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Table of Contents

April 2006

Page 3-4 Editors Notes

Page 6-11 Interview with Carlos Agell Sogbe

Page 12 The Quiz - Win the new “Hair DVD”

Page 13-17 Modeling a Penguin by Mark Gmehling

Page 19-21 Cloth Explosion Tutorial by Chris Schmidt

Page 23-27 Projector and Proximal Usage Tutorial by Bram van Gerwen

Page 28-34 Interview with Will Frazier by Tavy Ann Pasieka

Page 35-41 Editor Speeder Upper Tutorial by Rui Batista

Page 42-44 Importing/Exporting Geometry Tutorial by Jamie

Page 45-46 Spotlight on Deschamps Thibaut

Page 47-51 The Gallery - Best of CINEMA 4D

Page 52 Contact Page


Editor Notes!
Please Read

Hi Attackers! GOODIES

Boy. have we been busy this past month! So All of your goodies for this and previous
much to do and so little time. Considering it's issues of 3D Attack - The CINEMA
Spring, I suppose I shouldn't be surprised by this. 4D Magazine can be found
As we all know, Spring brings newness of life, so here: www.3dattack.net/goodies/
it's only right that it would bring new things to 3D
Attack. ADVERTISING WITH 3D ATTACK

Last month we announced that we have been If you would like to advertise with 3D Attack send
appointed re-sellers for all Vital Disclosure training us an e-mail requesting our media kit and rate
products. Well, now we can add UNITY and card. 3dattack@3dattack.net
Dosch Design to the list. That's right, now 3D At-
tack are carrying the UNITY game engine and REVIEWS
Dosch Design products in the 3D Attack Shop.
If you would like 3D Attack to evaluate and review
Feel free to visit: your product, or if you are a member of the press
http://www.3dattack.net/shop/index.php and would like to evaluate and review the 3D At-
to check out the great stuff available through 3D tack line of plug-ins for CINEMA 4D, feel free to
Attack. contact Thomas Pasieka at:
3dattack@3dattack.net
Also, be sure to register for the 3D Attack New
Letter. By filling out a simple for we can keep you Contact Information
updated on what's happening with 3D Attack. You 3D Attack
can find this form in the upper right corner of the 158 S. Saginaw St.
3D Attack Shop page Chesaning, Michigan 48616 - USA
http://www.3dattack.net/shop/index.php. E-mail: 3dattack@3dattack.net

We love to hear feedback from our readers. If you TUTORIALS


would like to leave us some feedback concerning
the magazine, feel free to drop us an e-mail at If you have any questions or comments regarding
3dattack@3dattack.net. the tutorials within the magazine, please feel free
to express them on or CINEMA 4D discussion
The 3D Attack Team forum at www.3dattack.net

CALLING ALL WRITERS


BETA TESTERS NEEDED
If you have a knack for writing and would be in-
Vue 5 xStream, E-on software's solution for terested in writing tutorials and/or articles for 3D
streamlining Vue integration in production pipe- Attack, feel free to drop us an e-mail at 3dat-
lines , is currently in beta tests for LightWave and tack@ 3dattack.net net for more information.
Cinema 4D. If you think you can help e-on soft-
ware in the xStream development, join their Ad- DON’T BE A PIRATE! STEALING THIS MAGAZINE LEADS
TO HIGHER PRICES OR IN THE WORST CASE TO DEATH
vanced Development program by presenting OF THIS MAGAZINE! THIS MAGAZINE AND ALL IT’S CON-
yourself and your work to: TENT IS COPYRIGHT PROTECTED. “3D ATTACK” IS A
beta@e-onsoftware.com REGISTERED TRADEMARK.

3
Editor Notes!
Please Read

This month we asked the question: 77 People voted this time:

“Do you make a living out of CINEMA 4D”? Professional: 25


Freelancer: 33
Hobbyist: 27

Visit our forum to see the results:

http://www.3dattack.net/forum/showthread.php?t=5179

Professional Freelancer Hobbyist

35.00

26.25

17.50

8.75

Professional 0
Freelancer
Hobbyist

Visit http://www.3dattack.net/forum/showthread.php?t=5360 to vote in this months poll. Question:


What CINEMA 4D Modules do you use?

* To vote you must be a registered forum member of 3D Attack.

4
Interview with Carlos Agell Sogbe
By Tavy Ann Pasieka

Tavy: Carlos, it’s


a true pleasure to
speak with you
today and bring to
our readers your
beautiful work.
Why don’t we
start with you tell-
ing us a little
about where you
grew up, now live,
and what you do
and so on?

Carlos Agell Sogbe

Carlos: Thank you very much Tavy, for inviting


me. It is an honor to appear in such respected
magazine.

I was born in Caracas, Venezuela at the north of


South America, I graduated as an Architect at the
Universidad Simon Bolivar of Caracas in 1999,
since then I work with my father in our own Archi-
tectural office called “Agell Taller de Arquitectura”,
besides that, I’ve been involved, since a very
young age, in design for theater doing both stage
and graphic design for one of the most known need for better and realistic renderings took me to
young theater groups in Caracas called “Skena”. CINEMA 4D, which I first started to use to render
Much of my 3D works are made to help to visual- my FormZ projects and then became my main
ize projects for my firm, stages and illustration application for 3D creation. At the beginning, CG
images for the theater. was just a tool to support my work in other areas,
but since I started using CINEMA 4D, I started to
Tavy: You’re a highly respected artist Carlos. produce images just for the need to express per-
Your resume is both extensive and impressive. sonal ideas and emotions.
How long have you been working as a profes-
sional in the CG/3D Industry and who are some of Besides my renderings for our architectural office
your clients? and for Skena, I work as a freelancer. I run now a
3D Creation studio called Curare 3D Workshop
Carlos: I have been in contact with CG related doing stage design and illustration for other
applications since I was quite young in the middle Groups in Caracas such as National Philharmonic
90’s. I started to learn VectorWorks (in the old Orchestra of Venezuela, Rajatabla theater group,
days of Minicad+ ) when I was about 17 years old, Teatro Infantil Nacional (National Child Theater)
and then when I entered the Architecture faculty I and for TV for important local channels as
tested a local developed modeling software for Televen, Radio Caracas Televisión and Sony En-
architects called “ArchiDOT”, that then became tertainment Television, with production houses like
“DenebaCAD”. Working on my projects I discov- Alter Producciones, Hermanaxos producciones
ered FormZ, which is a great and very complete and Cinema Concept.
modeler, but with a very complex interface. The

6
Interview with Carlos Agell Sogbe
By Tavy Ann Pasieka

Tavy: Your image “The Thinker – Retrongutan”


recently donned the cover of the new C4DES
Magazine. I LOVE IT, a robot as The Thinker!
Can you tell us a little about this image? What
was the inspiration behind it? How long did it take
you to complete from start to finish?

Carlos: The Retrongutan is a project I made for


the monthly challenges at the Spanish C4D portal
C4Des.com. In the discussions on the theme for a
challenge, we were choosing between “robots” or
“animals”. Someone suggested that we should
make a hybrid “robot-animal” character, but at the
end “robots” became the people’s choice. But the
idea kept going in my head, so I decided to create
an Orangutan inspired robot; also I decided to
give it a Retro futuristic appearance, which since
then has been an aesthetic constant in most of
my works.

This first robot was made in three weeks and won


the challenge at the portal. Months later, the first
Meeting of Spanish users of C4D were organized
and as a part of the event there was a contest of
the best images created by the members of
C4Des. I had the idea of modifying the original
robot and posing it as the Rodin’s Thinker and this
was the perfect occasion to do it. It took me about
two more weeks since the original model wasn’t
made to be poseable and I wanted to improve the contrast between the Machine (and a monkey) in
materials and the lighting setup. The idea of the such human attitude (and such a stereotypical

7
Interview with Carlos Agell Sogbe
By Tavy Ann Pasieka

image) seduces me a lot. I also decided to put it


in a Photo Studio-like setup to increase the con-
trast. The image won again the prize for the Best
Miscellaneous theme at the reunion in Madrid.

Tavy: C4DES Magazine….I recently took the


time to give this new magazine a look through.
Although my Spanish is quite rough, I was very
impressed with the design, layout, content etc.
Are you personally involved with this project? Will
we see future issues?

Carlos: C4Des Magazine is a project that has


been cooking at the portal for a long time. Thanks
to people such as Ismael Faro, the main force
behind C4Des, Albert Alajarin (AlberAB) as an
Tavy: Carlos, your portfolio is fabulous! It’s obvi-
enthusiastic moderator of C4Des and Fran Pérez
ous to the trained and untrained eye alike that you
Frutos (DigiFran) as the man behind all the
take much care in all of your work. If you could
graphic work for the publication, and a growing
pick one image you’ve created as your favorite,
group of collaborators at the portal, the dream
which would it be and why?
became a reality.
Carlos: That’s a hard one for me. It’s like asking
I have been involved in the project as a collabora-
a child, “Who do you love more, your mom or your
tor. I do the “Critic” section of the publication, and
dad?” Very difficult to answer. Each project has
I hope to write some tutorials on procedural shad-
been great in its respective time and brings good
ers, which is one of my favorite subjects in C4D,
memories on its process. I could choose the Ret-
for the next issues. The magazine is planned to
rongutan since it was a kind of inflexion in my ca-
be a seasonal publication (4 issues per year). The
reer. It helped me to define an aesthetic quest on
first one was the Spring Issue, and we are work-
my personal work, reflects a mature level in my
ing now on the Summer Issue. We hope it’s going
modeling skills of industrial objects and control of
to be even better and bigger than the first one.
lighting. It is also one of my most known images
We are very happy for how well it has been re-
in the C4D community
ceived by the C4D community.
Tavy: With all of the available 3D Applications on
the market, why have you chosen to work with
CINEMA 4D?

Carlos: I remember the days when I was looking


for a more robust rendering engine for my pro-
jects. I saw some images made by Carles Piles
and I found out that he created it in CINEMA 4D. I
also discovered that Carles and his friend Ismael
run a Spanish forum and answer the beginners
questions themselves. So I decided to give it a go
and I discovered a 3D software with a highly intui-
tive interface, which is actually fun to use, but also
being extremely professional; the ability the pro-
duce awesome renderings in no time still amazes
me. One of the strong points and my favorite sub-

8
Interview with Carlos Agell Sogbe
By Tavy Ann Pasieka

ject in CINEMA is its material creation interface. Tavy: You are living in South America, Venezuela
It’s simple, well organized and powerful. The idea to be exact. Is CINEMA 4D a prominent 3D Ap-
that you can produce almost any material with plication in the lower half of the Americas? Do
procedural mathematical calculations with no you see it growing in professional use in your part
need of bitmaps it’s amazing. of the world?

