All language subtitles for 449302-2 - Class 1 Opening C4D - Intro to 3D with Cinema 4D.en

af Afrikaans
ak Akan
sq Albanian
am Amharic
ar Arabic
hy Armenian
az Azerbaijani
eu Basque
be Belarusian
bem Bemba
bn Bengali
bh Bihari
bs Bosnian
br Breton
bg Bulgarian Download
km Cambodian
ca Catalan
ceb Cebuano
chr Cherokee
ny Chichewa
zh-CN Chinese (Simplified)
zh-TW Chinese (Traditional)
co Corsican
hr Croatian
cs Czech
da Danish
nl Dutch
en English
eo Esperanto
et Estonian
ee Ewe
fo Faroese
tl Filipino
fi Finnish
fr French
fy Frisian
gaa Ga
gl Galician
ka Georgian
de German
el Greek
gn Guarani
gu Gujarati
ht Haitian Creole
ha Hausa
haw Hawaiian
iw Hebrew
hi Hindi
hmn Hmong
hu Hungarian
is Icelandic
ig Igbo
id Indonesian
ia Interlingua
ga Irish
it Italian
ja Japanese
jw Javanese
kn Kannada
kk Kazakh
rw Kinyarwanda
rn Kirundi
kg Kongo
ko Korean
kri Krio (Sierra Leone)
ku Kurdish
ckb Kurdish (Soranî)
ky Kyrgyz
lo Laothian
la Latin
lv Latvian
ln Lingala
lt Lithuanian
loz Lozi
lg Luganda
ach Luo
lb Luxembourgish
mk Macedonian
mg Malagasy
ms Malay
ml Malayalam
mt Maltese
mi Maori
mr Marathi
mfe Mauritian Creole
mo Moldavian
mn Mongolian
my Myanmar (Burmese)
sr-ME Montenegrin
ne Nepali
pcm Nigerian Pidgin
nso Northern Sotho
no Norwegian
nn Norwegian (Nynorsk)
oc Occitan
or Oriya
om Oromo
ps Pashto
fa Persian
pl Polish
pt-BR Portuguese (Brazil)
pt Portuguese (Portugal)
pa Punjabi
qu Quechua
ro Romanian
rm Romansh
nyn Runyakitara
ru Russian
sm Samoan
gd Scots Gaelic
sr Serbian
sh Serbo-Croatian
st Sesotho
tn Setswana
crs Seychellois Creole
sn Shona
sd Sindhi
si Sinhalese
sk Slovak
sl Slovenian
so Somali
es Spanish
es-419 Spanish (Latin American)
su Sundanese
sw Swahili
sv Swedish
tg Tajik
ta Tamil
tt Tatar
te Telugu
th Thai
ti Tigrinya
to Tonga
lua Tshiluba
tum Tumbuka
tr Turkish
tk Turkmen
tw Twi
ug Uighur
uk Ukrainian
ur Urdu
uz Uzbek
vi Vietnamese
cy Welsh
wo Wolof
xh Xhosa
yi Yiddish
yo Yoruba
zu Zulu
Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:04,730 --> 00:00:11,420 All right, so in this first lesson here I'm going to go over pretty much at 2 00:00:11,415 --> 00:00:14,945 the interface of Cinema 4D and just kind of start making you 3 00:00:14,940 --> 00:00:18,610 familiar with everything that it's kind of available to you. 4 00:00:18,614 --> 00:00:24,884 Now, I don't expect you to kind of remember all these things throughout this course. 5 00:00:24,885 --> 00:00:27,755 But this might be good to, at a later point, 6 00:00:27,750 --> 00:00:29,040 just come back and kind of take 7 00:00:29,039 --> 00:00:32,609 a little refresher and remember the things that are there. 8 00:00:32,609 --> 00:00:34,319 But basically the first, 9 00:00:34,319 --> 00:00:37,789 first goal is to make this interface a little bit less intimidating. 10 00:00:37,784 --> 00:00:38,954 So to do that, 11 00:00:38,955 --> 00:00:42,445 we're going to go over some of these options. 12 00:00:42,440 --> 00:00:50,420 Now, I'm going to be using Cinema 4D release 19 for, for this course. 13 00:00:50,424 --> 00:00:54,944 And really that shouldn't mean too much if you're using version, 14 00:00:54,940 --> 00:01:01,220 basically 1514, a lot of the basic options are the same. 15 00:01:01,224 --> 00:01:06,024 A lot of the new features they get every year for a little bit more in depth. 16 00:01:06,025 --> 00:01:08,755 All right, so let's get started. 17 00:01:08,754 --> 00:01:11,864 I'm going to start in this top left corner here. 18 00:01:11,860 --> 00:01:13,410 And we have file, 19 00:01:13,405 --> 00:01:15,245 just like every other software. 20 00:01:15,249 --> 00:01:17,909 You have your file new, you're open, 21 00:01:17,904 --> 00:01:21,224 closed, save, all that fun stuff. 22 00:01:21,220 --> 00:01:25,240 One cool thing that we have here though that I'm gonna mention is merge. 23 00:01:25,244 --> 00:01:31,864 And sometimes you want to combine two different 3D files. 24 00:01:31,864 --> 00:01:35,754 Well, what you can do is you can use this merge function and it'll 25 00:01:35,750 --> 00:01:40,250 take everything inside of another file and merge it into your current scene. 26 00:01:40,250 --> 00:01:42,590 So then we have edit. 27 00:01:42,589 --> 00:01:44,629 Again, pretty similar to 28 00:01:44,630 --> 00:01:47,990 all the other software packages out 29 00:01:47,989 --> 00:01:51,859 there that you probably use where you have your undo or redo, 30 00:01:51,859 --> 00:01:55,729 cut, copy paste, delete, 31 00:01:55,730 --> 00:01:57,770 project settings in here. 32 00:01:57,769 --> 00:01:59,989 And like I said, I'm not gonna get too far into anything. 33 00:01:59,989 --> 00:02:02,869 I'm really just trying to, like I said, 34 00:02:02,870 --> 00:02:06,700 just make this a little bit simpler for you to 35 00:02:06,695 --> 00:02:08,995 understand and kinda show you the things that we're going to be 36 00:02:08,990 --> 00:02:12,450 using and the things that we're going to kind of ignore for right now. 37 00:02:13,240 --> 00:02:15,800 And then if we go into create, 38 00:02:15,800 --> 00:02:20,210 we see these are essentially everything 39 00:02:20,210 --> 00:02:24,820 that you make inside of Cinema 4D will kind of derive from this panel here. 40 00:02:24,815 --> 00:02:31,745 So for instance, under object we have and all of the 3D shapes that you can start with. 41 00:02:31,745 --> 00:02:36,035 We have splines, which are essentially just lines are paths. 42 00:02:36,034 --> 00:02:40,614 If you're familiar with Adobe Illustrator, 43 00:02:40,610 --> 00:02:43,590 a spline as essentially the same thing as a path. 44 00:02:43,594 --> 00:02:50,454 You can actually take a path from Illustrator and bring it into symbol for D. 45 00:02:50,450 --> 00:02:55,010 And then we have a few kind of options. 46 00:02:55,010 --> 00:02:57,950 Things that you can do with your shapes later on, 47 00:02:57,950 --> 00:03:03,590 kind of take your basic shapes a little bit of a step further, 48 00:03:03,589 --> 00:03:07,269 or create shapes by using different ways. 49 00:03:07,264 --> 00:03:09,934 For instance, sweep here. 50 00:03:09,934 --> 00:03:12,274 You can essentially make, 51 00:03:12,275 --> 00:03:18,605 you can make one path that might be maybe you want to make like a snake or something. 52 00:03:18,604 --> 00:03:21,984 So you can make the spline of the snake. 53 00:03:21,979 --> 00:03:24,339 And then with another shape, 54 00:03:24,334 --> 00:03:26,824 you can control the thickness. 55 00:03:26,860 --> 00:03:30,660 And that's just kind of an example here. 56 00:03:30,940 --> 00:03:33,680 And then we have our cameras, 57 00:03:33,680 --> 00:03:37,610 are lights, our materials, and our tags. 58 00:03:37,610 --> 00:03:40,190 Those are, those are all very important. 59 00:03:40,190 --> 00:03:43,580 You'll be using all of these definitely in this course. 60 00:03:43,580 --> 00:03:45,620 Let's go over to select. 61 00:03:45,619 --> 00:03:50,509 A big thing here is to be able to select certain objects 62 00:03:50,509 --> 00:03:55,249 or select certain polygons from certain shapes. 63 00:03:55,249 --> 00:04:01,039 So using the selection functions is pretty important whenever you're dealing with 3D. 64 00:04:01,039 --> 00:04:03,619 So there's a ton of different options here on how you 65 00:04:03,620 --> 00:04:07,730 can select all of those different things. 66 00:04:07,729 --> 00:04:11,079 Whenever we go into tools. 67 00:04:11,075 --> 00:04:12,965 So sorry, at the bottom here, 68 00:04:12,965 --> 00:04:14,175 moves, scale and rotate. 69 00:04:14,179 --> 00:04:20,289 These are your three main things that you're gonna be using it to kind of control. 70 00:04:20,285 --> 00:04:23,125 You can animate these things or you can move them 71 00:04:23,120 --> 00:04:26,600 around the screen and kinda place them in a composition. 