Transcripts
1. Introduction: Welcome to this course, animate a music
video and cinema 4D. Pete Merrick from Cleveland, ohio and will be
your instructor. I've taught thousands
of 3D artists over the years through Cuyahoga
Community College, the Cleveland Institute of Art, and various online platforms. After completing this course, students will gain
the skills necessary to animate their
own music video, complete with sound
visuals and effects. The topics that will
be covered include sound design using GarageBand
and other music options. Scene setup, an animation using the sound effector demonstrated with five unique examples. Animation bonus
lessons using hair and espresso,
camera composition, lighting, rendering, and post-production techniques
in Adobe After Effects. I designed this course
for the beginner to intermediate 3D
artist who wants to easily animate music videos and seamlessly sync
sound to visuals. Basic understanding of Cinema 4D user interface
as recommended. Reading to learn how to
animate a music video and cinema 4D and roll
today on Skillshare.
2. Project Overview: Let's get started on animating a music video in cinema 4D. The first thing I
wanted to show you is a completed animation. In this course, we're
going to primarily cover the sound effector and how
to use it within Cinema 4D. Before we get started, I just wanted to talk about
planning your project. One of the things
that I like to do is come up with a
rough storyboard. Something that gives me an idea of what kind of
shapes I want to use, what kind of compositions
I want to use, what kind of animation that
I want in my final video. This is subject to change. Once you start getting
into Cinema 4D, your final animation
might not end up exactly like your storyboard. You might want to
take a few minutes to sketch out some ideas of what you want
your concepts to look like in your
final animation. The next thing that
I wanted to do is establish a color scheme. The way that we
can do that is we can go into Adobe color. And right here where
it says Explorer, this will give you a lot
of different options as far as color schemes. You could type in
keywords and search for whatever keywords
that you want. Once you find a color scheme
that you're happy with, what you could do
is just click on the scheme and take a
screenshot of this. And this will give
you all these numbers down here that you
could type in to Cinema 4D ease material to
give you these exact colors. So here's the final scheme
that I chose for my animation. Yours could be completely
different than this. And that's okay, but
let's just establish a color scheme right up
front before we get started.
3. Audio Files: Let's discuss the sound file. So I wanted to give
you a few options as far as where do
you get the sounds? So number. The first thing
that you could do if you feel like it
and you could create your own music within GarageBand or any other program that you're comfortable with, you can use the sound
files that I'll supply for this project. You can purchase
royalty-free files through like premium lead or any
other online resource. Or you can find free
resources online. Right now I'm going to
jump into GarageBand. Just show you how I
organize my file. If I solo this first intro,
just play that for you. Once that intro completes that I have this sort of
electronic band kicking in, and I have some basic arpeggios
that I made over here. And if you don't understand
any of this, it's fine. Like I said, you can use the
sound file that I supply. I have a real simple
melodic line, some drums and then some base. So once that kicks in,
here's what happens. All right, I won't
play the whole thing, but you get the idea. If you wanted to create
your own custom music track within GarageBand, few simple ways that you
could do it is if I go found new empty project, I'm going to start
with a drummer. Let's create this. Garageband will allow you to choose different
types of drivers. So if I click electronic, Let's go ahead and play this and see what this
guy sounds like. You can also select
different presets down here. So if I rewind this
to the beginning, that'll give me a totally
different groove. Here's another one. You can choose whatever
one that you want to hear. Once you have a
basic drum pattern. You can also go up here
where you have these loops, where the loop browser
is on the top right. You can search by genre. So if you go into electronic, this is going to give
you a whole bunch of different loops that you can
use within your composition. You can go through,
click on some of these and see what
they sound like. If you find ones that you like, what you could do is
you go file new track. Let's just use this microphone. Then what I can do is
I can go back into this loop browser and I can just simply drag and drop some of these
loops into here. And then I can start
building my track. That way. You're going to want to have about 30 to 60 seconds
worth of music. For right here. We can click on here
and just show time, and that'll show us the
duration of our music track. So if you feel inclined and you want to write
your own music, that's a quick and
easy way to do it. If not, again, you can
use my sound files. So I'll go back and
open up my file again. Once you have your
music created, what you can do is
you can solo and export all these
individual elements. You can have different
parts of the animation be affected by different sound. The way that I can
do that is I'll just mute all of these
tracks down here. Then we can go share
exports on to disk. And since this is the only
one that's on this intro, it'll just export that sounds. Let's go export song. And we can just call this
intro to the desktop. A WAV format is
usually the best. So I'll just export that. They can go through. And let's say we turn that off, we can export this next one, share export saga disk. Then what you want
to do at the end is export the entire track. Turn all these back on, Share. Export song to this, that'll be the full track. The sun files that
also apply for this is I'll give
you the full track. I'll give you the introduction, main arpeggio, a melodic line, precaution, and the baseline. Your field. Feel free to use those.