Tavy: What are your thoughts on the new Mo- Carlos: Although Venezuelan people are known
Graph Module? Is this something that you will be for being very technologically oriented, in the CG
adding to your arsenal of weapons? Field we are quite old fashioned. Most people
uses 3DSMax since it’s the standard for CG Crea-
Carlos: Although I would like to expand my skills tion as AutoCad is for cadd drawing. But in the
on animation in the near future, my work is most last years CINEMA 4D has grown strongly among
related to static images (architecture, stage de- the new generation of artists, particularly in the
sign, and illustration), so MoGraph is not one of architecture field.
my immediate priorities at the moment. However, I
love Jenna and the power it gives, and after I’ve I have close contact with the Cadd Lab of Archi-
been seen lots of tests of MoGraph and see that it tecture Faculty at the Universidad Central de
has like ten times the possibilities and control of Venezuela (the oldest and most important Archi-
Jenna, it is certainly a tool that I will try in the not tecture School in our country) and CINEMA has
so distant future. became more and more the software of choice of
the students that start to produce CG images for
its projects. Probably for the easy learning curve
and its professional looking render.

Tavy: If you could pick one thing that MAXON


could implement in CINEMA 4D that would help to
enhance your work flow, what would it be and
why?

Carlos: I would love it if MAXON would develop


a set of tools specifically for Architecture model-
ing. Including procedural elements such Stairs,

9
Interview with Carlos Agell Sogbe
By Tavy Ann Pasieka

Windows, Doors, roof structures, roof tiles, etc. staff. The ability to generate convincing images in
Also, a visual snap interface similar to Cadd a short time with materials and lighting has im-
packages as VectorWorks would be great. Much proved the workflow a lot.
of these functions are possible through third party
plug-ins, but I would like to see a single complete I am also working on a project to develop a set of
solution by MAXON well integrated into the CIN- procedural shaders based on all the knowledge
EMA 4D interface. I’ve acquired in all these years oriented towards
architecture, interior and industrial design users. I
Tavy: Are you currently working on any projects am planning to finish it for the third quarter of this
you tell us a bit about? year.

Carlos: I’m now working on a stage design for a Tavy: Thanks so much for taking some time for
new television show for Sony Entertainment Tele- 3D Attack and our readers. It’s always entertain-
vision, where CINEMA 4D has played a decisive ing and informative to get to know the Artists
role in the way I show my work to the production working in the CINEMA 4D Community. We are

10
Interview with Carlos Agell Sogbe
By Tavy Ann Pasieka

looking forward to seeing more of you and your


great work. Do you have any last words for our
readers?

Carlos: It’s been a pleasure to share some of


my passion with you and all the readers of 3D
Attack. I like to finish the interview with a reflec-
tion: The most advanced rendering engine is still
your eye and your brain. A great rendering al-
ways starts by a different look tat the world
around us.

I would like to thank all of the 3D Attack for giving


me this opportunity and for all the support of the
C4D community around the globe.

Cheers,

Carlos

You can find more works on my website:


http://homepage.mac.com/agell

Or in my CGTalk portfolio:
http://curaremac.cgsociety.org/gallery

11
Penguin With Rubber Glove Hat Tutorial
By Mark Gmehling

Hi there Attackers. In this tutorial I'd like to show manager. This way I'm able to get an even egg
you some beginners modeling and texturing stuff. shape very fast- I right click on the sphere-mesh
Next to that we'll have a look at some more ad- and choose "current state to object" from the pop-
vanced Mocca soft IK features in the second part up menu. A copy of the sphere is created and I
of this tutorial in the next magazine. can get rid of the origin sphere with the lattice de-
former by selecting it and pressing backspace or
Last month Thomas Pasieka asked me to do a delete. PIC_01
penguin-modeling tutorial. While surfing the web,
to have a look at reference images, I remembered Now I switch to top view (F2) and adjust the top
the penguin from Wallace & Gromits "The Wrong row of points to a more circular flow because I
Trouser"- A simple but very charming character.
I'm assuming you know the last work of Aardman
Animation Studios- the Oscar winning "Curse of
the Were-Rabbit" If you don't know the older Wal-
lace & Gromit shorts, I recommend you watch
them- you'll surely like it. A scene I liked very 01
much in their "The Wrong Trouser" movie was
when the penguin was disguised as a chicken by
dropping a rubber glove on his head. In this issue
I'll show the modeling and texturing part and a
little scene setup and in the next issue we will
have a look on a simple rigging setup using
mocca soft IK to make the rubber glove fingers
jiggle around when the penguin moves his head. want to extrude the penguin's neck out of these
So here is a short brief of what I will be covering: polys. For this I use the "glide tool"(M~O) instead
of just moving (E) it, because it moves the points
I. Modeling: (Block-) Modeling a penguin dis- following the meshes surface and this way I don't
guised as a chicken out of primitives. destroy the even mesh topology. If you don't own
II. Texturing: Setting up some shaders. Rel.9 you won't find the glide tool in your structure
III. Lighting: Setting up a simple environment- menu. Just move (E) the points in place. It's not
scene. that important in this case.

Next magazine/issue: Now I switch to polymode and live-select the four


top polys and extrude (D) them slightly. In the co-
IV.Rigging: The penguin’s head and especially his ordinates manager I set the y-size to 0 to align the
rubber hat get some bones. selected polys and do a second extrusion (D) that
V.Animation: Setting some key frames to check defines the neck-length. With the knife (K) in loop
the soft IK behavior and make his eyes blink. mode I subdivide the neck further to define the
areas I need to extrude the bill and to model the
rubber glove. Take a look to PIC_02 to see where
I.Modeling: I cut the mesh.

The penguin’s body is built out of a hexahedron To model the bill I change to front-view (F4)- live
sphere set to 12 segments. I make it editable(C) select the two polys shown in PIC_03 and extrude
and drop a FFD Lattice deformer in it to adjust the (D) these- by using the scale-tool (T). I shrink
shape to my liking by tweaking the lattice points them to define the bills tip and set the z-size of
with the rectangle selection tool (make sure you the two extruded polys to 0 in the coordinates
disabled "select visible only in its attributes). No- manager's size field. To sharpen the edge from
tice that you have to switch to point mode and the head to bill I use the knife tool (K) in loop mode
lattice deformer needs to be selected in the object and insert a loop at the bills origin (Notice that you

13
Penguin With Rubber Glove Hat Tutorial
By Mark Gmehling

02 04

have to be in point mode to do this without having and extrude (D) them to define the length of the
the area selected where you want to do a cut!). In first rubber finger (I need to scale (T) the tip
side-view (F3) I move (E) the bills-origin-points to smaller). To tweak the main shape I mainly work
my liking. To check the rounded geometry I alt- in side view (F3)- using the rectangle selection
click a hypernurbs object (Alt-clicking makes the and the knife-tool (K) to subdivide the four ex-
actually selected object child of the object you alt- truded shapes. To fine-tune the finger I use the
click). PIC_03 move tool (E) to tweak the points. I use the same
procedure to create the other three fingers- Check
PIC_05 to see what I've done. (You may notice

03

05

To add the glove to the head I first move the top


of the mesh higher by selecting the top points and that I only tweak the right half of the mesh. That's
move (E) them up. After that I add two cuts with because I delete the left half later and use a
the knife tool (K) in loop mode. After I added the symmetry object to bring back perfect symmetry)
first loop-cut I select the row of inserted points
and set their y-size to 0 in the coordinates man- When I have finished all the modeling that has to
agers y-size field to get a perfect horizontal loop. be done around the character's middle axis I de-
The second cut I add is quite horizontal. In poly- lete half of the sphere-mesh and drop it in a
mode I loop-select the inserted row of polys and symmetry object by alt-clicking on the symmetry
extrude (D) the fold of the rubber glove with two object. This brings back perfect symmetry that I
extrusions to evoke a sharp fold. PIC_04 missed in some parts where I tweaked the points
by hand.
Now I add a loop above the gloves fold by using In perspective view (F1) I live-select the polys
the knife tool (K) in loop mode. To model the rub- shown in PIC_06 and extrude them inner (I).
ber glove fingers I live select the two polys you Again I use the glide tool to tweak the rectangular
see in PIC_05 and extrude them inner (I) slightly, shape of the points into a more circular one.
move (E) the new created polys forward a little bit Then I extrude (D) the polys three times to define

14
Penguin With Rubber Glove Hat Tutorial
By Mark Gmehling

the leg area. After the first extrusion I set the


polys y-size to 0. The feet are extruded (D) by
selecting the three polys facing in direction +z- 08
axis and extruding them two times. After the first
slight extrusion I set the z-size of the selected
polys in the coordinates manager to 0. The sec-
ond extrusion is a bigger one to define the feet
length. Then I tweak the points by moving them in
place to get a triangular foot-shape. In side view
(F3) I add a loop to sharpen the sole of the foot
using the knife tool in loop mode. Furthermore, I
add one more loop at the feet ankle area to define
Before the body-modeling process can be called
a sharper transition from leg to foot. PIC_06/
finished, I insert some loops to optimize the mesh
PIC_07
for bone-deformation. The knee and elbow area
need three loops, the origin of arms and legs
need three loops, and the rubber glove-fingers
need more loops to ensure a smooth deformation-
06 Take a look at PIC_09 to check where I added
additional loops.

09

07

The eyes are just added by placing a


hexahedron-sphere with 9 segments in the right
place. After creation I scale (T) it smaller and de-
crease the z-size via the coordinate manager or
usage of the scale tool.

II.Texturing:

The last part that needs to be modeled are the Before I setup the materials and the poly selec-
wings or let's say arms. It's quite the same proc- tions I need to assign different materials to one
ess I did with the feet. I select the polys shown in mesh so I make the symmetry object editable.
PIC_06 and extrude them inner (I) to define the Now I setup some materials for the penguin. Be-
arm origin. Then I extrude them (D) to define the cause the penguin mainly is one mesh, except of
arm length and finally I use the knife tool in loop the eyes, I set up polygon-selections for the bill,
mode to subdivide the shape in order to have feet, torso-area and rubber-glove-head to assign
some points I can tweak to get an arm shape that different shaders later:
I like. PIC_08

15
Penguin With Rubber Glove Hat Tutorial
By Mark Gmehling

To do this efficiently I use the loop selection (if you


don't own Rel.9 just live select the polys shown)
and select the bottom poly-row of the rubber 12
gloves shape and then go to Selection-Fill selec-
tion and click above in the rubber glove area. Now
I choose Selection- Set selection- and name the
selection tag-"rubber glove"-PIC_10. I add three
more poly selections using the same procedure.
One for the feet, one for the torso material and
one for the bill. Take a look at PIC_11.

10

13

11 the bill I create a new material using color, envi-


ronment, bump and specular channel. You'll find
the environment jpg I use to evoke reflections in
this tutorial's tex folder. Check PIC_13 and
PIC_14 for the settings.

