3D Attack - 2005 - 03
3D Attack - 2005 - 03
3D Attack - 2005 - 03
INTERVIEW
CHARACTER MODELING
4D. We hope you will enjoy getting had good contacts to many pro-
to know a little more about MAXON grammers at an early stage. So in With Release 8 we established CIN-
and the German Headquarters 1987 MAXON entered the software EMA 4D's modular concept in order
CEO. business and over the years got one to let the customer choose what fea-
of the leading software companies tures he needs and what not. It is
Tavy: Mr. Egel, thank you so much for Atari ST and Commodore Amiga well accepted and now we can offer
for taking time from your busy in the German-speaking countries. just the base package or different
schedule to speak with 3D Attack We published more than 50 soft- bundles tailored to special markets.
and share a little about yourself, ware titles for these computer plat- BodyPaint 3D exchange plugins for
CINEMA 4D, and MAXON with our forms. One of them was a program most of all other bigger 3D applica-
readers. Why don't we begin with called Fastray, which later in a tions were added.
you introducing yourself to our read- newer version was renamed to CIN-
ers. EMA 4D. So here the story began. Tavy: With more than 100 new fea-
tures, CINEMA 4D Release 9 is of
Harald Egel: I'm one of the three The first version of CINEMA 4D was the most impressive upgrades in
CEOs and founders of MAXON and developed by two brothers, Christian MAXON history. Where does
mainly responsible for the interna- and Philip Losch, who are still part MAXON go from here? What can
tional sales and marketing in the of the core development team today. CINEMA 4D users look forward to in
company. In this position I'm travel- In the mid-nineties the Atari and future upgrades and releases?
ling a lot to promote our products Amiga markets were declining more
and meet many people. Different and more, so we decided to take the Harald Egel: The next release will
cultures and foreign languages were next step and bring CINEMA 4D be R9.1, which is available as a
always one of my interests, so I (this time as version 4) to the free download from our website.
would like to say my job fits perfectly Windows and Macintosh platforms. CINEMA 4D and BodyPaint 3D are
to me. We used the chance to start from under permanent development. Of
the scratch and ported only the course I will not reveal any feature
Tavy: In the CG industry, CINEMA algorithms in order to reorganize the lists of upcoming releases here, but
4D is one of, if not, the most program structure. More program- I can say it is our philosophy to
innovative and cutting edge 3D mers, who worked on other make our programs as easy to use
4
Interview with Harald Egel - CEO Maxon Germany
By Tavy Ann
5
Interview with Harald Egel - CEO Maxon Germany
By Tavy Ann
ket. Asia is a mix out of all these Harald Egel: Thank you for giving www.maxon.net/pages/support/sug-
markets, but of course we have a me the chance to share some gestions_e.html
very good stronghold in the hobby thoughts with you. And as a last
market as well. This is historical as word to the readers: Please give us which we are constantly evaluating.
our entry level versions were always your feedback. It is very important to Please use it. I promise in return
at a good price point and easy to us. We at MAXON cannot develop you will see many great new fea-
learn. our software to your needs without tures in the future versions.
it. We have a suggestion form on
Tavy: CINEMA 4D users are some our website:
of the most dedicated 3D application
users on the globe. And MAXON is,
by far, one of the most supportive
3D application manufacturers there
is. Whether it be customer service,
tutorials, technical support or
MAXON employee's jumping in to
lend a helping hand on the many
CINEMA 4D forums on the web,
MAXON is always there. Would you
please share with our readers the
philosophy behind MAXON's fantas-
Interview
6
3D Fluff Volume 2 - Radiosity Interiors
Review by Mark Gmehling aka Macling
All in all ,an interesting Dvd even for Without a doubt, five of five attack
the advanced C4D User, which points!
teaches a technical understanding
of the relations between the differ- Mark Gmehling
9
Simple IK and Reverse Foot Rig
By Sebastien Florand aka “Fluffy”
Hello guys,
Image 02 Image 05
Image 01
Image 03
You'll notice that I have quite a lot of
different parts for that fellow in my >> Next, duplicate that bone
hierarchy. For ease of use, I put (Ctrl+click and drag bone in hierar-
everything inside a Null object that I chy - make it a child of the Pelvis
put inside a Hypernurb. bone), and make it a Null bone, by Image 06
checking on the "Null" box in the
This will allow me to activate/deacti- "object" tab of the attribute manager, >> Repeat the process to create a
vate the Hypernurb in one spot, when selecting that bone. The bone foot bone and toe bone [Image07]
hence switching between Low-res should turn a green sphere object, [Image08].
and Hi-res easily, and will also allow that's a Null bone. Drag that bone
me to use the bones to deform on top of your first leg (here I start
everything that is contained in that with the left leg), as that's where the
Null at once, even though they are leg should be placed [Image04].
separate parts [Image02].
