Bend and Twist | Absolute Beginner Cinema 4D | Travis Vermilye | Skillshare

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Bend and Twist | Absolute Beginner Cinema 4D

teacher avatar Travis Vermilye, Digital Media Artist

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

4 Lessons (26m)
    • 1. Introduction

      0:29
    • 2. The Bend Deformer

      14:37
    • 3. The Twist Deformer

      3:46
    • 4. Combined Bend & Twist + Your Project

      6:48
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About This Class

In this quick class, you will learn how to use the bend and twist objects to manipulate 3D models in Cinema 4D.

  • Learn HOW to bend and twist objects
  • Learn about all of the various attributes in each deformer
  • Learn to combine both of these deformers
  • Learn how to animate them

Check out our profile page to see our other classes. We'll be adding often!

Meet Your Teacher

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Travis Vermilye

Digital Media Artist

Teacher

Hello! I’m a digital media artist, professor of design and illustration, biomedical illustrator and animator, coffee enthusiast, fly fisherman, hiker, biker, and a bunch of other things - but I digress.

I’ve gone through some different phases on Skillshare to try and figure out just what kind of classes I want to make for y’all. I focused on biomedical animation (3D Motion BioLab), beginner classes in Cinema 4D (ABC4D) and now I’m creating more general motion design and art-related classes. This may seem a little fractured to some, but I’ve decided it fits me perfectly. I’m always trying something new, growing tired of it after a bit, and learning new techniques to get me energized again.

I am a Gemini after all. 