Notice that you've got to assign it two times to be


able to drag the selection tag into each or you
have to create one selection tag for feet and bill

Now I create a new material- name it: "PENGUIN"


and assign it to the mesh by dragging it onto the
14
geometry in editor view or onto the object in the
object manager. I only use the color and bump
channel- take a look at PIC_12 for the settings.
This is the main penguin material. Next I create
the torso material by ctrl-dragging the first one
inside the material window to create a copy-
name it "BAUCH" and just change the color chan-
nel. Take a look at PIC_13 for the color settings. I
drag this material onto the penguin object too-
select the selection tag and in its attributes I drag together. For the rubber glove I assign a quite
the TORSO selection tag in the selection field of similar material: In the color channel a Fresnel
the material. When you render you'll see both ma- shader with a gradient from light rose to a me-
terials assigned to the penguin. For the feet and dium red. In the environment channel I place the

16
Penguin With Rubber Glove Hat Tutorial
By Mark Gmehling

testlow jpg you'll find in this tuts tex folder (good- new material too- call it "SNOW" and use 100%
ies) set to 20% mixed strength - finally the specu- white in the color channel, place the ambient oc-
lar channel with width:50%, height:72%, clusion shader in the diffusion channel, set the
falloff:-22% and inner width:28%. reflection channel to 50%, add a naki-noise with
1000% global size in the bump channel and finally
To the eyes I assign the black penguin material. I add a 2D circular gradient in the alpha channel to
ctrl-drag a copy of it and disable the bump chan- get a nice transition between floor and back-
nel. This material acts as "closed eye"-state. For ground object. Just check the
the open eyes I create another copy - name it PENGUIN_PART_1.c4d file found in the goodies
openeyes and use the environment channel and folder for this tutorial if my explanation about the
the specular channel. In the second part of this materials were too short here.
tutorial, in the next issue, I'll use these two eye
materials to animate blinking eyes. For the lighting I create a 24 segments icosahe-
dron sphere- make it child of a Lumen object
(found in the plugins under 3d Attack- if you don't
III.Lighting: have it just download Lumen Lite here:
http://www.3dattack.net/shop/index.php?plugin=2
For setting up a scene I create a disc object act- from the 3D Attack shop site) and create a omni
ing as floor to catch some shadows and a back- light set too 2% intensity. The omni needs to be
ground object with a gradient material assigned to child of the Lumen object too and voila! The
act as a sky. The lighting setup consists of a light scene is lightened well when you render. For
dome -faking radiosity and a target light only re- shadows I place the target spotlight I created be-
sponsible for shadows. fore to my liking and enable shadow catcher in
the details tab of this light's attributes. I hope my
To build the light dome I use the Lumen plug-in explanations were understandable for beginners
here, but for the simple effect needed in this case and you had fun following the tut. Check the
the free Lumen Lite plug-in penguin_blink.avi in the goodies folder to see
http://www.3dattack.net/shop/index.php?plugin=2, what I want to show in the next issue. If you have
or the free Place on Points plug will do a perfect questions, don't hesitate to ask via the 3D Attack
job too. Take a look at PIC_15 to check the scene forum or private message.
setup:
CU on board and Keep Attacking - Mark

15

I created a background object, a target light and a


disc object. To the background object I assigned a
new material name it "HINTERGRUND" and place
a gradient in the color channel. Just use two col-
ors you like acting as sky. To the disc I assign a

17
Cloth Explosion
By Chris Schmidt aka Kico

Explode, shatter, and break. Destroy and Polygo-


nal objects with physics and collision detection
using only the built-in tools of C4D 9.5 and
MOCCA! 01

Ever since I started doing 3D, I've wanted to ex-


plode the things I've created, because of the low
quality of my models, and because, well it's awful
fun to see something explode. One of the favorite
tools of my students is always the explosion de-
former. It's sometimes hard to get them to stop
playing with it once they have started. Over the
years my models have improved a lot, but my
ability to break them hasn't changed all that much.
Anything with a flare took forever to set up and
usually needed a lot of key framing and particles.

That is until one late night when I stumbled across


a quick way to destroy any object with gravity,
wind, collision detection and all manner physics. There are a lot of parameters to change. My goal
In this tutorial I am going to explode a sphere (but is to break apart the object, but have all the
any polygonal object will do). After it explodes and pieces stay in exactly the same spot so that it
falls to the ground, I'll have a strong wind blow the doesn't look broken up. As I change the parame-
pieces away. ters I can see how and where my pieces are
thanks to the HyperHURB object rounding out
To start things off, I'm going to create Platonic individual bits. (It will be helpful at times to turn on
primitive. In the Attributes manager I'm going to and off the HyperNURB object to see how the
change the Platonic ‘Type’ to 'Bucky' because it's Platonic is being affected.)
a shape I rarely get a chance to use. In order to
get a more random looking explosion, I'm going to Now to the parameters; In the Attributes Manager
make the Platonic editable and use the knife tool for the Explosion FX (first tab), all I need to worry
to slice it up into interesting looking bits. Because about is the 'Explosion' tab. I set 'Strength' and
I want it to look random, I can slice it quickly mak- 'Blast Time' both to .001, the smallest number
ing sure I hit the Platonic from all angles. (Pic001) C4D allows. 'Blast Speed' should be set to 0. Next
is 'Blast Range', this parameter is important be-
After slicing up the Platonic I create an 'Explosion cause it needs to be large enough to encompass
FX' from the deformers menu. I place the Explo- the entire object we are exploding. It is repre-
sion FX as a child of the Platonic. Also, at this sented in the view port as the red sphere of the
time, I am going to make a 'HyperNURBS Object' Explosion FX. So whatever size fits my object is
and make the Platonic a child of it. what I will go with. Leaving it at 200 works for the
Platonic.
This is so we can see where the breaks are hap-
pening. As you may know the Explosion FX de- Next up is the 'Cluster' tab. Here I will set the
former makes an object break rather nicely, but 'Thickness' to whatever thickness I want the bits
there are no physics built into it. I am using the of my explosion to have. Again, whatever works
Explosion FX as a way of quickly breaking up the for the object I am working with. Glass might be
object into pieces, and at the same time giving the very thin. A rock would be a lot thicker. I set my
piece thickness. I have to be careful during this 'Thickness' here to 20. 'Density' I set to 0. The
step. Here there is specific parameters set that I more important parameters are 'Min Polys' and
am not going to be able to undo once I'm done. 'Max Polys'. Here is the place where our Hy-

19
Cloth Explosion
By Chris Schmidt aka Kico

perNURB comes in handy, the Min and Max will


determine the size of the pieces of my exploding
Platonic. I set 'Min Polys' to 2 and 'Max Polys' to
12 so there is a decent range in the size of the 03
bits.

Then comes the 'Gravity', 'Rotation', and “Special'


tabs. Here I set every parameter to 0 that isn't
already. Any parameter that doesn't help me, I set
to 0 so there is less chance of oddities showing
up later. * Pic002 (tall one on the left), for this
whole past part*

Okay Dokie, now that I've got


the Explosion FX figured out.
I pull out the Platonic from Alrighty... now that all the objects are in place, we
the HyperNURBS. The Hy- can start to set up the simulation. I make both the
perNURBS can be deleted. 'Cube' and the 'Plane' objects editable. Next, from
Now the Platonic doesn't the 'Clothilde Tag' drop down I put a 'Collider' tag
look broken, but I know it is. on both the Plane and the Cube, default settings
*Pic003* work for now. Then on the 'Platonic' object I put
from the 'Clothilde Tag' drop down a 'Cloth' tag.
I right-click on 'Platonic' in
the Object Manager and do a There are a lot of different parameters in the Cloth
'Current State to Object'. In tag, and depending on what type of object I am
the Object Manager I see a exploding changes the parameters I'd use. To
second Platonic appear. At keep it simple, the only parameter I'm going to
this point I like to 'hide' the change in the 'Tag' tab is the 'Stiffness'. In theory
old Platonic, so if I decide I I'd max this parameter out, but anything above a
want to go back to that step I few hundred really starts to get choppy. For now
can without having to redo all I'm going to set it 300%. Later I could increase it if
the work I did already. needed.

Excellent! I now have my Here we go... what really drives the explosion.
Platonic all ready to blow up. Under the 'Object' menu in the particle drop down,
But I still need a floor for it to I create an 'Attractor'. In the Attribute Manager
collide with, and maybe an- under the 'Object' tab I change the 'Strength' to
other object in the scene to -6000 to really give it a bit of oomphf. Under the
show a little extra collision 'Shape' tab, I change 'Shape' from 'Cube' to
detection. I move my Platonic 'Sphere'. Next I take the Attractor and Move it up
a bit higher, maybe around 150 on the Y-axis, to the same place the Platonic
150 on the Y Axis. is. Select the Cloth tag, and under the 'Expert'
Tag, drag and drop the Attractor into the 'Include'
Then I create a 'Plane' object. Only parameters I parameter.
change on the Plane is the 'Width' and 'Height'
both from 400 to 4000 so there is enough room to This is really the meat of this tutorial. Everything
catch the bits. Then I create a 'Cube' and move it else is really just playing with same engine and
up 100 on the Y Axis and -250 on the Z Axis so it's making it a bit fancier. I can at this point hit play,
above the Plane and not intersecting with the Pla- and see the Platonic fly apart. Parts will strike the
tonic. Cube and all the bits will fall to the Plane thanks

20
Cloth Explosion
By Chris Schmidt aka Kico

to the built in gravity in the Cloth Tag. (Pic004) After having made similar explosions a few times,
Now let's blow the bits with some wind. First thing, I find it's very quick to set up. There is a lot of
we need more time to work with on the timeline, room for variation and new ideas, so the key is to
so I hit Ctrl-D to open up 'Project Settings' and play around with it.
increase the 'Maximum' to 300. There are two
ways I could make wind. A useful trick is to use 'Calculate Cache' so your
explosion will play back close to real time.
One would be to make a 'Wind' object from the
Emitter drop down menu in a very similar fashion Hope you all find this tutorial helpful and fun, it's
to the attractor I used. The way I will do it now will been both for me!
be to use the built-in wind of the Cloth Tag. The
setting for the wind will be set under the 'Forces' Chris Schmidt (Kico)
tab.

I change the 'Wind Direction .Z' to (-1) so that it


blows toward the box. Then at about the time the
bits settle, frame 79 for me, I record a key frame
on 'Wind Strength' at 0. This is so that my gust of
wind hasn't started yet.

Then on the next frame (frame 80) I record an-


other key frame at 2. At the frame of 80 my wind
will begin blowing all the fragmented bits across
the Plane, a few even bump the cube.

For a bit more flavor, I increase the 'Wind Turbu-


lence Strength' to 1 and the 'Wind Turbulence
Speed' to 2.