>> Duplicate that bone, uncheck the
>> First of all, start creating a bone, Null box, make it a child of the first
from the"objects>deformation>bone" Null bone and rotate the bone so it Image 07
command menu. This bone is the fits the leg of your character. Scale
pelvis bone, that will support the the bone using the Model tool until it
whole hierarchy, so it will be at the reaches the knee area [Image05].
top of every other bones, at the
same level than the meshes - inside >> Using the Move Tool ("E" short-
the Null object. Place it at the waist cut by default), and pressing "Ctrl"
level and keep it oriented as it is key at the same time, select and
generated [Image03]. drag the tip of the bone. This will Image 08
10
Simple IK and Reverse Foot Rig
By Sebastien Florand aka “Fluffy”
>> Don't forget to name your bones a Root Goal from the Mocca toolbar.
properly, it's easier if you can identi- A "chin Root Goal" null is created,
fy things right away. The bone hier- and placed as target in the IK tag of
archy we just set up was for the left the chin bone (you can see the IK
leg, so add a capitalized "L" after tag display a small blue link thingy).
each bone name, we'll see later that Take that "chin Root Goal" Null out
it is a useful way of naming and of the hierarchy, as it should not be
renaming as we do a symmetry. affected by IK or the hierarchy when
I move my pelvis bone. Rename it
>> Select the Null bone at the top of "KneeL".
the hierarchy and apply the "Setup
IK Chain" function from the Mocca Select the chin bone tag and check
toolbar - this will place an IK tag on the "use as Pole" parameter, it will
each bone, set the Null bone tag as tell Mocca how is oriented the plane
Null, and create a Tip Effector of rotation for that IK. It will display a
object, as well as a control for that blue plane between the waist and
Effector [Image09] [Image10]. ankle [Image11].
Image 09
Image 12
Tutorial
Image 10
Image 11
>> Erase both Null objects Effectors,
as we will setup everything manually. >> Select the foot bone and assign
a Root Goal. Take it out of the hier-
>> You can hide the mesh if you archy [Image12].
prefer, for better viewing of the bone
chain. Select the chin bone and add >> Select the toe bone and assign a Image 13
11
Simple IK and Reverse Foot Rig
By Sebastien Florand aka “Fluffy”
>> Still with the toes bone selected, twisting when we slide the foot side-
apply this time an up vector to the ways, for example). I also reset all
toe bone, and move that "toesL Up" my other Null Goal rotation values,
Null object created out of the hierar- so they are all aligned with the world
chy [Image14]. axis, a lot better for animation, and
cleaner.
12
Simple IK and Reverse Foot Rig
By Sebastien Florand aka “Fluffy”
rename your mirrored objects and Next time, we'll see how to assem-
Image 18 replace every capitalized "L" by a ble the spine and arms. I hope you'll
capitalized "R" (stands for "Right" for enjoy your future IK setups, and
>> The last thing to do now is to those who didn't follow) - quite use- don't hesitate to contact me on the
select all IK tags and increase the ful [Image20]. 3D attack forum if you run into any
Goal strength and Up Vector problems.
strength to 100%, that way the
bones will stick better to the bones. Cheers,
Fluffy
3 - Mirroring things:
We are done for that foot, you can
now start to paint weight maps using
Claude Bonnet. I won't explain that
part of rigging and will show you
how to use the symmetry to mirror Image 20
bones hierarchy and Claude Bonnet
maps without hassle. >> As you can see, everything has
been mirrored properly and
>> Select your bone hierarchy to renamed. The only object that was-
mirror, starting from the "NullL" n't mirrored was my "FootL control",
object, and click on the "Bone mir- that I created apart from the IK
ror" command from the Mocca tool- chain. It is simple enough to fix, just
bar [Image19]. take all the "R" named goals out and
duplicate that Null on the other side,
>> Check everything except "Clone putting all the "R" named goals
animation" which won't be of much inside it, as shown [Image21].
use since we didn't animate any-
thing yet, and make your mirror And you are done!
13
This month MAXON is sponsoring our C4D Quiz with some great prizes. By answering a
simple question and sending an e-mail with C4D Quiz in the subject line and your answer to
3d attack@3d attack.net you could win the following:
Explore the depths of CINEMA 4D R9's new and improved modeling toolset in the second
volume of The 3D Guru series. Learn techniques that will aid in the character modeling
process, including topics such as n-gons, HyperNURBs, Soft-selections, edgeloops and
more. Over 4 hours of CINEMA 4D R9 character modeling training in our popular video format.
MAXON will be giving 5 gift packages containing one 3D Guru Vol 2 and one MAXON Polo
Shirt. That means 5 entrants will win! All entries must be received no later than March 31,
2005. We will announce our 5 winners on our forum at www.3d attack.net on April 1, 2005
and via e-mail. Enter at 3d attack@3dattack.net today and KEEP ON ATTACKING!
Interview with Bernardo Barbi
By Tavy Ann
Bernado Barbi
15
Interview with Bernardo Barbi
By Tavy Ann
Bernardo: My professional develop- Tavy: Octopus! What a fabulous Tavy: When starting a new project
ment originates in advertising work. project. Can you tell our readers a where do you find your inspiration?
As a designer and CG artist I am little about this great project?
self-taught, as I believe is the case Bernardo: My inspiration issues
with the majority of Brazilian CG Bernardo: Octopus! I loved being a from the possibilities and the capaci-
artists. We have to study hard to part of this work. It was widely ty offered by 3D in creating all kinds
compete with the large international acclaimed and represented a chal- of images. I take in consideration
centers. I believe that is the reason lenge. The work was commissioned that photography, the form, and the
we have excellent CG artists in by an advertising agency in Brazil fact that creating images is limitless.
Brazil. and is a good example of the kind of
work Platinum does in image cre- My time is shared by commercial
Tavy: Can you give us a quick ation. and personal works. Individually, I
overview of your professional do a lot of studies and have less
career? When I began to work with Platinum time available than I would like.
this project was on standby. I took
Bernardo: My career has been over the 3D part and was able to Professionally, I apply my personal
fully given to design, always working work with Cinema 4D up to the end. expertise and am moved by daily
with advertising agencies as the art I cannot forget that this is a work challenges and the excellent team I
director, up to the time when I dis- that brought together a number of work with.
covered 3D.I am devoted to photog- professionals.Technical data and
raphy and design. 3D was a means Making of: Tavy: Can you share with us some
Interview
to bring together the two passions. production tips, your work flow?