4. Scene Set-Up: Let's go ahead and
set up our scene. First thing I'm
gonna do is create some new materials by clicking
this material editor. What we'll want to do for
this is just reference these numbers down here
within our color scheme. If I double-click,
create a new material, what I'm gonna do is
go into this color. Right here, I'm going to click
this little number sign. And here I can
input those values. Tab and there's my color. One of the things that
I wanted to suggest for this animation is to keep
your materials super simple. If you start adding a lot of
reflection your materials, it's going to bump up
your render times. And since 3D simulation in dynamics sometimes take
a while to render, I would recommend your materials to be as simple as you can. You can even turn off this
reflectance if you wanted to, or you can just leave
this specular layer on whatever you wanted to do. I'm going to keep these
materials super simple. Once we have the first
material created, we can just duplicate it
by hitting Command C, command V, double-click list. And I'll go into my color, and I'll just input that number
for the next color here. Go through, duplicate
these materials to create the rest
of your colors. So after you have all
your materials created, let's go ahead and close
this material manager, then we'll start
building our scene. For my particular scene, I kept it super simple and I encourage you
to make your own. I started this off with just creating a whole bunch
of landscape objects. And I resize these, these over a little. So let's say our camera view
is going to start from here. I can duplicate this over here. Maybe change the seed
of the second one. Go to the seed. That'll change the shape of
this landscape. There we go. Maybe I could change
the height right here. And then I'll go
into my top view. Just duplicate this again. Rotate this one. Just go into here. That over slightly can make
that a little bit less tall. I could change the seed
again of this one. That'll change the
shape of that. Duplicate that over
one more time, and change the height. Now what I can do
is I can create some sort of floor down here. Command C, command V. Rotate this guy over here. And I'll just rotate
this 180 degrees and just push this
down a little bit. I can't even turn off this grid. If I wanted to filter
workspace, turn that off. Here's the basic scene. Even make this a little bit
longer. And there we go. I can just group
these landscapes together, called
this Landscapes. I'll put some materials on here. Let's say these are dark. Let's say this one
on the bottom. A little bit lighter. Again, you're seeing
might change. It might not be exactly
like mine. That's okay. The last thing I'm
gonna do for the scene is just create a basic plane. This is going to be my water. Push this up just a
little bit. There we go. I'm just going to find a
liquid material within the asset browser is
going to mind materials. Search for water. You can use any one
of these materials. Just go ahead and
download this one. And I'll just place
this my water plane. That's the basic Seine. One other thing that you can do here is where we
have this water. If you wanted to get some
waves in this water, an easy way that
you can do that is go into the deformers over here. You can use a
displacer deformer. You can drop that as a child and this water than in this displacer deformer
and the shading, you could choose a noise. And what that's gonna
do is it's going to start displacing this. Actually, if I take
off this material, you can start seeing that
a little bit better. What that does is it starts
displacing this up and down. Per that noise. It makes it look like
it's a little bit wavy. If you're not getting
enough subdivisions, you can always go back into your plane and add a little bit more
subdivisions to this. That'll give you
some more waves. If it's looking at a
little bit too jagged, you could put it
this water plane inside of a subdivision surface. That's gonna increase
render time as well. So I might just keep
this super simple like this and call it a
5. Sound Effector Overview: In this video, I wanted to
give you a basic overview of how the sound effect
or works in Cinema 4D. Let's go ahead and create
a real simple cube. I'll scale this down. And then I'm gonna
go ahead and drop this inside of a MoGraph Cloner. Create a cloner, make this
cube a child of the cloner. Then what I'm gonna
do is I'm going to go into this cloner object. And I can move this stuff over so you can see this
a little bit better. Right here where it says mode. We're just going to
change this to linear, is 0 out this y position and just kind of
offset these in the x. And I'll increase the
counts of this corner. We have some cubes and we have the cube
inside of a cloner. And that's duplicating
those cubes. With this cloner selected. What we're going to
want to do is go to MoGraph Effector and
choose the sound effector. When we select this cloner
and go to the effectors tab, we'll see that the
sound effector is located within that tab. Let's go to the sound effector. And right here it
says soundtrack. Can move this over
again so you can see this a little bit
easier soundtrack. Let's go ahead and load sound. For this. I'm just going to use the full
track just to demonstrate. The way that this works is
within the sound effector, if you go to parameter, you could specify how that sound is going to
affect these clones. So right now by default we have the Position enabled
for this demo. Let's just go ahead
and enable scale. And what I'm gonna do is
I'm gonna say this Y scale. I just want this to
increase PER that sound. Right now I'm just typing
in an arbitrary value. We can go back to
this effector tab. And now when I rewind, hit Play, you'll notice that nothing's happening
with my cubes. We go into the sound effector, effector tab right here
where it says amplitude. You can go ahead and you
could specify a portion of your sound wave that you
want to affect your clones. Now when I drag this over here, you'll notice
something is starting to happen with these clones. I hit play again. You'll notice the sound
effects parameters. We enabled scale and we typed in this arbitrary value of
2830, whatever it is. Now these cubes are growing
when the sound affects them. If I rewind play that again. You can also set a
parameter within this sound effector to affect all of these cubes a
little bit differently. So if you go down to sampling right here where it says PQ, Let's go ahead and change
that to step immediately. Immediately you notice that
it affects it differently. So now if I hit Play, if we get a different look, I'm just going to go ahead
and add some more frames to this 500 frames so we can play this through and
see what happens. As you could see, now these
clones are being affected. If we go up to this
amplitude again, if we play with
this slider, again, you're going to
notice that affects our clones a little
bit differently. So you're just gonna
have to get in here into this amplitude and start playing around
with some of this, some of these values until you get the
look that you want. What are the thing that
I wanted to point out? I'll play this real quick. You'll notice we're getting some jaggedy kind of animation. And one way to smooth
that out is by using this decay slider right here. So if I take this to k
and I bumped that up, let's say 50% or so. What it's gonna do is once
these gets to the peak, it's going to kind
of ease out of that movement and make it
a little bit smoother. So let me see, let
me show you how that changed the animation. Now, those are coming back to the original size a
little bit slower. Demonstrate again, here's
what it was before. Kennedy jittery. Now if I bump up that
decay, lot smoother. If you go too far
with this decay, these will start to stick. You don't want to go too far. You want to have
these come back to somewhere in their
original position. The other thing that you
could do is you can go into the sound effect or
in this parameter, you can enable position, you can enable rotation. If we enable rotation, Let's just play around
with some of these and see how that affects this animation. Feel free to take some time, play around with some of
these parameters and see how they affect the overall
animation in the colognes.