72 00:04:26,599 --> 00:04:28,159 Going up here. 73 00:04:28,160 --> 00:04:31,440 And I'm going to talk about too much of these here. 74 00:04:31,630 --> 00:04:34,610 And let's go up to mesh. 75 00:04:34,609 --> 00:04:38,119 I don't think that will be nothing with this at all. 76 00:04:38,119 --> 00:04:40,839 But this is kind of another kind of 77 00:04:40,835 --> 00:04:46,105 some modelling functions that are available inside of Cinema 4D. 78 00:04:46,100 --> 00:04:48,660 And we do have a, 79 00:04:48,664 --> 00:04:53,334 the next lesson is actually we'll start getting into the basic modelling stuff. 80 00:04:53,329 --> 00:04:58,929 Then we have snap, which helps you kind of align things again in your composition here, 81 00:04:58,925 --> 00:05:02,955 or in the viewport, you can essentially snap two points. 82 00:05:02,959 --> 00:05:04,639 You can snap two polygons. 83 00:05:04,640 --> 00:05:08,220 You can snap to the center of another object. 84 00:05:08,224 --> 00:05:11,334 I animate. 85 00:05:11,329 --> 00:05:13,939 I, honestly, I've never used this little panel here. 86 00:05:13,939 --> 00:05:17,859 Everything that I use is kind of down here and I'll talk about that in just a second. 87 00:05:17,855 --> 00:05:24,815 Simulate, we will be using that in what is it less than number six. 88 00:05:24,814 --> 00:05:32,244 And will be kind of going over how to use real-world physics inside of cinema 14. 89 00:05:32,239 --> 00:05:36,099 So the kind of things that you can simulate would be cloth. 90 00:05:36,095 --> 00:05:41,425 That's a big ones you can do like unfurling banners or you can do, 91 00:05:41,740 --> 00:05:45,890 you can even do clothing on a character which we're 92 00:05:45,889 --> 00:05:50,029 definitely going to get that far into that with this course. 93 00:05:50,029 --> 00:05:54,789 But down here we also have dynamics. 94 00:05:54,784 --> 00:05:57,834 So we can essentially add wind to a scene. 95 00:05:57,830 --> 00:05:59,280 We can give it a motor, 96 00:05:59,284 --> 00:06:01,434 we can apply a force. 97 00:06:01,429 --> 00:06:04,489 We can, we can do a lot of different things when it comes to the physics 98 00:06:04,490 --> 00:06:07,470 inside of Cinema 4D and it pretty simply too. 99 00:06:07,474 --> 00:06:09,034 So we also have particles, 100 00:06:09,035 --> 00:06:11,795 which would be something like if we wanted to make it rain, 101 00:06:11,795 --> 00:06:15,035 we can add particles or even snow. 102 00:06:15,035 --> 00:06:20,235 And then there's also a bunch of hair tools here to be able to 103 00:06:20,239 --> 00:06:26,179 make things like hair on a person or even grass on an a field or something. 104 00:06:26,180 --> 00:06:28,540 And then we have render here. 105 00:06:28,535 --> 00:06:31,615 This one right here won't be going too much into 106 00:06:31,610 --> 00:06:35,360 this little panel here because most of the render options we user right here, 107 00:06:35,359 --> 00:06:37,149 and I'll talk about that in just a minute. 108 00:06:37,145 --> 00:06:38,785 We have sculpt. 109 00:06:38,780 --> 00:06:41,570 Another thing that you can do inside of Cinema 4D with 110 00:06:41,569 --> 00:06:44,419 your models is actually sculpted them. 111 00:06:44,420 --> 00:06:46,070 You can push and pull. 112 00:06:46,069 --> 00:06:51,729 And really a cool way to get super detailed models. 113 00:06:51,724 --> 00:06:54,444 And we're not going to be, we're not going to be doing that at all. 114 00:06:54,440 --> 00:06:56,930 But it's good to know that that exists because there are 115 00:06:56,929 --> 00:06:59,829 separate softwares out there that just do sculpting. 116 00:06:59,824 --> 00:07:04,014 And that's one of the great features of Cinema 4D is that you have 117 00:07:04,009 --> 00:07:08,239 that ability inside of your 3D software, 118 00:07:08,240 --> 00:07:10,700 use on a daily basis. 119 00:07:10,700 --> 00:07:12,780 And we have motion tracker. 120 00:07:12,784 --> 00:07:15,324 This is more for visual effects type stuff. 121 00:07:15,319 --> 00:07:17,779 Rican track, videos, scenes, 122 00:07:17,780 --> 00:07:22,340 and place your 3D elements into that scene. 123 00:07:22,339 --> 00:07:23,689 Really cool tool here, 124 00:07:23,689 --> 00:07:27,189 but we're not going to touch that to much more Graph. 125 00:07:27,184 --> 00:07:33,444 This is one of the, one of the things that makes Cinema 4D so special to a lot of people. 126 00:07:33,439 --> 00:07:39,879 And that's because basically the options that it gives you to do certain things. 127 00:07:39,875 --> 00:07:41,305 So for instance, cloner, 128 00:07:41,300 --> 00:07:44,080 you can make a shape, you can make a cube. 129 00:07:44,075 --> 00:07:49,275 You can apply this cloner and then it will duplicate that, 130 00:07:49,279 --> 00:07:53,499 that cube in space essentially. 131 00:07:53,494 --> 00:07:57,744 And then anytime that you want to change the cube, 132 00:07:57,740 --> 00:08:01,360 maybe you decide later on that you wanted it to be a pyramid. 133 00:08:01,355 --> 00:08:04,685 While you can just replace that one shape inside the cloner and everything will 134 00:08:04,684 --> 00:08:09,354 maintain its positioning and in, in space. 135 00:08:09,349 --> 00:08:13,789 Then you have things like fracture where if you wanted to do something like falling, 136 00:08:13,790 --> 00:08:17,660 hitting the ground and kind of exploding or breaking. 137 00:08:17,660 --> 00:08:19,310 And that's kinda what you'd use. 138 00:08:19,310 --> 00:08:26,300 Their mode text is a big one where you can kind of really quickly do 3D text. 139 00:08:26,300 --> 00:08:31,070 And yeah, we'll go up to character. 140 00:08:31,069 --> 00:08:36,769 So these are character tab here is obviously for more of the character building, 141 00:08:36,770 --> 00:08:39,500 character animation type stuff where you can essentially add 142 00:08:39,499 --> 00:08:42,649 bones to your character and your skin, 143 00:08:42,649 --> 00:08:44,779 your model to those bones. 144 00:08:44,779 --> 00:08:47,119 And then you're able to animate. 145 00:08:47,119 --> 00:08:50,289 We're not gonna touch that are this. 146 00:08:50,284 --> 00:08:51,264 So octane. 147 00:08:51,259 --> 00:08:53,199 You'll see this on all the lessons here, 148 00:08:53,195 --> 00:08:56,795 but you probably don't have that yourself because this is a paid plugin. 149 00:08:56,794 --> 00:09:03,234 This is what I personally use for doing quick renders that look really good. 150 00:09:03,229 --> 00:09:07,669 And in this course they're going to be just sticking with everything that 151 00:09:07,669 --> 00:09:12,829 comes inside of Cinema 4D and not really venturing off too much there. 152 00:09:12,829 --> 00:09:14,809 And then we have things like window, 153 00:09:14,809 --> 00:09:16,489 which there's a lot of, 154 00:09:16,490 --> 00:09:22,030 a lot of screens that we can basically pull up. 155 00:09:22,025 --> 00:09:25,235 So things like for animation curves, 156 00:09:25,235 --> 00:09:28,655 we can use the timeline F curb curve. 157 00:09:28,655 --> 00:09:30,525 We have the picture viewer here, 158 00:09:30,529 --> 00:09:35,779 which is where we render to a content browser we can pull models from. 159 00:09:35,780 --> 00:09:40,200 Yeah, just a lot, a lot of the additional screens that aren't currently up. 160 00:09:40,204 --> 00:09:41,754 If you ever lose anything, 161 00:09:41,750 --> 00:09:42,830 chances are if you go here, 162 00:09:42,829 --> 00:09:45,619 you can just click on it and it'll come back. 163 00:09:45,619 --> 00:09:47,859 And then you have the Help button, 164 00:09:47,855 --> 00:09:51,395 which is always important anytime that you run into any specific issues, 165 00:09:51,394 --> 00:09:54,294 start by looking through the help. 166 00:09:54,289 --> 00:09:58,369 And then you can still can't find exactly what you're looking for. 167 00:09:58,370 --> 00:10:04,180 It probably be a good idea to start searching on Google. 