21
Projector & Proximal Usage
By Bram van Gerwen

This tutorial will show you how to use the Projec- except for the added position controls to compen-
tor and Proximal effect in a simple scene. The sate for the lacking visual.
goal is to learn how these effects can be used in
an actual scene. So we'll take it a bit further than That means that a problem with the Projector ef-
the manual explanation. fect is that you can't see a visual representation of
the projection like you would with any other tex-
ture. To keep track of your projections you need to
Using the Projector Effect make some notes of the dimensions of our object.
This way we won't need to see a preview as you
The Projector effect purpose is to be able to use can just enter these numbers into the projection
different forms of texture projection within one dimensions.
material. Let's see how we can put that to use in a
scene. Open the 'VaseStart.c4d' file to begin. You can get the number of your object by select-
ing the parent object, in this case the Hy-
I've created a vase on which we are going to put perNURBS object of the vase and setting the
different textures with the Projector effect. Click Scale/Size field in the coordinates manager to
the Vase material and load a Projector into the 'Size +'. This is just general advice when using
texture field. Click on the projector name or the the Projector, at the moment we won't be applying
preview to enter its properties. Again we see an a projection that needs any of these numbers.
empty texture field, load a Tiles shader into the
projector here. Set the Projection of this projector To determine where the middle point of our pro-
to Spherical. You'll notice that all these properties jections are we'll use a simple plane. Create a
are exactly the same as in a normal texture tag Plane object and rename it to something like

23
Projector & Proximal Usage
By Bram van Gerwen

'Height Gauge'. Now when we need to know Projector into the texture field, name it 'Reflection
where the centre point of a projection needs to be Projector'. We're going to use another Tiles
simply move the plane to the desired height and shader to get our reflective properties. Now is
copy its Y value to the projection properties. when the projector begins to show its use.

Back to the Tiles shader, go into its properties and We could have done the previous circles by just
set the Pattern to 'Circles 1', we want the round creating a tiles material and dropping that on our
lower part of the vase to display circles. Set the vase and giving the texture tag spherical projec-
colors 1,2 and 3 to some nice variation of orange tion. But then any reflection pattern we put in the
and yellow and enable 'Randomize Color'. reflection channel would also be wrapped around
this sphere projection, which is not what we want.
We set the projector for this tiles shader to Name the projector in the reflection channel 'Re-
Spherical earlier, which would be logical as the flection Projector'. We want our tiles pattern to be
underside is a near sphere. Now we need to know equally distributed along the length of the vase,
the middle point of that so set the Projection to
near sphere to let our Cylindrical. Now enter
spherical projection fall the tiles shader you just
as much into place as loaded and set its Pat-
possible, move the tern to 'Waves 2', set its
gauge plane to ap- 1,2 and 3 colors to
proximately the middle white and light greys
of the round part. The and enable 'Randomize
middle is somewhere Color'. Of course in the
around -88 in my case, reflection channel black
it doesn't have to be means non-reflective
precise. and white means fully-
reflective.
If you make a quick
render now you'll no- So now we'll get vari-
tice the circles con- able reflective waves
verging at the neck. separated by non-
Which means that the reflective lines, to make
our spherical projection the lines a bit thicker
is nicely set at the 0 change the Bevel Width
location. We just de- to 48 percent. When we
termined the middle of make a quick render
the round part is -88, so we need to set the Y po- now we can see the effect mapping correctly
sition of the projector to -88. So get back to the along the vase with cylindrical projection, but it
projector properties end set the second Position looks a bit vague and scaled-up.
field to -88, this field represents the Y-axis. If you
render now you'll notice the circles falling correctly To make our reflection waves a bit smaller and
around the round part, but they are still a bit too crisp change the middle Size field in the reflection
stretched. We can fix this easily by setting the projector settings to 50 percent. This will squash
Tiles X to 3 and the Tiles Y to 2. The circles look the texture creating more lines.
much better now. Lastly go into the Basic tab of
the projector and name it 'Circles Projector'. Let's finish off the Projector chapter by giving it a
nice bump map, applied withy Cubic projection.
Now let's create some nice reflective properties. You guessed it right, load a Projector into the
Enable the Reflection channel in the basic proper- Bump channel but this time put a Noise shader
ties of the material. In the Reflection tab load a into the projector, name the projector 'Bump Pro-

24
Projector & Proximal Usage
By Bram van Gerwen

jector'. Try to make a habit of giving shaders and Plane' material, go to the Color channel and load
textures specific names, it will make you life a lot a Layer shader into the Texture field. We need a
easier in complex scenes or when animating the layer shader to put a color under the proximal ef-
shaders. fect first, else we'll only see black.

Set the noise type to Cell Noise and set its Global So add a Color shader as the first layer, make the
Scale to 200 percent. That's enough for the noise, color green. Then add a Proximal effect above the
now go back to the bump Projector settings and color shader.
set its Projection to Cubic if you haven't already
done so. Now lastly in the Bump tab set its Set the blend mode of the Proximal effect to Dif-
strength to 100 percent to make it well visible. ference, that way when the object interacts with
the plane the green will be inverted and match the
When you render now you can see our square purple on the cube. Now click on the small pre-
bumps being neatly distributed over the entire view picture of the proximal layer to enter its
mode, disregarding the other projections. Of properties.
course this vase is just a quick example of the
projector usage, its up to you to make something You can see that the objects field is still empty
good using this technique. For reference check and so the color proximal effect will react to noth-
out the 'VaseFinished.c4d' file. ing. Drag the Color Cube object from the objects
manager into this field and enable the Use Edges
option.
Using the Proximal Effect.
The proximal effect will now use the objects
The proximal effect is of importance when we edges to calculate the distance from the proximal
want to influence a color or transparency depend- to the object. Then set the Blend Mode to Lighten,
ent on the distance from another object. For in- this will make sure that the fade from green to
stance we can have a material change color right purple will be soft instead of hard.
at the place where an object passes through it
while maintaining the original color on the rest of Make a render around frame 120 and you can
the texture. Or you can use a spline on a texture see the proximal effect change the color. It might
to give it a transparent band exactly where the seem vague at to how this fade is achieved by the
spline is. Or use the spline to limit a bump map on proximal effect. It does this by using the blotch
the texture. you see in the proximal preview. This vague circle
is placed multiple times along the edges/surfaces
I sometimes see questions on forums on how to of the interacting object and according to how it is
apply the proximal effect so I decided to show you set up will calculate the blending effect.
two easy ways to use it, one with objects and one
with a spline. For instance if you change the End Distance the
circle will become smaller, thus making the blend
Let's start with applying it using an object. Open effect seem very thin, or if you lower the Intensity
the 'ProximalStart.c4d' file to begin. I've created a the effect will become less obvious and will be
simple scene with a plane and three cubes mov- completely gone at 0 percent.
ing through the plane. We're going to add a
Proximal effect to the material on the plane so it Now that we know how to make the proximal ef-
reacts in different ways to the objects passing fect react to objects we can easily apply it to other
through it. channels within this material. Go to the Transpar-
ency channel of the Proximal Plane material and
The first thing we want to happen is that when the load a Proximal effect into the Texture field there.
Color object passes through the plane the mate- We won't need a layer shader here as we want to
rial should change color with it. Click the 'Proximal effect the transparency directly.

25
Projector & Proximal Usage
By Bram van Gerwen

Click on the proximal preview to enter its proper- applied almost the same as a normal object with a
ties. Drag the Transparency Cube object from the small difference to take into account. To show you
objects manager to the Objects field, enable Use the spline method we're going to remove some of
Edges, set the Blend mode to Lighten to get a the bump map on this plane with the provided
smooth fade and set the Intensity to 70 percent. spline. You can draw your own spline if you want
The intensity is set to 70 percent to make the ma- but its not necessary.
terial not completely transparent when the object
passes through it. Click on the 'ProxBump' material, go to the Bump
channel. I already put up a Layer shader with a
If you want to check out what it looks like ani- Noise layer in there. Just like with the color we did
mated and don't want to bother waiting 2 hours for earlier we now need a layer of bump to make the
the animation to render just check out the proximal react to. Now add a Proximal effect
'ProximalObjects.mov' movie I pre-rendered for above the noise layer, set its blend mode to add.
you.
The enter its proper-
Now that we under- ties, drag the Bump
stand how this effect Limit spline into the
works nothing stops objects field, enable
us from applying it to 'Use Vertices', set its
the reflection channel. blend mode to
Go to the reflection Screen. Also de-
channel and load a crease the End Dis-
Proximal shader into tance to 50 percent
the Texture field. In and the Intensity to 50
the proximal proper- percent to get a sub-
ties drag the Reflec- tle fade. The plane
tion Cube to the Ob- will look like Picture 2
jets field. Enable Use when rendered now.
Edges, Set the Blend
Mode to Lighten and If you render now you
leave the rest at de- can see the effect but
fault. If you are curi- there is something
ous you can experi- wrong. As I explained
ment with the Blend earlier the splotch in
modes and how they the proximal preview
affect the render but is used to calculate
usually Lighten is the the fading and placed
best way to go. along the object in
question. But with the spline we run into the prob-
As you can see in the animation the proximal lem of it only putting a splotch on every point on
blends the reflection nicely showing the clouds the spline.
sky object I put in the scene. See picture 1 for a
still of the three effects. Of course this is just one That includes intermediate points. At the moment
material, try creating a scene with multiple objects the Intermediate points of the spline are set to
reacting to each other. Its very good for special Adaptive, which generally puts a lot of extra
effects, points on the corners and not much on the
straight parts. Simply set the Intermediate points
Now I will show you how to use the proximal ef- of the spline (in its properties) to Uniform to
fect with splines. Open the evenly distribute the intermediate points along the
'ProximalSplineStart.c4d' to begin. The effect is spline.

26
Projector & Proximal Usage
By Bram van Gerwen

we can do with it. As with most shaders in CIN-


EMA, this one requires some experimentation to
get the hang of it, but believe me once you do,
you'll use it all the time.

If you have any more questions about these


shaders please go to the 3D Attack forum and ask
them.

Have fun experimenting, Bram

Now like the intermediate points the splotches will


be evenly spaced creating a nice fade along the
spline without any irregularities. See Picture 3 for
result. Now you might notice a little purple in this
picture that is not in your render.

This is just to show you how easy it is to imple-


ment this spline proximal just the same as it was
on the with the object on the Color Cube we did
earlier. It's just a layer with a color under the
proximal effect. Only this time I've set the proxi-
mal End Distance to 150 percent to make the
color overlap the bump a little. For reference
check out the 'ProximalSplineFinish.c4d' file.

