3D motion graphics with Cinema 4D and After effect | Paul Olusola | Skillshare

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3D motion graphics with Cinema 4D and After effect

teacher avatar Paul Olusola, 3D Motion & Illustrator

Watch this class and thousands more

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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

    • 1.

      Finance app 3D animation course promo

      0:51

    • 2.

      Episode 2: introduction to coin animation

      11:57

    • 3.

      Episode 3: Coin and Piggy animation complete

      13:01

    • 4.

      Episode 4: Emitter simulation

      8:18

    • 5.

      Episode 5: lighting and render

      12:28

    • 6.

      Episode 6: After effect and conclusion

      18:18

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About This Class

**Master the Art of 3D Motion Design: A Cinema 4D and After Effects Adventure**

Join me on Skillshare for a five-episode journey into the heart of 3D motion design. In Episode 2, we'll explore animation principles and Cinema 4D tools, laying the groundwork for captivating motion. Episode 3 dives deeper, perfecting animations and introducing the adorable piggy model.

Episode 4 is all about mastering simulations in Cinema 4D, while Episode 5 illuminates scenes with V-Ray. Finally, in Episode 6, we elevate animations with After Effects, using Animation Composer to add the finishing touches.

Each episode is a step towards animation mastery, blending technical expertise with boundless creativity. Enroll now and unleash your imagination in the world of 3D motion design. Let's create magic, one frame at a time. See you in class!

Meet Your Teacher

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Paul Olusola

3D Motion & Illustrator

Teacher

Hello, my name is Paul.


Solution-driven 3D artist and graphics designer with a creative flair for transforming complex ideas into a collection of useful visuals and related designs. I've worked with creative studios and am now a freelancer that shares my experience on skillshare. Kindly follow me on instagram, LinkedIn and Behance.