168 00:10:04,175 --> 00:10:06,245 Alright, so that's the top line here. 169 00:10:06,245 --> 00:10:11,915 Now the next line, we have our live selection tool here. 170 00:10:12,100 --> 00:10:16,700 And these are, this is your selection tool. 171 00:10:16,699 --> 00:10:18,169 If you click and hold some of these options, 172 00:10:18,169 --> 00:10:19,729 you'll get more options. 173 00:10:19,730 --> 00:10:23,690 So live selection, what live selection 174 00:10:23,690 --> 00:10:28,420 does is you click and you can drag and select any shapes. 175 00:10:28,415 --> 00:10:31,105 Any geometry that is in the scene. 176 00:10:31,100 --> 00:10:33,190 If you click and hold, 177 00:10:33,185 --> 00:10:35,205 then I can select the rectangle, 178 00:10:35,209 --> 00:10:37,969 select selection and Lasso selection or polygon. 179 00:10:37,969 --> 00:10:43,199 What the rectangle does is allows me to select like that. 180 00:10:43,600 --> 00:10:48,900 And then we have our move or scale or rotate. 181 00:10:48,904 --> 00:10:51,204 And then this one right here goes it. 182 00:10:51,199 --> 00:10:54,469 It always says Your last tool that you used. 183 00:10:54,469 --> 00:10:55,569 So you click and hold this. 184 00:10:55,565 --> 00:10:57,785 It says everything that I used 185 00:10:57,784 --> 00:11:01,834 previously and it'll fill out this little history right there. 186 00:11:02,500 --> 00:11:12,130 And these are essentially what you want to move inside of a shape. 187 00:11:12,125 --> 00:11:14,205 If you have these checked off, 188 00:11:14,209 --> 00:11:16,179 it'll only move in the z axis. 189 00:11:16,175 --> 00:11:18,315 If you have them all checked, you can move in X, 190 00:11:18,319 --> 00:11:21,959 Y, and Z, or rotate or scale. 191 00:11:22,150 --> 00:11:27,100 The coordinate system here is a pretty important one that might not make sense right now. 192 00:11:27,095 --> 00:11:29,655 Again, a lot of those might not make sense just yet, 193 00:11:29,659 --> 00:11:34,079 but this is still stuff that's important to just kind of know about. 194 00:11:34,150 --> 00:11:39,690 Essentially, there's two different ways to move an object. 195 00:11:39,694 --> 00:11:44,224 The one is relative and the other one is to the world. 196 00:11:44,224 --> 00:11:49,704 And relative would be relative to the object itself. 197 00:11:49,700 --> 00:11:55,820 So if you rotate it and then you select on your position here, 198 00:11:55,819 --> 00:12:03,339 it will be able to kind of move up or down from the rotation that you previously made. 199 00:12:03,335 --> 00:12:04,785 Again, that might not make sense, 200 00:12:04,789 --> 00:12:07,449 but then with the world transforms, 201 00:12:07,444 --> 00:12:09,414 it always stays straight up and down, 202 00:12:09,409 --> 00:12:10,849 sort of like you see here. 203 00:12:10,849 --> 00:12:15,049 So we have green which is up and blew over. 204 00:12:15,049 --> 00:12:20,089 And so I think it's y and then x and then z. 205 00:12:20,089 --> 00:12:24,219 I could have those mixed up at every 3D software is a little bit differently how, 206 00:12:24,215 --> 00:12:28,085 how they do that, but they all have x, y, and z. 207 00:12:28,085 --> 00:12:31,725 All right, so then the next one here we have our render view. 208 00:12:31,729 --> 00:12:33,109 If I click on that button, 209 00:12:33,109 --> 00:12:35,539 this renders that view. 210 00:12:35,540 --> 00:12:37,070 Since we don't have anything in there, 211 00:12:37,070 --> 00:12:39,660 it doesn't really do anything. 212 00:12:39,664 --> 00:12:43,774 Alright, so then the next one is rendered to picture viewer, 213 00:12:43,775 --> 00:12:47,035 which is pretty much the main one that you'll be using. 214 00:12:47,030 --> 00:12:49,250 And again, since we don't have anything in the scene here, 215 00:12:49,250 --> 00:12:51,970 it doesn't actually render anything. 216 00:12:51,965 --> 00:12:53,685 And then the next one here, 217 00:12:53,689 --> 00:12:55,699 if we click on that at your Render Settings. 218 00:12:55,700 --> 00:13:00,110 Now we're going to have in course or in lesson seven, 219 00:13:00,109 --> 00:13:05,089 we'll be going a little bit more in detail into these Render Settings here. 220 00:13:05,085 --> 00:13:10,105 Alright, so then we're going to start seeing some stuff on the screen here. 221 00:13:10,105 --> 00:13:12,445 If you'll see this little cube here, 222 00:13:12,445 --> 00:13:15,055 if I click that cube, 223 00:13:15,055 --> 00:13:18,145 you see that we get a cube in our screen here. 224 00:13:18,145 --> 00:13:23,485 And just like that, we have made 3D geometry. 225 00:13:23,485 --> 00:13:31,275 And from here, we can move it with these little arrows here. 226 00:13:31,500 --> 00:13:34,780 So you can move it around on the screen for, 227 00:13:34,784 --> 00:13:36,404 in any specific direction. 228 00:13:36,400 --> 00:13:38,690 Or you can use 229 00:13:38,694 --> 00:13:42,414 these little icons here which will move it in two different directions at once. 230 00:13:42,414 --> 00:13:44,684 So I can move it like that. 231 00:13:44,679 --> 00:13:48,389 Same thing with the ground are here. 232 00:13:48,389 --> 00:13:52,689 If I go in and delete that record, 233 00:13:52,685 --> 00:13:55,025 if I click and hold on that cube, 234 00:13:55,024 --> 00:13:58,674 you'll see that I have a bunch of different options here for a whole bunch of 235 00:13:58,669 --> 00:14:02,689 different things that I can make will show you a couple of years. 236 00:14:02,689 --> 00:14:04,659 So there's that pyramid. 237 00:14:04,655 --> 00:14:07,205 Here's oil tank. 238 00:14:07,205 --> 00:14:08,925 And then we have like little figure. 239 00:14:08,929 --> 00:14:12,559 So not sure exactly what you'd use that for, 240 00:14:12,560 --> 00:14:15,200 but that's really up to you to figure out. 241 00:14:15,200 --> 00:14:17,200 And then we have this thing called a null. 242 00:14:17,199 --> 00:14:19,089 Null is actually nothing. 243 00:14:19,085 --> 00:14:21,625 There is just a point. 244 00:14:21,620 --> 00:14:31,700 What that's good for is it's sort of like it's sort of like a null inside 245 00:14:31,700 --> 00:14:35,410 of after effects where you can 246 00:14:35,405 --> 00:14:42,855 kind of Parent things to it or it's sort of group things with it. 247 00:14:42,859 --> 00:14:44,419 Inside of silver 40 anyway, 248 00:14:44,419 --> 00:14:50,489 you can kind of group things inside of it and then have 1 to kinda move everything from. 249 00:14:50,830 --> 00:14:53,030 Okay, and I'm going to delete that. 250 00:14:53,030 --> 00:14:55,550 So the next one here is the Pen tool. 251 00:14:55,550 --> 00:14:57,870 If I click on this, 252 00:14:57,874 --> 00:15:00,904 I'll make 1, I'd make two points. 253 00:15:00,905 --> 00:15:03,875 I can click and click and drag, 254 00:15:03,875 --> 00:15:06,175 and I can get a busy yea. 255 00:15:06,520 --> 00:15:09,830 And just like that, I have a little shape. 256 00:15:09,830 --> 00:15:11,330 Pretty cool. 257 00:15:11,329 --> 00:15:13,089 Okay, so before I go any further, 258 00:15:13,084 --> 00:15:17,694 what I wanna do is show you some of the viewport controls, 259 00:15:17,690 --> 00:15:19,510 which is super important. 260 00:15:19,505 --> 00:15:22,885 I'm just gonna make a, make a cube and when delete the spline, 261 00:15:22,880 --> 00:15:24,810 just to kinda show you here. 262 00:15:24,814 --> 00:15:28,584 Now if I do left-click and alt, 263 00:15:28,579 --> 00:15:33,289 and I hold, hold Alt and hold left-click and drag on the frame. 