The proximal shader has almost an eternal usage


and we've only scratched the surface here of what

27
Interview with Will Frazier aka GruvDone
By Tavy Ann Pasieka

questions about the usage of our recording prod-


ucts. I had been using CINEMA at the time for
about 6 months and in between phone calls, I
would make little logo animations and models of
some of our products. These captured some at-
tention for me, and some of the works were used
in product videos and on the website. I even
worked with the Marketing department a few
times, and created art that was used in a couple
of full-page magazine ads. Thanks in part to a
forward-thinking boss and to a couple of peers
who had become expert in Flash and Final Cut
Pro, late last year, we formed an in-house Media-
Team, and I was promoted into the Team’s Video
Group.
Will Frazier
Most of what I do now is still centered on various
logo elements and graphic treatments, and the
Tavy: Hello Will. Thanks so much for taking the creation of the occasional product model for web-
time to speak with 3D Attack and share a bit site demos. My new position also requires me to
about you with our readers. Why don’t we start work in Final Cut Pro, Motion, and After Effects,
with you telling us a bit about yourself…where did and I have enjoyed broadening my knowledge of
you grown up, now live, are you married, children these tools. It is my hope that I can eventually
etc? train the other guys in the Video Group in C4D so
that no matter what the project needs we will all
Will: Hey Tavy, everyone out there in Attack-land. have the tools to knock it out.
Well, my name is Willie Frazier, and I was born in
Ft.Worth, TX on June 13 1976. I spent most of Probably the most fun I have doing 3D stuff here
my life in Texas, relocating to the Los Angeles is in the couple of months leading to our big
area in 2000 after being offered a promotion with
the company I worked for at the time. Back then I
was in Musical Instrument Retail. Presently I work
for Roland Corporation US. I currently live in
beautiful Long Beach, CA about 2 blocks from the
ocean, with my Wife, Andreina. No kids as yet,
but we do have an adorable little cat, Lizzie.

Tavy: As a professional, using CINEMA 4D on


the job everyday, can you tell us a little about your
work?

Will: Sure. It’s kind of interesting really. Before


me, there was never an in-house 3D artist here at
Roland. There was (and still is) an in-house mar-
keting team, but their focus is largely in Print.
When there was Motion Graphics or Animation
work to be done, it was typically outsourced to a
variety of studios. When I joined Roland in early
2003, I was hired as a Product Specialist, sup-
porting our end-users over the phone that had

28
Interview with Will Frazier aka GruvDone
By Tavy Ann Pasieka

tradeshow N.A.M.M. (the National Association of was letting me stay with him while I figured out my
Music Merchants), when I get to put together a next step. He had a G3 iMac with a copy of Bryce
long animated sequence that plays as the intro to installed on it, and it was there I got my first taste
performances and demos in our big New Product of 3D. I basically made weird abstract stuff…
Theatre. This year, I made a 90-second movie- stills that would take days to render. It was cool,
trailer style animation. And with the Media Team but I was quickly reaching my limits with it. It was
newly in place, we were able to Score, Master then that this same friend bought a G4 iMac off of
and Composite all in house. The end result was eBay, and when it came, a license for CINEMA 4D
pretty good, and was met with a very positive re- XL 7 came with it.
sponse by all who saw it. Our future endeavors
will no doubt only get better. I started doing any tutorial I could find, and quickly
fell in love with the power and speed of CINEMA.
Tavy: When did you first discover your knack for Toward the end of that year (2002) I made my first
3D? What was the deciding factor that led you to little animation. It was a short little piece de-
choose CINEMA 4D as your preferred 3D applica- signed around Roland’s Tag Line at the time “The
tion? Shape of Music”.

Will: About a year before getting hired at Roland, I did not work for Roland at this point, but made
I was in a rather dark place in my life. The com- this animation at the behest of my friend. Roland
pany that had brought me out here had vanished actually liked it and bought from me. The money I
in the wake of diminished retail strength following got was enough to buy my first Mac, and my own
9/11. Additionally, I was recovering from an acci- copy of C4D R8. The animation got me noticed
dent in which I was struck by a car while riding my and no doubt aided in my eventual hiring a few
bicycle. The resulting injuries left me unable to months later.
walk for the better part of a year. A friend of mine
who has worked for Roland for about 15 years, Tavy: Do you have any formal education or train-
whom I met while working in retail and befriended, ing in the arts?

29
Interview with Will Frazier aka GruvDone
By Tavy Ann Pasieka

pass on as advice, it would be to just force people


to stand up and take notice. You really have to
carve your own niche. I mean, look at what the
guys at Vital Distraction did.

They sit in one of the most competitive CG areas


in the world, where almost everyone swears that
Maya is some kind of Holy Grail. Yet, they carved
themselves a niche in a previously ignored area
and showed the industry what a powerful tool
C4D is. For me, I had to take a company that had
never had a reason for someone like me to be on
their payroll and show them what a tremendous
asset it can be. It required a great deal of perse-
verance, and it was rather like being on a 3-year
audition at times but in the end, it totally paid off.
Nothing happens overnight, but if you are persis-
tent and patient, you will be rewarded.

Will: Regrettably no. I feel that many areas I Tavy: Other than CINEMA 4D and various other
have struggled with would have been much easier 3D applications, what other software applications
if I hadn’t had to be entirely self-taught. In some should one become skilled in to enhance their
ways it has been nice to be able to discover possible career in this industry?
things without the hindrances of the ‘rules’ that
some people tend to get buried under when pur- Will: I have used Cinema almost exclusively.
suing a formal education, but I would like to have However, as I mentioned above, in the past year I
obtained some traditional art skills and design have really been making a push to be more self-
basics. I think doing so would have given me contained, and have taken up Final Cut Pro, Mo-
fewer growing pains in my first couple of years. tion and After Effects.

Tavy: Often, on various CG Internet forums, I Really, it comes down to what area of 3D you
read posts where members ask, “How do I get my want to work in. It is always good to be at least
foot in the door in the CG Industry?” What would familiar with the tools other people in the pipeline
be your advice to these aspiring artists? are using, so you know how to best cater to that
software(s) strengths. So, if you were working
Will: Well, my situation in this regard is rather with a web designer, it would be good to learn
unique. If I could take anything away from it to some basic Flash, for example.

30
Interview with Will Frazier aka GruvDone
By Tavy Ann Pasieka

Typically being in a pipeline enables one to grow Lao Tzu’s Tao Te Ching, “The traveler with one
as strong as possible in one particular area, while eye fixed on his destination, only has one eye left
freelance work definitely requires a much broader with which to find his way”. In other words, just
set of skills. Just figure out what direction you pay attention to where you are, do what you have
want to go, and learn at least basic proficiency in to do, and the rest will fall into place.
the main tools required for that area.
Tavy: We are all inspired by the work of others
Tavy: As a professional I’m sure you work with and the world around us. Who are some of your
deadlines all the time and, from personal experi- favorite CG Artists and what is your main source
ence, I know the client quite often gives you very of inspiration?
little time to accomplish what they need done. Do
you work well under pressure? Will: Wow, that’s actually a tougher question to
answer than I first thought…. I see so much qual-
Will: Pressure is never comfortable, but you have ity work, and often, sadly, I have no way of know-
to learn to deal with it in this business. The key to ing who’s it is. I mean, in films, you get a long list
meeting deadlines really lays in organization, time of animators on the team, but I have no way of
management, and communication. If you have knowing which one of those people did that thing
these attributes, deadlines are a lot less stressful. that just truly blew my mind. I see amazing stuff
in television commercials all the time, but alas, no
But, when the pressure from above comes, the credits roll for the commercials. And I am reluc-
trick is to turn that stress into focus. Take all that tant to point out some of my favorites from around
anxious energy and channel it into your productiv- the forums, as I don’t want to exclude anyone.
ity. Don’t even think about the deadline. Doing so
makes it that much harder to meet. One of my My favorite works are those that have a rather
favorite expressions applicable to this comes from dark edge to them, that push the boundaries of

31
Interview with Will Frazier aka GruvDone
By Tavy Ann Pasieka

mood? When it comes to “realism” do you think


lighting can make or break an image? Do you
have any lighting tips for our readers?

Will: Wow, that’s an amazing thing to say, as I


often feel lighting and rendering to be 2 of my
weak areas. 2 Areas, I might add that are crucial
when photorealism is your goal.

Typically, on a given project, to achieve a certain


mood the approach I take to lighting will vary. In
early work, I would use multiple 3-point lighting
set-ups. By rotating and positioning each one
differently, I could force lighting into areas that
need the most attention.

The ability to exclude selected objects from cer-


tain lights was a big help in those days. Lately I
have been trying unconventional things. Like the
movie trailer animation I did a couple of months
ago. I used no ambient lighting at all... there were
the senses and leave you immersed in a world a couple of volumetric lights for effect, but they
you have only just caught a glimpse of. Suffice it were not casting light on anything.
say that I often feel like a plankton in the sea of
CG artists out there whose talents vastly eclipse Rather, I used reflection contrasts to generate
my own, and my inspiration partly comes from the visibility. I must say, it resulted in a pretty slick
drive to one day feel like I can truly sit at the same look. I feel that I still have a lot to learn with re-
table with them. spect to GI, but it is an area I am beginning to
focus on as recent software and hardware im-
Tavy: I’ve had the pleasure of viewing much of provements have made rendering experiments
your work over the past couple of years and your not as prohibitively lengthy. Right now, I am hav-
lighting always amazes me. Do you adapt your ing a something of a love affair with Ambient Oc-
lighting for each rendering to drive a specific clusion.

32
Interview with Will Frazier aka GruvDone
By Tavy Ann Pasieka

Tavy: What enhancements would you like to Tavy: When you’re not busy working, what do
MAXON implement in future releases of CINEMA you do for relaxation and enjoyment?
4D?
Will: Work really does eat up much of my time,
Will: I would love to see an overhaul to the Dy- but since I am blessed with a job doing something
namics module. In the past year or so Maxon has I enjoy, it really isn’t too bad.
given us Clothilde and Hair, 2 Solutions that rely
heavily on things like collision detection, gravity, When I can get away I really enjoy spending time
and wind. The implementation of these things is with my Wife, and/or friends; but when alone, my
really intuitive and easy. The Dynamics Module, attention turns to music.
on the other hand is bulky and difficult. It has
changed little since it was first introduced, and is Actually, for me, the biggest catharsis comes from
certainly due for a revision. singing. When I am driving alone, I am always
listening to a CD, and just belting it out (yes, I am
I hope that the power of Cloth and Hair portend to one of those people).
the future physics simulation capabilities of CIN-
EMA. Some of the minor things I wanted to see I don’t pick up the guitar as much as I used to, but
actually came to fruition with the announcement when I do, I find it an effective escape as well.
of the 9.6 upgrade; the animated texture support Pushing all that energy through me in the per-
in the editor, and the start and end growth pa- formance of a song just cleanses me emotionally.
rameters of Sweeps being among them. There is
one other small enhancement I would like though, Tavy: Thanks again Will. This was a real pleas-
and that is the ability to name your object buffers, ure for 3D Attack and our readers. I’ll give you
thus making post work of scenes with numerous the last word.
buffers easier to manage.

33
Interview with Will Frazier aka GruvDone
By Tavy Ann Pasieka

Will: It has truly been an honor to spend this time


with you. Resources like this magazine are in-
valuable to those who rely on this Software to
bring their visions to life. I am proud to have been
asked to be a part of this issue.