Nowadays, I work only with 3D. http://www.cgnetworks.com/story_cu How do you start a project and
stom.php?story_id=2585&page= where do you end it?
16
Interview with Bernardo Barbi
By Tavy Ann
17
Interview with Bernardo Barbi
By Tavy Ann
Thanks to all!
Bernardo Barbi
Interview
18
Plugin review: Structure
By Gary Zullo aka MrPixar
Hey there fellow attackers! Have ated. You can apply the Structure 3) T-Shapes
you ever wondered how people cre- modifier to a polygon selection of to 4) C-Shapes
ate all those great greebles and the entire polygon mesh. As with all 5) Bar-Shapes
nurnies on their models without the options of Structure… the choice
spending infinite amounts of time is yours. You can decide which shapes are
modeling them all by hand? I know I used in the generation process by
have. What's a greeble or a nurnie The control panel for Structure is clicking each "shape" to enable or
you ask? Well, simply put a "gree- quite complex in what it allows you disable them
ble" or "nurnie" is a non-specific to do, but is presented in a logical
gadget added to an object in order manner to minimize confusion and Here are some examples of just
to increase detail, like little gizmos maximize your potential and output. what types of things are possible
you would place on a spaceship, or It can be accessed by double-click- with the Structure plug-in. Each
a cityscape. Don't want to do it by ing the icon of the Structure object example took me 30 minutes or less
hand? Me either, enter Structure… in the Object Manager. Once you to generate, render and composite if
access the power of the plug-in you needed. To me, that is pretty
This plug-in will save you an almost- can see that it is well-laid out and impressive since it used to take me
unbelievable amount of time and is each part pretty much explains itself. 30 minutes just to figure out which
surprisingly easy to use. Once The settings cover you from which shapes I wanted to greeble, then fig-
installed (as with all standard C4D components are generated to how ure out how I wanted to actually do
Plug-ins, you just need to drag the they will look (e.g. Height, Width, it …
Plugin Review
plug-in into C4D's plug-in folder) you and Bevel etc. etc.) and until you
will notice a new item in the plug-ins make the object editable you can
menu ("Structure R1.3": See Image modify anything you need to and
1). Upon selecting the plug-in a new "update"
object will appear in the Object
Manger (more about that in a
minute).
19
Plugin review: Structure
By Gary Zullo aka MrPixar
20
Basic Modeling - Lookout Tower Part 2
By Bram van Gerwen
This tutorial is the continuation of the steps to make only one full rota- your original object, it will represent
Part 1 in the February issue. You tion round the pillar counter-clock- the original object it is linked to with-
can use your scene you created wise so set its Start Angle to 360¼ out actually duplicating the geome-
then, but I advise using the included and its End Angle to 0¼ like in pic- try, this way when you make a
TowerPt2Start.c4d file to avoid ture 1/A. change to your original object it will
inconsistencies. And a finished part be immediately be visible in all the
2 file is also included for reference. linked instances. The duplicate func-
tion has created a group of
We continue our modeling on the instances in the object manager,
tower by creating the spiral staircase drop the Step object into it to have
inside, this will be done simply with all steps in one group.
some splines, instances and the
arrange function. Select the Cylinder We are ready to arrange the steps
and rename it to 'Central Pillar' and The arrange helix is now finished now so call the Arrange function
copy it. Now create a new empty and for clarity rename it to 'Arrange (Functions -> Arrange). This will give
scene and paste the central cylinder Helix'. Duplicate this helix and you some options in the attributes
into it without moving it, we want the rename the duplicate to 'Rail Helix'. window. Set the Mode to 'Along
cylinder to remain in the exact same Set the Start and End Radius of the Spline'. The along spline parameter
place so we can simply copy/paste rail spline to 50, this is the radius of fields will now become visible. Drag
the stairs we are going to create the pillar and thus the rail will wind the Arrange Helix to the Spline field
back into the Tower Start scene perfectly along the pillar while main- (under position), then enable the
without having to place it in the right taining the same rotation angle and rotation field and drag the Rail
Tutorial
spot. thus allow the steps to target it with- spline into it, in the rotation part set
out tilting the wrong way, see picture the Align parameter to +X, this will
The first element we create is the 1/B for reference. keep the steps horizontal when
step. Create a Cube and set the arranging, see picture 2.
sizes to X 110, Y 27 and Z 30. Also Our current step has a length of 110
enable the Fillet and set its Radius and the radius of the pillar is 50, the
to 2 for a nice rounded edge. The steps will be arranged according to
next step is to make the paths along their object axis which is in the
which we want the steps to be exact center of the object. This
arranged. means that if we want the steps to
touch the pillar when we arrange
For this we will use two Helix them we need to set the Start and
splines, one for arranging the steps End Radius of the Arrange helix to
and one as a rail spline to aim the 100. This is the sum of 50 from the
steps toward the central pillar. cylinder and little less than half of
Create a Helix spline (Objects -> the step length. If we leave the Now select all 20 steps, make sure
Spline Primitives -> Helix) and set radius values at 200 the steps will you don't have the null object of the
its Plane field to XZ to align it cor- float clear of the pillar which is not group selected, and hit Apply in the
rectly with the pillar, as you see its realistic. arrange options and you can see
base is in the middle of the pillar so them being neatly arranged across
set its position to Y -260 in the coor- Having done that we need to make the Arrange spline while targeting
dinates manager to move it to the instances of the one step we have the Rail helix and remaining hori-
bottom of the pillar. so far. Select the Cube, rename it to zontal like in picture 2. But we can
'Step' and use the Duplicate function easily see that the steps are not
The height of the helix can now be (Function -> Duplicate), set it to 19 deep enough to create connected
set to 490, a little lower than the duplicates and enable create steps, this is where the usefulness
height of the pillar so the steps won't instances option and hit Apply. The of the instance comes into play.