6. Cubes: Let's start animating
some geometry. The first thing I'm gonna do
is bump up my frame count. My music is about one minute
and ten seconds long, so 2100 frames should work. Yours might be
different than that. You have to figure
that out 30 frames per second times however
many seconds that you have for
your music track. The first thing
we're gonna do here is I'll create a cube. And I'm going to re-size this
cube, something like this. And then I'm going to put
this inside of a cloner. I'm holding down option
on the keyboard. I'm on a Mac. And that makes the cube a
child of this corner. So what I'm gonna do is
go into my object linear. And this is very similar
to the previous video. Will 0 out this y position. And I'm just going to
increase this counts. I'm going to increase
the size on the x. I could just increase
the counts here. Could take my cloner. And I can just move this over. I want these to happen right
underneath this water. I can go into this view. Shading, just take this down. It's underneath my water. Yours could be
different than this. The thing I'm going to
increase this number, x, kind of offset these
a little bit more. I don't think I need as
many spheres, cubes. And then I can make these
cubes a little bit smaller. Something like this. And it'll drop. Let's say this green texture on this cube. Now, with this cloner selected, go ahead and create a
MoGraph sound effector. Let's take the sound effector, go into the effector tab right here where it
says sound track. Go ahead and load a sound. For this. I use the intro sound for the parameter I want
to use to scale. This time, I'll
scale it in the Z. Let's go ahead and play this and see how that's
being affected. It's not being affected
at barely at all. So I have to take this
amplitude slider. There we go, slide it over. So these waveforms certain
affecting our clones. Alright? So what I'm gonna do
here is I'm gonna go ahead and into this parameter. And I'm going to increase
this, the Z size. Maybe something like this. Go. Then I'll go to
the sound of factor. Instead of using the
sampling as a peak, I'm going to do a step. And now when I play this, I get this animation happening. I'm going to go into
this decay slider and just bump this
up to about 50%. Maybe I want this
a little bit less. I think that's
looking pretty good. Now what I can do is just take
the sound in this cloner, and I'll group these together and I hit Option
G on the keyboard, and I'll just call this
O1 cubes under water. Here's a little tip
That's going to help you speed up your playback, speed up some of
your renderings. Once you have your sound
effector in cloner, all set up and you're
happy with the results. What you're gonna wanna do is cache this MoGraph animation. All right, So with
this cloner selected, let's go up to create tags, MoGraph tags and
selected MoGraph cache. Now with this selected, go ahead and break this out. I'm going to save this. What I'm gonna do within
my project folder. Within my 3D folder, I'll just create a new
folder called The cash. Now over here I'm
going to specify that folder to
save my cash into. All right, It's
projects, 3D cash. And I'll just call this a one. Now with this MoGraph
cache tag selected, you want to hit bake to file. What that allows us to
do is to scrub through our animation timeline without any discrepancies in
the actual animation. So when Cinema 4D has to
calculate every frame, when you don't have
this paragraph tag, it could take a long time. You could get unexpected
visual results. It's always nice to
break this out that way. You'll always get
the correct preview when you're scrubbing
through your animation.
7. Spheres: Let's continue creating
some additional animation. All right, so for this one, I'm going to start
off with a sphere. Now go ahead and
I'll resize this, just make this a
little bit smaller. And then I'm just
going to duplicate this two times by hitting
Command C Command V. Command C Command
V. Now I'm going to place these three
inside of a cloner. Let's go ahead and apply
some texture to these. I'll take one. I'll do a light color. This next color. I'll do this. Now this cloner. And go ahead and bump up some of these
parameters in here. Now, I'm gonna go ahead and
create a sound effector with this cloner selected
MoGraph effector. Effector. And again, I'm going to load
this file, the effectors, and I'm gonna do the
same intro file. Here. I'm going to specify, instead of position, I'm
going to do a scale. And I'll do a uniform scale. And I don't know. I'm just going to start with an arbitrary number and
see how this plays out. Alright, so let's go to this
effector and this amplitude. And I'm just going to push this over and see what happens. The first thing that
I want to change, because I wanted to go into this sound effector and the sampling, I'm going to change to step. If not all of these are
slightly different. The next thing I'm
gonna do is go to this cloner simulation and
add a rigid body tag to this. Now when I hit play, you'll notice what's
going to happen. I think this is
probably way too big as far as this effectors scale. So let's just go ahead and
take that down a little bit. Something like this. So getting back to
this rigid body tags, so now when I hit play, these spheres are probably
just going to drop. Yep, they just drop
all over the place. But what we want
these things to do is attract to the center
of this cloner. Going to go into this corner. And right where it
says size for these, I'm gonna start with a 000 size. Now when I play these little
explode out and fall to the ground, eventually
faulted drowned. The way that we can make these stick to the center
of this cloner. It's pretty simple. If we go into this
region body tag right here in this force tab, Let's go ahead and type in. Let's start with ten
for follow-up position. And let's see how
that affects it. There we go. That's
looking pretty good. Go back to the cell defector. I could play with this
amplitude a little bit. Let's see if this changes
anything over here. We can also go back into this decay and see
what happens now. That's pretty good. Once we get this looking
like we want it again, we could take these two, we can group them together. I'll just call this
a one spheres, since this is still the intro. And we can starts
composing our shot. So let's say our camera will maybe be somewhere around here. So far, if I create
a camera in here, look through this camera. I can go to the composition
and enabled grid. Let's just start
composing this shot. Maybe these are right
in the center of this. And this is going to
be completely up to you how you compose this. I can take these spheres and I can push these
back in space. Will have to be on frame 0. To do that. Push
those back in space. I can push them up a little bit. So maybe they
started right around here. And let's hit Play. If we wanted more spheres, we can go into this cloner. Add more spheres here. That's going to be completely
up to you once you get this animation and you're
happy with the way it looks, you're going to want to go
into this corner again, go to create tags, MoGraph tags, MoGraph cache. And then you're going
to want to save this to your cache folder
that is right here. And just save this as o12, O1. Be better. Now with this MoGraph cache tag selected that you want
to hit bake to file.