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Level: All Levels

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Transcripts

1. Finance app 3D animation course promo: Hi guys, my name is Paul Michel. I'm a three D artist and animator. In this course I'm going to show you how to create this cinema Phd after effect. In this course I'm going to be showing you my home method and how to keep frame and also simulate using particles using cinema phodi. This is the right course for both beginners and professionals. If you're looking for something simple and straightforward to lane, here is the right course for you. With no further ado, let's get started together. 2. Episode 2: introduction to coin animation: Welcome guys. This episode we dive into the fundamentals of animation and explore the powerful tools available in cinema. Fody animation is the heart of bringing steel object to life by creating a series of images that when played, subsequently give the illusion of movement. And understanding the principles of animation, such as timing, spacing, and anticipation among the rest, is essential for creating a compelling motion. There are te, principles of animation. I will personally advise as we get started that if you are not yet used with the 12th principle of animation, that you can go and such and get more better information on it. There's a lot of resources that are made available about the term principles of animation. Now let's explore the animation tools and layout in Cinema 40. We will navigate through the graph editor, learn how to set up key frames and explore the futures like Auto King, these tools will be our guiding light as we bring our creation to life. We open the project file that is made available and you're going to find these models, that is the key and the coin in Cinema Four D application after you load it up, can find every necessary tools that are needed for animating overhead to set up keys in cinema 40. All you just have to do is anytime you click on the object at the attribute editor, you will find the parameters that are possible to be animated available over any parameters that you see, this symbol. That is, you can key the animation. For example, if we want to set a key frame for the coordinate x of this coin in our time line at our initial position zero. We can set a key over him and drag it to the particular time that we wanted it to end, and set another key. Now we are able to set a simple animation just by animating the coordinate x. Any coordinate parameters that you see with this particular symbol that it can the animated. This is not only specific to the coordinate, it also goes down to any other attribute that is made available in your attribute editor to delete any key frame on your timeline. All you just have to do is select the keys by holding ship and select the multiple keys and right clicking, Delete, set to key frame. All you just have to do is come over to the auto key and you have to set your initial position. Anytime you manipulate or move your object. Cinema 40 will automatically set up the keys for you. This can come in handy in optimizing your animation work flow to avoid mistakes or Hero. It is advisable that after you have set the key, you turn off the auto key. Over here we can find the timeline which is the time line sheet and also we can find the timeline. Now you can select our object. And right click so that it can show in our timeline. Now, here is the cove. F Cove is a very powerful tool in any thread, the applications. By setting up the coves, you can make a lot of changes. Setting up additional key frames over here, you can move the curve, you can extend the keys. And we're going to learn more as we continue in the project. Before we dive into animating our scene, let's break down our reference shots into manageable sections. This will help us to stay organized and focused throughout the process. In this first section, we notice that the coin was thrown hop, then it flicked, then it drop inside the piggy. It is important to break it down in simple terms so that it will hit our blocking whenever we get started and emitting. Now, let's go back to Cinema 40 and let's get started. Now, in the cinema phone, the little set top of our camera as a output, I provide 1920 by 1080 full. At the frame rate, we're going to be using 25 frames. At the project setting, it is important to set it as 25 frame. We are going to keep the initial frame of our coin, which is zero in the wide position. At frame 25, which is 1 second, we want it to be shown in the camera. Then at film 50 wanted to drop. Right now we can turn on the auto key so that anytime we make any correction and we fold the concept key automatically, we can come over to the rotation. We may want it to rotate 360, that is a total complete circle before it reach peak that we need to set the key. Then because auto key is on, eta will chain set up the key force. So here at pm we can start to rotate. It's based on our reference said, the initial only 2020. As we can see that with just simple keys, we're able to get the basics and the blocking of our animation. In the next episode, we're going to be diving on to more deeper animation, where we're going to be cleaning up this animation. And we're going to be animating the second modem. See you in the next episode. Thank you. 3. Episode 3: Coin and Piggy animation complete: Welcome back guys. In this episode, we'll continue our journey in animating our second model. Before we do that, we are going to be applying one of the animation principle called timing to the first model that we just block out. Now looking back at our reference, we notice that after our coin was flipped up, it stayed for a while before dropping stay for a while before dropping stay for a while before dropping. That is what we are going to be doing. We're going to make sure that it hang for a while before then the nest Moody comes in then it's disappear from the scent. So right here we can add another key and we can adjust the curve, we can increase the spec. I can set up another key here, so want it to be deleted while then it's rooted, then it's flipped. But what I'm doing is that I'm increasingly spacing between two frames. So that it can increase the amount of frames that is in there so that it can give us a little bit of more time to see the animation anytime you wanted to frame your coves. All you just have to press is each. So now let's bring in the second model and start animating it. Can drop it in your group. So what we need to do now is to check the timing and also had some additional keys to match the piggy with a coin. So we can check the curve of these likewise, and we can make some correction to it. As we are polishing the shot, we ought to remember that animation is a constant