exceed the pillar height. We want instance object is a sort of alias to Select the Step object and change
21
Basic Modeling - Lookout Tower Part 2
By Bram van Gerwen
automatic instances along a certain Switch to front view and set the Y
radius, very handy to make circles Create a hyperNURBS object position of the array object to 226.
of objects while using only one (Objects -> NURBS -> This will align the ornaments nicely
object. hyperNURBS) and drop the orna- with the start of the battlement, but
ment into it. We can see it being they are still not touching the tower,
Create a new empty scene and cre- smoothed nicely, all we need to do so set the radius of the array object
ate a cube and rename it to 'Support now is add a couple of knife cuts to to 223 to move the objects closer to
Ornament'. Set its properties to the sharpen some of the roundings. the tower. Now that the ornaments
following values: X 17, Y 51, Z 7 Deselect All polygons (Selection -> are fitting nicely to the tower we can
and its Y segments should be set to Deselect All), select the knife tool increase the duplicates, set the
3. This will make a very small object and set its mode to Loop. Cut two Copies in the array object to 36, cre-
so zoom in on it. Make the orna- loops near the edges of the object ating a nice circle of supports, see
ment editable an select 2 upper along the width like in picture 3/C. picture 4/B.
polygons on a wide side like in pic- Now switch to a side view, set the
ture 3/A. Select the Extrude tool knife mode to Plane and set the Now that the array is in place we
(Structure -> Extrude) and set its off- plane field to X-Y and make two can make it invisible for now by
set to 7, the same as the Z length of cuts like in picture 3/D. Then set the clicking the dot twice and do a little
the object, disable the realtime mode to X-Z and make the third cut tweak on the windows, the straight
update and hit Apply. Ctrl click the near the bottom of the object, also top of the windows doesn't look that
lower selected polygon to deselect it in pic 3/D. The ornament is now fin- well so close to the ornaments.
and hit the New Transform button in ished so copy the ornament While holding shift select the poly-
the extrude options which should hyperNURBS object and paste it gons adjacent to the tops of the win-
still be active if done right. We now into the Tower Start scene. dows like in picture 5/A, then select
have the basis of the object, and the move tool and move the poly-
can add some details. Create an Array object (Objects - gons down over the Y-axis until the
>Modeling -> Array), rename it to tops are nicely rounded, see picture
Go into a side view and zoom in on 'Ornament Array' and drop the orna- 5/B, make sure you don't drag them
the object, then select the live selec- ment NURBS object in there. You too far so they start overlapping the
22
Basic Modeling - Lookout Tower Part 2
By Bram van Gerwen
change select the loop selection tool need to make the top parts smaller,
(Selection -> Loop Selection) and this can be done for all the tops in
select the front polygon loop in all one go by using the Normal Scale
three windows like in picture 5/C, tool. Every group that is in the
select the extrude tool and set the selection sort of has its own central murlons to sharpen the edges, see
offset to 3 and subdivisions to 1 and point by which each group will be picture 7/C.
apply. The windows look much more scaled when using the normal scale
defined after this action. Only the tool. It's time to make the door and make
undersides are a bit to rounded still, the frame of the doorway a bit nicer.
select the knife tool (Structure -> Select the Normal Scale tool We will make the door frame and
Knife), disable restrict to selection, (Structure - Normal Scale) and set the door by extracting a spline from
set the mode to Plane and the plane the scale field to 0% and hit apply the geometry of the current frame.
field to X-Z, then make a cut near once and new transform twice to select the polygons around the door
the bottom of the windows, picture scale the groups down, try to make like in picture 8/A and use the
5/D. a habit out of disabling the 'realtime Select Outline tool (Selection ->
update' option. If you look at the Outline Selection), with the tool
While we're at it, make 2 cuts along coordinates manager you will see active click on the polygon selection
the tilted surface under the battle- the size of the current selection, we and its outline edges will be select-
ments near the top and bottom like want the tops to be placed a little ed. Now that the edges are selected
in picture 6/A. We'll continue on with more inward so change the X and Z use the Edge to Spline tool
an addition to the battlements. sizes to 420 each and apply, you will (Structure -> Edit Spline -> Edge to
Select the Rectangle Selection tool notice that with this standard scale Spline), this will create a spline of
(Selection -> Rectangle Selection), method the entire group was scaled the selection as a child of the tower
disable 'only select visible elements', as a whole instead of by their own body in the object manager. Select it
and in a side view drag a square centers, result in picture 7/B. We and drag it out of the tower body.
