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All right, so in this first lesson here I'm going to go over pretty much at
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the interface of Cinema 4D and just kind of start making you
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familiar with everything that it's kind of available to you.
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Now, I don't expect you to kind of remember all these things throughout this course.
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But this might be good to, at a later point,
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just come back and kind of take
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a little refresher and remember the things that are there.
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But basically the first,
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first goal is to make this interface a little bit less intimidating.
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So to do that,
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we're going to go over some of these options.
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Now, I'm going to be using Cinema 4D release 19 for, for this course.
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And really that shouldn't mean too much if you're using version,
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basically 1514, a lot of the basic options are the same.
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A lot of the new features they get every year for a little bit more in depth.
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All right, so let's get started.
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I'm going to start in this top left corner here.
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And we have file,
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just like every other software.
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You have your file new, you're open,
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closed, save, all that fun stuff.
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One cool thing that we have here though that I'm gonna mention is merge.
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And sometimes you want to combine two different 3D files.
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Well, what you can do is you can use this merge function and it'll
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take everything inside of another file and merge it into your current scene.
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So then we have edit.
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Again, pretty similar to
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all the other software packages out
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there that you probably use where you have your undo or redo,
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cut, copy paste, delete,
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project settings in here.
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And like I said, I'm not gonna get too far into anything.
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I'm really just trying to, like I said,
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just make this a little bit simpler for you to
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understand and kinda show you the things that we're going to be
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using and the things that we're going to kind of ignore for right now.
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And then if we go into create,
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we see these are essentially everything
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that you make inside of Cinema 4D will kind of derive from this panel here.
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So for instance, under object we have and all of the 3D shapes that you can start with.
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We have splines, which are essentially just lines are paths.
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If you're familiar with Adobe Illustrator,
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a spline as essentially the same thing as a path.
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You can actually take a path from Illustrator and bring it into symbol for D.
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And then we have a few kind of options.
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Things that you can do with your shapes later on,
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kind of take your basic shapes a little bit of a step further,
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or create shapes by using different ways.
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For instance, sweep here.
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You can essentially make,
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you can make one path that might be maybe you want to make like a snake or something.
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So you can make the spline of the snake.
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And then with another shape,
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you can control the thickness.
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And that's just kind of an example here.
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And then we have our cameras,
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are lights, our materials, and our tags.
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Those are, those are all very important.
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You'll be using all of these definitely in this course.
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Let's go over to select.
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A big thing here is to be able to select certain objects
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or select certain polygons from certain shapes.
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So using the selection functions is pretty important whenever you're dealing with 3D.
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So there's a ton of different options here on how you
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can select all of those different things.
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Whenever we go into tools.
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So sorry, at the bottom here,
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moves, scale and rotate.
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These are your three main things that you're gonna be using it to kind of control.
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You can animate these things or you can move them
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around the screen and kinda place them in a composition.
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Going up here.
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And I'm going to talk about too much of these here.
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And let's go up to mesh.
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I don't think that will be nothing with this at all.
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But this is kind of another kind of
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some modelling functions that are available inside of Cinema 4D.
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And we do have a,
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the next lesson is actually we'll start getting into the basic modelling stuff.
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Then we have snap, which helps you kind of align things again in your composition here,
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or in the viewport, you can essentially snap two points.
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You can snap two polygons.
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You can snap to the center of another object.
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I animate.
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I, honestly, I've never used this little panel here.
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Everything that I use is kind of down here and I'll talk about that in just a second.
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Simulate, we will be using that in what is it less than number six.
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And will be kind of going over how to use real-world physics inside of cinema 14.
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So the kind of things that you can simulate would be cloth.
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That's a big ones you can do like unfurling banners or you can do,
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you can even do clothing on a character which we're
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definitely going to get that far into that with this course.
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But down here we also have dynamics.
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So we can essentially add wind to a scene.
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We can give it a motor,
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we can apply a force.
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We can, we can do a lot of different things when it comes to the physics
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inside of Cinema 4D and it pretty simply too.
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So we also have particles,
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which would be something like if we wanted to make it rain,
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we can add particles or even snow.
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And then there's also a bunch of hair tools here to be able to
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make things like hair on a person or even grass on an a field or something.
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And then we have render here.
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This one right here won't be going too much into
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this little panel here because most of the render options we user right here,
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and I'll talk about that in just a minute.
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We have sculpt.
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Another thing that you can do inside of Cinema 4D with
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your models is actually sculpted them.
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You can push and pull.
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And really a cool way to get super detailed models.
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And we're not going to be, we're not going to be doing that at all.
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But it's good to know that that exists because there are
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separate softwares out there that just do sculpting.
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And that's one of the great features of Cinema 4D is that you have
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that ability inside of your 3D software,
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use on a daily basis.
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And we have motion tracker.
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This is more for visual effects type stuff.
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Rican track, videos, scenes,
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and place your 3D elements into that scene.
