Professional Documents
Culture Documents
3D ATTACK October2006
3D ATTACK October2006
April 2006
Page 23-24 Vital Disclosure Hair DVD - Review by Mark Gmehling aka Macling
Page 35-42 Making Models for Half Life 2 Tutorial - By Darrin Frankovitz
Over many months, 3D Attack and Vital Disclo- If you would like 3D Attack to evaluate and review
sure have been collaborating to develop a 3D your product, or if you are a member of the press
Video Training solution for the community and and would like to evaluate and review the 3D At-
new web-site to host and distribute "video on de- tack line of plug-ins for CINEMA 4D, feel free to
mand" training. This "trial run" in our shop was contact Thomas Pasieka at:
merely used to gauge how this idea would be re- 3dattack@3dattack.net
ceived in the community and to work out any bugs
in our approach before we launch the new site. Contact Information
3D Attack
Based on the overwhelming positive response we 158 S. Saginaw St.
have received both publically and privately, 3D Chesaning, Michigan 48616 - USA
Attack and Vital Disclosure are proud to announce E-mail: 3dattack@3dattack.net
that they will be forming a new company to pro-
vide this type of content on an ongoing basis. The TUTORIALS
new web-site is currently under construction.
Upon completion, all video training content will be If you have any questions or comments regarding
removed from the 3D Attack Shop and transferred the tutorials within the magazine, please feel free
to the new site where we will have free video to express them on or CINEMA 4D discussion
samples, a discussion board dedicated to the forum at www.3dattack.net
video training we provide and other enhance-
ments to support the CINEMA community. CALLING ALL WRITERS
Please visit the 3D Attack Shop to purchase the If you have a knack for writing and would be in-
tutorials that are currently available: terested in writing tutorials and/or articles for 3D
http://www.3dattack.net/shop/index.php?page=16 Attack, feel free to drop us an e-mail at 3dat-
tack@ 3dattack.net net for more information.
Look for further announcements from us!
DON’T BE A PIRATE! STEALING THIS MAGAZINE LEADS
TO HIGHER PRICES OR IN THE WORST CASE TO DEATH
The 3D Attack Team OF THIS MAGAZINE! THIS MAGAZINE AND ALL IT’S CON-
TENT IS COPYRIGHT PROTECTED. “3D ATTACK” IS A
REGISTERED TRADEMARK.
GOODIES
3
Interview with Chris Montesano
By Tavy Ann Pasieka
5
Interview with Chris Montesano
By Tavy Ann Pasieka
6
Interview with Chris Montesano
By Tavy Ann Pasieka
7
Clothilde Outside the Box
By Bram van Gerwen
8
Clothilde Outside the Box
By Bram van Gerwen
If you fail to recreate the effect you can look at the The benefit of hanging from one point is that the
'ClothParticles.c4d' file for reference. In this file blinds can still turn around their Y axis in the wind.
clothilde isn't pre-calculated keep in mind that it
will take some time to do so. Then I simply added the cloth tag, enabled Self
Collision so the blinds won't intersect, selected all
the top points of the triangles then used the Fix
Points option in the clothilde Dresser tab, enabled
02 wind with X direction 3, Wind Strength 0.6, Wind
Turbulence Strength 2 and the speed set to 2.
9
Clothilde Outside the Box
By Bram van Gerwen
cloth tag. If you want to go for a harder material I Instead of removing the underside I ended up just
suggest higher values or just use a single polygon selecting the points of the underside and Fixing
plane. them with the dresser tab, the wind influences the
sphere the same way as if the underside would
Of course with the single plane there wont be any be removed. Easiest way to select the underside
bending at all. For reference you can look at the like I did is enable Isoline Editing, going into Point
'VerticalBlinds.c4d' file.Picture 4. mode and clicking once on the underside. Refer-
ence in Picture 5. I made the sphere a hexahe-
dron so it has nice quadrangle subdivisions.
04
05
The BubbleBall
10
Clothilde Outside the Box
By Bram van Gerwen
06
Finding the balance can be tricky, experimenting that are supposed to lie stationary sink into each
is the key! Picture 6. other. To remedy this I enabled Self Repulsion
and fiddled with the values until the objects
Double Torus stayed on each other without intersecting, it be-
came pretty acceptable at Distance 5, Force 15
This experiment was an attempt to create a rub- and Damping 0,3.
ber material with clothilde. The two objects fall But the problem wit Self Repulsion is that this
down, should not intersect with each other and creates a constant friction with two objects lying
bend and wobble a bit on impact. on top of each other as it constantly tries to repel
the other torus, giving a constant annoying jitter-
The experiment turned out pretty well with only a ing in the movement between the two.
few imperfections.