over the top polygons like in picture now need to extrude the entire 'cap' Make the tower body invisible for
6/A. If you drag too far and select of the murlons so we need to now, then select the Point Tool
the row below it as well you can use expand our selection, grow the (Tools -> Points) and with live selec-
23
Basic Modeling - Lookout Tower Part 2
By Bram van Gerwen
tion select the outer spline and arranged. In the coordinates manag- adjustments. Select the rectangle
delete it, we won't need that part, er set the Size field to Scale, set the selection tool and go into Point
result in picture 8/B. Because the Y-scale to 0.98 and the X scale to Mode, drag across the lower half of
spline was extracted from straight 0.92 and hit Apply, this is very subtle the spline to select those points, you
polygons it is still linear and has no because we want the frame bricks can grab the Y handle on the axis to
roundings, set its typ to B-Spline to touch the inner door frame. move the points down without hav-
and the Intermediate points to Switch to the Model Tool and create ing to go into the Move Tool (Tools -
Adaptive, this will give the corners a Cube, rename it to 'Doorframe > Move), see picture 10/A. Now
automatic roundings without the Brick', set its size to X 14, Y 6 and Z select the upper thinner part of the
need to use tangents, also enable 14 and enable a fillet with a radius spline and move them a bit up, also
Close Spline so there are no gaps in of 1, a nice flat brick. Just as with go into scale mode with this bit and
the spline. the spiral staircase we must create scale them a bit thinner across the
instances of the doorframe brick, X axis only so they are clear of the
this time duplicate the instance 35 bricks, see picture 10/B, in the
times. Scale Tool it's also possible to grab
the axis handles and drag to scale,
Select all 36 objects (not the null) very handy.
and call the Arrange function, set it
to Along spline and drag the door
spline to the spline field, enable
rotation and set it to +X and hit
Apply. There, the bricks have been
Tutorial
24
Basic Modeling - Lookout Tower Part 2
By Bram van Gerwen
End field to Fillet Cap, change the You'll notice the door is a bit thick, in
radius of both caps to 1. Now select the extrude NURBS object options
the Object Axis tool and set its posi- change the last 20 value to 8 for a
tion values to X 42, Y -116 and Z - nice firm door.
202, this will place the Extrude That was it for part 2, you should
Nurbs object axis to the right of the now have a tower that looks like pic-
door and will be able to function as ture 12. More next month.
a door hinge when we rotate that
object, but depending on how far Have fun modeling, Bram
your cube was from your spline you
might want to grab the Z axis and
move it to corner of the door.
Switch back to the Model Tool and
25
Character Modeling - Part 2
By Mark Gmehling aka Macling
26
Character Modeling - Part 2
By Mark Gmehling aka Macling
tweaked the polys as always- delete the two polys shown here-
PIC12/13 and focus on adding an PIC22 and create them again but
ear: with another edge direction-(I used
the Create new Polygons Tool in
Point mode- PIC22/23) to define the
shape from top view(F2) which ear "helix".
means I'm moving(E) the new ver-
tices slightly outward along the x-
axis- PIC18.
Tutorial
A realistic ear is one of the most dif- Now I live-select the eight polys
ficult tasks in organic modeling- I’ll shown in PIC24 and extrude them-
show you a way here to block it out PIC25. Once again I change the
of an existing head mesh on the Now I select the polys shown and
base of only a few polygons. I'm extrude them inner(I) one time and
going to prepare an area consisting shape the ear form basically out of
of eight polygons in the next steps these new points- PIC19/20. After
which will be the base of the ear. that I extrude the tweaked polys (D)
and then rotate(R ) them slightly in
I want to model it quite detailed, but
not photorealistic: Switched to side-
view(F3) I easy-clone the points
shown three times- each time mov- polyflow by deleting the two polys
ing them back in z-direction- shown in PIC26 and create them
PIC14/15- and as always paying with a flipped direction again(again
attention to line them up with the
other vertical polygon flow. Then
27
Character Modeling - Part 2
By Mark Gmehling aka Macling
Back in polygon Mode I select the scale(T) them in a little bit. Then I inner(I) -move(E) them inward (scale
seven polys shown in PIC28 and tweak the bottom points to smooth in x-direction a little bit to flatten
extrude(D) them PIC29- after that I the result out a bit. them slightly) and adjust the points
tweak the new points slightly to cre- in Point mode to smooth out the
To define the so called triangular result of the extrusion- PIC41/42.
fossa I change the polyflow of the The last step to finalize the ear is
polys shown in PIC35 with the
known procedure- deleting in poly
mode and creating again with the
create poly tool in point mode-
PIC36.
Tutorial
28
Character Modeling - Part 2
By Mark Gmehling aka Macling
CLOSING THE HEAD-SHAPE: the create new Points tool and ctrl-
click five new points.
Moving on I close the head shape
by easy-cloning pointrows several I easy-clone these points- PIC57
times and bridge them to polys. I four times and move them along the
start in sideview(F3) and select x-axis, paying attention to line up
these three points -PIC48- easy- I move(E) the still selected points with the vertical polyflow- PIC58- I
clone them five times- orienting at slightly inward in x-direction- PIC54. bridge the points and the back head
To go further in closing the head I is closed. It’s point tweaking time
select the points 15 shown in PIC55 again.
29
Character Modeling - Part 2
By Mark Gmehling aka Macling
30
Landscape Tutorial Part 2
By Georg Niedermeier aka Sad
31
Landscape Tutorial Part 2
By Georg Niedermeier aka Sad
Picture 32 Picture 34
Picture 31 And that's what's your 3-D viewport In order to be able to texture the
might look like: Picture 33 field, grow the selection via
Now it is time to make some free, Selection -> Grow Selection and
but rather diagonal cuts. The knife save it by clicking Set Selection in
tool creates new edges to those the Selection menu. The triangle on
polygons it touches. It is normal the right side of your landscape
that this method produces triangles, object in the object manager indi-
but it will not disturb us. cates that your selection has been
saved.