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Really cool tool here,
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but we're not going to touch that to much more Graph.
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This is one of the, one of the things that makes Cinema 4D so special to a lot of people.
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And that's because basically the options that it gives you to do certain things.
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So for instance, cloner,
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you can make a shape, you can make a cube.
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You can apply this cloner and then it will duplicate that,
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that cube in space essentially.
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And then anytime that you want to change the cube,
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maybe you decide later on that you wanted it to be a pyramid.
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While you can just replace that one shape inside the cloner and everything will
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maintain its positioning and in, in space.
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Then you have things like fracture where if you wanted to do something like falling,
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hitting the ground and kind of exploding or breaking.
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And that's kinda what you'd use.
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Their mode text is a big one where you can kind of really quickly do 3D text.
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And yeah, we'll go up to character.
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So these are character tab here is obviously for more of the character building,
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character animation type stuff where you can essentially add
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bones to your character and your skin,
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your model to those bones.
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And then you're able to animate.
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We're not gonna touch that are this.
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So octane.
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You'll see this on all the lessons here,
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but you probably don't have that yourself because this is a paid plugin.
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This is what I personally use for doing quick renders that look really good.
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And in this course they're going to be just sticking with everything that
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comes inside of Cinema 4D and not really venturing off too much there.
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And then we have things like window,
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which there's a lot of,
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a lot of screens that we can basically pull up.
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So things like for animation curves,
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we can use the timeline F curb curve.
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We have the picture viewer here,
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which is where we render to a content browser we can pull models from.
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Yeah, just a lot, a lot of the additional screens that aren't currently up.
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If you ever lose anything,
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chances are if you go here,
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you can just click on it and it'll come back.
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And then you have the Help button,
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which is always important anytime that you run into any specific issues,
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start by looking through the help.
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And then you can still can't find exactly what you're looking for.
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It probably be a good idea to start searching on Google.
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Alright, so that's the top line here.
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Now the next line, we have our live selection tool here.
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And these are, this is your selection tool.
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If you click and hold some of these options,
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you'll get more options.
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So live selection, what live selection
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does is you click and you can drag and select any shapes.
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Any geometry that is in the scene.
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If you click and hold,
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then I can select the rectangle,
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select selection and Lasso selection or polygon.
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What the rectangle does is allows me to select like that.
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And then we have our move or scale or rotate.
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And then this one right here goes it.
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It always says Your last tool that you used.
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So you click and hold this.
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It says everything that I used
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previously and it'll fill out this little history right there.
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And these are essentially what you want to move inside of a shape.
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If you have these checked off,
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it'll only move in the z axis.
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If you have them all checked, you can move in X,
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Y, and Z, or rotate or scale.
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The coordinate system here is a pretty important one that might not make sense right now.
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Again, a lot of those might not make sense just yet,
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but this is still stuff that's important to just kind of know about.
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Essentially, there's two different ways to move an object.
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The one is relative and the other one is to the world.
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And relative would be relative to the object itself.
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So if you rotate it and then you select on your position here,
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it will be able to kind of move up or down from the rotation that you previously made.
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Again, that might not make sense,
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but then with the world transforms,
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it always stays straight up and down,
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sort of like you see here.
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So we have green which is up and blew over.
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And so I think it's y and then x and then z.
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I could have those mixed up at every 3D software is a little bit differently how,
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how they do that, but they all have x, y, and z.
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All right, so then the next one here we have our render view.
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If I click on that button,
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this renders that view.
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Since we don't have anything in there,
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it doesn't really do anything.
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Alright, so then the next one is rendered to picture viewer,
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which is pretty much the main one that you'll be using.
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And again, since we don't have anything in the scene here,
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it doesn't actually render anything.
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And then the next one here,
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if we click on that at your Render Settings.
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Now we're going to have in course or in lesson seven,
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we'll be going a little bit more in detail into these Render Settings here.
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Alright, so then we're going to start seeing some stuff on the screen here.
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If you'll see this little cube here,
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if I click that cube,
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you see that we get a cube in our screen here.
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And just like that, we have made 3D geometry.
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And from here, we can move it with these little arrows here.
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So you can move it around on the screen for,
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in any specific direction.
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Or you can use
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these little icons here which will move it in two different directions at once.
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So I can move it like that.
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Same thing with the ground are here.
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If I go in and delete that record,
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if I click and hold on that cube,
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you'll see that I have a bunch of different options here for a whole bunch of
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different things that I can make will show you a couple of years.
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So there's that pyramid.
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Here's oil tank.
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And then we have like little figure.
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So not sure exactly what you'd use that for,
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but that's really up to you to figure out.
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And then we have this thing called a null.
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Null is actually nothing.
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There is just a point.
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What that's good for is it's sort of like it's sort of like a null inside
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of after effects where you can
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kind of Parent things to it or it's sort of group things with it.
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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
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