preparation for setting up the dynamics. So the first thing we want to do is I have this red car and we need to set it up this way. So we need to have a car body as one piece of geometry and four tires as separate pieces of geometry. Okay, So if you have other components in your car body that are separate pieces of geometry, well, you'll need to do is shift. Select each component that's part of the car body, right click, and then you'll do a connect in delete objects. Might is already connected. So if you have multiple multiple components, just use that function connecting delete objects. All right, The next thing we're gonna want to dio is make sure that over tires have the ACSI directly in the center. Okay, so these look pretty good. That looks good. And as you could see, this one is completely off. So if any of your axes are not directly in the center of the wheel, what you're gonna get what we rotate these tires is some really weird stuff happening. So you want to make sure that all these axes are directly in the center. So what we'll do is we'll go to the move toe will go to this act, move, actually, tool, and then we'll come out to mash access center center. Access to that will get out of this tool. And now, when we rotate this tire, it rotates properly. Next thing we're gonna want to do is we're gonna take this entire car body, and we're gonna rotate this so it's facing and plus X. So just take this rotation and I'll rotate it 90 degrees. So plus X, you could see this red arrow right here pointing to the right, and you want the front of the car to be pointing in that direction. Okay. The last thing is, you always wanna work from the center of the three d environment, so if we turn off our car real quick, you could see the center of the three D environment is right where these Act Three axes lineup. So we have the X Z and the why I turn on my car. It's directly in the center. The last thing that you want to do to make sure that this thing works properly is if your car is rotated like this, or if it's rotated, you know any which way you might get somewhere. Two things happening with dynamics. Also, you want to make sure that your tires are directly you lined up with one another. So if you go into your side view, you could see that these tires are directly lined up. If you go on the side view and you have something that looks like this with one wheel over here, one well over here again, you might get something weird happening with dynamic. So we're going toe, especially if your tires air like this. You'll definitely get something that's not desirable as faras when we set up the motors. So we'll go ahead and do that and back into this view and you could see my tires are lined up looking good, ready for for animation. The last thing that I do before, before we go ahead and and some motors and connectors to this thing is we want to make sure that this is some sort of real worlds, real world scale. So if this car were three inches big, you know that like a toy car or something, we'll want to scale it up. So I just use a cube is a reference. So this reference cube, it's about 78 78 inches. Here we go, about 10 feet. So this is about real world scale for this car. If yours is yours is too small. You want to scale the entire thing up. 3. Creating Connectors: now we're gonna add a connector to each wheel. So the way that we're going to do that is will come up to simulate dynamics and add a connector object with this object created, What we're gonna do is we're gonna click and drag until we see this down arrow above one of the tires. That's gonna make the connector a child of this tire. So now we're going to duplicate this connector for each tire. I'm on a Mac and I'm holding down command, clicking and dragging to make a duplicate and again waiting to see that down arrow Leko. But we'll do the same thing for this front tire and for this front tire. All right, so now what we want to do is we want to reset the PSR on all of these connectors. So I'm holding down command, command and selecting connector 1234 And then I'll come up to character commands and reset PSR. So what that's going to do is it's going to center each one of our connectors on each tyre . All right, so the next thing is, we're gonna select each connector, and now I'm gonna rotate this 90 degrees until I see this snub this blue no bit sticking out with the next one and I'll rotate it the opposite way. 90 degrees. Let's do that for each sing each connector. So they're all oriented in the exact same way in relation to the tire. So there, since 90 degrees there and for this last one will take that and we'll rotate it down. So now what we want to do is go into each connector and we'll see in the object managers Here we have an object a and an object. Be server, each object a we want toe. Take the tire. That's the parent. So I'll take this back, tiger as the object A and for object be We want the car body. We'll go in the next connector. Take this tire object a car body object be next connector, parent tire and car body for object be in the last one tire and her body. All right, so like that'll connect all of our connectors to the car body 4. Creating Motors: Now that we have our connector set up, let's go ahead and add Miller's so we'll go to simulate dynamics at a motor. So now we're gonna take this motor and we're gonna make it a child of the car body. And now we're gonna want to duplicate this motor four times for each tire. So I just hold on command on the Mac, click and drag clicking, drag. Make sure this is right underneath here and click and drag this one. So now we're gonna take this motor and you'll notice we can have an object. A in an object. Be so the object a is going to be the tire. The object is going to be the car body geometry. All right, so let's goingto this motor. Let's go and take this front tire and drop it into object. A. An object B is gonna be the car body geometry. It's going to the next motor. Go our next tire