You can spot it clear at the end of the
The setup is easy, simply hang two torus objects 'DualTorus.mov' Movie. Also in the movie you can
anywhere over a floor. Combine their geometry, see a cylinder casting a shadow over the objects,
attach the right cloth values and hit calculate. Of never mind this as I was testing some SSS at the
course its finding the right values that is the diffi- same time, I was just too lazy to re-render the
cult part. movie without the cylinder.
First of all I tried the scene with self collision only, For reference look at the 'DualTorus.c4d' file.
Stifness 50 and Flexion 100, this way the torus
will remain pretty rigid instead of becoming cloth- Of course we again use the combined geometry
like. It worked pretty well only a problem with technique. But this can also be achieved with two
these sort of dynamics is that sometimes objects separate objects. You can recreate the scene with
11
Clothilde Outside the Box
By Bram van Gerwen
07
two toruses set to Ring Segments 16 and Pipe need to do some tweaking to make this method
Segments 8. The Radius settings aren't too im- more acceptable.
portant, make them anyway you like, its the low
subdivisions of the segments that prevent the tor- You can increase the Collision values to make the
uses from collapsing inward. detection better and increase Mass to get some
better behavior but it probably won't get any better
Make the toruses editable and give both a Cloth than what you see in 'DualTorusAlternate.mov'.
tag. To keep it easy make sure that the Stiffness There is intersecting and the torus is being fixed
50 and Flexion 100 settings are the same in both in position by the intersecting.
tags. If you manage to find a better way to make this
work through experimenting please let me know
Now select the cloth tag of the torus closest to the on the 3D Attack forum. I'm always eager to see
ground. Both objects are using their own cloth what people cook up with clothilde. Picture 7.
calculation and will ignore each other when you Sphere Plow
calculate the cache for both.
This experiment is interesting if you want to cre-
To make them react to each other go the the Ex- ate underwater vegetation or other fields of stuff
pert tab of the cloth tag and drag the higher torus with something wading through it. The scene is
object into the Include field. You only have to this created using a simple plane, stretched to the
in one cloth tag, you also only have to calculate length of the path that our sphere travels and ad-
this torus cache to make it work. When you calcu- justing the subdivisions to get a uniform square
late this you can see that the result is far more pattern. Then the squares were extruded using
terrible than the combined geometry method, we the bevel extrude tool. You can adjust the subdivi-
12
Clothilde Outside the Box
By Bram van Gerwen
08
sions to get different effects on how the tentacles derwater animation. One thing I didn't do in this
react to the sphere but again if you set them too experiment is randomize the arrangement of the
high the plowing sphere will simply make them tentacles, so now they wave about pretty uni-
intersect and collapse. formly. It can be fixed by extruding the tentacles
from the beginning with a random variable. Also,
Of course you'll have to select all the underlying to complement this, you can increase the turbu-
points of the plane and fix them using the dresser lence settings of the wind.
in the cloth tag. The Sphere can have a default
collider tag. Determining the settings for the ten- For reference look at the 'SpherePlow.c4d' file.
tacles was tricky, first they had too many subdivi-
sions and the geometry was simply pushed flat by
the sphere, then after the subdivisions were right I That's it for now. As you can see the best way to
had to adjust the cloth settings to get the right self get to grips with clothilde functions and its work-
collision and not make them intersect horribly. ings is to experiment, especially if you want to use
it for other things than clothing.
The gravity of the cloth tag on the tentacles is set
to a plus value to make the tentacles go up and For more experiments or explanations please join
bend back up when the sphere has pushed them me in the Clothilde Experiments thread on the 3D
away. Look at 'SpherePlow.mov' to see the effect. Attack forum. I'm always interested in seeing what
The settings for the cloth are Stiffness 5, Flexion other people cook up with clothilde.
20, Bounce 30, Friction 70, Gravity 9, Wind Y 2,
Wind Z 10 and the strength 1. Bram
13
Mograph - Module Review
By Will Frazier
When I first heard the news that MAXON had re- was shortly after this that my first reality-check
leased a Module specifically for Motion Graphics slapped me square in the face.
artists, my heart definitely skipped a beat. When I
saw the early examples of what it was capable of, On my first 3 attempts to use the Module in some
I found myself breathless. simple experiments, I encountered crashes. This
is, quite honestly, not something I am accustomed
Then, when I saw how simple achieving this to. I can count on my hands the number of
magic appeared to be, I felt completely dumb- crashes I have experienced with CINEMA in the
struck. Like Wayne Campbell staring at the white last 4 years. Could it be that my hopes were to
Stratocaster, I felt the words enter my mind "It will be dashed?
be mine.... oh yes, it will be mine."