264 00:15:33,289 --> 00:15:37,039 I can rotate around the object. 265 00:15:37,039 --> 00:15:40,999 And then if I do hold Alt and then right-click, 266 00:15:41,000 --> 00:15:43,340 I can zoom back and forth. 267 00:15:43,340 --> 00:15:45,790 So essentially with those two things, 268 00:15:45,785 --> 00:15:48,305 I can get around the frame here. 269 00:15:48,304 --> 00:15:49,324 Now. 270 00:15:49,325 --> 00:15:53,555 I can do alt and middle mouse click like your little wheel. 271 00:15:53,555 --> 00:15:58,265 And I click on that. Then I can pan from side to side. 272 00:15:58,264 --> 00:16:02,944 So rotate Dolly in and out. 273 00:16:02,945 --> 00:16:05,045 And then pan. 274 00:16:05,290 --> 00:16:07,970 That might seem a little confusing at first, 275 00:16:07,970 --> 00:16:09,980 but once you start kind of getting the hang of things and 276 00:16:09,980 --> 00:16:12,320 once you just start kind of flying around scenes, 277 00:16:12,320 --> 00:16:14,580 you'll get it pretty quickly. 278 00:16:14,584 --> 00:16:15,334 Okay? 279 00:16:15,334 --> 00:16:19,794 So if I click and hold on the Pen tool, 280 00:16:19,790 --> 00:16:23,140 you'll see that there's a bunch of other different options here too. 281 00:16:23,135 --> 00:16:26,535 And then the next one is, 282 00:16:26,539 --> 00:16:31,639 if I click and hold, it's some options that we can either make geometry or 283 00:16:31,639 --> 00:16:33,289 Change the geometry. 284 00:16:33,289 --> 00:16:36,219 For instance, this sub subdivision surface here. 285 00:16:36,215 --> 00:16:39,385 If I click on that, you'll see that nothing actually happens because what 286 00:16:39,380 --> 00:16:42,660 you have to do is put your object inside of this. 287 00:16:42,664 --> 00:16:45,444 So when I do that, you'll see what it's, what it's doing. 288 00:16:45,440 --> 00:16:50,160 It's actually smoothing out that cube. 289 00:16:50,260 --> 00:16:53,630 I'm gonna, I'm gonna explain this one here in just a minute, 290 00:16:53,629 --> 00:16:59,269 but I want to show you here if I go into this cube and I can change the segments, 291 00:16:59,270 --> 00:17:03,130 if I change it to 101010. 292 00:17:03,125 --> 00:17:08,975 And then I enable that, that smoothing again. 293 00:17:08,974 --> 00:17:12,414 So you'll see that just if rounds off your geometry 294 00:17:12,409 --> 00:17:16,919 based on how many polygons you have, essentially. 295 00:17:16,920 --> 00:17:21,740 Alright, so the next one here is, 296 00:17:21,740 --> 00:17:26,320 so we have like things like array where we can kind of put things around the, the, 297 00:17:26,315 --> 00:17:31,015 the scene with bool is one that I use quite often where you can kind of 298 00:17:31,010 --> 00:17:36,180 notched out one shape with another shape or add to a shape with another one. 299 00:17:36,184 --> 00:17:37,734 You can instance shapes. 300 00:17:37,730 --> 00:17:41,030 So if you are using one thing often, 301 00:17:41,029 --> 00:17:44,359 like maybe you have a scene full of balloons or something. 302 00:17:44,359 --> 00:17:46,819 Instance that one balloon. 303 00:17:46,820 --> 00:17:49,070 So that way, anytime you change the worn, 304 00:17:49,069 --> 00:17:51,289 it changes all of them. 305 00:17:51,289 --> 00:17:53,889 The other big one is symmetry here. 306 00:17:53,884 --> 00:17:58,474 So a common practice for making things like characters 307 00:17:58,474 --> 00:18:03,244 is to just make 1.5 of the character, 308 00:18:03,245 --> 00:18:04,645 the left half or the right half, 309 00:18:04,640 --> 00:18:06,460 not the bottom or top, that doesn't work. 310 00:18:06,455 --> 00:18:08,455 So if you make the left half, 311 00:18:08,450 --> 00:18:10,320 you can use some symmetry here. 312 00:18:10,324 --> 00:18:13,294 And then it will automatically fill in the right side. 313 00:18:13,295 --> 00:18:15,785 And then you have a complete model. 314 00:18:16,450 --> 00:18:17,820 Okay? 315 00:18:17,824 --> 00:18:18,894 And then the next one, 316 00:18:18,889 --> 00:18:27,049 or here is things again that we can kind of do to change one of these objects here. 317 00:18:27,049 --> 00:18:30,069 And for instance, if I do Bend, 318 00:18:30,065 --> 00:18:33,145 I can put bend under the cube here. 319 00:18:33,140 --> 00:18:37,130 And then I can change that strength there. 320 00:18:37,129 --> 00:18:39,489 And you'll see just like that, 321 00:18:39,485 --> 00:18:46,025 I was able to kind of change this shape here with the strength. 322 00:18:46,840 --> 00:18:50,990 And, you know, sometimes you have some problems with this one 323 00:18:50,990 --> 00:18:54,520 based on kind of the shape that you're trying to bend. 324 00:18:54,515 --> 00:18:56,015 So if that's the case, 325 00:18:56,015 --> 00:19:00,805 you just make sure that it's has thickness to it and you can rotate. 326 00:19:00,800 --> 00:19:02,910 So I'm selected right now on the bench. 327 00:19:02,914 --> 00:19:04,764 I can rotate that bend. 328 00:19:04,760 --> 00:19:09,160 And then you can see it kind of changes things quite a bit there. 329 00:19:09,155 --> 00:19:13,205 Alright, so the next one here is floor. 330 00:19:13,204 --> 00:19:15,124 You can also make a sky. 331 00:19:15,125 --> 00:19:15,845 Essentially. 332 00:19:15,845 --> 00:19:19,105 You can put a floor in here and it just continues endlessly. 333 00:19:19,100 --> 00:19:22,880 Whenever I put it in there, you can see that it actually hasn't edge. 334 00:19:22,879 --> 00:19:24,129 But whenever I render, 335 00:19:24,125 --> 00:19:25,715 let's go back over to here. 336 00:19:25,715 --> 00:19:27,875 And you'll see that, well, 337 00:19:27,875 --> 00:19:31,205 it has an edge, but it goes on a little bit farther. 338 00:19:31,390 --> 00:19:35,540 I try and see here, 339 00:19:35,539 --> 00:19:39,349 I think it goes off actually all the way to space here, 340 00:19:39,350 --> 00:19:41,740 but it is what it is. 341 00:19:41,735 --> 00:19:44,935 Okay, I'm gonna go ahead and delete that. 342 00:19:45,850 --> 00:19:49,060 Okay, so the next one is a camera. 343 00:19:49,055 --> 00:19:53,625 Now, and you can essentially make as many cameras in a scene as you want. 344 00:19:53,629 --> 00:19:55,999 Now, by clicking on it, I made a camera. 345 00:19:56,000 --> 00:19:59,090 You'll see if I start scrolling around the frame here, 346 00:19:59,090 --> 00:20:03,720 you'll see that that camera places exactly where I was in the viewport. 347 00:20:03,724 --> 00:20:06,534 And something I can do now is I can click on 348 00:20:06,529 --> 00:20:09,709 this little box right here next to your camera. 349 00:20:09,709 --> 00:20:12,869 And then it goes right back there. 350 00:20:13,060 --> 00:20:15,590 Pretty cool. R. 351 00:20:15,590 --> 00:20:18,830 And then the last one is light. 352 00:20:18,829 --> 00:20:25,099 When I click on this, you'll see that now I'm adding lights inside of this scene. 353 00:20:25,099 --> 00:20:29,049 And as I move it, the geometry actually changes. 354 00:20:29,045 --> 00:20:31,695 So now if I render that, 355 00:20:31,699 --> 00:20:33,529 you'll see that I'm starting to get a highlight now. 356 00:20:33,529 --> 00:20:39,259 And just like that, we're getting pretty cool-looking 3D here. 357 00:20:39,259 --> 00:20:43,339 Alright, so I'm gonna go ahead and delete the camera and the light. 358 00:20:43,339 --> 00:20:48,139 And let's go ahead and jump over to this left side here. 359 00:20:48,139 --> 00:20:50,809 Actually, let's do this panel here, 360 00:20:50,810 --> 00:20:53,540 since I've already kind of started on this. 361 00:20:53,539 --> 00:20:58,579 So this right here as, as you've already seen that anytime that you add an object, 362 00:20:58,580 --> 00:21:01,360 it adds it in this little panel over here. 363 00:21:01,355 --> 00:21:08,025 And in this panel you actually have options for the things that you place. 