geometry. Take the car, body and object Be next motor next tire and car body again and the last motor back tire and the car body one more time. All right, so now this is all set up 5. The Rigid Body Tag: So now that we have our motors and connectors set up, let's go ahead and add it. Rigid bodies toward geometry. The way that we're gonna do that, select their car, Body command, click all of the tires. We'll right click simulation tags, rigid body. So right now for you to play what happens is this Cardiss Falls falls down. So we need some extra geometry, so it has something to fall onto. So what we're gonna do is we're gonna create a plane, and all we need is one by one as far as this plane goes for the segments and will make this a lot bigger so the car has somewhere to drive onto could turn off my grid. And what we're gonna do is we're gonna take this plane and again we're gonna add assimilation tag to this. So now when we hit play both the plane and the car just fall to the ground. So we want to take this rigid body tag on the plane and where it says dynamics tab, where it says dynamic, we're gonna turn it off just on the plane. So now when we hit play, we get something happening. So What we'll do is we'll take this car kind of lifted off the ground just a little bit. Will hit play. And I could see there's something happening on these I on these wheels. It's moving a little bit, Uh, but what we're going to need to do is go in and start tweaking some of these parameters. So if I go into my motor's, let's change the mode. Teoh apply force and we have the setting of torque. So let's increase that to 100. See what happens, Larios. And now we get this car, but it's going backwards. All the wheels are spinning correctly, but what will need to do is one need to change this torque to minus 100. So now when we hit play, this car is actually going forward. That's exactly what we want. So at this point, we can go ahead and it increased this number. Let's see if we add 1000 your model probably a lot a little bit different than my as far as what parameters that you need toe put in here. You only to experiment with us a little bit. Let's go ahead and increase this number from 90 key frames. Let's say 300 just to give us some time to see what happens with these dynamics. Okay, so now we get this thing moving. This is exactly what we want. It's kind of hopping along a little bit on. We could start playing with some of the parameters of the rigid body tag. Teoh, can I help out with some of the bounciness of this? So let's go back. What we're gonna do is we're gonna go and select all the rigid body tags of our tires. End of our car body and you'll notice down here in this collision tag, you have balance friction in collision noise. So free. Increase this friction. Let's say to 100 now it's sticking to the ground a little bit better. Okay, so we back up. If we increase it to 1 50 let's see what happens now. Now it's sticking really well. Now we could start going in playing with this balance. If we wanted to balance a little bit more, let's see if we increase that to 100 what happens? That's a little bit more bouncy, so at at this point, you'll just need to go in and just start tweaking some of these parameters. So I'm just gonna leave the balance at 30%. We can go into these motors typically what I do where it says apply instead of applied of both, I'm only going to apply to a which is the tire. There we go. Now we have a car moving and you want to go in and tweak this torkham out. So if you want this tire to go this car to go a little bit faster, let's try 1500 torque. So now this thing is cruising along Excellent. So again, the things that you're gonna play with as far as getting this thing to work, are each motor's torque. So you want to select each motor and apply it off the same force, the same amount of torque teach motor, and then you could play around with all these rigid body tags. In the collision, you'll have force or balance friction and collision noise. So play around with these parameters until you get your car driving the way that you need to 6. Ramp and MoGraph: Now that we have a car that drives itself, what we could do is start having fun with our projects. So maybe we can add some ramps, some other elements that it could crash into eso. The first thing we're gonna do is add a ramp to this, so I'll just create a cube and I just move this over. You re size this cube, so it's a little bit bigger. And what I'm gonna do is I'm gonna make this edible. I was the only one in my side views, and I'm going to point mode and grab these points. Make sure always like visible elements is unchecked. Grab one of these points, push it all the way down here and maybe I can grab these and sort of pushing over like this . I'll take this ramp and just kind of move it down over here. And what we're gonna want to dio is at another rigid body attack to this. I just renamed this ramp. All right, click simulation tags, region body. So now if we hit play now, this car is gonna jump right over this ramp. Maybe we can move it down a little bit. Let this car gain a little bit of momentum before it jumps. There we go. Now that's working. So go ahead and create any other elements that you want additional ramps or whatever. What if we wanted this car to crash into a bunch of spears? We can use the mo graph cloner. So if I creates a new sphere, I could take this and resize it making a little bit smaller. And then I could go into mo graph. Kloner will drag this fear as a child of this corner and I go into the McGrath Kloner and in mode just I'll enable Gregory. I can move this up and add some additional spears in here. Why? Right here and ground. These little nodes make this little bit bigger again. Maybe I want to add some additional spears in the here, Ugo. So now I'm gonna want a texture. These just grab this texture that already have done in here. That way we could see these sphere spinning. Let's they get hit. So what I would