8. Glowing Spheres: Let's go ahead and create
some more animation. I'm gonna go ahead
and create a plane. It'll take this plane, just move this down. I'm gonna do here is turn on display garage shading
lines so I can see how many lines and subdivisions
are in this plane. Then I'll just scale this up. Something like this. And I can move this down. Let's kind of align
with the water. Doesn't have to be exact. Back spread over. I could just turn
off my environment. Now I'm going to create
an additional sphere, resize this, and make it
a little bit smaller. I'll drop that sphere
inside of a cloner. This cloner where it says mode. I'll change this to object mode. Now, we'll get an
object field down here. I'll drop this plane
inside the object field. Right away. You'll notice that
the spheres start cloning right along the
surface of this plane. That's because this distribution
method is on surface, but I'm going to change
this to a vertex. Then these spheres are going
to snap to each vertices. Maybe we can make these
spheres a little bit smaller. I'll just scale that
down a little bit more. We could turn our
environment back on. What I can do here is
turn this plane off. We don't want to see
this plane and the view. And then I'm going to go ahead and create a new material here. And all this is, has the luminance channel turned on and nothing else turned on. And then I chose a color for this luminance because I
want these kind of glow. I'll just drop that
on the sphere. I can just turn off
this environment so I can see what we're doing. Turn everything else off. Go to displays, go back
to garage shading. Excellent. So now with this
cloner selected, let's go up to MoGraph Effector and choose a sound effector. Enough for this one. I'm going to go ahead and
choose this load sound. And I'm going to choose
this 03 main arpeggio. Alright. Let's go ahead and play
with this amplitude. And this is not going to
play for several frames. Actually, we can hear this
intro animation still. Go here. Jump through the timeline, and we'll select some
of these waveforms. Now the sound effector, I'm going to offset this z. Let's see what happens now. If I hit play, That's pretty good. It's
going to hit Play. I can probably turn
this environment back out to see how far
these are coming up. Maybe this needs to
be a little bit more. You'll have to play
with your scene. That's pretty good
right about there. Also, what I'm gonna do in
the sound effector is I'm going to do scale here. I also want the scale to
grow as these are coming up. Or I'm gonna grow a little bit. Now the sound effector, I'm going to go to my fields. I will select spherical field. Now what this is going to
do is it's going to only affect the spheres that are within the radius
of this field. See that? Now these are coming up where they're
affected by this field. And I'm just moving this. What I can do here is
on the spherical field, I'll right-click and I'll choose animation
tags and vibrate. Within this vibrate tag, I'll go ahead and
enable position. Let's hit Play. You'll notice this just
vibrates back and forth. I'll do x and maybe z. So let's hit play again. Maybe we need a little bit more. You'll have to play
with these parameters. You what were some
of your scene? There we go. Maybe that's a
little bit too much. Bring some of these
parameters down. Again, play with it,
see what works for you. All right, looking pretty good, I'll go back to the
sound effector. What I'm gonna do
here is just increase this delay little bit. It's pretty good. Let's see what
happens if we churn, change this to step
because anything happened, but that looks pretty good. I'm going to take all of these. I'm just going to Option
G on the keyboard. I'll call this 02 spheres water. And save my scene.
9. Grid: Let's go ahead and reuse
this plane to create a grid. Now with this plane selected,
what I'm gonna do on, let's turn off our
environment again so we can see this. Let's
turn this plane. And now I'm going to drop this
inside of an array object. So if I go Atom Array, take this plane,
drop it inside here. What that does, turn
these off just so we can see that it just
creates this little grid. And we can go to this
atom array and just, I don't know, let's
type in 0.75.75. I think that's going to work. About 0.5. I think that's better,
a little bit less. All right, Good. Then I'm going to texture this
so I'll just grab a green. You could do the luminance
material if you wanted. I'm just going to
keep it at this. Now what I want to do is
as these spheres come up, I want this grid to kind of grow and follow those spheres. Are group this together, put this in a null or
call this o12 grid. Now, I'm going to take, go up to MoGraph and
create a poly effects. I'll drop this
inside of that null. What this poly effects selected. I'm gonna go ahead and go MoGraph Effector,
plain effector. Now what that does is it kind of breaks this up a little bit. I'm going to go
to the parameter. We can change his position, return off the position. We could do a rotation
if we wanted. We go and we can do a scale. Let's do a uniform scale
and we'll do minus one. Now that grid disappears. I'll take this, drop
it inside of here. Now. I'm going to go ahead and take this
plaintiff factor. I will create another
spherical field. Now let's make sure
this spherical field is in line with this
other spherical field. Take the spherical field
and go to coordinates. Copy my position x, y, and z. Just hit Copy and then go to the spherical field
and I'll hit paste. Now I can just make this
a little bit bigger. I'm going to take this
vibration and I'm going to Command click and drag to put that vibration tag
on this spherical field. Now that spherical
field will move in the exact same fashion as
this other spherical field. If I hit play. You'll notice this grid is kind of disappearing
over here. So I want to change this
spherical field on this plane. So I'll go to remapping
and just do Invert. Now I can just take
this row this out if I wanted. There we go. Now as those spheres come up, that grid will grow with it.