364 00:21:08,029 --> 00:21:11,199 So you'll actually have options for your geometry. 365 00:21:11,195 --> 00:21:15,275 So if I click on that at the bottom is where you will see those options. 366 00:21:15,274 --> 00:21:17,754 I select each one of these things and have different options 367 00:21:17,750 --> 00:21:20,860 for each of these things that I'm adding. 368 00:21:20,855 --> 00:21:22,765 So going into cube here, 369 00:21:22,760 --> 00:21:27,690 you'll see basic visible and editor, visible and render. 370 00:21:27,694 --> 00:21:30,984 And we don't really care about that so much coordinates. 371 00:21:30,980 --> 00:21:35,060 We can do a few different things here. 372 00:21:35,060 --> 00:21:37,650 You can scale it up from here. 373 00:21:37,780 --> 00:21:40,340 Plague most software packages, 374 00:21:40,340 --> 00:21:46,070 there's a lot of different ways to do one thing and there's no right or wrong way. 375 00:21:46,069 --> 00:21:51,129 I could scale up like this. 376 00:21:51,124 --> 00:21:54,724 Or I can go into this queue here and change this. 377 00:21:54,724 --> 00:21:56,764 If I, if I know the exact numbers, 378 00:21:56,764 --> 00:21:59,544 I can just change the numbers directly like this. 379 00:21:59,539 --> 00:22:01,669 So if I want it to be two times bigger than what it was, 380 00:22:01,670 --> 00:22:05,720 then I can do to change it back to one. 381 00:22:05,720 --> 00:22:09,700 All right, so now I go into object and now this is where things get pretty cool. 382 00:22:09,695 --> 00:22:15,695 I can control the exact dimensions of these objects that I'm making. 383 00:22:15,695 --> 00:22:19,775 So if I'm trying to make something that's true to real-world, 384 00:22:19,775 --> 00:22:24,365 like let's say this is what's being a cardboard box or something like a refrigerator box? 385 00:22:24,365 --> 00:22:30,005 Well, we know that our refrigerator box is probably like 60 inches or so. 386 00:22:30,005 --> 00:22:35,125 And so I can change this number to 60. 387 00:22:35,120 --> 00:22:40,230 I can say, let's go ahead and get rid of that then two. 388 00:22:42,100 --> 00:22:44,360 And then for the rest of them all, 389 00:22:44,364 --> 00:22:47,794 just kind of do that will say, 390 00:22:47,795 --> 00:22:50,105 Hey, look, I got a fridge. 391 00:22:50,170 --> 00:22:53,600 A good practice to be in is to make sure that 392 00:22:53,599 --> 00:22:57,669 every single thing that you make in your scene is true to real-world size. 393 00:22:57,665 --> 00:22:59,725 Even if this thing is completely made up, 394 00:22:59,720 --> 00:23:03,280 it should have some sort of scale before you start making it. 395 00:23:03,275 --> 00:23:07,235 That's important because your lights and your cameras, 396 00:23:07,235 --> 00:23:09,495 they work like real-world lights and cameras. 397 00:23:09,499 --> 00:23:12,369 And if something is enormous and you try to light something. 398 00:23:12,364 --> 00:23:14,604 Everything is going to be off. 399 00:23:14,599 --> 00:23:17,569 So especially with your physics too, 400 00:23:17,570 --> 00:23:20,540 that's another thing where if you make something that's like two miles 401 00:23:20,539 --> 00:23:23,809 long and you're wondering why your physics is so slow, 402 00:23:23,809 --> 00:23:25,999 like your objects aren't falling very quickly. 403 00:23:26,000 --> 00:23:29,320 It's because you're not using real-world sizes on things. 404 00:23:29,315 --> 00:23:32,755 So that's super important to just keep that in mind. 405 00:23:32,750 --> 00:23:37,490 And then we have, again the segments that I kind of showed you just a minute ago, 406 00:23:37,489 --> 00:23:41,409 which breaks up the, the, 407 00:23:41,404 --> 00:23:45,654 the, breaks up the faces on the geometry here. 408 00:23:45,649 --> 00:23:47,839 And we'll kind of get into that a little bit more. 409 00:23:47,839 --> 00:23:49,669 But let me see here. 410 00:23:49,670 --> 00:23:54,530 I'll go into let 411 00:23:54,530 --> 00:23:59,750 me see display there. 412 00:23:59,749 --> 00:24:00,279 Yeah. 413 00:24:00,275 --> 00:24:02,345 So whenever I go to 414 00:24:02,345 --> 00:24:06,735 display and I'll I'll get there in a second to kinda show you more of these things. 415 00:24:06,739 --> 00:24:11,379 But just so you can see what happens in a rate change these segments. 416 00:24:11,374 --> 00:24:14,664 Then since I have the subdivision on 417 00:24:14,659 --> 00:24:18,529 the All I did is just drag this and pull it out of there and it stops working. 418 00:24:18,529 --> 00:24:21,819 So you can see that I'm adding segments. 419 00:24:21,815 --> 00:24:24,995 And there's a ton of different reasons why you'd want to do that, 420 00:24:24,994 --> 00:24:27,904 and we'll get into that more in the next lesson. 421 00:24:27,905 --> 00:24:30,935 But alright, so from there, 422 00:24:30,934 --> 00:24:35,394 you can delete an object by just hitting delete, you came in. 423 00:24:35,390 --> 00:24:39,040 Oh, yeah, you can copy and paste. 424 00:24:39,035 --> 00:24:43,255 Geometry. You can do Control or Command c and control 425 00:24:43,250 --> 00:24:50,880 v. You can double-click on the words and you can name them something else. 426 00:24:52,420 --> 00:24:54,790 And that's always fun. 427 00:24:54,785 --> 00:24:59,585 So kind of getting back to right here and then after object here, 428 00:24:59,770 --> 00:25:06,570 Fong, which controls the smoothing on the geometry that you're using. 429 00:25:06,574 --> 00:25:13,534 Basically if the viewport will try to render, 430 00:25:13,535 --> 00:25:17,785 will try to automatically smooth and object based on the angle that it is. 431 00:25:17,780 --> 00:25:20,660 This is saying, okay, anything greater than 432 00:25:20,659 --> 00:25:26,379 a 40 degree angle will look smooth. You might wanna do. 433 00:25:26,375 --> 00:25:31,745 If, you know, a lot of times I'm changing this to something like 15 or something. 434 00:25:31,745 --> 00:25:34,265 But basically if you're not getting a hard edge on something, 435 00:25:34,265 --> 00:25:36,705 you need to look in this falling area. 436 00:25:36,709 --> 00:25:42,859 Okay, and then if we look to the right a little bit, 437 00:25:42,860 --> 00:25:46,790 we'll see that there's these two little dots here. 438 00:25:46,789 --> 00:25:49,809 What this one does or here is 439 00:25:49,804 --> 00:25:54,874 when you change the red at hides it from your viewport here, 440 00:25:54,874 --> 00:25:59,454 if you change it to nothing or here its default, it's visible. 441 00:25:59,449 --> 00:26:01,669 If you change it to green, it's also visible. 442 00:26:01,670 --> 00:26:04,720 Now sometimes you parent objects. 443 00:26:04,715 --> 00:26:07,785 Let me actually show you, for example, here. 444 00:26:07,789 --> 00:26:12,399 Let me make a cone, a capsule. 445 00:26:12,395 --> 00:26:13,045 There we go. 446 00:26:13,040 --> 00:26:16,350 So if I was to put all of these under here, 447 00:26:16,354 --> 00:26:22,824 so essentially what I did was I and parenting one object to another. 448 00:26:22,819 --> 00:26:27,879 And what I mean by that is I just dragged and I placed it inside there. 449 00:26:27,874 --> 00:26:30,064 Now whenever I grab that, 450 00:26:30,064 --> 00:26:32,164 that top layer and I start moving it, 451 00:26:32,165 --> 00:26:33,565 they all move together. 452 00:26:33,560 --> 00:26:37,200 If I grab this one and then I grab this. 453 00:26:37,204 --> 00:26:39,684 Capsule again, you'll see that it doesn't move because it's 454 00:26:39,680 --> 00:26:43,070 not parented to the capsule here. 455 00:26:43,069 --> 00:26:46,299 Now what I can do is let's say I'm like, oh, you know what, 456 00:26:46,295 --> 00:26:49,255 I don't want this capsule to show in the viewport, 457 00:26:49,250 --> 00:26:55,140 but I want the cube to show up and it's apparent. 