Once you're finished with the cuts,
Tutorial
choose the Polygonal Selection Now you can see if you have under-
Tool, activate the option Tolerant stood what I have shown you:
Selection and make a selection of
the newly created area. Activating Picture 33 Repeat that with the second land-
Tolerant Selection helps to select Please notice that both cuts can be scape object starting from the very
polygons, because normally poly- seen. beginning of Chapter 7. Activate the
gons are only selected if they are second landscape object by clicking
entirely surrounded by the rectangu- That the first selection from which it in the Object Manager. Use the
lar or polygonal selector. we are going to create a field. knife tool and make 2 parallel cuts
so it appears like a street. Try to
It is necessary that you make the Click the Extrude Tool or select it make sure that the selection can be
selection very carefully because we from the Structure menu. Click the seen in the 3-D viewport Picture 35.
don't want to produce a selection mouse button and move the mouse Invert the selection Picture 36.
that appears too edgy. Remember very, very little. Actually we don't
that you can add polygons to your want a normal extrusion because
selection by pressing the shift key. every polygon would be moved
If you want to deselect certain poly- along its polygon-normal which
gons just hit the Ctrl key while would create some very flower
selecting them. Don't worry if the power fields. You can try if you like,
selection has some edges. but please make sure to undo it
It doesn't matter too much. after you have seen what would
A polygonal selection will either be happen.
finished by clicking the starting point
again or by pressing the right mouse What we want is to have a field that
button after you have made at least grows straight up. So after you have Picture 35
two left clicks. Your top viewport made your very little extrusion click Make a very little extrusion and
should look something like this now: the green arrow in the center of the move it by clicking the green arrow.
Picture 32 selection and move it up. Picture 34 Grow the selection 1 time and save
32
Landscape Tutorial Part 2
By Georg Niedermeier aka Sad
Picture 36 Picture 38
Picture 37
Chapter 7
Adding More Details Picture 40
33
Landscape Tutorial Part 2
By Georg Niedermeier aka Sad
Picture 43
34
Landscape Tutorial Part 2
By Georg Niedermeier aka Sad
Picture 48
Tutorial
Picture 45
Picture 49
function Picture 50. Don't relay too
much on my example pictures
because most of the time it won't
look exactly the same.
Picture 46
Picture 50
35
Emorpher: The Power of PLA Morphing
By Sebastien Florand aka Fluffy
Emorpher, developed by Santiago features will have changed or not be PLA keyframe that will define a state
Ramirez (aka Eaggo), is a wonderful available in previous versions. in the animation track, and as a
morphing tool whose sole purpose result, a morphing. In the popup,
is to deform a mesh. 1 - Emorpher : How it works you'll notice that a tab has been
http://www.eggington.net/~eago/ added, with a blank box and several
>> First of all, you'll need to tell buttons. In the blank text box, input
The big advantage of it compared to Emorpher which mesh to deform. a name for the morphing you want
other plugins and Posemixer, is that To do this, it needs a Null object that to create (here, I will name it "mouth
it doesn't need a copy of the mesh you will drop as a child of that mesh. closed"), and click on the left arrow.
for each morph, it smartly uses a So track down your object, and drop This creates a Null object in the
PLA (Point Level Animation) animat- a Null on it, as a child. Name that object manager, that will be used as
ed track that will define the different Null Object, with a unique name a slider to drive that specific morph-
states, and morph these tracks (here, I name it "Emorpher" - and ing. That Null object is named exact-
together using sliders. No more use numbers after it if I have several ly as defined in the blank text box.
heavy meshes to duplicate. No characters). [pic4]
more keeping track of tens of [pic2]
copies. The only thing that
Emorpher can't do, is to morph bone
hierarchy, but Posemixer does this
really well, so no problem.
36
Emorpher: The Power of PLA Morphing
By Sebastien Florand aka Fluffy
same number of points on the other axis, on a value between 0 and 100
side. If not, you'll have to set your (of whatever unit you are using).
mirror poses independently. To These Null objects are nice, but not
make sure that the pose is correctly really straightforward to use during
mirrored, a neat function is avail- the animation stage, so we will
able, which is the "Test" button. This setup a simple system via Xpresso
function allows you to check the to link them to sliders that will
morph directly in edit mode, and see appear in the viewport, for easier
what's inside a morph. [pic7] use. If you move the Null objects,
you'll notice that they act as sliders.
37
Emorpher: The Power of PLA Morphing
By Sebastien Florand aka Fluffy
>> Now, we will link these User Data the "coordinates > position" menu.
entries to our different Null objects [pic13]
using Xpresso. Apply an Xpresso
tag to the "morphings" Null object by
right-clicking on it and selecting "cin-
ema4D tags > Xpresso".
Picture 14
Picture 11
>> In the Xpresso editor, click on >> You can now close the Xpresso
the red square at the top right cor- editor window and check if the User
ner of the "Morphings" node, and Data sliders work properly by drag-
Picture 9
select all the morphs in the "object ging some of them. You'll notice that
appear in the attribute manager properties" menu [pic12]. the value of the User Data is used
when you click on the Null object to input the value of the X position
"morphings" (if you make a mistake for each Null, thus moving them
while creating the User Data entry, properly from 0 to 100 (as we set
you can edit them anytime by right- them up earlier) on the X position
clicking on the name of the entry and allowing them in turn to drive
and choose "Edit Entry" from the our different morphs.
drop-down menu) [pic10]. Finally, our system is in place and
working, allowing us not to go inside
and lose ourselves the hierarchy by
placing everything together at the
same spot. This little time we spent
setting that up will save us a lot of
time when animating. But we can
Picture 12 make the system better yet by put-
ting all these controls directly in the
>> Next, click on the top left blue viewports, so as to not go into the
square of the Morphs Null nodes object manager at all. Let's check it
Picture 10 and select the "Position X" value in out.