So, I decided to start from square 1. I deleted
Then came the day that the little package from CINEMA and it's preference files from my Quad,
MAXON arrived. I tore it open like a 5-year old at and did a fresh install. That seemed to do the
Christmas and set about installing it right away. It trick (though there are some idiosyncrasies in 9.6
14
Mograph - Module Review
By Will Frazier
To my dismay, I found that I couldn't quite achieve However, once I got past that hump, and began to
the look I was going for with MoGraph on the en- really understand what the tools and parameters
ergy bands themselves, as they needed a certain in MoGraph are all about, through sheer trial and
subtle randomness I could control, and the Ran- error, and experience, I have found it to be far and
dom Effector is a little limited in this capacity. away the most incredible and useful tool Maxon
However, I found a work around using regular old has ever produced. And don't let the name fool
Sweeps, the Replica plugin, and my friend and you, this Module is good at much, much more
yours, the Selection Set. I find it a touch frustrat- than Motion Graphics work. As a modeling tool it
ing that the "randomness" of the Random Effector truly excels. Being able to dynamically build in a
15
Mograph - Module Review
By Will Frazier
-WF
16
Sneaker Modeling Tutorial
By Mark Gmehling
This saves time till I need to make the symmetry I have a quite stylised shoe in mind and go to
object editable for adding the asymmetry a shoe/ perspective view (F1) to adjust the rounding of the
foot needs. I hit the c-key to make the primitive upper shape, this time using the live selection. In
cube editable. the end I’ll use an ffd lattice deformer to tweak the
shoe in the direction I like. Now I switch to poly-
As mentioned above, I go to top view (F2) and gon mode to model the hole for the foot. I select
point mode to rectangle select the left half of the the polys shown in PIC_02 and extrude them in-
“sneaker cube”. Before I delete these points, I ner (I). I delete the poly at the symmetry axis and
disable the “only select visible objects” option in in point mode I bring the three points at the sym-
the rectangle selection attributes. Thus leaving metry axis back to x:0 by live-selecting them and
17
Sneaker Modeling Tutorial
By Mark Gmehling
03
02
18
Sneaker Modeling Tutorial
By Mark Gmehling
PIC_04 To tweak the shape I use the rectangle of the original cube/shoe shape. Take a look at
selection and scale one loop smaller as seen in PIC_07 to check the polys I split. As you see the
PIC_05. Now I decrease the height of the sole a split shape overlaps with the last shape I
little bit and adjust its shape by rectangle select- tweaked, so I have to move the overlapping
ing points and move them along the y-axis. At this points first. PIC_07
point I realize that I need one more loop along the
z-axis – again I cut with the knife tool (K) in line
mode- this time vertical. These new points make
cause be to be able to adjust the sole-shape to
my liking. PIC_05
19
Sneaker Modeling Tutorial
By Mark Gmehling
08
torus (Objects-primitive-torus) and set its attrib- tention to set the position of the new points to x:0
utes to 4 pipe and four ring segments and the ring in the coordinates manager, after that I delete the
radius to 75m. After that I hit C to make it editable points left of the z-axis. I use the move (E), scale
and drag it in the null object my other geometry is (T) and rotate (R) tool in global mode in perspec-
in. tive view (F1) to bring the cube in place.
20
Sneaker Modeling Tutorial
By Mark Gmehling
As expected, now I need to tweak the cube to fit ated another cube and adjust its attributes to x/y/
into the torus shape while being aligned to the z: 2/3/1 and make it editable (C)- drag it in the null
shoe. I need to insert a point row at the right end object all geometry is in and bring it into place
of the cube and take some time to tweak the using the move tool (E). Furthermore I use the
points to make it believably blend into the torus. scale tool (T) to adjust it in global mode to my lik-
When it looks ok, I ctrl drag a copy of the cube ing- take a look at PIC_11.To align to the rounding
and place it in the next torus and so on. PIC_10 of the shoe I need to insert two point rows in the
10
When I look at the sneaker, now I think the part at middle of the y-length with the knife tool (K).