458 00:26:55,144 --> 00:26:57,234 So that's why I used the green right there. 459 00:26:57,230 --> 00:27:01,640 So it'll automatically show up even though the capsule does not. 460 00:27:01,640 --> 00:27:04,820 And the same thing applies for the bottom part, 461 00:27:04,820 --> 00:27:09,350 but the bottom dot is for the render instead of the viewport. 462 00:27:09,350 --> 00:27:14,360 So a lot of times you might want to animate certain objects and then you're like, 463 00:27:14,359 --> 00:27:17,709 hey, I don't, I don't want this one to show, 464 00:27:17,704 --> 00:27:19,504 but I want this one to show. 465 00:27:19,499 --> 00:27:24,549 And so if I wanted to just put animation on the capsule here, 466 00:27:24,550 --> 00:27:28,770 but I didn't want to actually let that show in the render. 467 00:27:28,765 --> 00:27:31,935 Let me actually just make a Render here. I'll show you. 468 00:27:31,930 --> 00:27:35,350 Alright, so then, then I say, 469 00:27:35,349 --> 00:27:38,229 hey, I don't, I don't want that capsule to show up in my render. 470 00:27:38,230 --> 00:27:42,360 So whenever I do this, you'll see that I don't have the capsule or the cube anymore. 471 00:27:42,355 --> 00:27:46,675 But if I do the green on the cube and then I render again, 472 00:27:46,674 --> 00:27:49,014 I get the cube, but not the capsule. 473 00:27:49,015 --> 00:27:53,785 Hopefully that makes some sort of sun's area. 474 00:27:53,784 --> 00:27:55,514 Let me pull these out. 475 00:27:55,509 --> 00:28:03,709 So the next one right here is also your visibility or it's your kind of if you, 476 00:28:03,710 --> 00:28:05,540 if you have an effect on. 477 00:28:05,539 --> 00:28:09,639 So let me go back to the smoothing. 478 00:28:09,635 --> 00:28:11,335 So I put that on here. 479 00:28:11,330 --> 00:28:12,990 And if I check this off, 480 00:28:12,994 --> 00:28:15,384 it turns off that fact. 481 00:28:15,379 --> 00:28:22,029 If I do that to a piece of geometry and it actually just makes it invisible. 482 00:28:22,024 --> 00:28:25,824 And, and we'll get there in a little bit. 483 00:28:25,820 --> 00:28:30,080 But basically over here will be filled with all your materials or 484 00:28:30,079 --> 00:28:35,139 anything that's kind of shading or texture related. 485 00:28:35,135 --> 00:28:38,215 Now, going up to here, 486 00:28:38,210 --> 00:28:41,180 we have file, we have merged objects. 487 00:28:41,179 --> 00:28:43,909 If you want to merge objects from another file. 488 00:28:43,910 --> 00:28:47,220 Edit view doesn't really, 489 00:28:47,224 --> 00:28:49,504 I don't really use that one too much. 490 00:28:49,505 --> 00:28:57,485 Tags is a pretty important one where there's a lot of options for what you can do. 491 00:28:57,484 --> 00:29:00,754 Again with your objects or with your scene. 492 00:29:00,755 --> 00:29:02,565 So for instance, here, 493 00:29:02,569 --> 00:29:05,389 under symbol 40 tags aligned to path. 494 00:29:05,389 --> 00:29:11,269 I can put that tag on a piece of geometry and I can make a path. 495 00:29:11,269 --> 00:29:12,789 And then I can tell it, hey, 496 00:29:12,784 --> 00:29:16,264 I want this geometry to stick to this path. 497 00:29:16,265 --> 00:29:19,925 Again, they all do something that's pretty cool or, 498 00:29:19,924 --> 00:29:21,244 or important in some way. 499 00:29:21,245 --> 00:29:24,535 This protection right here makes it so you won't be able to 500 00:29:24,530 --> 00:29:27,890 move object no matter what you do because it's protected. 501 00:29:27,889 --> 00:29:30,819 So sometimes you accidentally move things, 502 00:29:30,814 --> 00:29:33,504 and then all of a sudden, nothing's where it was anymore. 503 00:29:33,499 --> 00:29:35,939 And linear renders look the same. 504 00:29:36,040 --> 00:29:43,290 Good practices to put this protection tag on things that don't need to move anymore. 505 00:29:43,570 --> 00:29:50,120 And it's kinda going down from there were a few character tags, 506 00:29:50,120 --> 00:29:55,730 which again, stuff for more character animation based things. 507 00:29:55,729 --> 00:29:58,429 I'm gonna go down a little bit to the simulation 508 00:29:58,430 --> 00:30:02,960 tags that we are going to be using this in lesson six. 509 00:30:02,959 --> 00:30:06,439 Essentially what this is, is we, if we. 510 00:30:06,440 --> 00:30:09,590 This rigid body are here on an element. 511 00:30:09,590 --> 00:30:14,930 It's going to act as if it is like a plastic or metal or wooden service, 512 00:30:14,929 --> 00:30:16,719 something that's kind of hard. 513 00:30:16,715 --> 00:30:18,255 If I put a soft body on it, 514 00:30:18,259 --> 00:30:23,899 it'll act like something like a balloon or a pillow or something that's just software. 515 00:30:23,900 --> 00:30:28,400 It doesn't have like stiff edges and inside's. 516 00:30:28,399 --> 00:30:30,379 If I add this collider body here, 517 00:30:30,379 --> 00:30:32,179 it'll say that, hey, 518 00:30:32,180 --> 00:30:33,360 I don't want this to move, 519 00:30:33,364 --> 00:30:35,304 but I want it to interact. 520 00:30:35,299 --> 00:30:38,599 So for instance, you might want to put that on a floor. 521 00:30:38,600 --> 00:30:42,870 If you have like a bunch of Maybe you want dice falling down and hitting, 522 00:30:42,874 --> 00:30:45,144 hitting the floor, but you don't want the Florida move obviously. 523 00:30:45,140 --> 00:30:49,240 So you put a collider body on that and you'd put a rigid body on the dice. 524 00:30:49,244 --> 00:30:51,824 And then things like the cloth belt, 525 00:30:51,819 --> 00:30:56,379 cloth collider and the cloth here are all used kind of together to be able to make 526 00:30:56,380 --> 00:31:02,110 things that are more flowy and more battery like flag like maybe. 527 00:31:02,110 --> 00:31:04,510 And then bookmarks right there. 528 00:31:04,510 --> 00:31:06,400 Honestly don't mess with that too much. 529 00:31:06,400 --> 00:31:08,260 So in this top right corner here, 530 00:31:08,260 --> 00:31:11,500 you'll see that there is a bunch of different layouts. 531 00:31:11,499 --> 00:31:13,579 If I go to startup, I, 532 00:31:13,580 --> 00:31:15,930 I honestly I leave mine and startup most of the time. 533 00:31:15,925 --> 00:31:18,795 But whenever I'm dealing more with texturing, 534 00:31:18,790 --> 00:31:20,810 I might change it to BP, 535 00:31:20,814 --> 00:31:22,784 UV edit, which is body paint. 536 00:31:22,779 --> 00:31:26,459 And whenever a change that you see I get a different view altogether here. 537 00:31:26,454 --> 00:31:27,654 A lot of different windows, 538 00:31:27,655 --> 00:31:31,285 things are just different than they, than they were here. 539 00:31:31,289 --> 00:31:35,479 But this kinda helps you organize things how you want. 540 00:31:35,479 --> 00:31:37,339 You can make your own user menu. 541 00:31:37,339 --> 00:31:39,949 Go back to start up here. 542 00:31:39,949 --> 00:31:45,549 And then over on the side here we have some different options. 543 00:31:45,545 --> 00:31:48,245 So this is the object panel that we're in right now. 544 00:31:48,245 --> 00:31:49,555 There's a take panel, 545 00:31:49,550 --> 00:31:51,410 which I'm not gonna get into very much, 546 00:31:51,409 --> 00:31:56,029 but I can tell you that this is a really cool thing. 547 00:31:56,030 --> 00:31:57,850 So if you have, 548 00:31:57,845 --> 00:32:01,795 if you have a file and you wanna make different options or different variations of it, 549 00:32:01,790 --> 00:32:05,860 you can use this taken menu here to be able to not lose your old, 550 00:32:05,855 --> 00:32:13,695 old file and be able to change things in a new version. Content browser. 