My last tip on the knife tool caused one of my viewers to bring about an interesting question.
How would you cut a line that is perfectly parallel to a group of selected polygons?
The answer to this actually lies in one of my previous tips on workplanes. Using workplanes and the knife tool, we can indeed create a perfectly parallel cut. See the video below for an explanation on how this is done.
Continue reading “Cutting Parallel to a Plane of Polygons in Cinema 4D”
The Knife tool in Cinema 4D does not leave much to be desired. It’s got a few different modes, and a lot of options to slice your geometry or add points. one such feature is not immediately intuitive (but is well documented), and might be useful to you. There is an ability to lock the knife tool’s position and numerically enter a value in the Attribute Manager. Check out the accompanying video to see how this works.
Continue reading “Locking the Knife Tool in Cinema 4D”
This tip focuses on three different techniques to move one object to another when using Cinema 4D.
- Using parent-child hierarchies: By moving one object into another you can zero the child object’s coordinates and then they will share the same location and orientation.
- Using the Transfer [modeling] tool: This tool allows you to transfer the PSR (Position, Scale, Rotation) data of one object to another. It is very quick and produces predictable results.
- Using a custom workplane: The workplanes feature (introduced in Cinema 4D R14) allows you to temporarily change the world axis to an arbitrary position and orientation. Once the workplane is set to the new orientation, you can then model on it at that specific angle.
See the short screencast for a demo of everything I mentioned above.
Continue reading “3 Ways To Move An Object To Another Object In Cinema 4D”
Cinema 4D has a slice option on the cylinder primitive. In this video we will see how to use that with a Bool object to create a cutaway effect.
The effect is achieved by animating the slice’s From and To properties. By animating one or both of these, you can create a slice that grows out of nothing and rotates around a central point. The video below will show you how to leverage this in order to create a cutaway effect on a turbo-charger model.
Continue reading “Cylinder Slice Bool in Cinema 4D”
This tip shows an odd method of object control. It demonstrates how Cinema 4D allows you to navigate the scene using any light or object as your camera.
I first stumbled across this option when (if memory serves me correctly) my 3D mentor and former boss showed me a similar option in E.I.A.S. back in the year 2001. This was before Cinema 4D was the Motion Graphics star-child that it is today and if you’ll believe it; before Cinema 4D had the option of selecting and manipulating multiple objects simultaneously. It’s an old feature that has very little glitz and glamour but perhaps this tip will be useful to a few of you folks out there.
Continue reading “Using Objects as Cameras in Cinema 4D”
In this tip we take a look at color bleed from Global Illumination, and how to control it.
Cinema 4D offers a few different controls for controlling GI, and one of them is in every material. The Illumination tab houses a pair of simple values that allow you to accentuate or subdue the GI color bleed without affecting the overall brightness of the effect.
Continue reading “Controlling GI Color Bleed in Cinema 4D”
Sometimes you need to make modifications to every identical side of a radial object. The Array object is great for repeating things in a simple circle, and this video shows how you can use it to get greater control over modeling radial things.
Continue reading “The Array Object and The Connect Object in Cinema 4D”
This video is a really simple tip showing how to use the Current State to Object command in Cinema 4D when dealing with interpolated splines. Enjoy! Continue reading “Splines and Current State to Object in Cinema 4D”
In the below video, we take a look at creating some battery cables using a few modeling techniques. The actual connector is created using some simple polygonal modeling, and the cable is created using a SweepNURBS object and a few deformers.
Head on past the break to see the video, and do let me know what you think of it.
Continue reading “The Razorback – Part 53: Creating Battery Cables”
This installment looks at the batteries and the battery terminals (to be more specific). We went for a very tough and heavy look, and I think it’s going to work well. Continue reading “The Razorback – Part 52: Adding Battery Terminals”
In this installment of the Razorback series, I’m adding additional detail to the already stylized K.E.R.S. housing for the machine.
Initially we create some arbitrary indentations and realign the cabling to fit. While creating the indentations, we ensure that the edges are realistically beveled. Once we’re happy with the indentations, we actually set them up to look like removable panels. Continue reading “The Razorback – Part 51: Additional Detail for the K.E.R.S. Housing”
We start this tip by looking at a simple animation of a flower growing/blooming; nothing too amazing. It’s the subject of the video and we take a look at how we can drive its animation timeline using MoGraph and a couple effectors.
Continue reading “Controlling Animation with Effectors in Cinema 4D”