the ankle could cover the edge totally, so I select When the stripe is aligned nicely I ctrl-drag two
it and in point mode I select the outer points and copies in the object manager and bring them into
move (E) them into place. place as I did with the bootlace. PIC_11/12
At this time I don’t care about the shape in- All in all, the shoe is quite finished now. After all I
between, this will be fixed by inserting one point have a bunch of geometry inside my null object.
row and tweaking its position. The last thing I In the second part of this tutorial, coming with the
want to add to my sneaker are stripes- So I cre- next issue, I want to show you how to collapse all
21
Sneaker Modeling Tutorial
By Mark Gmehling
11
Mark
22
Vital Disclosure Volume 3 - Hair DVD Review
By Mark Gmehling
23
Vital Disclosure Volume 3 - Hair DVD Review
By Mark Gmehling
Mark Gmehling
24
Cup of COFFEE - Part 4
By Rui Batista
That structure is simply a definition of the object, But, when it was created it was based on object
not the object itself. It defines what type of data A. So, object B will inherit all the attributes of
the object stores and what functions it has. Those object A (its data structure and functions). [Image
data fields (still empty) have names (in our on next page] It is a more powerful object than
sample object, #A1, #A2, #A3 and #A4). The object A because it can do all that object A does
functions also have names, of course (in our and, in addition, some more things.
25
Cup of COFFEE - Part 4
By Rui Batista
You can create an object C, also based on object SplineObject is the name of a type of object.
A, but provide it with different data structures and When you created the spline (using your mouse
functions. You now have two objects, B and C that or pen), CINEMA 4D created a clone of the
have all that object A has but also, each one, with internal definition it has of a SplineObject and
something more. [Image on the top right] filled it with all the relevant data.
If you now create an object D, based on, for What type of things can you do with a
example, object B, it will have all the SplineObject? Well, for example, you can get its
characteristics of object A and B and, of course, length with the function GetLength() because
you can add to it some more data structures and GetLength() is a function that is attached to all
functions. [Image on next Page] SplineObjects.
If this is still difficult to understand (I hope I don't You can also get the number of segments of the
have to repeat this too many more times ;-)) I will spline (if you have drawn the spline yourself,
now present a real world example of objects, without any further edition, you should only have
inside CINEMA 4D. one segment but splines can have many more).
You can also calculate a position along any of the
Let us take, for example, a spline primitive. One spline segments. There are many other functions
of those that you draw with your mouse or pen. associated with the SplineObject.
So, you have drawn a little wavy curve and now
you have a new spline primitive in your Object But, you may think, a spline primitive has more
Manager. As everything else inside CINEMA 4D, than just segments. It has control points, for
this primitive is an object. What type of object? example. Does a SplineObject also provide ways
Internally, the spline is defined as a SplineObject. to have access to those points? Yes, of course.
The name is logical enough? Don't forget that the Because, a SplineObject was derived from
26
Cup of COFFEE - Part 4
By Rui Batista
27
Cup of COFFEE - Part 4
By Rui Batista
28
Cup of COFFEE - Part 4
By Rui Batista
is the name of the primitive we want to search for. example because the if statement is NOT really a
It will return an object of type BaseObject pointing function). Ok, we tested for the presence of a
to the first primitive it finds with that name. If it primitive named "My_Sphere" in the document
finds none, it returns Nil. and, if there isn't any, all the code inside the
So, the line: { and } symbols after the if statement is executed.
The first instruction to be executed is:
if(!(doc->FindObject("My_Sphere")))
new_sphere=new(SphereObject);
could be read as:
The new command creates a new instance of an
if NOT found in the document an object named object of type SphereObject and this new object is
"My_Sphere" stored in the new_sphere variable. The
SphereObject object is already internally defined
Sorry for the lame English, but it’s hard to keep and it’s just like the SplineObject example I
the same sequence of statements present in the presented at the beginning. It already has all the
script and translate that into a coherent English "family" of objects attached, up to the BaseList2D
sentence. object.
Have you noticed all of the parenthesis? They are Luckily, CINEMA 4D also provides with it, all the
necessary and it’s very important to assure that default parameters already stored inside the data
they are balanced. With this, I mean that there part of the SphereObject. What this means is that
must be as many opening parenthesis and there the newly created sphere already has the default
are closing parenthesis. Otherwise, you will get a "Sphere" name, the default 200 units of radius,
syntax error. the default 24 segments, etc.
The most inner parenthesis are the ones We have a new sphere object stored inside a
surrounding the "My_Sphere" parameter. They variable but it still has to be placed into the
are required because all functions require that document. That is done using the statement:
their parameters be enclosed in parenthesis.