551 00:32:13,699 --> 00:32:14,689 So this is where I was talking about. 552 00:32:14,690 --> 00:32:17,350 There's, you can find models. 553 00:32:17,345 --> 00:32:20,815 You can bring in materials or textures through this. 554 00:32:20,810 --> 00:32:25,140 And then structure ate their ions, had no idea that those. 555 00:32:25,144 --> 00:32:30,054 Okay, so moving down here and over on this side are here. 556 00:32:30,050 --> 00:32:32,900 So this is that attributes menu. 557 00:32:32,900 --> 00:32:34,670 Whenever I go to layers, 558 00:32:34,669 --> 00:32:37,049 if I make layers. 559 00:32:37,150 --> 00:32:42,590 And I can do that by this little box with a line through it here. 560 00:32:42,589 --> 00:32:45,469 If I click on that, I can go to Add the layer. 561 00:32:45,469 --> 00:32:48,159 And then in my layer panel here, 562 00:32:48,154 --> 00:32:49,884 I can double-click on it. 563 00:32:49,879 --> 00:32:51,249 I can name it things. 564 00:32:51,245 --> 00:32:56,575 And then I can toggle visibility between lots of different objects. 565 00:32:56,570 --> 00:32:59,730 It kinda works like Photoshop essentially. 566 00:32:59,770 --> 00:33:01,390 Alright? 567 00:33:01,385 --> 00:33:05,525 And then, no, let's go all the way back over here to the left. 568 00:33:05,525 --> 00:33:08,265 And now this is, 569 00:33:08,269 --> 00:33:11,319 these are, or this first number here is the selection mode. 570 00:33:11,314 --> 00:33:17,214 Where sometimes you want to be, 571 00:33:17,209 --> 00:33:20,709 if you want to move an object. 572 00:33:20,704 --> 00:33:25,314 By itself, essentially, you wanna make sure that this top thing is selected right here. 573 00:33:25,309 --> 00:33:30,059 And then I click on that and I can move this around and it works great. 574 00:33:31,930 --> 00:33:35,040 This is more for texturing. 575 00:33:35,044 --> 00:33:37,194 You can change your work plane. 576 00:33:37,190 --> 00:33:40,820 So this little grid pattern and here is the work plane, 577 00:33:40,820 --> 00:33:43,290 unlike gonna mess around with that right now. 578 00:33:43,294 --> 00:33:48,594 But then we have another really important part of Cinema 4D. 579 00:33:48,590 --> 00:33:55,440 And that's more selection tools which you can select by points, edges, or polygons. 580 00:33:55,444 --> 00:33:59,074 Now, if I was to try to do that right now, 581 00:33:59,075 --> 00:34:03,645 I couldn't actually do anything even if I uncheck the subdivision thing here. 582 00:34:03,649 --> 00:34:09,559 And I can't do anything because I have to make these shapes editable. 583 00:34:09,560 --> 00:34:13,400 And to do that, you can select your shape and hit C. 584 00:34:13,400 --> 00:34:16,400 But before I do that, just know that once I hit c, 585 00:34:16,400 --> 00:34:24,010 I can no longer change the dimensions of the, the, the object. 586 00:34:24,005 --> 00:34:27,665 So whenever we hit C, you'll see all that stuff goes away. 587 00:34:27,664 --> 00:34:32,754 But I now have the ability to select a by point, 588 00:34:32,750 --> 00:34:35,780 by edges or by faces. 589 00:34:35,780 --> 00:34:37,830 If I select this, 590 00:34:37,834 --> 00:34:39,334 this point right here, 591 00:34:39,335 --> 00:34:41,485 I can start moving that up and down. 592 00:34:41,480 --> 00:34:45,210 And I can push and pull that. 593 00:34:45,310 --> 00:34:48,430 You can start getting the idea of how you can make 594 00:34:48,425 --> 00:34:53,225 some more complex organic kind of shapes. 595 00:34:53,260 --> 00:34:56,830 So again, with the lines I click on this. 596 00:34:56,825 --> 00:35:03,395 And so this gives us a good example here of the relative and world system here. 597 00:35:03,395 --> 00:35:06,745 So you'll see that this is kind of angled like that. 598 00:35:06,740 --> 00:35:08,540 Now, if I hit the world, 599 00:35:08,539 --> 00:35:16,829 IT strings it back up to the straight up in the world view or world axis. 600 00:35:17,560 --> 00:35:22,100 So I can kind of push all these things around a little bit more. 601 00:35:22,099 --> 00:35:24,349 I can grab the phases. 602 00:35:24,350 --> 00:35:31,140 I guess liked by that, I can hold Shift and I can select multiple faces. 603 00:35:31,660 --> 00:35:34,140 Very good. 604 00:35:41,290 --> 00:35:44,080 There we go. 605 00:35:44,075 --> 00:35:47,055 See, yeah, just like that we have something pretty cool. 606 00:35:47,059 --> 00:35:51,389 And then I'm going to hop back over here and the object mood. 607 00:35:51,970 --> 00:35:55,310 So now if I go down here, 608 00:35:55,310 --> 00:35:57,150 you see a naval axis. 609 00:35:57,154 --> 00:36:02,524 If I click on my object and I click on Enable axis and I start moving this point, 610 00:36:02,524 --> 00:36:05,774 you'll see that nothing is happening except something is happening. 611 00:36:05,770 --> 00:36:09,600 We're changing the pivot point or anchor point of this object. 612 00:36:09,595 --> 00:36:12,735 If I drag it all the way up here. 613 00:36:12,870 --> 00:36:20,690 And then I grab that rotate or that I go unclick from the access mode here. 614 00:36:20,694 --> 00:36:22,604 And then I can change this and you can see that 615 00:36:22,600 --> 00:36:25,310 the object actually rotates around that anchor point or, 616 00:36:25,314 --> 00:36:27,714 or pivot point rather. 617 00:36:27,714 --> 00:36:33,914 In it's called anchor point inside of aftereffects and Photoshop, 618 00:36:33,910 --> 00:36:36,550 but in 3D software it's called a pivot point. 619 00:36:36,550 --> 00:36:42,960 So that's how you change that and then undo that. 620 00:36:42,955 --> 00:36:45,175 So whenever I rotate from the middle, 621 00:36:45,175 --> 00:36:47,205 you'll see it rotates like that. 622 00:36:47,204 --> 00:36:50,004 Pretty cool. 623 00:36:49,999 --> 00:36:55,099 And something else you can do is if you have like a bunch of objects, 624 00:36:55,100 --> 00:36:57,870 I'm just gonna create a bunch of things here. 625 00:36:58,960 --> 00:37:03,180 And what I'm doing here is holding control and dragging, 626 00:37:03,184 --> 00:37:05,964 and it's making new objects. 627 00:37:05,960 --> 00:37:08,120 So now if I'm clicked on this one and I'm like, 628 00:37:08,120 --> 00:37:09,350 hey, I just want to see this one. 629 00:37:09,350 --> 00:37:11,080 It's seen as so busy. 630 00:37:11,075 --> 00:37:13,055 I can hit this solo. 631 00:37:13,054 --> 00:37:15,814 I can click and hold on it and go to single. 632 00:37:15,815 --> 00:37:18,355 And then everything else gets automatically hidden. 633 00:37:18,350 --> 00:37:22,390 And then I can go back into this and hit off, and then they'll come back. 634 00:37:22,385 --> 00:37:25,645 And these things down here are snapping tools 635 00:37:25,640 --> 00:37:29,540 to kind of get everything to align the way that you want them to. 636 00:37:29,539 --> 00:37:33,079 Alright, so we did all of this stuff. 637 00:37:33,080 --> 00:37:40,950 Now the last part is the timeline and the materials. 638 00:37:40,954 --> 00:37:44,164 Let's go ahead and do the timeline first. 639 00:37:44,164 --> 00:37:46,344 Now, what we can do at the timeline, 640 00:37:46,340 --> 00:37:47,630 you'll see that's down here. 641 00:37:47,630 --> 00:37:49,280 If I, if I click on 642 00:37:49,279 --> 00:37:51,079 that green little time indicator 643 00:37:51,079 --> 00:37:53,119 right there and start dragging, you'll see nothing happens. 644 00:37:53,119 --> 00:37:55,759 Nothing happens because I don't have any animation. 645 00:37:55,759 --> 00:37:58,659 I'm gonna go ahead and delete a few things here. 646 00:37:58,654 --> 00:38:00,304 Okay. 647 00:38:00,304 --> 00:38:02,584 There we go. 648 00:38:03,610 --> 00:38:07,320 I'll also, whenever I turned that smooth back on, 649 00:38:07,324 --> 00:38:11,454 you'll see that it makes my shape little bit more organic. 