10. Background Elements: Let's animate some
background elements. So we'll start this
lesson off with a helix. Alright, now what we're
gonna do with this helix is we're gonna make the heights 0. We're going to take this. I'm gonna push it back in space, somewhere behind
these landscapes. We can look through this
camera just so we can get a sense of how big this thing, how big this thing is, relatively to everything else. We can take this helix. Let's go ahead and start tweaking some
of these parameters. I can go ahead and turn off fields in this view just
so I can see what I'm doing. And radius to bring that up. Let's see what that looks
like in the perspective view. Pretty good. Maybe I can just
increase this end angle. A few more of these,
increase this radius. That's looking pretty good. At this point, what I'm
gonna do is creates the cylinder and I'll
orient this plus z. Maybe I can make this
a little bit bigger. There we go. And I
will create a sphere. I can scale this
down a little bit. And we're going
to take a cloner, throw the cylinder and the
sphere inside of there. In this cloner, I'm
going to change this mode object,
this object field. I will drop this helix in there. Now these pieces of geometry
are cloning to this helix. If I go into this cloner, I can go to transform. And I can rotate some of these elements so they're
facing the camera. Let's rotate that 90 degrees. In this Cloner. Instead of distribution counts, I can do an even. Then I can just
bump up that number until it fills these like that. Maybe the cylinder needs
to be a little bit bigger. I'll just hit T on the
keyboard scale that up. Maybe this counts and needs
to be a little bit more. All right, It's
looking pretty good. Now with this cloner selected, I'll go to MoGraph
Effector sound effects. Now in the soundtrack, I wouldn't loan a sound. You can use whatever one, wherever sound that
you want for this. I'll take this amplitude. Just having this facts, this for the time being, we might need to
adjust that later. For this position.
I'll turn that off and I'll affect the scale. Do a uniform scale. Just bump these up a little bit. There we go. Let's see what that looks like. If we go into the
sound effector. Let's go down to this sampling. Let's try step. Let's see what that looks like. I'll take this decay,
I'll turn that up. Let's see what that looks like. It's looking pretty good. I'm going to use something
else called a delay, a factor. And what that's gonna do,
it's going to ensure that these clones don't start animating abruptly with
the sound effects. But with this cloner selected, I'm gonna go to MoGraph
Effector and just use delay. Then I'm going to go
into this parameter, uncheck rotation. There we go. Now we
have a little bit of a smoother animation and go to the sound
effects are again, play with some of
these parameters until I'm happy with it. We can even do a negative
value if I wanted. Let's see what happens there. That looks kind of
cool. Let's play that. I think that's
looking pretty good. Now often we wanted, we can duplicate some more
of these cylinders, so we have more
cylinders and spheres. And then we would go ahead
and add some color to these. We have some dark
ones in here as well. Maybe this sphere
is this blue color. Then we have another animation. So I'll just group
those together. Now call this background. You probably want to
go through this cloner and bake that animation as well.
11. Bonus Lesson 01: Hair: These next couple of videos, I want to show you some
additional techniques that don't use the
sound effector, but you might find
useful for your scene. You don't have to use
every single technique that I've demonstrated
in these videos. Use your discretion,
use what works for your scene in
your animation. One of the things I wanted to
show you is animating hair. If you create a sphere,
just resize this. I can make this editable
by depressing this key. And I can go to
endomysium polygon mode. In select all my polygons, then I can come up to stimulates
hair objects. Add hair. Right now if I take a render
of this, here's what we get. Just a big ball of hair. Alright, so if I
take the sphere, what I can do is I can
add an animation tag, vibrate, vibrate tag,
all enabled position, and just start playing
around with some of these parameters.
Let's hit Play. Right away. You see
that this hair is very dynamic. Right now. You can see that that hair
moves with that sphere. We can go into this
hair properties. And we could change the
length of this hair. We could change the
counts of the hair. Right now we're at 50 thousand. What if we take it
down to 25 thousand? We render this. It's gonna start getting
a little bit thinner. We can take it down
to 15 thousand. See what that looks like
compared to the previous ones. Starting to get a
little bit thinner. So now we can go into this
hair properties Material. Double-click this and we can start changing
these parameters. So you could change
this color to one of your colors that you picked out in the beginning of this
beginning of the series. And you could change
this other color to something else that's
within your color scheme. If you wanted to specular,
you can have that on. You could turn it
off if you wanted. You could change the
thickness of this hair. So it's thicker at the roots, a little bit thinner
down here at the tips. And other things that
you could do is you can play around with this phrase. You can play around
with this amounts. So when I take a render now, now we get this
frizzy kind of look, if I hit play, dynamics
will be enabled. And now we get this hair kind of bouncing around everywhere. Just get this looking
at more realistic. What you need to do
is add a lights. If I add a light in the scene, let's just pull this up here. What I'm going to
do with this light is just enable shadows. I'll just turn on soft shadows because they rent
you're pretty quick. Now we get these
really nice shadows on his hair and it starts
to look more realistic. You might find this
technique useful. You might have some
elements in your scene that could use some hair or some dynamics with
this Herod kind of moving all around at some more movement
to your animation. If you don't find it useful, you don't have to
incorporate it. It's just an extra little tip that I wanted to show you guys.
