Cs Tools C4d Render
Circles Of Delusion. When Maxon releases a new version of C4D, I buy it. All new tools from that point on are the. For final render crank it up. Ultimate Cinema 4. D Tutorials & Techniques. Today we share a very comprehensive round- up of Cinema 4. Copy content from AppNee: You are. Ultimate Cinema 4. D Tutorials & Techniques. Today we share a very comprehensive round- up of Cinema 4. Copy content from AppNee: You are.
C4d Render
NEW TOOL: CSMoCam DOWNLOAD: Here is the latest CSTool. It is an 8 point motion graphics camera system. Used for those projects where the camera jumps from point to point in space and stalls at each location: Here is the entry in the instructions for CSMoCam.
CSMoCam: What for: The common need in MoGraph where there is one continuous camera move that pops between angles and stays at each stop one for a while. Directions: First Things: After adding Mocam, twirl down the main null and you'll see a group of 8 'Waypoint' cameras. Each of these are for moving in 3D space where you want the start (Waypoint1) and the next 7 stops to be. In the C4D camera list you'll see the 8 Waypoints and the render cam ('MoCam'). The Waypoints can be moved out of the Main null hierarchy if you wish. In fact you can do whatever you want with them. For example, place one under a CSVibrate null and that particular stop will vibrate just like the Waypoint cam itself.
C4d Render Pack
Maybe attach one of the Waypoints to a CSMovenull set to rotate around a graphic. When the MoCam gets to that waypoint it will take on the rotations of that waypoint before it moves on. Use the 'Target Distance': A very important part of the camera morphing between Waypoints is utilizing the camera's built in 'Target Distance' as an orbiting fulcrum. The 'Target Distance' is found in the 'Depth' section of each Waypoint. It can be most easily grabbed in the viewpoint as the centered Orange dot sticking out of each camera. As the MoCam morphs between waypoints, it uses the distance of the 'Target Distance' to rotate around to create curved flight paths.
So as the MoCam transitions from one Waypoint to another, if you aren't liking how it 'looks-at' on it's travels, change the 'Target Distance' parameters on each Waypoint to change how it travels. A good rule of thumb is to set the Target Distance so it is touching the subject you want to focus on (like if you were setting it for DOF focus). Mad Props: I want to send a couple of shout outs for this. First is Basilisk for talking me into making this and helping with ideas. And second a huge thanks to Lennart(TCA Studios) for not only helping me with a Rotation problem but also being cool that this cam system is very close in concept to his 'SteadyGlide' where I got the idea for using the 'Target Distance' as the orbiting point. If you want the fully krunkest Camera system, get his 'SteadyCam Pro' package.
Sliders: Global: Waypoints Visibilty (checkbox): This globally turns on/off the visibility of the 8 Waypoint cams Per Waypoint: FrameStart: This is only on Waypoint1. Set this to delay when the animation begins. Hold Frames: This is on Waypoint 2 onwards. At each stop this can be set positive so that the cam stalls at each waypoint for a while. But this can also be set in negative values for the MoCam to never really settle in. It will become a soft move passing by the waypoint the way a spline softly moves between B-Spline points. It's easier to just do than to explain.
Duration(sec): Set in seconds. Length of time of each cam move. All the Waypoints shift in time per each of the other's setting. So if you change the duration or hold frames of anyone of them the others shift in relation.
C4d Tutorials
EaseOut: zero is linear. 100% is extremely eased. This is the curve leaving the current waypoint. EaseIn: This is the ease of the camera arriving at the next waypoint. Focal Length: Each Waypoint has it's own Focal length set here. Active(Check box): The first 2 cams are always active but from Waypoint 3 on, this makes them part of the whole move. If you want less than 7 moves between 8 points then shut of the Waypoints you don't need.
The Active switch also effects the visibility of it's respective Waypoint. If it's not being used, it won't be visible. Match Prev Waypoint(Check box): This is the same as the 'Lock E to S' in CSEasyCam. It's mostly used so that when you want to move to setting the next waypoint it's easier to do it where you just dropped the last waypoint rather than from zero. When this checkbox is on, the current cam has the same rot and pos as it's previous waypoint (although does not share focal length or target distance Target Distance: This is not in the UI, this is in each Waypoint cam itself.
Drag the Target Distance widget in the viewport or set it in the 'Depth' tab of each Waypoint cam. This is used for camera rotations as the MoCam travels from point to point. Sigh, I'll get back to WalkCycle someday. If Maxon would come out with NLA for C4D it would inspire me a lot easier. So I know my walkcycle animations could be baked and mixed. Well maybe Cactus Dan's tools will inspire you. He developed a very nice lock constrain so you can let characters walk along a spline without slipping feet.
You can check it here Mac: Windows: The original post is here http://www.c4dportal.com/forum/showthread.php?t=2296.