Even if the functions have no parameters. Really!! doc->InsertObject(new_sphere,NULL,NULL);
For those, you simply type an opening and a
closing parenthesis, like this: () Since it is a task we are performing on the
document (placing something in it), we use the
The next set of parenthesis enclose the doc- doc variable again. This time we use its
>FindObject("My_Sphere") statement. They are InsertObject() function.
not really required but, since I want to test for the
negative of this whole expression with the It requires three parameters: the object to be
operator ! this whole expression becomes more placed, a parent object inside which we want to
legible. place the object and an object, after which we
want to place the object. Weird!! Must we provide
If I hadn't placed the parenthesis surrounding this all that? Not really.
expression, it may look as if I was testing for the
negative for the document, not for the presence of The only really required parameter is the object
a primitive. It’s just a matter of style ;-) we want to insert in the document. The other two
are optional and, in this case, I simply replaced
The outer parenthesis surround the whole both parameters with the constant NULL (a
expression and they are required by the if constant is like a variable that you can't change.
statement. Imagine that the if statement is a CINEMA 4D already has lots of constants defined
function and it also requires that its parameters and NULL is one of them. It simply stands for...
are inside quotes (but this is just to serve as an nothing).
29
Cup of COFFEE - Part 4
By Rui Batista
So, what happens if I don't tell the InsertObject() A Null for example, name "My_Sphere" (without
function what primitive I want to use as a parent the quotes, of course). Now delete the sphere
of my newly inserted object or after what primitive named "My_Sphere". No more spheres are
I want to place my newly inserted object? Nothing created. Why? Because the C.O.F.F.E.E. script
special. It simple places the object at the top of found a primitive named "My_Sphere", even if it is
the primitives list, in the Object Manager, just like not a real sphere, and, like instructed, created
if I had created a new primitive by clicking its icon. nothing. We could check out if the object with that
name is, in fact, a real sphere, but we can leave
Now, we do have a new sphere inserted in the that for another lesson.
document. But it has the default name of
"Sphere". We must change it to "My_Sphere" to Oh, you may have noticed that, like I said before,
make sure the conditional expression at the the newly created spheres are faceted. That is
beginning will, in fact, find such a primitive the because we only created a primitive and no tags,
next time it runs and doesn't create yet another, namely a Phong tag. When you click the primitive
and another and another sphere (ad infinitum). icons, CINEMA 4D fills out lots of stuff for you in
advance. This is usually useful because, most of
The new_sphere variable still stores the newly the time, the defaults are what most people
created sphere. In fact, everything we do to this require. But, in C.O.F.F.E.E., you have complete
variable, we are doing to the sphere primitive that control in everything and you only create what
is now in the document. you need as it is needed.
So, to change the name of the primitive, we use I have been talking about all these objects and
the function SetName(), like this: functions, but you may have already wondered,
where did all this information come from? Isn't
new_sphere->SetName("My_Sphere"); there a book or something about C.O.F.F.E.E. that
explains all this?
I believe this is clear enough and requires no
explanation. Even so, I will tell you something that About this question, there is good news and bad
may not be too obvious. The new_sphere variable news. The good news is that there is, in fact,
holds an object of type SphereObject, right? documentation. The bad news is that its not a
book and it is written by technicians so, if you try
Right! And if I told you that the SphereObject to learn C.O.F.F.E.E. from this documentation
object HAS NO SetName() FUNCTION without some sort of support (like these lessons) it
DEFINED! But we just used such a function... you would be like being blindfolded, taken to an
may say. airplane, fly for a couple of hours and being
dropped in a completely foreign country.
Well, the SphereObject object itself has no such
function defined but the BaseObject object does So, to finalize this lesson, I will tell you where to
and the SphereObject is a child of BaseObject, get that information. You may download it and
inheriting everything from it (and from his "grand- start browsing it. It will do you no harm... on the
daddy", BaseList4D and its "great-grand-daddy", contrary, it will give you some insight into how the
BaseList2D). information is structured. In the next lesson, I will
teach you how to use that documentation to find
Do you understand now how powerful objects out what you need.
are? I hope you do :-) Try deleting the new
sphere. A new one is automatically created. Try Just for you to understand how important this
renaming it. It stays with the new name you typed documentation is, 90% of what I know about
but, instantly, a new sphere named "My_Sphere" C.O.F.F.E.E. came from it and I always keep it
appears in the document. Wanna fool CINEMA open when I'm coding any script or plug-in. I
4D? Create a new primitive that is NOT a sphere. always keep it near, as it is invaluable.