12. Bonus Lesson 02: Xpresso: In this video, I wanted
to show you how to use Espresso to create
additional animation. So the way that this
works is you can have one objects parameter, let's say this cube. If we move it up and down or side to side and we can
have that movement. Dr, another geometries parameter like position, scale, rotation. If I create another
piece of geometry, let's say a capsule. And I'll move this over other scale this
down a little bit. What I could do here
is I could take this cube and let's say
this Coordinates tab. Let's say we take
the z position. As I move this front-to-back, this cube, I'll drive another
parameter of this capsule. Let's take this cube and this position z. I'm
going to click on it, right-click expressions and
I'm going to say Set Driver. And then I'll go
into this capsule. And let's say we want
this capsule to rotate. This way. If I take this rotation B, I can go to expressions and
do set driver absolute. Now when I take this Q, when I move this cube front-to-back, back capsule rotates, That's going to give
us this espresso tag. If I double-click this, what we will be able to do, click the range mapper. Then down here, this
attributes manager, you can specify
how much that you want this cube to rotate. I could take this
output upper down. Now when I move this cube, it rotates a little bit slower. If you wanted to rotate faster, you just increase this number. Alright, so that's the
way that you can control, that you can create
additional geometry. What if you had, let's say a cylinder and you wanted to drive the
cylinders rotation as well. You can do the same thing. If you go to the
cylinder, take this, be set driven absolute. Now when you move this, again, you get some
rotation in that. So I can click on this espresso tag of the cylinder again and
go to this range mapper. I could do something
like a minus 20. So it goes in the opposite
direction of the capsule. Now with that together, now you could take all of this. What if you took
a MoGraph cloner and you drop this
capsule into a cloner. Now, you could take
this into radial mode, change this, push this out a little bit, increase the number. Now another these
codes are working. We need to do is go
into this cloner and uncheck reset coordinates. So now when you move this cube, it rotates. With that. This is a really easy way
that you can get a lot of animation in your scene very
quickly by using Espresso. If you wanted to, you can drop this cylinder
inside of a cloner. I will just go ahead and
duplicate that cloner. Drop the cylinder in there. I can offset this. When I move this cube, I can animate this cube. So let's just say at frame 0, I have a keyframe for this cube. At frame 30, I have another keyframe for
this cube, frame 15. I can just bring it
out a little bit. And the other key frame, here's what that looks like. I can take this cube and
I can go into my Africa. It's just the position z. I can grab all my keyframes, function track
after, repeat after. And now I have this looping animation
that continues to animate. So that's another way
that you can get a lot of geometry animated very quickly. If you find this useful, use it. If not, if it doesn't work for your scene and you don't
have to use this portion.
13. Cameras: Once you have all the elements that you want animated
in your scene, now you're going to
want to go through and animate some cameras. Move around your scene with some interesting
compositions. Let's go ahead and
create a new null. And we'll just call this
camera's drop this down here. Take the camera that
we made before. Drop that in here, and I'll enable this
camera so I can see it. Now with this composition grid. I'm going to have this grid on so I can compose my shot
a little bit nicer. Let's say we want this
thing to start right here. And we want it to focus
on these spheres. We could turn everything
else off for the time being and keep this
opening super simple. We're gonna use these cameras in conjunction with a stage object. So if I go down to here where
these witnesses sky is, just create a stage object, dropped that
underneath my camera. Now at key frame 0, it's going to take my camera 01. Let's rename this. Take my stage and just
drop this camera into the camera field and depress this little icon right
here to add a keyframe. Now we get hit play. Around. Right around
here is where this first intro
animation is ending. All right, so let's
take this camera and we're going to
animate this position. Let's say this camera
wants to start here. We can add a key frame right around this
frame right here. We can just take this
camera and we can just move it closer
to those spheres. Then we can add
another keyframe. What ends up happening
here is that camera and just slowly moves
towards those spheres. Then we can create
a second camera. So let's say we have
another camera view. And this is camera to right
around this key frame. Right around this key frame, what we're gonna do
is we're gonna go to the stage object and we're gonna drop this camera two in there. Now, we can take this camera to it may be focused on
this water or something. We're focused on
those glowing spheres that are going to
start pumping up. It's up to you how you
want to compose this. But at this point we can go
in here and we can start turning some of these
elements on and off. The way that we're
gonna do that. Just go back to the beginning. We know for the intro animation, we want to have this
thing on right now. So let's go to the
basic properties. We'll say visible and editor. Visible and renderer
will add two key frames. Then let's go to
the stage object. Right around here is when
this camera view changes. So let's go back into this intro animation will
go here and turn this off. These spheres are these
cubes around under the water all the way up to
where this camera changes. The second camera view. Once that happens, again, compose this camera
animated however you want. And once this happens, we can go to this
grid and spheres, turn those on and we can go to this background
element, turn that on. So right here, say
animate that background. And we can estimate that. We'll step back one
keyframe and we'll, we'll change all
of these to off. As that stage object changes
in the camera view changes. So does so do our elements are elements
get turned on and off. I just wanted to show
you how I animated these cameras in this video. So basically, we
start with this. That camera zooms in closer, zooms and closer
to those spheres. Then it changes to
an overhead view. Front view with
all these spheres propping up a side view. This is kind of under
the water looking up. Here's another
view of a panning. Then it zooms into here these background
elements created some additional
geometry back here. Some additional
geometry over here. Then it just kind of slowly
fades in all this action. Then for the end and
other overhead view. Then another simple animation. I included some of these hair
elements on the ends here. You don't have to do
that if you'd want to. But if it makes sense
for your animation, go ahead and do it. And then it just ends here. And I fade it out
in post-production.