When I think back on the last 5 years… having


gone from laying in a hospital bed, wondering
what was to become of my life, to having a career
that I wouldn’t have even imagined at that time…
well, it is just beyond words. I had barely even
used a computer at all before I sat down at the
helm of my first venture into 3D.

Now, here I sit, feeling like I am only at the begin-


ning of a whole world of possibilities. If any of
you can take anything away from this, may it be
that if you have a goal, no matter what it is, you
can reach it, if you are willing to commit to it to-

Only Roland gives you high-velocity sales in every department.


Roland raises the bar in 2004 with dynamic new products that
are sure to blow the doors off. Our new line of
V-Drums® - like the top of the line V-Pro Series TD-20S - rein-
vent electronic drumming with amazing new pads and
COSM® modeling. The new Fantom-X workstations feature an
all-new synth engine for incredible sounds like none you've
ever heard. And don't forget about the versatile
VS-2000CD Digital Recorder with software plug-in capability.
Stop by the Roland booth this year and see how we can
get your sales to the top floor.

B o oth 2 6 4 0

tally. I know it sounds like and old cliché, but it is


certainly true. Many thanks to all of you out there
who have helped me out… either by helping to
solve an issue I had, by authoring a tutorial that
awarded me new insight, or even by asking a
question that forced me to think to find the an-
swer, thus leaving us both enlightened.

Cheers all, and as a wise man once said “Keep


on Attacking”.

34
Editor Speeder Upper
By Rui Batista

Everyone loves speed. In this sped up world, it No, not the black liquid one, in cups. Actually, it
seems, fast is never fast enough. And we, the may have been a job for that type of coffee if I
ones that deal with computers on a daily basis, hadn't come up with a solution with the other type
know how true that is. But we are never satisfied. of C.O.F.F.E.E. ;)
Oh, no siree! If we get a computer twice as fast as
the previous one we owned, we manage to force So, I created a C.O.F.F.E.E. expression that
it with a work load that is, at least, three times as could "idle" a selected percentage of objects in-
demanding as before. So, we keep on complain- side a hierarchy. And I say "idle", because it
ing on how slow the computer is. would hide polygonal objects and turn off proce-
dural objects, depending on what they are. This
And here I am, writing all this philosophical would give me the biggest possible speedup. Op-
mumbo-jumbo when I'm one of the head- tionally, I would also like to turn off render of po-
complainers ;) lygonal objects as they were hidden in the editor
(procedural objects, if turned off, will not render
I don't even have much to complain about as I anyway).
have a pretty fast machine. My computer has four
processors, and that is excellent for rendering. Then, being a smart-ass guy, I thought...
But, unfortunately, multi-processing has no influ- Mmmmmm, this expression may have to deal with
ence when we are in the editor building our LOTS of objects inside a hierarchy. If it has to do
scene. all the calculations each time I change something
in the scene, I may not be gaining all the possible
To get some speedup in the editor we must give speed. So, after it has done its dirty work, I should
back on some things (display accuracy, texture be able to turn it off. And, so I added another op-
display, faster display modes, etc), or do some tion. Yes!! If I were working in a juice shop, I
clever trickery. And that is what this article is all would be the guy that squeezes the very last drop
about: clever trickery! of liquid out from the fruit!

Some time ago I had to create a scene with, liter- My expression also rotated the objects in a ran-
ally, thousands of objects. After the first few hun- dom way (it was required) but, after finishing the
dred, I started to notice a slight lagging. Not com- project I streamlined the expression to turn it into
pletely crippling, but annoying. We, humans, are a general purpose tool. So, off we go, to create
hard to please beasts, aren't we? our SpeederUpper expression thingy!

Each bunch of those thousands of objects could The actual code you will be typing is this one (See
be placed inside a Null and I could turn off the picture on the next page).
editor display of the Null, but that was of no help.
Why? Well, since all my objects were Instances, I present it here for you to follow along with the
what I really wanted was to turn them off tempo- forthcoming explanation. Don't worry, I will explain
rarily, not just hide them. to you all the lines of code in excruciating detail.
Now, to type the C.O.F.F.E.E. code, you need to
Also, while laying them down on the scene, I had have an object.
to do so, taking into account the placement of any Create a Null. Name it something you feel is clear
previous objects already there. So, turning the enough for your purpose. It's inside this Null that
whole bunch off was no option and manually turn- you will place all the objects that usually hog your
ing off some while leaving others on, and keep editor.
managing this, was a tremendous chore. Aren't
computers supposed to be great at repetitive, te- To this Null you must add four UserData parame-
dious work? Couldn't I devise a way to automate ters. I assume here that you know how to add
the process? Mmmmmmmm, this looked like a job UserData parameters to any object. After all, you
for... COFFEE!! are following a tutorial that aims to teach much

35
Editor Speeder Upper
By Rui Batista

Finally, add another Boolean and name it Hide in


Render too (See Picture below)

Now, add a C.O.F.F.E.E. tag to this Null. You are


presented with an editor window where CINEMA
4D, very politely, already typed some code for
you. For now, its just:

main(doc,op)
{

As its name implies, this is the main routine that


gets executed whenever you do anything in your
document (and you have the Turn On/Off expres-
sion switch turned on). Our code will go between
the { and the }. These symbols define a block of
code so everything between them is a block of
code.

This main routine already provides you with two


variables, pointing to the current document (vari-
able doc) and to the object that contains the
C.O.F.F.E.E. expression tag (variable op). For the
ones not used to programming jargon, a variable
more advanced stuff. The first UserData pa- is like a named box that can contain a value in-
rameter is a Boolean and it should be named side it. It can be any value and that value can also
ON. I use uppercase letters to make it stand out change and that is why it is called a variable. So,
from the others. we start up with two variables, named doc and
op, that CINEMA 4D creates for us.
Now add a Float parameter. Keep all the default
values except for the Interface that you should But we can also define our own variables. Actu-
set to Float Slider and the Name that you should ally, we really need to because they are the main
change to Hide % Start. (no pun intended with the name of the main rou-
tine) way to store values. And they must be de-
Add another Float parameter. It should be exactly clared at the start, before we start using them, so
like the previous one, except for the name. This that CINEMA 4D knows what a variable is when it
one will be called Hide % End. finds one. To declare that a specific name is a
variable, we use the keyword var. After typing

36
Editor Speeder Upper
By Rui Batista

var, we can declare as many variables as we The variables percent1 and percent2 will store
want but, to keep things clean and tidy, we should the percentages of hidden objects that are set by
try to declare just a few at a time and also joining the UserData sliders.
them by purpose or similar function. Also, their
name should be clear enough about what they will The variable temp will be used as temporary
be used for. storage. Very useful, as you will see.

There is nothing stopping us from calling sit- The variable hide will contain the "decision" of
ting_bull to a variable that will serve to hold a wether we should hide and object or not.
texture, but that would be plain silly. When you get
back to your script, a few months later, looking at Finally, the variable render will determine if a hid-
sitting_bull, inside your code, will mean nothing den object (in the editor) will be hidden in the ren-
to you. der too.

Even worse, someone else could be using your Now that we have declared all the variable we will
script and looking at variables named sit- need, let's start the actual actions.
ting_bull, monkey_wrench, lollypop, and so on,
would only prove how much you need profes- First we need to know how many objects are in-
sional counseling. Also, try to keep variable side the Null. To do so, we initiate the count vari-
names as short as possible. Why? able with the value of 0 (zero). Now, we load the
first object inside the Null into the obj variable.
Well, you are going to work with variables inside This is done with the command GetDown().
your script and having to type something like
my_beloved_variable_that_will_store_my_ma But, GetDown from what? From op!! Remember
gnificent_texture each time you need it, lets face what op was? It's one of the variables that CIN-
it, it is a pain in the... well, you know where. Vari- EMA 4D already provides for us and it's the one
able names must start with a letter or underscore that points to the object that contains the
and can contain letters, numbers and the under- C.O.F.F.E.E. expression tag (in our case, the
score symbol. So, after the first { we type: Null). So, op->GetDown() means "from the ob-
ject pointed by op, get the first object inside
var obj,type,coffee_tag; (down) it".
var on,count,current;
var percent1,percent2,temp,hide,render; This value is stored inside the obj variable. What
if the Null contains no objects inside it? Well,
The variable obj will store objects. It will point to then, the op->GetDown() will return a value of
objects inside your scene. The variable type will Nil. No, Nil is not a special kind of Null :) Well,
hold a value that will tell us what type of object come to think of it, it is! Nil, is a programming
another variable is pointing. The variable cof- term for NOTHING WHATSOEVER! Its kind of a
fee_tag will point to the C.O.F.F.E.E. tag that virtual Null.
holds the script that is running (we will see why
we need that, later). Now we must go through all the objects inside the
Null, adding one to the counter as long as we
The variable on will hold the value of the ON Us- find objects.
erData parameter.
So, we prepare a cycle. This special type of cycle
The variable count will be used as a counter is called a while cycle and it runs as long as a
(DAH!!!). specific expression is true. As soon as the ex-
pression becomes false, the execution jumps out
The variable current, just like the variable obj will of the cycle and goes on with the code after it.
hold objects. So, our while cycle is the following:

37
Editor Speeder Upper
By Rui Batista

while(obj) don't we? The while(obj) expression becomes


{ false, and the cycle ends. So, after leaving the
count++; cycle, the variable count has the number of ob-
obj=obj->GetNext(); jects inside the Null, if any.
} And that is exactly what we will check now, with:

This states that "while there is an obj" (meaning if(!count) return;


that obj is not Nil), the code inside the { and the }
is executed. Remember I told you that the { and } The ! symbol is another one of those "shortcuts"
symbols define a block of code? Well, our block of used in programming. It means "NOT". So, if NOT
code simply increases the count variable and COUNT, meaning, if count is equal to zero (no
gets the next object. How come we increase objects inside the Null), we simply return because
count with such a weird expression?: there is nothing to do.

count++ And, we return to where? Well, return, here simply


means, return from the code or, in a simpler way,
Well, programming languages have all kinds of get out of the code.
expressions that serve the purpose of simplifying
code. With some of them, is very discussible if Now that we know how many objects we are deal-
they ready do simplify coding, but let's assume ing with, we must get the values that are provided
they do. So, variable_name++ will increase the through the UserData parameters. The UserData
variable value by one. The same way, vari- parameters are inside the C.O.F.F.E.E. tag, re-
able_name-- will decrease the variable by one. member? So, we must find a way to get to the
There are more of these "simplification" but I don't C.O.F.F.E.E. tag.
want to give you more reasons to hate program-
ming ;) Since any object - our Null object included - can
have many different tags associated, we must go
After increasing the variable count (our counter) through all its tags until we reach the C.O.F.F.E.E.
we change the variable obj so that it points to the tag (we assume that the one we need is the first
next object in the hierarchy. That is done with the C.O.F.F.E.E. tag found attached to the object). So,
obj=obj->GetNext(); we get the first tag of the Null with:

Oh, by the way, why are we finishing stuff with a coffee_tag=op->GetFirstTag();


semicolon? Well, in C.O.F.F.E.E. (and many other
programming languages, like java, C++, javas- Now, the variable coffee_tag points to the first
cript, etc), each command must be explicitly ter- tag of the Null (the Null is referenced by the op
minated with some kind of symbol. variable, remember?)