650 00:38:11,449 --> 00:38:16,699 Something pretty cool that if you're doing something more character or organic related, 651 00:38:16,700 --> 00:38:18,520 that's kinda how you would do it. 652 00:38:18,515 --> 00:38:27,965 Ok, so let's say I want to take this and I want this thing to fly from here to over here. 653 00:38:27,965 --> 00:38:34,565 Well, what I can do is I can go over to, 654 00:38:34,564 --> 00:38:35,854 I'm gonna skip a few tools here, 655 00:38:35,855 --> 00:38:38,545 but I can go to this little red button here. 656 00:38:38,540 --> 00:38:41,180 It says record active objects. 657 00:38:41,180 --> 00:38:43,570 This one next to it is auto keying, 658 00:38:43,565 --> 00:38:44,995 and I'll talk about that in a second. 659 00:38:44,990 --> 00:38:49,070 And if I click on record active objects, 660 00:38:49,070 --> 00:38:50,590 you'll see that in a timeline, 661 00:38:50,585 --> 00:38:52,765 it gives us this little keyframe, 662 00:38:52,764 --> 00:38:54,714 this little blue thing right here. 663 00:38:54,710 --> 00:38:56,300 That's what a keyframe is. 664 00:38:56,300 --> 00:38:59,180 Now if I scrub to, let's say at 20, 665 00:38:59,180 --> 00:39:02,180 at frame 25, I want this thing to be at the other side. 666 00:39:02,179 --> 00:39:09,079 So now I can push it all the way over there and then hit record active objects again. 667 00:39:09,080 --> 00:39:11,840 Whenever I do that, you can see I get a line. 668 00:39:11,839 --> 00:39:15,009 Now these controls are here are your playback controls. 669 00:39:15,004 --> 00:39:16,674 So this will start from the beginning. 670 00:39:16,670 --> 00:39:18,170 This one will go to the end. 671 00:39:18,170 --> 00:39:22,360 This one right here. We'll go to the previous keyframe, your next keyframe. 672 00:39:22,355 --> 00:39:24,505 This will go one frame back, 673 00:39:24,500 --> 00:39:28,620 one frame forward, and the green here plays your animation. 674 00:39:28,624 --> 00:39:34,014 So if I press that, see that I have animation now. 675 00:39:34,010 --> 00:39:38,640 And then after it gets to the end of the timeline here it starts over from the, 676 00:39:38,644 --> 00:39:41,034 starts over to the beginning again. 677 00:39:41,029 --> 00:39:43,719 Now, this little thing right here, 678 00:39:43,715 --> 00:39:48,955 basically you can kind of make a little window for your, for your animation. 679 00:39:48,950 --> 00:39:51,290 Like if you just want certain frames to show, 680 00:39:51,289 --> 00:39:53,479 like you're working on a certain section. 681 00:39:53,480 --> 00:39:56,930 Maybe you only want 30 frames to show up of 682 00:39:56,929 --> 00:40:00,399 a 1000 frames that's going to render later on. 683 00:40:00,395 --> 00:40:02,265 Well, you don't want to look at 1000 frames because then you 684 00:40:02,269 --> 00:40:04,309 can't see your keyframes and where exactly they are. 685 00:40:04,309 --> 00:40:10,289 So you can do things like this to kind of adjust where you are. 686 00:40:10,290 --> 00:40:14,510 And viewing in the timeline here. 687 00:40:14,514 --> 00:40:15,914 And then you can say, okay, 688 00:40:15,909 --> 00:40:17,669 you know what, I have 90 frames here. 689 00:40:17,665 --> 00:40:19,385 By default, I don't need that many. 690 00:40:19,389 --> 00:40:21,269 I really just want 50. 691 00:40:21,265 --> 00:40:23,685 So I can change that to 50. 692 00:40:23,680 --> 00:40:27,390 And then you see, I get that and I can drag this back out. 693 00:40:27,385 --> 00:40:29,165 And now I only have 50 frames. 694 00:40:29,169 --> 00:40:33,429 So after Frame 50 it starts back over it. 695 00:40:33,430 --> 00:40:37,210 We can also do animation with the auto key here, 696 00:40:37,210 --> 00:40:40,540 which again we have a lesson just for animation. 697 00:40:40,540 --> 00:40:42,610 So I'm not going to dive into that too much. 698 00:40:42,609 --> 00:40:45,299 I've already kind of I've already said too much. 699 00:40:45,295 --> 00:40:50,555 But anyway, so now if we go down a little bit to right here, 700 00:40:50,559 --> 00:40:56,229 we can see that we actually have units of measurement for where things are. 701 00:40:56,224 --> 00:41:00,174 And I'm gonna, I'm gonna go ahead and delete the animation here just to get a good idea. 702 00:41:00,169 --> 00:41:02,599 So we have position, size, 703 00:41:02,600 --> 00:41:05,770 and rotation of the object that's selected. 704 00:41:05,765 --> 00:41:14,805 Now these are all of these are relative to where they are inside of another object. 705 00:41:14,809 --> 00:41:17,799 So you can see that whenever I click through these, 706 00:41:17,795 --> 00:41:22,965 the size, the size options actually change. 707 00:41:22,969 --> 00:41:28,039 So basically what we can do is on this subdivision surface here, 708 00:41:28,039 --> 00:41:30,649 I can start moving this number here. 709 00:41:30,649 --> 00:41:35,739 And I hit apply and it changes it to that position inside of our 3D space here. 710 00:41:35,734 --> 00:41:39,874 So if we know that we want something to be exactly two feet, 711 00:41:39,875 --> 00:41:42,045 two feet from where it was. 712 00:41:42,049 --> 00:41:44,009 We can hit 24. 713 00:41:44,410 --> 00:41:51,310 And oops, I accidentally hit the new button. 714 00:41:51,305 --> 00:41:53,345 So now we're back. 715 00:41:53,344 --> 00:41:55,794 So then we have our size and rotation. 716 00:41:55,790 --> 00:41:59,600 And where are we at now then? 717 00:41:59,599 --> 00:42:03,099 So I believe the last thing is materials. 718 00:42:03,095 --> 00:42:07,115 So this little box down here is your material box. 719 00:42:07,115 --> 00:42:10,445 What you do is anytime that you want a new material. 720 00:42:10,445 --> 00:42:12,615 So you want to change the color of something, essentially, 721 00:42:12,619 --> 00:42:18,019 just double-click in this material area here and it automatically makes a new material. 722 00:42:18,019 --> 00:42:23,539 I can click this and I can drag it to our object here, 723 00:42:23,540 --> 00:42:24,710 and that's what we get. 724 00:42:24,709 --> 00:42:28,519 If I hit render, you can see object is now white. 725 00:42:28,519 --> 00:42:31,309 Now, let's say I wanted to be blue or something. 726 00:42:31,310 --> 00:42:32,890 I can double-click on this. 727 00:42:32,885 --> 00:42:34,455 Or I can also, 728 00:42:34,459 --> 00:42:37,359 I can single click and edit from over here. 729 00:42:37,355 --> 00:42:40,255 But there's a lot of options and it gets a little title in there. 730 00:42:40,250 --> 00:42:43,880 So I just like the double-click on it just to get it up in a new window. 731 00:42:43,880 --> 00:42:46,730 And you'll see that we have a bunch of different options for materials here. 732 00:42:46,729 --> 00:42:50,089 And that's going to be less than number four. 733 00:42:50,090 --> 00:42:56,210 So if I change this color to red and say, 734 00:42:56,209 --> 00:42:58,869 okay, I have a red object now, 735 00:42:58,864 --> 00:43:00,364 and then I can render again. 736 00:43:00,365 --> 00:43:04,325 And now it is really pretty cool. 737 00:43:04,840 --> 00:43:11,420 Alright, so and that is kind of the basics of the interface through 740 and we'd do, 738 00:43:11,419 --> 00:43:13,009 we touched on a lot of things there. 739 00:43:13,010 --> 00:43:16,270 Again, most of these things are going to have their own lesson. 740 00:43:16,265 --> 00:43:21,005 So don't worry so much if something doesn't make sense to you just yet, 741 00:43:21,004 --> 00:43:23,184 we're going to break it down and in 742 00:43:23,179 --> 00:43:27,719 the next lesson we are going to go into basic modelling. 60878

Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.