14. Lighting: Let's go ahead and add
lighting to our scene. So the first thing
I'm going to do is grab a background object. On this background object, I'm just going to grab
immaterial that only has color internal
reflection. There we go. So right now if I take
a render of this, right now, we don't have
any lighting in the scene. No shadows or no intense lights. I'm going to keep this
light setup really simple. What I'm gonna do is I'm going
to create a new spotlight. And then I'll take
that spotlight and rotate it 90 degrees. Is bringing this up. Make sure that that's over. The spheres. Bring that up. Let's take a quick
render of this. I'm getting some light
over top of this. So now let's create
some fill lights to fill in some of
these darker areas. Whereas a fill light here. Kind of push that over a
little bit. Push that up. I'm going to take this phyllite. Good general. I'll just bump this
intensity down. Maybe change the
color a little bit, add some more color in here, and the color is
completely up to you. And it'll take this
command C command V, take that fill light, fill in some of these
areas over here. I can add a little bit
of green to this one. Take another test render. Now let's start to fill in
everything else around here. Still our landscapes
a little bit dark. We can compensate for that
by increasing some of this fill light if we wanted to, increasing the intensity. See what happens. Now some of this is getting
filled in a little bit more. You want to go through
light your scene. Keep it super simple. Miocene. I don't even
have any shadows that I turned on on any
of the lights. That way it optimizes
render time. Go through late everything, make sure you have
some nice illumination on all your objects.
15. Rendering: At this point we're
ready to render. Let's go to our render settings
and we'll specify output. You can use the standard, you can use the standard
render an output. I would recommend 1280 by 720. And then you go to frame range. All frames specify a safe path. We're going to do
Format dot, MOV or MP4. And then you're going to
specify a safe path here. We'll call this music and video whenever you want to
call it, hit Save. Let's do an alpha. And this little
button right here, this icon includes sound. You want to have this
unchecked before you render. You don't want to render out
sound through cinema 4D. We're going to composite
that later in After Effects. And then for anti-aliasing, you want to go from
geometry to best. Then what you'll do is
hit this button render to the picture viewer and
wait for it to get done. Sometimes it's best
to just let this run overnight because it
could take a long time, eight hours, ten hours. Whenever. I had a lot
of animation in mind, some I took on one
computer about a 100 hours to render or you just want to
keep that in mind, your computer will be
tied up for a long time.
16. Post-Production: Let's do some post-production
work in After Effects to add some finishing touches to our animation in
the project window. Let's just go ahead
and double-click. We'll import our files
and it will create a new folder and just
call this assets. Will drop these into that folder just to help tidy everything
up, keep it clean. We'll take this video, drop it into our
project timeline, will double-click
again and we'll import our final music soundtrack. Just import this full track and we don't need
this for right now. What I'll do is I'll take, what I'll do next is I'll create a new layer and just call it create a new
adjustment layer. With that selected,
I'll go to effects and noise and grain
fractal noise. Now we can play around
with this Frankel type. Can play around with
these parameters forever. You, for whatever you want, wherever you think looks good. I'm just trying to
create a little bit of detail in the
background sky area. So play around with this. See what you like, see what works best
for your scene. Just use this one for now. And what we can do
is we could turn this mode if you're
not seeing that mode, just to press this
little icon right here. And we can play
around with some of these screen that's going
to lighten everything up. We could do a multiply and
see what that looks like. That darkens everything
up. Overlay. I think that's
going to work good. So I'm going to hit T
on the keyboard and just bring that opacity down. And that's just going
to give me a little bit of detail on that sky. Now I want to mask
that out so it's not affecting these mountains. I'll take this Alpha
channel that rendered out and put it on
top of this layer. First thing I'm gonna do
is I'm going to rename this layer and I'll
just call this fractal. Then we're going to want
to take this track mattes, this right here,
where it says none. I'm going to choose Luma
Inverted Matte video a. Now what that does is actually
masks out all these areas, the landscape in the water. So this fractal noise is only
happening in the sky area. I can hit T on the keyboard again and maybe I need to bring it down and opacity just
so it's kind of subtle. Alright, so the next thing I'm going to do after
this is I'm going to create a blur where the
action is happening, where this main
sphere is going to have that be in focus
In everything else. A little bit blurred out. An easy way to do that
is just go layer new. And again, we'll create
an adjustment layer. I'll rename this blur. Now with that layer selected, I'll go to Effect, go to my Blur and Sharpen, and I'll choose a Gaussian Blur. We can repeat these edge pixels and add some blue to our scene. You'll see everything's starting to get a little bit blurry. Now we don't want everything
to be blurry in our scene. And I'm going to bump
this blurriness up a little bit just so
it's easier to see, uh, probably turn it down
after I mask everything out. With this layer selected. I'm going to go up
here and I'm going to choose an ellipse tool. What this ellipse tool is
gonna do is it's going to add a mask to this layer. As you can see, the
sphere is blurring, but everything else in the
background is in focus. So I'll take this mask and
I'll click this inverted tab. Now we don't want this to
have a really sharp edge. So we'll unfold this and