38
Emorpher: The Power of PLA Morphing
By Sebastien Florand aka Fluffy
>> select the "Morphings" Null the viewport (it doesn't matter if you track, since you shouldn't have
objects, and select all your morphs move the Null morph controls with it, begun animating yet. In my exam-
entries (adding to the selection but if you don't want to, press the ple, I have two more tracks animat-
using the Shift key). "Ctrl" key and drag the "Morphings" ed [pic18].
Null to affect only that object and not
>> Right-click on one of the entries, its children [pic17].
and select "Add to the HUD" func-
tion [pic15].
Picture 18
port. Maintain the "Ctrl" key and will display the morphs controls on (green in my example).
drag the HUD element on the top directly into the HUD, allowing you
left side of the viewport, as to not to have every needed controls at Then, lock the layer by clicking on
have it in the way. hand, without losing time by opening the little lock icon under that layer's
the hierarchy and looking for your color box.
>> Finally, select the "Morphings" morphs states.
Null object and make it display a Every keyframe is now locked into
selectable shape by going into the 3 - Protecting your painstaking that specific green layer and I won't
Attribute manager and changing its work be able to either select them or
display shape to "diamond" in the erase them by mistake. I also can
"Object" tab. Increase the radius as Last thing, we will make sure that mask the layer and hide the "emor-
needed to be conformable. You can we won't erase by mistake any of pher" track if I wish to really keep
also change the color of the dis- the hard work we've done by creat- that track out of my mind.
played diamond if it is easier to ing these morph states. [pic19][pic20]
identify for you [pic16].
As I explained at the beginning,
Emorpher uses PLA tracks to create
the morphings. These tracks contain
keyframes that can be selected and
erased if you don't pay attention to
it. Our last step will then be to lock
these keyframes in place and make
sure we don't do something foolish.
39
Emorpher: The Power of PLA Morphing
By Sebastien Florand aka Fluffy
Cheers,
Fluffy
Picture 20
Tutorial
Sincerely,
John Mark Napuunoa
ChristianDesigns.org
40
Clothilde Drapes!
By Jamie Hamel-Smith
Ever wanted to have the curtains in Segments, and 15 Height Segments. Now it's time to set up the Cloth,
your architectural animation billow in We do not need as many height Select your "Pole" and "Curtain"
the wind? Or have some nicely tied segments as width segments for this objects, and choose "Make Editable"
drapes to compliment your interior exercise. Rename the plane and call from the "Functions" menu, or use
layout? This month I am going to it "curtain." Its width should be about the default keyboard shortcut "c".
show you how to make the process 500, and its height should be about Clothlide will only work with polygon
simple and painless. 600. Don't worry that the curtain is objects, so we have to make them
longer than the pole, we will fix that editable before we can start working
We are going to start with some bil- later. (Image 02) Position it as you with the Cloth Tags. Right Click
lowing curtains. Firstly, we need (cmd Click on Macintosh) the
something to hang the curtains from. Curtain object and select Clothlide
Create a Cylinder Primitive, oriented Tags > Cloth A "Cloth Tag" icon will
on the X-Axis, with the following set- appear next to the object, and this is
tings; (Image 01). where we will adjust all of our set-
tings for the behavior of the cloth
object.
Image 02
Image 01
41
Clothilde Drapes!
By Jamie Hamel-Smith
that it fits the length of the Pole. testing, you may want to go to your
(Image 07) Hit the play button project settings and change the
duration to something over 10 sec-
onds or 300 frames) Tweaking the
settings in this tab will yield some
interesting results, especially the
"Wind Turbulence" value. Another
great tip to increase the realism of
the wind blowing is to animate the
wind strength.
field.
42
Clothilde Drapes!
By Jamie Hamel-Smith
by creating a cube, with the follow- onto the Tie object. To do this we stable and relaxed state. Your file
ing dimensions, X=600, Y=20, Z=10. must select the Curtain's Cloth tag should now look like this; (Image
After adjusting the dimensions, set and select the Dresser Page once 12)
the Segments X to 20. Position the again, and drag the Tie object from
cube so that it is about ¾ ways the Object Manager into the space
down the curtain. Your scene should that says "Belt on:" The next step is
now look like the one in the follow- to select the points on the Curtain
ing image; (Image 09) object that are the closest to the Tie
object (Image 11)
Image 12
Image 11
The next step is to animate the
We can now click the "Set" button parameters of the Wrap Object so
next to "Belt Points" and you should that it "Curls Up" and takes the cur-
Tutorial
see some yellow lines going from tain along for the ride. Turn on
the points to the nearest polygons to Automatic Keyframinig and activate
Image 09 them. This shows which points are the Parameter Icon (Image 13) then
Make the cube editable, ("c" Key) belted to which polygons.
and rename it "Tie" Create a "Wrap
Deformer" Use the "Transfer Now would be a nice time to go to
Function" to send the wrap deformer File > Save As and save the file as
Image 13
to the same coordinates as the "Curtain Tied"
"Tie." Enter the following values into set the time slider to 4 seconds, and
the Wrap Deformer and make the Next step is to hit the play button adjust the Tension and Width
wrap deformer a child of the Tie and see the effects of the belting. Parameters of the Wrap deformer as
object.(Image 10) You should see the cloth relax much shown; (Image 14) Return the time
like in the first part of the tutorial, slider to zero and turn off Automatic
except that the "belted points"
should stay put.