:)<... See full profile

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Transcripts

1. Introduction: I'm Travis Familia. And in this absolute beginner cinema, 40 class will be taking a close look at the bend and twist objects, how to use them, all the attributes that you can change and how to apply them to various models for your projects. Let's get going. 2. The Bend Deformer: and here we are in cinema. 40 are 21. Let's take a look at the bend object. So Bend is located under this selection of objects, which are not, as did formers. So these are things that can deform your Ahlam objects that you're working with your models . You can also get to the bend object under create D former, and it'll be in here right under bed. Let's go ahead and create one, and you'll notice that gives us an envelope. Things Blue Line shows us where the object is active. So if we could rotate around our view, we simply get a view of this cube. It's 250 centimeters cubed right now, so the size can change. So let's change it to 500. We like him back out. The settings that it has available are under the object tab. Under the Attributes panel and mode, there are three different modes. One is limited, one is within box and one is unlimited. So we'll talk about what each of those do. Once we get a model on our scene, they basically either function they have. They have to do with where the box is located and how they function. Strength is the actual bending amounts of the strength determines how far it's bending in either direction and default is that it bends along the Y axis in the X direction. If we wanted to bend along the Z direction, we can change this angle and the angle. We'll make it banned in different along a different direction than the X axis. So this will become more apparent when we actually put something in there. But let's go ahead, bend it a lot, and then you can see this is rotating around its centre point. You know, I had set these back to zero. The other one is this. Keep y axis length. Now to illustrate that, let's go ahead and give it some, um, bending. You notice how sort of slinky is around, right? It goes to the center that balances bowling and changes in bowling and changes as I slide back and forth. If I keep the Y axis length, it's now just going to wobble or wiggle on its axis, and that length isn't gonna change as it bends. So, depending on what you're going for you, me or may not want to keep the axis length. Let's go ahead and make an object. So I'm keeping aware of how big the settings are right now, and I want to use a cube. Now. I want to turn on my lines, my shading blinds so that you can actually see how many segments this thing has. The way the bend object works of the bend, a former object works. Is that you making a child of the object you want to effect? So I'm gonna make the band a child of my cue by dragging it right on top. And now when I change my strength setting, you can see that it is actually affecting my cube. But my Cube doesn't have enough segments for to bend very well, so it's just getting flat sides. Let's bend it a lot. And then let's look at the segments, right? So this cube, along with wire right now and he has one segment, the more segments I add, the Mawr. It fits to the bend objects shape. Let's let's let's do something like 50. So we get a nice, smooth band along that, and let's go ahead and just put a view on this guy and put 25 in each of the others. This is a fair amount of geometry, but it should be fine. And it's more fertile, a struggle for illustrative purposes than anything. So let's just use this, for example, sake. And so now let's really take a closer look at how this is functioning. So we've got a cube that is 200 R cubed and we've got a bend objects to 50 by 500 in the wide by, 2 to 50 and easy excess to 50. Wire 500 z 2 50 and it's using the limited mode. Let's get an understanding for what happens when I move this around. So in limited mode, I can move this box around the envelope that is the bend object moving in on Lee in the Y direction, and you can see it's sort of affects it until it leaves the box close. What it means by a limited sort of continues passing through it, and it moves the object along its way. So this could be an interesting thing, depending on what you're trying to achieve, right? So maybe I could see a situation where maybe you wanted something just to come down and bend and go animate vertically like that. You could use the the objects to do that right? And if instead, uh, you don't want that to happen, then we'll just make some setting changes. Um, if we set this to within box and did that same thing, So let's just move the band object down. You'll notice as soon as it leave the box, leave the box, it goes crazy and it breaks the object, right, So it literally only affects it while it is inside that box and where it is inside the box , for example. I could moving over here and you notice where it's leaving the object envelope. It stops working. So that's what within box does. An unlimited affects it. No matter where this boxes. I can put this box over here, and it affects that. I can put it down here and effects that I can put over here. It affects it so you can get some fairly interesting effects just by moving around an animating your bend object. So let us what all those do, I would say most times I use the limited because I feel like I have the most control with that. One thing I want to point out now is this fit to parent. So so far we've got a bigger bend envelope, right? So the bend, the former is larger than our Cube. Let's make it the same exact size. If we safe, it's a parent. It's going to move it, and it's going to make it fit exactly to the shape of the parent object, which is the Cube. So now when I change anything, it is affecting this object very tightly, right? So we have a really nice amount of control over what it's doing, and this is the way I'd recommend you use it most of the time unless you have some reason for changing. The last part of this segment I like to do is just to show you some simple techniques you can do to make some more complex bent. So let's go ahead and settle, start set ourselves up with a couple more shapes. One thing I want to make is a another cube, and I'll put it over here and I'll go ahead and make it. Let's just make it twice as big, so we'll make it 400 will say 25 125. So we get the same sort of grid shape. I'm gonna go ahead and make a new bend on. I'm gonna make it a child of that cube and tell it to fit the parent. And I'm gonna keep the axis like so, if I change this cube so I'll label. This one is Cube one, and I label this one is tall box the listens, affecting it the same way right now. But what I want to do is I'm gonna be able to curve things in two directions. So you might have noticed that Let's go back to this 1st 1 when I change the controller, it's working from the bottom up. So it's looking at the bottom side of the bend object. Been to former, and it's bending it. The