30
Cup of COFFEE - Part 4
By Rui Batista
31
Cup of COFFEE - Part 4
By Rui Batista
-Rui Batista
32
Reference Shader - Plugin Review
By Chris Montesano
How many of you have experienced a situation shader... similar to the "Make Editable" command
like this? You're setting up a new material. You for objects. This is useful for sharing projects with
have a Noise shader in the Color channel. You someone who does not have the Reference
copy and paste it in the Bump channel, and Shader.
maybe copy and paste it again to the Displace-
ment channel. The Reference Shader is also smart enough to
catch cyclic references, meaning that it won't let
You copy it here and there, making minor you point a reference shader at itself, which could
changes along the way. After you're all done you result in an infinite loop causing C4D to hang or
have 10 copies of the same Noise shader even crash. It just gives you a message stating
throughout your material. You realize that you that cyclic references are not allowed. It has also
need to adjust the scale of the noise. Just great... been updated recently to work with the NET Ren-
now I have to go and make that same change to derer.
10 copies of the noise.
As much as I love this shader, there is always
There is now a solution to this problem: The room for improvement. I have found a few things
BlackStar Reference Shader. It's like an Instance about this plugin that I'd like to see fixed. First is
object for channel shaders. It works like this: you that when you click "Transform" the Material
add a reference shader and click "Select", then Manager page blanks out and sometimes a new
you choose from a list of every channel shader in blank Attributes Manager window will open.
your scene.
Second is that if the Reference Shader that you
Once you choose a shader, the Reference are transforming points to another Reference
Shader will make a "live" copy of it, meaning that Shader, the result will be the source Reference
any changes to the original shader will be re- Shader, so you have to click "Transform" again.
flected immediately in the Reference Shader. Now
we can make a change to our noise (such as ad- Another problem is that if you alter the position of
justing the scale) and have that change propagate the source shader (i.e. adding a filter to the
through every Reference Shader that points to source after it is already being referenced) the
that noise! Reference Shader will not update itself, but there
is a workaround for this outlined in the manual.
This might force your workflow to change a little.
Basically you cannot adjust parameters of the Also, if you reference a shader that is not as-
Reference Shader directly. For example, let's say signed to an object, that source shader is not cor-
you have a Reference Shader in the bump chan- rectly marked as being in use, so the "Remove
nel pointing to the Noise shader in the Color Unused Materials" command removes the source
channel. shader. However, as I'm writing this the guys at
BlackStar have told me that these issues are be-
Now you want to adjust the High Clip/Low Clip, ing addressed with the next update.
but you can't do that because it only points to the
original Noise. To get around this I've gotten used At the moment I have only one feature request: I
to using the Filter, Colorizer, and Layer shaders to would like to see a global "Transform All" com-
make changes with the Reference Shader. mand, which would (as the name implies) go
through every material in the scene and "Trans-
The Reference Shader also has a few nice fea- form" every instance of the Reference Shader.
tures, such as the "Goto Source" button, which
will automatically load up the source (or pointed) All in all this is a great plugin at a great price. It
shader in the Attributes Manager. There is also a sells for 19.95 EUR (about $25 USD), and for the
"Transform" button which will replace the current amount of time and effort that this plugin saves it
Reference Shader with a copy of the source is easily worth double. The Reference Shader
33
Reference Shader - Plugin Review
By Chris Montesano
works with Cinema 4D versions 8.5 and higher. For the slight problems that it has (soon to be
There is also a demo available (Windows 32-bit, fixed), this plugin gets a 4.5 out of 5.
Mac OSX PPC, and Mac OSX UB) at
http://www.blackstar-solutions.de , however the -Chris
demo is only for 9.5 and higher. The website also
has some sample videos and documentation. So http://www.blackstar-solutions.de
download the demo and try it out for yourself. You
might find that this plugin becomes an essential
tool in your arsenal.