do is I'll take this push this all the way over here. So let's right. Click the spear and simulation rigid body. So now What happens is when you hit play these fears right away they fall to the ground, which is not really what we want. We want this car to be able to crash into him. So what I'm gonna do is select this rigid body tag and where it says dynamics since that a trigger immediately, I'm gonna say trigger on collision. So now when we hit play, this car is going jump in this ram and hitting these things and they're all flying all over the place. Okay, So if we wanted this card to be contained in some sort of box or some sort of environment, what we could dio is I move over my plane just a little bit. We could duplicate this ramp if we wanted. We could duplicate this cloner of the spheres, whatever you want to do for your scene. But what if we wanted this this car to be contained in some sort of box? What I'll do is I'll create a cube resize this Q. I'll take this should up making a little bit taller. Here's one side over here, and what I'll do is I'll take that right click simulation tags rigid body and then I'll take this duplicated command. C Command V Chris is over. Command C Command be again. Just rotate this this way. 90 degrees. This is over. And now when we hit play, unfortunately, we get this weird thing that's happening right away. These these things explode. So let's see what happened here that's going to these rigid bodies instead of trigger immediately know where it says dynamics. We're just gonna turn that off. And now they're vain static. So now this car could go and it will crash into the wall. It will do whatever. So, at this point, if we want, we could take this red car. We could duplicate it and make some additional cars. So I'll just command C Command V to duplicate this car. And maybe what I'll do is ongoing. Here, take this texture. Command C Command V. I'll take this texture where it says color, and maybe I'll just imported new texture. So I have something different. So maybe I have a blue car. So now I'll take this red car out, rename it blue car. I'll go into my car body and right here this texture, I'll just replace it with this new one dragging right on top of this, I need to grab the entire no object, move it over. So we want to change probably some of these offenders and whatever. So no, what we hit play and I we have two different cars that are falling to the ground. There we go, so you can keep duplicating your cars, creating an environment and have some fun with this. Maybe you could create an additional Carl. It's yellow are a different color or whatever. It's up to you what you do with your scene. At this point, I would probably texture of the entire environment with the material as well. 7. The Environment: I want to walk you through the environment that I created for my scene. So what I did, was I both this little stadium right here on, then Just put it inside of a symmetry object. So I have it on both sides. Here I have my rigid bodies, which includes everything from these ramps in the centre to these ramps where these cars were gonna come out of. And then I have some spotlights that I created on both sides on my stadium that cast some light down into the center of this. They created some trees over here just to cast some shadows inside the scene. So it looks a little bit nicer. We don't actually see those in the final render, but they cast shadows in the scene. I added some landscapes in the background, as you could see here, and they're all textured with this wood texture to kind of make it look like a big toy. And then I added some additional spears to the center here with some rigid body tags on them. So these cars compression toe added some additional spears all over here. So then I just duplicate in my cars, so I have about 18 cars in here, so I have cars on the scene that are on both sides. So we have cars coming to the scene from down here and over here. So if we hit play, we'll have both these cars coming. Our cars coming from both sides. They started speeding up, hit this ram, and some of these balls trash into one another over here, and then they just do their thing. So the last thing that I did here was I created a stage object, and I created a bunch of cameras. So camera one I animated in the stage object. All you need to do is drag this camera down to this camera field and add a key frame for where you want this thing to come in. As we scrub to the scene, you notice these cameras change, right? So if I play, my camera changes to here to focus on these cars, and it focuses on this crash down here, and they just kind of zooms out so I could see if we hit play. We're changing between different camera views, toe really show the action of the scene. All right, so now it's going down here. Show this crash a little bit more in depth, and then it's just kind of zooming out, showing the entire scene. So once you get all your cameras, your environment set up, what you wanna do is go into render settings output. Uh, you cannot put it whatever you want. 12 80 whatever. 1920. Ah, and we'll put the entire frame range. So all frames here, All right. I also added a liberal a little bit of and in seclusion in my scene. Once we get that rendered out, typically, what I do is jump in after effects and add a little bit of post production to this. So what I did was I came in here. I have a little bit of blur. So if I zoom and you could see there's a little bit of blur on the sides, and then I'm asked that out to show to focus only on the car. Have a little bit of this orange glow right here. That kind of follows are seen right to give it a little bit more atmosphere. And then I added a curves adjustment, just kind of bumped up the center just to give it a little bit more brightness, and I added a border around here, and at the end I added just a little tag with my name. And then I added some sound to this as well. I hope you enjoy this tutorial in half one.