further gets away from that object from that sets up from that space. Same thing here, so it's bending it from the bottom. So if I had been this in this direction, it's starting here, and it's banding this way. Well, if I move this bend modifier bend to former vertically, it's only gonna bend from where? That Why, um, negative portion of the or the bottom portion of the bend object begins. So from here up is where it's gonna bend. So I wanted to do an interesting curve where I'm getting, like, an s shape, actually need to bend objects. And so what I'm gonna do is go ahead and move this, um, in an exact amounts of 200 along the coordinate system, and I'm going to make it only 200 tone. So it's 200 and it is located along set back to zero. Sorry, I want to do 100. I'm gonna do 100 because I have made it half that size. So let's go ahead and bend this now and see what it does. So let's bend in. The negatives were betting half the object minus. Let's just do minus 50. So what I want to do now is I want to duplicate this one so we can bend the other direction , so I'm gonna hold down control on. I'm just going to bend drag, drag this down a little bit, and I'm gonna call this one bottom then and so we know it's going from here to there, so I just want to rotate it along this one axis. No, hold down shift. So it snaps 180 degrees. Then as I move this down to meet the original one, so it should be down 100 right? If we look at the coordinate system, we'll go down minus 100. What this does is it gives us to bend did formers on one object. And each of them is bending on the opposite side. Right, Because I've rotated it and they both have the same settings. I can now do things like this with it, right? I wanted them both to bend the same direction. I could either rotate this one 180 degrees. What if I did that? Now they're both gonna bend the same direction. Or it could have made one positive and one negative to get that same effect. If you want more complex, more come complex curves like that, this is how you would do it. Let's make one more object and this is a plane. I'm gonna show you how Teoh bend the plane in multiple directions and make a complex curve or a compound curve. So I'm gonna give my plane some more segments. It's just 50 and each defective dimension. Let's go ahead and get a bend modifier on the plane. Now, if I want toe, make this Ben minor modifier fit this plane or bend to former fit this plane and bend it, let's say this direction So it's gonna bend in an arc like this likes of this sort of shape . Well, I know that my bend modifier right now is working along this. Why access? So for that to happen, I need to rotate it 90 degrees and make sure it's overlapping my shape. And now, if I change, it is gonna be bending in from there, right? But we've got our sort of spring anything happening because we don't have this fit access length. Now we've got a simple curve that your happening. So this fits a parent thing actually works, no matter what direction you rotated it. So if I hit 50 parent now, it's gonna keep the rotation. And now I can bend this plane along, occur very simply right so I could make a tube out of this plane by simply rotating it 360 degrees. That's not what I want to do. What I want to do is create a tube sort of beginnings of a tube, but that starts from the center. And so to do that, I want to make this half assed wide. So we'll say 200 and we'll go ahead and move it over so that it's taking up the right half and then I'm gonna duplicate that rotated along. It's the along the y dimension, and I'll move it to the side. So I want those both to meet. You could do that mathematically, or you can do it right now. If I change these, it's gonna basically flap like wings along that access. This is a man a little bit so you can see that better is gonna flapped like wings along that axis. Right? So if you wanted to have something bending in this way, this is a good way to do it. You make sort of 1/2 pipe shape. Um, but what I want to do is make a complex compound curves. So I'm actually gonna duplicate both of these by holding non controlling dragging when I get a duplicate of those. Since they haven't moved their affecting it doubly. But if I rotate both of these at the same time along there, current y axes now you can see I'm getting this really nice compound curve, and it works in both directions. If I hold down, shift and click on both of these, I can create a compound curve in this dimension. That's all. I got more compound curve in that dimension. Or I could have them all four controlled at the same time and make a dome shape that goes down in that dimension. And when I have done medical animations in the past, a lot of times this is the way I would make the surface of my cells so that I could frame things in and have a nice cell surface without having to be working on a giant model. So that is the bend objects. We've talked about all the attributes of the bend object, how they function and how to bend objects in multiple different ways. The next section will be all about how to twist things 3. The Twist Deformer: Now let's take a look at the twist. Did former and see how that functions the life, the Bend D former and most of the other deformities. You do need something to twist in this case. Let's go ahead and work with something a little different. I'll choose. Um, no. We'll go ahead and work with the Cube, then maybe I'll bring in a figure or something like that, and we can look at how it affects different objects in different ways. Let's make our Cuba 400 tall and let's go ahead and create our twist object by going to the defense de formers menu. And selecting twist will make that twisted child of our cube. And let's just go through the attributes so a little bit more simple than the Bend to former. The Twist has size. It has the three types of modes limited within box and unlimited, just like the bend. And I'll go through those in a moment, and then that simply has the angle. So you're either twisting in one direction or you're twisting and the other direction it works along the Y axis very similar to the bend right now. I just threw a 90 degree twist. It's not going to be working very well because my Kiev doesn't have any segments except for one on each side. So let's go ahead and give it some segments and you'll notice all three dimensions actually have quite a big effect. So let's do 50 vertically. I know I'll turn on my line so that you can see those coming in is a are applied. And so I'll do 25 2050 and 25. God will give us perfectly square polygon so you can see the way that this is affecting my cube shaped right now. Um, and we are on the limited such setting. If I change this to within box, it's going to stop twisting when it's not inside that box. It's actually gonna break the object so that if I move it out, it's going to do horrible things. I don't know why you would use that Personally Unlimited is going to affect it, just like the bend. It's going to affect it no