34
Making Models for Half Life 2 (Game)
By Darrin Frankovitz aka Nirrad
Press "c" to convert the primitive cylinder object Ok, the model is done at 320 faces. In CINEMA
into an editable polygon object. Now switch to the 4D it says 176, but when polygonal geometry is
Polygon Tool and activate Loop Selection. Select moved into a game engine it is triangulated. Thus,
the loops of polygons shown in (Image 02). Acti- we end up with all the cylinders polygons (not the
vate "Normal Scale" from the Structure menu and caps since they are already triangles) doubled.
set the Scale value to 25% and click the apply We're almost ready to UVmap our oil drum but
35
Making Models for Half Life 2 (Game)
By Darrin Frankovitz aka Nirrad
03 05
04 06
To see if our UV map is creating any stretching Now we can see that there's some squashing on
and to make sure the UV's are even let's rename the reinforcing rings, and the checkers on the
our material "uv test" and add the "Checkerboard" caps (top and bottom) are not even with the walls
channel shader as the "texture" for the color tab. of the drum. Make sure your UVpolygons selec-
Change the checkerboard shader properties "U tion is the same as seen in Pic 06. Now, on the
Frequency" & "V Frequency" to "10" and turn off UV Manager's "Relax UV" tab, make sure that
Specular so we can see the checker pattern only "Keep Neighbors" is checked and click the
clearly. (Image 07) "Apply" button 3 times to "relax" the uv polygons.
36
Making Models for Half Life 2 (Game)
By Darrin Frankovitz aka Nirrad
Notice that the checkers on the drums rings are Now right click on the Cylinder in the Objects
not squashed. (Image 08) Manager and add the "Bake Texture" tag from the
"CINEMA 4D Tags." The Source engine requires
converting ".tga" files into ".vtf" files for the engine
and all texture dimensions MUST be in powers of
two but do not have to be square, i.e. 256x256,
128x512, 1024x1024, 64x2048, and so on.
37
Making Models for Half Life 2 (Game)
By Darrin Frankovitz aka Nirrad
13
11
14
12
38
Making Models for Half Life 2 (Game)
By Darrin Frankovitz aka Nirrad
15 18
17
16
$modelname oildrumC4D.mdl
$cdmaterials "models"
$surfaceprop "metal"
$scale 1.00
39
Making Models for Half Life 2 (Game)
By Darrin Frankovitz aka Nirrad
19 20
The value of $scale should always be set to 1.00. ied my SMD and QC file and pasted the copies in
If the model is too big or small you may change this folder C:\Program Files\steam\steamapps\Y-
this value and recompile for testing purposes. The OUR STEAM ACCOUNT\sourcesdk\bin This time,
final models scaling should be done in the model- when I dragged the oildrumC4D.qc onto stu-
ing application and this should be set to 1.00. diomdl the model compiled without problems.
For details on these and other commands visit
this page; Viewing Models and Textures in Source:
Make sure that the correct Current Game is cho-
http://developer.valvesoftware.com/wiki/Qc#Indivi sen, in this case Half-Life 2, and load the applica-
dual_commands tion "Model Viewer" then in model viewer go File--
>Load Model and you should see a mdl file name
Compile the Model: oildrumC4D, double click on it. (Image 21)
Start STEAM, load the Source SDK and select
Half-Life 2 from the current games menu. (Image
20) This must be open in the background when -To rotate the model click and drag with the left
compiling. mouse button.
-To tilt the camera click and drag with the left
In your C:\Program Files\steam\steamapps\YOUR mouse button OUTSIDE of the model/circle.
STEAM ACCOUNT\sourcesdk_content\hl2\mod- -To zoom the camera in and out click and drag
elsrc folder you should see your QC file, SMD file, with the right mouse button.
and studiomdl.exe. To compile we would simply -To move the model hold shift+left mouse button
drag and drop the QC file onto the studiomdl.exe and drag.
but for this created an error. What I did was I cop-
40
Making Models for Half Life 2 (Game)
By Darrin Frankovitz aka Nirrad
23
22
41
Making Models for Half Life 2 (Game)
By Darrin Frankovitz aka Nirrad
24 25
If you can see your smoothed model with the test/ Darrin aka Nirrad
reference texture in model viewer then all you
need to do now is create a few more image maps,
create a vtf file for each map, edit the material file
to change or add texture maps and refresh model
viewer.
42
InterPoser Pro 1.00 - Plugin Review
By Daniel Lovas
Contrary to its predecessor (interPoser Ltd.), that in spite of that, still be able to use numerous
only rendered possible importing already set Poser content without having to leave the comfort
Poser scenes, the Pro edition of this CINEMA 4D of their favorite 3D program.
plugin by Robert Templeton seems to be a com-
plete solution that offers the possibility to use
commercial and other Poser content inside the Background
CINEMA 4D without having to install the Poser
software at all. If you're using a 3D software for a more serious
purpose than to test every new release or to
Namely, the plugin offers almost all elementary make a photorealistic render of an existent car
Poser functions needed for preview, loading and model every now and then, sooner or later you'll
manipulation of various Poser content directly run into a situation where you will need a more or
inside the CINEMA 4D. less realistic, static or animated human or animal
3D figure in your project.