43
Clothilde Drapes!
By Jamie Hamel-Smith
Image 15
44
Fireworks with Thinking Particles!
By Bjoern Marl aka “Srek”
In this tutorial I will show you how to matrix which in turn is used to align
create a Thinking Particles setup to the trail particle emitter. This way
generate a firework with several the trail particles move in the oppo-
rockets and different explosions. site direction then the rocket. This
The main thing behind a firework has to be done throughout the life-
with particles is spawning. Spawning time of the rocket, so it is not suffi-
is the process of new particles being dent to do this on emission. PPass
created based on an older particle. set to the rocket particle group does
In this tutorial it is used for two the trick here. <Image04>
things. The smoke or fire trail of the
rocket. The sparks created by the
explosives
you want.
Image 05
In this example we will create all
elements of the firework as particles: The sparks, as well as the trail, are
rockets, trails and sparks. made of visible lights with no illumi-
Additionally, to the main text of this nation. Lens effects can be used
tutorial you will find a good number too.
of remarks within the Xpresso setup.
The sparks are created at the
The scene itself is rather simple and moment the rocket particle dies.
only consists of the visible lights This can be determined by the PAge
which are used as particle shapes, node. It allows to detect a number of
the particle geometry object to make events related on the particles age
them visible and some Nullobjects to or a change of group.
control things like gravity direction
and to host the main Xpresso With Type set to Die the node will
expression that does all the work. give us a boolean True value on the
<Image01> Image 02 frame the particle dies. This triggers
To differentiate between the rockets, a PStorm node set to Shot which
the trail and the sparks different par- produces the stars. By using the
ticle groups are used. rockets position for the PStorm node
<Image02> the sparks are generated at the
Image 03
All particles are subject to gravity position of the rocket.
influence. By using the parent group PStorm and a Nullobject (Launcher) <Image06>
"All" for Ppass you can address all for positioning and alignment. The
particles in all groups at the same only thing special on this emitter Since a real firework usually has
time <Image03>. setup is the inversion of the rocket several types of rockets it's only log-
The rocket emitter is based on velocity that is used to create a ical to build a setup that can create
45
Fireworks with Thinking Particles!
By Bjoern Marl aka “Srek”
Image 06
46
Prize Fight Round 2 Winners!
By Tavy Ann
3
Prize Fight Round 2 Winners!
By Tavy Ann
PRIZE FIGHT ROUND 2
3
Prize Fight Round 2 Winners!
By Tavy Ann
PRIZE FIGHT ROUND 2
3
Best of CINEMA 4D
Some of the best artists around the world using CINEMA 4D
Image: Just Do It, Nike Sneaker Artist Comments: What can I say, luv Nike, luv computer
Artist: Sven Kallinich (nutriman) graphics... here's the result ;-). People have been asking
Country: Germany me if I did the seams by texturing. Nope, they're modeled
Website: www.realiez.de by having splines projected on to the shoe and a lot of low
Date created: January 21, 2005 poly instances of one hole and a piece of thread which are
Software: CINEMA 4D R8 aligned to these splines.Next challenge would be a pic of
these kicks the way they look now....worn out, dirty - say
hi to the bodypaint manual :-)
The Nike Logo is Trademark of Nike, Inc
3
Image: Ferrari 250 GTOl Artist Comments: The hardest part was the shader work.
Artist: Zoltan Sostai
Country: Hungary
Website: http://supremacy.zenesznet.com
Date created: December 2004
Software: CINEMA 4D R9, Paint Shop Pro 7
3
Image: "Junk" Artist Comments: I started this little guy a while back, but
Artist: Jacob Saariaho (Cpt.Jack) I got bored and moved on. Months later, I was cleaning up
Country: USA my hard drive when I opened his file and saw this unfin-
Website: www.cptjack.net ished head and torso looking out at me. It was hilarious,
Date created: October 20, 2004 he looked so pathetic and forgotten. I knew I had to finish
Software: CINEMA 4D him.
3
Image: Milan Condominium Artist Comments: Interior view of the living and dining
Artist: J.Carlos Pérez Ponce spaces of a condominium located in Milan street,
Country: México Monterrey México.
Website: www.infograficagdl.com
Date created: September 04
Software: CINEMA 4D
3
Image: Pussy Gatto Artist Comments: I found a great use for lights....don't use
Artist: Ben Jerrems them! This image was created by using the Luminance
Country: Australia channel on all the textures. Giving it that flat 2d "toon
Website: look". Image inspired by the late "great" Eyvind Earl, an
http://www.renderosity.com/gallery.ez?ByArtist=Y&Artist amazing Disney artist.
=Beanzvision
Date created: September 2004
Software: CINEMA 4D XL7
3
Editor’s Notes
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Once again, thanks for the support If you are interested in purchasing a www.3darena.de
and dedication. never used, unopened copy of CIN- www.frenchcinema4d.com
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Be sure to visit the 3D Attack shop sent from 3D Attack directly. Any attempts to do
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55
Keep on attacking...
By Sir Gong
56
57