This way you can make long commands go over We must, now, run through all the tags and check
a single line and, as long as the "termination for a C.O.F.F.E.E. tag. What better than our friend,
character" is not reached, everything is treated as the while cycle? So, here is the code:
a single command. Some stuff doesn't require a
"termination character", like main(doc,op) or while(!instanceof(coffee_tag, CoffeeExpres-
while(obj) because those are not really com- sionTag))
mands. {
coffee_tag = coffee_tag->GetNext();
Ok, what happens if obj->GetNext(); goes over if(!coffee_tag)return;
the last object of the list? In that case, obj- }
>GetNext(); will return a value of Nil and we all
know what happens when obj is equal to Nil,

38
Editor Speeder Upper
By Rui Batista

The only new thing here is the instanceof func- if(percent1>percent2)


tion. It simply checks if the coffee_tag variable is {
referencing a CoffeeExpressionTag. So, the temp=percent1;
code translates roughly into: percent1=percent2;
percent2=temp;
While the variable coffee_tag is NOT referencing }
a C.O.F.F.E.E. tag, run the code between the {
and the }. If it is, run the code after the } This simply checks of the first value (percent1) is
{ bigger than the last value (percent2). If it is (IT
get the next tag. SHOULDN'T!!), the variables get swapped. Since
if the next tag doesn't exist (Nil) we reached the there is no native command to swap variables, a
end of the tags of this object, so we can return temporary variable is used to perform the swap.
because there is nothing we can do.
} Ok, we now have all the data we need. Let us
start doing the actual work. First, we get the first
If the code reached this point, the variable cof- object inside the Null and initialize a counter:
fee_tag is already pointing to the C.O.F.F.E.E. tag
so we can start getting values out of it. obj=op->GetDown();
current=0;
The first one we get is the ON parameter. We
feed the on variable with the value of the first Us- Now we start a cycle, using our old friend, the
erData parameter with the expression: while.

on=coffee_tag#ID_USERDATA:1; while(obj)
{
Now we check its value.
We now need to get the current percentage, as-
if (!on) return; sociated with the current object. Meaning that the
first object inside the Null will be equivalent to 0%
This means that, if NOT on, we can return be- and the last one will be equivalent to 100%. Actu-
cause the expression is turned off. ally, we will be using values between 0 and 1, with
the 1 being equivalent to 100%.
But if the on variable is true, we get all the other
values into their correspondent variables: We get that value by dividing the current object
number (initiated at zero) by the total number of
percent1=coffee_tag#ID_USERDATA:2; objects inside the Null, that we have, safely,
percent2=coffee_tag#ID_USERDATA:3; stored inside the count variable.
render=coffee_tag#ID_USERDATA:4;
temp=(float(current)/float(count));
I know that many of you are stubborn/distracted/
rebellious enough to set the lower value of per- We store that value in the temp variable since it is
centage bigger than the higher value of percent- no longer needed for anything else. But wait! Why
age. the float before the variables current and count?
Well, the current and count variables are storing
Come on, don't try to deny it. I know you guys!! ;) integer values.

So, to allow for the code to work perfectly, even if An integer value is a number without a decimal
some of you devious minds try to misbehave, I point. Something like 2,10, 34 or -5, as opposed
included the following code: with something like 2.13, 10.01, 34.009 or -5.97. If
we simply performed a division between two inte-

39
Editor Speeder Upper
By Rui Batista

ger values, the resulting value would also be an dering off too) because there is no way to turn
integer. In our case, we would only get 0 for all those off. For primitive objects, as soon as they
objects before the last one and 1 for the last ob- get turned off, they will not render too. Now we
ject. That is DEFINITELY, not what we want. So, decide what to do, with:
we force the calculation to be performed as a
float. Floats are numbers with decimal points if(type==PolygonObject|type==LightObject)
and, placing the word float before a variable
forces it to be interpreted as a float. We now used another type of logical operator.
This one, instead of calculating something AND
Now we perform a logical calculation. Not that something_else, calculates something OR
everything before was not logical, but this particu- something_else.
lar expression is considered to be logical because
it involves comparisons and a logical operator: The OR operand is the inconspicuous | sign. Yes,
the little vertical bar. And, with the OR operator, its
hide=temp>=percent1 & temp<=percent2; enough that one of the values - on the left or on
the right - is true for the whole expression to be
So, the left side of the logical expression is true.
temp>=percent1 and it stands for "is it true that
the value of temp is larger or equal to the value of So, if the type of object is a Polygon object or a
percent1?". This will return a value of true or Light object, the following code, between the {
false. and the } is executed. Oh, by the way, we need to
use == to check for equality because a single =
The right side of the logical expression is stands for assigning a value. So, a==b stands for
temp<=percent2 and it stands for "is it true that checking if a is equal to b, but a=b stands for as-
the value of temp is less than or equal to the signing to a the value of b.
value of percent2?". This also returns a value of
true or false. We combine both with an & opera- {
tor. o b j # I D _ B A S E O B J E C T _ V I S I B I L I T Y _ E D I-
TOR=hide+1;
This is a logical operator that means AND. The obj#ID_BASEOBJECT_VISIBILITY_RENDER=2-
resulting value of an AND operation is only true if (render*!hide);
both sides of the expression are true. So, if the }
value of temp is between the value of percent1
and percent2, the hide variable will get a value of So, if the type of object is a Polygon object or a
TRUE. If not, the hide variable will get a value of Light object we set the objects editor visibility pa-
FALSE. rameter to a value of hide+1.

Now we get the actual type of object we are deal- Remember that hide was zero if the object should
ing with so that we can decide what to do. not be hidden and 1 if it were to be hidden? So,
the editor visibility will either be 1 (0+1) or 2 (1+2).
type=getclass(obj); Why? Well, the editor visibility parameter can
have three values:
This stores the type of object (its class) into the
type variable. Why do we need to know what type 0 - Force Visibility
of object we are dealing with? 1 - Force Invisibility
2 - Unchanged
Because, for primitive objects we only need to
turn them off but, for polygonal and light objects, Need I say more? ;)
we must hide them (and, optionally, turn their ren-

40
Editor Speeder Upper
By Rui Batista

The render visibility parameter is calculated using


a more complex expression: 2-(render*!hide)
WOW!!! Geeky!! Let's not waste much time with it.
Just be sure it calculates the correct render visibil-
ity according to the parameters we set.

What if the object is not a polygonal object or a


light? That is what the else does. It defines what
code is executed in the case of the evaluated ex-
pression not being true.

else
o b j # I D _ B A S E O B J E C T _ G E N E R A-
TOR_FLAG=hide;

In this case, we simply set the generator flag,


turning on and off the object altogether.
Now we must increase the counter of the current
object, with:

current++;

And, finally, advance to the next object, with:

obj=obj->GetNext();

Now, we must close the block of code defined by


the while cycle with a:

and, finally, close the main code altogether, with


another:

And that's it. Well, I must confess it doesn't look


very simple, at first, but scripting is not that com-
plex once you start messing with it. I hope that
this code brings you two good things: a useful tool
for your complex projects and a good stepping
stone into the world of C.O.F.F.E.E. scripting.
As usual, should you have have doubts or sug-
gestions, feel free to contact me at
rui_mac@ruimac.com
Until next month, Keep On Attacking!

Rui Batista

41
Importing and Exporting Geometry from CINEMA 4D
By Jamie

The real trick question when exporting geometry move the center of each object to the bounding
from CINEMA 4D is; “what will it look like on the box center. This is useful for selecting and textur-
other side?”, “what properties of my file will I ing objects in CINEMA 4D and makes it a good
lose?” These are the main questions at hand and choice for Architecture in CINEMA 4D.
for some of the more common conversions and
formats, I will answer the questions for you right .3DS
here in this article. First off we will have a list of This format has some serious issues and most
some of the export formats and a brief description people think that it’s the best format to exchange
of what is so special about each one. Certain for- data between 3DS Max and other programs. This
mats are not going to be included in this list e.g. is not so at all. When exporting models with cer-
Allplan, as I can’t test them out. tain characteristics, the format just does not play
by the rules. On Okino’s Polytrans webpage, they
Let’s say that you have just completed a model for mention that it is very outdated and mangles your
a client and they need it for 3D Printing or use in mesh in certain ways; your mesh is triangulated,
Maya or 3D Studio Max… Maybe Lightwave 3D is Phong Shading is lost and wherever your UVW
the software they will be using it in or perhaps it is mesh ends, the actual mesh will be split. This
some other 3D application. There are a series of forces you to optimize the mesh once it is im-
factors that you need to consider before exporting ported into 3D Studio Max and that can cause
the model for them. Especially if it has been UV some undesirable results depending on the com-
textured. plexity of the model. The good news is that your
pivot points (object axis) will be preserved once
Now for a brief description of the export formats; the model is imported into 3D Studio Max.