process of refining Each trick bring us closer to perfection, making our creation come alive with personality and charm. You can keep on harding additional keys and to make your animation feels better. Now let us animate the rotation. So it is now for the coin, we want it to disappear instantly as it dropped inside the piggy. What we are going to be doing is animating the visibility at frame 42. We want the coin to disappear. Come over to the coin section here, over here can keep it, can keep it off at this particular frame that we wanted it to disappear, which is frame 42. And set the keys it's frame before we can keep it on then, because we have the auto key horn is going to set it up for horse, let us play. So we can see it once again. As we can see this is already closer to the reference that we're using. But one thing that we hold this advice is that anytime you're setting a key is you keep on refining it so that you can get the best of the shot that you are intended. So without wasting our time, we're going to move to the next episode where we're going to be talking about the simulation. And I'm going to spend more time in refining my home shots. And we advise you also to keep on refining yours. So see you in the next episode. Thank you. 4. Episode 4: Emitter simulation: Welcome back guys. In this episode, we will dive into the exciting world of simulation. Using Cinemaphodi. Simulation allows us to create realistic motion and interactions within our scene, adding depth and complexity to our animation. One of the important simulation tools in Cemaphodi, which is called the emeal. Now we can use it to create the second animation which is the second shot in our reference. Let's get started together to simulate inmap. You can find the appropriate shoes here in the Simulate here, you can find the forces. We are going to be focusing on the emitter over here with the emitter. Anytime you had the emitter to the scene and you press plea on your timeline, you're not seeing this particles emitting from within the confinement. This square also work with the size of the emitter. Here is the beauty of this tool is that any object that you make, the child of the emitter, the emitter is going to emit it out. Let us create a simple ship that is square. Let me do that again. When we make this cube ide of the emitter, the emitter will be displaying it out, but we are unable to see anything yet because we haven't told the tool to show the object. Yeah, over here we can make some necessary changes to the birth rate. That is, we can increase the birth rate, we increase the amount of the object being emitted by the emitter. Here we can correct the visibility. You can randomize the set. We can give individual its own relative speed. And not only that. Another important thing is the lifetime. That is the amount of lifetime we wanted to give the individual particles. If we increase our time framing, we are going to see that it consistently emits particles and keep on showing on our viewport six on the frame. We don't need that a lot, we are going to make some changes to that. Likewise, over here we can control the speed, the rotation, and also it variation. By the end of this episode, you have a solid understanding of simulation techniques using a meter. So let's get started to continue in the second scene. So we can continue from the previous previous scene that we stopped at. Here is mine. All we just have to do is to extend the timeline. Oh, let's create our emitter. Get oh, okay, let's keep it down. Now we can make our coin, the child of the emitter. We can correct the start emission because we are starting our home frame from 76. We can tell it to start from 76. We can stop the emission by 150. Also, we can increase the bad rate, so value, we can reduce the speed and you can increase its variation. Likewise then the rotation. So we can see that just by setting the simple generator, by using the emitter, we can easily simulate our coin falling down from the sky. Using keyframe. To achieve this may prove a little bit difficult, but this is made faster and easier by just using the emitter. You can keep on playing with your own simulation. In the next episode, we are going to be setting up a simple lighting and we're going to be rendering this out for after effect. See you guys in the next episode. Thank you. 5. Episode 5: lighting and render: Hey guys. Welcome In this episode, we are going to be illuminating our scene with intermaphody. If you're using red shift or you are using another third party rendering engine just like octane. You can also follow along because the lighting is simple and I'm certain you're going to get almost the exact same output like mine. Also, if you're using tmaphody, standard rendering, maybe physical rendering, you also can follow along. Rendering is the process of generating images from our three D scenes while lighting set the mode and atmosphere of our dimation. We will start by setting up the simple light using HDRI and Doom light and answering the visual appeal of scene. Then after that, we're going to be adding a touch of realism by applying a simple texture to our object. Finally, we're going to explore rendering settings with V, ensuring that our animation looks stunning from our handgle that you're viewing it from. Let's get started together to set up a simple lighting. The first thing I'm going to make sure that I set is the camera. Since I'm using, I wanted to set up a view camera tag, physical camera tag to a camera and select V as our rendering G. I'm going to be using V GPU. Just leave the rest only just make sure that you turn on the auto exposure. To simply set up the HDR high using the Doom light, you can set up the Doom light over here. Another way of doing that is going into the light and set up the Doom light. You can import your texture, the HRI inside here, but I'm going to be using a different method for mine. I'm going to be using the O, I'm going to look for HDRI, I'm going to be using the ones that I've downloaded earlier. Anytime I send it to my scene, it will automatically reach the doom light for me and also include the HGRI over. The nesting we offer to do is to set up a simple material. Guys, we need to add some simple materials on it. How I came up with this material, they are simple materials. I choose this particular color because I know it is closer to the brand of the reference that you're using. Then add a little bit of a reflection. They're not. Another fastest way to go about that is also looking at the library. I use the chaos as you can search ending and material that you are interested in using. You can find ceramic depending on the kind of texture that you wanted to apply or you can create yours also. That is how I come about with these. And to create your own