Controlling Animation with Effectors in Cinema 4D

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.

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Sweeps and Rail Splines in Cinema 4D

The Extrude, Sweep, and Lathe are very useful objects in any 3D program. Cinema 4D lends itself very well to traditional designers, mainly due to the fact that it effortlessly imports Bezier splines from Illustrator. So, we can use splines drawn in Cinema 4D or in another program to Extrude or Sweep; but what happens when we need more control over the details of the generated object? Continue reading “Sweeps and Rail Splines in Cinema 4D”

Using Pairs of Target Objects in Cinema 4D

Cinema 4D has a lot of options if you want to rig your objects to obey simple constraints. In the latest versions, you can use Expresso, character animation tools, and some other miscellaneous rigging tools. The tip in this post relies on one of the oldest expressions in the Cinema 4D tool box; the Target Tag. Continue reading “Using Pairs of Target Objects in Cinema 4D”

Two Basic Extrude Tips in Cinema 4D

This tip comes to us via one of my viewers. The question submitted was specific to the first example in the video. It had to do with creating an extrusion (inwards) near the edge of a cube—what do we do with the extra polygons, and what’s the easiest way to accomplish this? Unfortunately I don’t have a magic solution, but I can show you how I solve the issue in my own modeling. Continue reading “Two Basic Extrude Tips in Cinema 4D”

Converting Edges to Splines in Cinema 4D

This tip focuses on the relatively simple task of converting some edges to a spline. While this is a simple task, it’s not intuitive or immediately clear that it’s even possible. I hope the video below shows you something new, and that you get to use it on a project in the future.
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Including and Excluding Lighting in Cinema 4D

Lighting in Cinema 4D is relatively intuitive and easy. There are a few tools available to us that make it a bit more powerful however. One of these tools (that’s been around for a long time) is the Include/Exclude list for objects in the scene.

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Modeling Mounting Brackets in Cinema 4D

Creating mounting brackets is likely something that many of you consider a boring task; however miscellaneous hardware can be the difference between an ordinary model, and a detailed, convincing model.

The techniques shown below are not meant to be a definitive guide to creating mounting hardware, but rather a peek into one of the techniques I use. I’m sure there might be better or easier ways, and if there are then I would love to hear about them!

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The Razorback – Part 50: Adding Detail to the K.E.R.S. Housing

This part of the Razorback series focuses on the details of the K.E.R.S. flywheel housing. Most K.E.R.S. systems look like a boring cylinder with some generators and wires. But in this case, I wanted the system to look a bit more mysterious. We just added a triangular brace and a few lines radiating from the central pivot. The end result looks interesting to me, so I’d say that I am fairly happy with it.

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Cinema 4D Multi Pass Rendering and the Object Buffer

The Cinema 4D multi-pass rendering feature is an astonishingly powerful feature; it becomes more powerful when you have a scene that takes a significant amount of time to calculate. The feature becomes even more powerful when you assign Object Buffers to certain objects that might need a little help in post-processing.

Check out the video below to see how you can leverage this tool.
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