matter where it's at. So you can get some interesting, although less controllable effects by moving the twist object around now, like the bend, this also has a fit to parent object. So our option And if I click that twits makes the twist envelope shape exactly. Fit the cube that I started with. So again, it's important to have segments to work with, Um, and in his importance to have ah, your envelope fitting your object very closely. So nine times out of 10 I'd probably say I used limited the most on this gives me some really fine control. So the more you use this, the more rotations you put in more polygons you're going to need. So you can see this is starting to break my cube object. So if I wanted to do something like that, I would probably want to come into my cube and really add a lot a lot of polygons like 500 . And then I'm gonna start to see ah, Cube shape or, um, more of a screw sort of shape coming out of that, that is pretty much it for the twist object. Check into the next video and we learned how to do something combining the twist and the bend to do something fun with the mannequin and think about how you might do this on your own project. 4. Combined Bend & Twist + Your Project: Now that we've learned how to use the bend, the former and the twist, the former separately, let's see how we might combine the two. So I'm going to create a simple mannequin and let's go ahead and zoo man on him so we can see him nicely. Clearly and again. I'm gonna look at our lines display so that we can see what's going on and let's make a bend a former and let's make a twist of former I'm going to make both of these a child of my figure. And for each of these individually, I'm going to say fit to parent after the band it to parent. And so you can see that when you do click that it fits the envelope to whatever you're working with. So if we twist this guy right now, he's going to look like he's doing a little bit of yoga. Or maybe, you know, just getting some stretching in before he does his work out or something like that. Let's set that back to zero. I mean, if I were to do some bending right now, he's going to go, Oh, he's going to stretch along that long axis But let's click this keep why access length And now it will be a little bit more reasonable. You can see the the former is actually doing some pinching on and stretching on the front and on each side. Let's not worry too much about that. What I want to do is have him do afford then, though, So let's go ahead a rotate this around. So he's going forward and we'll see minus 90 to keep that exact on. Then we'll look, think about how to key frame this. You know, one of the things I noticed is he's his whole body is bending, Um, and so I probably don't want that to happen, right? I just wanted to band around his hips. Maybe you think about changing the size of this bend object so that it's only bending right here around his hip joint. That's and now he's going to do a pretty nice forward four band. He's really good at yoga. That's a little too much. So we've got that happening that back zero on, we've got the ability to twist now. One thing I want to talk about is just do these things. Doesn't matter which order there in and it actually does. So let's do a twist. And let's do a bend just to show you that it changes depending on the order. So I'm just gonna drag the band up above the twist. So you see, I'm getting a different effect depending on which one is on top, right? So it's just the way things add up. And I think for what I'm trying to accomplish right now, having twist on top and bend underneath is going to be the way to go. Let's talk about animating this and how we might do that. I'm just gonna do a 30 frame Lupu Bill animation. So I'm gonna change this the 30 frames down here and I'm gonna set both of these back to zero again when the first thing I'm gonna animate is my twit. My bend. Okay, so I'm going to start off with a zero and I'll go ahead and key frame the strength at zero on the bend. When I move you out a little bit, say, maybe it's a 10 or so. Then I'll have him do his bend this forward bend. We'll just go 90 degrees for rib end at 90 degrees and then I'll keep offering that as well . By clicking on this button. I want to have a little bit of a rest before he moves. So I'm gonna move a few key frames. I'm gonna add another key friend, right? So right now we've just got in bending and then stop. Stop, right, and then I'll go about the same amount of frame. So that would be 23 and put this back zero and hit the key frame again. All right, so we got four key frames from here. Bent, Stay bent back to zero. If we loop our animation, he's simply going to bend forward and back up. So he's doing little exercises. What's it? Adding a couple twists. So we'll start our twist coming through. Let's say as he starts to move down, maybe around four will have zero. And then as he gets to the bottom, I want him to be twisted like he's trying to reach the ground. Okay, so that's like 90 degrees in more key frame that and then let's say, as he's right before he comes back up, we want him to twist the opposite direction. Symbols a minus 90. So he's gonna bend over, touch both sides on the ground. And then as he stands back up to zero, he's gonna be back at zero again and his twist. So combining these things together can give you some nice effects, right? So he's gonna tap, tap, stand that tap stand tap, tap, stand tap, tap stand. I was just going a little loop over and over. If you decide that's too much. Maybe you wanna have them thes spread out a little bit more. You can move the key frames around inside this time line, and now it's a little bit more of a smooth motion, right? You could come back to your bend and say, You know what? I wanted to bend a little faster and rest a little more off the bottom. So we're just gonna spread these apart a little more. So I just wanted to show you that you can actually get some pretty decent effects with your animations using some simple tools that are built in 7 40 on right, as we're getting started as a beginner. So thank you so much for watching this absolute beginners cinema four d lesson in bend and twist for your project. I would love to see you take any object that's available and do some bending and twisting on there. You could render it out. You conduce screenshots. You could export a preview if you don't know what I'm talking about. You could wait until you see further videos on how to do those things. But for now, just using your bend object to try to bend something and using your twist, the former to try to twist something would be sufficient. So I think the most important thing when you're learning new tools and software is to play around and be as active as you can. Try new things, break things and learn from it. So, Ben, something twist something posted online. I can't wait to see what you do, and I love to leave you some feedback. So you want another skill share class for absolute beginners in cinema, 40