materials, you can use the Node materials or you can use the standard one. I'm going to apply the materials to the model, the model. We can make our Doom light invisible, can give it like intensity. Now let's see it in interactive render for now, whenever you are test rendering, it is important. Sometimes depending on the hardware that you're using, you can keep the resolution lower, it can render more faster. Anytime you wanted to do the final render, you can pack it up to the appropriate rendering settings that you wanted to use. You can keep on increasing the settings. I mean, took in the settings to get the exact view that you wanted. I can add another light to light up the scene and to give it a little bit of depth whenever I'm okay with the lighting and I really want to proceed into rendering out my scene. This is how you can render your scene faster in cinema folding. All you just have to do is come over here, select all frames, That is to render it from frame 0100. You can select exact place you want to save your file. We are going to be saving this as a image sequence, as a PNG, and make sure you turn on the Alfa and street alpha so that we can have a transparent background whenever we want to import it into. After effect, you can choose different sampler type, either bucket or progressive, depending on which one you really want to go for. I would suggest that you can keep it simple. After you're done with that, I wish you change back to the original frame, 1920 by Nighty Select where you wanted to save your filing, then anytime you are done, you can click on the Render, then Cinema Four, we instantly start rendering your scene. In the next episode, we are going to be importing it into after effect and we're going to be fine tuning our scene. We advise at this point if you have any difficulty, you can put it down in the class and just read it out to me. And not only that also you can watch the previous classes and get a more clarity of the course. So see you in the next episode. Thank you. 6. Episode 6: After effect and conclusion: Welcome guys to the final episode of our animation journey. In this episode, we are going to be taking our animation to the newer level using after effect. Before we start after effect, we advised to get this free logging called Animation Composer. This is a very versatile plogging that is very effective and it is really popular among motion designers. Um, you can get the first, the free version. Animation Composer is an effective plugging that can really help you to add a lot of motion graphics element. Faster, animate your text without doing it organically in after effect. This is going to save you a lot of time and this is very, very effective. We encourage you to download it, to download the free trier, since we are going to be using a lot of the preset in it, we are going to be importing our footpage into after effect. So I'm gonna make it a 15 second long. I exported my batches, that's the reason why I'm importing it in different form. You can import it if you export it in full, then you can cut it in after effect. The first background here, we're going to make it a solid white. I can just use a ship make it white now because we exported our footage with Alpha channel and we're able to create something that with transparency and PNG so that we can trick our background as we see it. I'm going to create the text, I'm gonna make the texts blue. So we're going to duplicate that by pressing control C and control the second layer. Oh, we can reduce lens. Now for the second shot we're going to be creating over here, we complete with the layers tied by adding ingredients over Y. Then I'm going to change the color of the text so that it can be more visible, can drag it downward. Then I'm going to be adding my last scene, which is the texts just may be different so I can rename the ship Leos. When I've study order. Oh, Can just delete the go here and create an ellipse too. Just create a simple. I'm going to do that again. So, over here we can animate. We can start by animating the background f shape I wanted it to be animated from. I wanted to admit its skill. So I can press on the icon here, the skill icon for me to see. The skilled properties I have to press S, it's going to bring me the skilled properties. Then I'm going to e this frame from zero. I want it to be maybe 200. Yeah, 100% After we have set the skill properties, it is advised for us to select these boot keys and right click, then set ease. And then what we can do is to reduce, we're going to bet this. So we can change the color of the first one, something around this color. Then we can change the color of the second. Then the last one can be white. Now that we're almost done with it, the purpose of this is just to show you the general workflow on how to do this. Of course, there's more efficient way to work with after effects and there are numerous resources that are made available online. I just want to show you the process of doing this fast and without bothering with a lot of details. Then I can quickly animate some of the ships and even the text. Just by coming to the animation composer, I can look for the text. I can select the first one that I wanted to animate, which is save more than double click. It's going to help me to add that animation to it. As you can see, there you have it. I'm going to do the same for the rest. Also, I'm going to look for the precept that I love. I think I love this one. And you can adjust the timing with the in and out. Then I'm going to animate the last text. So this is just a simple way of approaching this project without going much into De. And I'm sure you have learned something from this course. As we conclude this tutorial series, I want to extend my gratitude to everyone that has found the time to really go through all the series, all the Court. Remember the journey of learning never stop and it never ends. You spend the time on honing your craft, the better you become. We encourage you to work with the class project and submit the completed course. And also feel free to reach out to me in any of my social media platform. You can find some here. You can share some of your works with me on Beans. Yes, my account on an also. You can reach out to me on Instagram like this. Also, you can reach out directly to me on my email account. I look forward seeing what you really make out of this. You can keep on working on these by adding adjustment layers, correcting the color correction, and exporting it out from after effects. If you want to export out instantly with after effect just to press control, I can send it to the media encoder and you can export it out in the resolution that you're looking up to. Thank you very much. I am ogualipolgill and hope to see you in my nest course. Thank you.