.STL
Export Formats Stereo Lithography… This format was basically
intended for 3D printing. If you use a Z-Corp 3D
CINEMA 4D .xml Printer, you will be able to export directly from
This format seems to be an attempt at backwards CINEMA 4D to the Z-Print software and view or
compatibility with CINEMA 4D Version 6. The print your model. This format does not save
manual does not say much about it, and I have Phong Shading or UVW coordinates.
found it to be a bit buggy in my experience. The
manual mentions that it may be useful to plug-in .WRL (VRML)
developers. It seems to preserve most CINEMA This format is by far my favorite format. I believe
4D properties including editable primitives and that it was originally intended for creating virtual
SweepNURBS objects etc… your UV coordinates worlds on the internet. It does what all the other
and Phong tags will also be preserved. On a formats won’t when it comes to preserving hierar-
standard model with a UV texture, you will not chy. The .WRL file format preserves UVW coordi-
lose any of the important data. nates, Phong Shading, object hierarchy, and Ob-
ject axis location and orientation! (pivot points)
.DXF
This format is the format that I consider to be the .OBJ (wavefront)
‘most’ of the formats. The file size is the largest, The Alias / Wavefront OBJ format is another one
the hierarchy & color support is the best and you of my favorites. It preserves all the important stuff
lose the most data from your CINEMA 4D objects and is by far the most reliable format out there! I
when exporting. It is one of the oldest universal have never had problems with an OBJ file. The
formats. only downside is that the object axis location and
orientation is not preserved.
I usually use it as a last resort. The DXF format
does not support UVW coordinates and it does
not preserve any special Phong Shading. It does

42
Importing and Exporting Geometry from CINEMA 4D
By Jamie

.FBX (Filmbox) the .OBJ format as this format is very good at


Another Alias Format and it is very good. This preserving the UV coordinates of your mesh, and
format preserves animation, bones, UVs, Hierar- I find it to be generally more reliable. The OBJ
chy, and Object Axis Position and Orientation. format does not preserve the object axis location
Import Formats or orientation! They are all reset to the World
0,0,0. on export. This is one of the many trade-
CINEMA 4D can import all of the aforementioned offs between the formats. Another common work-
formats as well as many others. flow is CINEMA 4D to 3D Studio Max. In this case
the most logical format to use is the .3ds format.
.LWO (Lightwave 3D) The .3ds format may work very well for you, but
This is the Lightwave Object format. CINEMA 4D 3D Studio Max can also import other formats.
has excellent integration with Lightwave 3D and
there are usually no problems exchanging models I have found the .OBJ format to work very well. If
between Lightwave and CINEMA 4D. you need pivot points to remain where they were
in CINEMA 4D, you will likely be better off using
There are other formats, but as I mentioned be- the .WRL (VRML) format, or the .FBX Format.
fore, I can’t really get too deep into the explana-
tion of them. As far as I can tell, the .wrl format exports UVW
coordinates correctly from CINEMA 4D, but they
Special note for Direct 3D (.x) Export don’t always import into other programs correctly.
This is the Direct-X format and thus far in my re- The .FBX format seems to handle UVs and all
search, it seems to be a game export format. other aspects very well.
Softimage XSI can import this format and to my
knowledge, it preserves object axis orientation Let’s say that you are receiving a model from a
and position, UV coordinates and proper smooth- colleague who creates architectural models using
ing of normals / phong shading. Form-Z or Archicad. Your best format choice will
be the .DXF format. Of course if you own the Ar-
CINEMA 4D can’t import this format after export- chicad – Exchange plug-in for CINEMA 4D it will
ing it (at least not out of the box) and it seems to be even better!
be a very good format. If anyone has any in depth
knowledge on this format, please post it up on the The nice thing about .DXF is that your colleague
3D Attack Forums as I would like to know more… can export layers and colors. You can also weld
the objects into one mesh using the layers or col-
ors in the import options for .DXF. This will help
Possible Scenarios you to organize your file much more easily.

Here is one scenario; you have just modeled a If someone needs a model for 3D Printing, then
character and you need to export it to your col- the choice is really easy. Just use the .STL file
league for use in Maya. If your character is a ro- format. If the client is using the Color version of
bot and it has lots of pivot points, your format of the Z-Printer, and your model is UVW mapped
choice should be the .FBX format. The reason then you must use the .WRL format as this format
behind this choice is that the .FBX format pre- will preserve the UVW mapping information.
serves all of the object axis points. It preserves
position and orientation. Hierachy
The hierarchy your model has when exporting is
All of the pivots for the arms and other limbs will also important when exporting. The easiest way
be exactly where they are supposed to be. It for me to explain this is using CINEMA 4D to
should even import your textures! If your charac- Maya. In the following image I have a motorcycle
ter is a single mesh and is already UV textured that I have modeled in CINEMA 4D and I have
using BodyPaint 3D, you will be better off using exported it to Maya via the .OBJ format. Notice

43
Importing and Exporting Geometry from CINEMA 4D
By Jamie

how differently the model imports when the hier- some scene elements from Lightwave. Remem-
archy is changed. ber that CINEMA 4D can only import the Light-
wave format. If you need to get animation into
Maya or 3DS Max from CINEMA 4D, then the
.FBX format will do just fine.

Conclusion
Exchanging data between our 3D programs today
is not a simple task and even though you can ac-
complish a great deal with the built in formats that
many 3D programs ship with, it is always good to
have an alternative import / export solution. I have
found a very useful little shareware program that
does a great job at exchanging 3D file formats. It
will even save some proprietary formats such as
Maya, Truespace, Lightwave and Softimage XSI.

The software is called Accutrans3D, it has a 30


day free trial and is available from this website
http://www.micromouse.ca/
Phong Shading
3D Studio Max calls them ‘Smoothing Groups’ Now for a little more on Accutrans3D; in the fol-
and Maya calls it ‘Normal Softness.’ In CINEMA lowing image you can see a knot that I have
4D this data is stored as a Phong Tag on each modeled in CINEMA 4D and then exported as a
object. The next image shows the difference that .WRL file: The UVW coordinates have been pre-
Phong Shading can make. served by the .wrl export and the model can now
be exported to a number of different formats. I
highly recommend this great program.

If you have any input, or comments about this


article. Please don’t hesitate to open a thread for
discussion on the 3D Attack Forums.

Jamie Hamel-Smith

It is very rare that your Phong shading will be per-


fect when importing a model created in another
program. It is very easy to adjust in most pro-
grams, so there is good news. I have found that
.WRL preserves the Phong Shading very well. I
usually don’t have to make any adjustment when
exchanging models between different packages
using .WRL

Animation
The Lightwave format supports animation very
well, and it will also import lights, cameras and

44
Spotlight on Deschamps Thibaut
Featured Artist of the month

Name: Deschamps CINEMA 4D? “. My dad wasn’t really surprised


Thibaut by the question and probably saw it coming,
Age: 21 so he had already given it some thought. The
Occupation: Student final answer was “Yes”, but there where some
Location: Belgium,
strings attached. I didn’t mind, I finally had the
Europe
Software: CINEMA 4D program !
Website:
http://tibs.killanet.net Now I could really begin modeling in the C4D
base package. I tried modeling certain things
and came aware that this program had loads
of possibilities. It didn’t take long before I
Favorite Resources: started to look on the web for help when I got
3D Attack, C4D Café, CGtalk, Cinema4d.be, stuck. This is how I noticed 3D Attack, I intro-
Cinema4d.nl duced myself and was amazed by the people
that really enjoyed helping me with my prob-
Hello there fellow 3D Attack fans, it might be lems. Because of that I really started to de-
good if I introduce myself first. velop my modeling skills. Now even I can help
some people once in a while with their prob-
My name is Deschamps Thibaut and I live in lems. I am also a staff member of the “ Kil-
Belgium, Europe. I am 21 years old and am lagraphix “ community on the web and I have
currently studying for my masters degree in written some tutorials around CINEMA 4D and
Elektromechanics. This is actually how I came Blender. You can find the tutorials on the Kil-
in contact with 3D, as we often use technical lagraphix forum and on my personal website.
drawing programs such as Autocad, Iventor or
Solid Edge. These programs only gave me the Here are some of the sites I visit the most:
possibility to make accurate 3D pieces, but
didn’t really let me present them in a realistic - www.killanet.net
way. - www.3dattack.net
- www.c4dcafe.com
I remember when I was surfing the web look- - www.cgtalk.com
ing for software that would allow me to render - www.cinema4d.be and www.cinema4d.nl
and, maybe even, animate the things I made
in 3D. At that time I had no clue it was called Well I hope you enjoyed reading a little about
“modeling”. After looking in google for a free me, and if you have any questions you can
program I discovered “Blender”. I instantly always contact me on the 3D Attack forum.
downloaded the program and started messing
around in it. Sometimes I followed a tutorial, - Deschamps
but mostly just trying out the different tools.

Not satisfied, I was still looking on the web for


a more advanced program. I started download-
ing some trials/demo’s of various programs
such as 3D Studio Max, Lightwave and of
course CINEMA 4D. It didn’t take long before
my dad noticed what I was doing on the com-
puter and he became interested.

So after a while I became frustrated I couldn’t


save my progress in the C4D demo and went
to ask my dad the big question, “ Can I have

45
Spotlight on Deschamps Thibaut
Featured Artist of the month

46
Best of CINEMA 4D - Gallery
Selected Art by 3D ATTACK

Artist Name: Matt Roussel


Image Name: Come back
Country: France
Date Created: March 2006
Software: CINEMA 4D and Photoshop
Website: www.mattroussel.com
Best of CINEMA 4D - Gallery
Selected Art by 3D ATTACK

Artist Name: Arnim Pommeranz


Image Name: Flight Patrol
Date Created: 04-18-2006
Country: Germany
Software: CINEMA 4D and Photoshop
Website: www.varilux2k.de
Best of CINEMA 4D - Gallery
Selected Art by 3D ATTACK

Artist Name: Matt Roussel


Image Name: Pursuit
Country: France
Date Created: April 2006
Software Used: CINEMA 4D and Photoshop
Website: www.mattroussel.com
Best of CINEMA 4D - Gallery
Selected Art by 3D ATTACK

Artist Name: Benjamin Schröder


Image Name: Watchtower
Country: Germany
Software: CINEMA 4D R8.5, Adobe Photoshop 6.0
Date Created: 04/24/.2006
Best of CINEMA 4D - Gallery
Selected Art by 3D ATTACK

Artist Name: Cameron Slayden


Image Name: Lab Scene
Country: USA
Software: CINEMA 4D, Photoshop
Date Created: 4/26/06
Website: www.cosmocyte.com
The 3D ATTACK Team
Need to contact us? Got questions?

Thomas Pasieka, CEO 3D Attack


3dattack@3dattack.net 150 S. Saginaw St.
Chesaning, Michigan - USA
Tavy Ann, VEO 48616
tavy@3dattack.net

Georg “sad” Niedermeier, JEO


sad@3dattack.net 3D Attack the CINEMA 4D Magazine and all ma-
terial contained therein are copyright protected.
Chris Montesano, Site Admin/Developer You may not disassemble or distribute any part of
chris@3dattack.net this publication without prior written consent from
3D Attack directly. any attempts to do so will be
Rui Batista, Moderator/Writer prosecuted to the fullest extent of the law as it
Rui_mac@ruimac.com applies in Michigan, USA. This applies for both
3D Attack material as well as any named artists
Lennart Oberscheidt , Site Admin /Writer material contained in 3D Attack publications. Al-
lenno@3dattack.net though we read through all the tutorials and proof-
read them for errors, we cannot guarantee that
Sebastien Florand – Fluffy, Moderator/Writer they are 100% error free and therefore cannot
sf@pixiemedia.com issue refunds based on those errors.

Mark Gmehling, Moderator/Writer Copyright by 3D ATTACK 2004-2006


maxling@braincorps.de
“3D ATTACK” is a registered trademark
Jens “Jeso” Kappelmann, Moderator/Writer
jeso@arcor.de

Bram van Gerwen, Moderator/Writer


killbots@mac.com

Jamie Hamel – Smith, Moderator/Writer


Jamie@eyescreamanimation.com

Mathias Berlund, Moderator/Writer


dhi_matte@hotmail.com

Blend, Moderator/Writer
3d@i-blend.com

Website:

http://www.3dattack.net

Plugin Page:

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52

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