where it says mask feather. Just drag these little sliders. And now that mask feathers
out a little bit. I'm going to animate
this, this mask path. So add a keyframe
to key frame 0. Right here. I'm going to have that mask. Just kind of move along
with where the action is. I can do page down right here. What I can do is just take
this down and just have this sort of focus on some of these spheres above this water. Here's where the focus of this little scene
is in this camera. Move that over and
then scrub through. So maybe right here. I want this to be in
focus in the center of the screen and blurred
out on the edges. Then here we can do a page
down on the keyboard. So we get to the
exact frame we want. Right here. I'm going
to change this again. Just kind of encompass the
main action area of our scene. If you zoom in, you'll notice
we're getting a lot of blur over here on these edges. And then as we move the a and
we get a lot of crispness, you just want to go through. Animate this mask. Can add another keyframe
here, page down. And then I'll change this
again. Maybe right here. This portion is in-focus. Kind of fades out a
little bit on the edges. Go through and mass
the rest of that out. Once you're done with that, we can also add a vignette. Vignette, easy to just
go File New Solid. And now what I can do
with this color picker is choose a dark color
and hit Okay, That's going to fill this
with a dark, dark layer. I can go back to my blur. And now I can just
copy this mask. I can hit Command
C and then good, my layer Command V. And now I have that exact blur and vignette
happening in the same area. If I wanted to do that, I mean, you don't
have to do that. You can have the vignette be
totally custom on this one. So if you wanted to
create a custom vignette and you just go back up to here. You create another layer mask. And then what you can
do is unfold this mask, either this out,
you can invert it. Then you can go to this mode. Multiply, hit T on the
keyboard for opacity. Bring that down. Just a subtle little
vignette on the edges. Okay? After this, what we can
do is we can create a glow effect where some of
these things are glowing, where the sphere star pop it up. Let's create another,
another layer. Go to Layer new. And we can do an
adjustment layer in this Effects Presets. We can search for glow. Let's just take this glow, drop it onto here, and you'll notice right away we get this really nice
glow happening. We'll go to this glow threshold. Maybe bump that
up to get some of that color back
in those spheres. And we can do the glow radius. Now these things are
starting to like read a, radiates some light,
which looks really cool. We certainly get some
glow down here as well. Starting to get some glow
up here in the spheres. Looking at real nice. We could toggle this on and off to see how it's
affecting our scene. So if I toggle this on and off, you'll notice it's a pretty dramatic effect
that we're getting here. And especially in this scene, you can really see it. If I zoom in, toggle
it on and off. That's a really nice
look right there. Once you get to your end, you can fade this thing
out with another, another type of layer. So if you go up here, Let's go ahead and rename this one because we didn't glow. Let's go layer new solid. And again, I'm going to
choose a color from an, a thin here, right around here. I'm just going to animate
this thing fading to black. We can start the fade
right around here. Hit T on the keyboard. The press this,
bringing that to 0. Just kind of scrub
through the timeline. Bring that up to 101. Last little thing that
we can do is we could add a curves adjustment
to the top of this. If I go layer, new
adjustment layer, rename this curves, Effect,
color correction curves. Now, we can start playing with some of the
final look of this. So if we wanted the entire thing to be a little bit brighter, I'm just taken my mid tones
of the nose up a little bit. We can go into this channel. We can go to our reds. If we weren't more
red in the scene, we can bump this up over here. That looks cool because
these edges are getting a little bit more of that purple color
from our fill lights. What if we went into
the green channel? We can start playing around
with some of this stuff. Maybe we don't need any of this green the road until
we're happy with it. If we go into the blue channel, looks kind of cold right there, go back into our origin B. What if we increase some
of these contrasts? Got to give it a little bit more
visual interests and see what happens here. With the curves on and off. You see we're getting
a lot more contrast to this. Finish us off. What I'll do is once
this thing fades out, I'll just add a text with
some information on here. So animation by your name. Then what we can do
is we could turn on this tidal action safe. We can take this layer and we can center
this up over here. You could choose a fonts, tweak this however you want. What if this animation by that's a regular funds and then your name is a
little bit bolder. We can turn off this
tidal action safe. Now in this text, we can unfold this. We can animate, Let's
say the opacity. If I go into here and
unfold this range selector, we could turn the opacity to 0. Now I can animate the start
position, finish it off. So right here, this black
comes in for fades to black. I could start this Range
Selector animation for a few seconds. Now that end card is
animated. There we go. And now the last thing we
need to do is just drop in our file for our
soundtrack on top of here. And then we will select all our layers Composition
add to render queue. Now we're gonna go with the, now we'll go to
the best settings, specify in best full. Leave that as it is, will go to this lossless
where it says Format options. We'll choose a video codec. So I'll choose this first one that'll compress
it a little bit. Format options for the audio. If you have another codec, codec in there as well, then you want to
specify an output path. You can save this
to your project folder or wherever you want. Name it the first
initial last name, underscore name of the
project. Hit Save. And now you're going
to want to hit Render. Wait for that to finish.