That means that CINEMA 4D users could finally
get rid of the painfully non-standard Poser UI and,
43
InterPoser Pro 1.00 - Plugin Review
By Daniel Lovas
About e frontier Poser software The program is incredibly popular, but I'm sad to
say, mostly amongst those who are not using a
Even though this article is not about the Poser full-featured 3D program. The reason for the
software, I'll try to outline it - especially the rea- popularity is probably the fact that almost any-
sons why an average CINEMA 4D user would body, even a person without any previous knowl-
prefer NOT to have to use it. This well known edge in the field of 3D graphic, can relatively eas-
figure-generating software from e frontier (former ily and quickly create a posed 3D human and
Curious Labs) offers a well-supplied library of animal content and render it as static images or
predefined human and animal figures, animated animations in the program.
poses and movements and lots more, at a very
reasonable price. One of the unpleasant consequences is that to-
day's internet galleries are full of so called "gen-
In addition to that, loads of the Poser content can erated" or "instant" 3D art: various renderings of
be bought or even downloaded for free on the different figures and their surroundings, featuring
44
InterPoser Pro 1.00 - Plugin Review
By Daniel Lovas
extremely low quality posing, texturing, lighting 4D, there are a couple of plugins on the market,
and rendering - and more often than not, a seri- intended to automate some aspects of the proc-
ous lack of taste. ess but nothing else, one of them being the old
interPoser Ltd. plugin by Robert Templeton.
Many users of a true 3D software, on the contrary,
are put off by the Poser's non-standard, childish
UI with tasteless 3D icons, the rather slow render- interPoser Pro was born...
ing engines that don't support multithreading (use
of more than one processor at once) etc. and Fortunately, for the CINEMA 4D users, Robert
doesn't like the program at all. decided that it can be done better. Therefore he
envisioned a new plugin, the one that would en-
They'd prefer to work (especially when it comes to able numerous Poser content to be used directly
modeling and rendering) in their preferred 3D inside CINEMA 4D. So the interPoser Pro plugin
software and still be able to use the Poser content was born.
in there. Unfortunately, until now such a luxury
was unimaginable. At least not possible in an ele- As with most of the other CINEMA 4D plugins, the
gant way. installation procedure is pretty simple: you just
copy the files to your plugins folder, restart the
The usual procedure involved loading a figure in program and enter the serial number when asked
Poser, posing and eventually animating it there to do so. The new plugin will be hiding in the Plug-
(while cursing over the slow and exotic UI), ex- ins menu and you can transfer it from there to a
porting it (usually through the Wavefront format) more suitable menu location. The installation will
to their 3D program and if everything went OK, also add a new tag group, the InterPoser Tags, in
searching for, copying, reapplying and adjusting the File menu of the Object Manager.
the textures "by hand". In the case of CINEMA
A click on the plugin will open the interPoser Pro
window. It can be left to float and to be open,
closed or minimized when needed, but I'd suggest
to dock it instead at a convenient location so that
it is not in the way and then save the CINEMA 4D
layout as the Startup Layout.
45
InterPoser Pro 1.00 - Plugin Review
By Daniel Lovas
If you want to load an already made Poser scene The Copy Textures to Scene Folder button is an-
(.PZZ or .PZ3) in interPoser Pro and continue to other thing you might find very useful, even
work on it in the CINEMA 4D environment, the though the same result can be achieved by the
process is even simpler: just click the Actions > "Save Project" menu option in CINEMA 4D.
Load button and select the scene file.
The suggested practice when working on an im-
It will load in CINEMA 4D according to the previ- ported Poser scene is to save it immediately as a
ously defined settings, regarding the import of CINEMA 4D file for further edits, thus avoiding the
Poser cameras, Poser lights and/or the Ground
Plane. All that can be set under the Preference >
46
InterPoser Pro 1.00 - Plugin Review
By Daniel Lovas
47
InterPoser Pro 1.00 - Plugin Review
By Daniel Lovas
shouldn't be altered, since morphs and weighting some of them might come in handy when import-
are based on them. ing Poser scenes made by others.
One Poser feature to be missed is definitely the
Conclusion Python scripting - even though it is not only the
case with interPoser Pro, it could apply to the rest
In general, when it comes to importing scene or of the CINEMA 4D environment as well ;) . Other
content files and posing an imported figure, inter- Poser features one might miss in the interPoser
Poser Pro has proved to offer not all, but most of Pro include Face Room Morphs, BVH import onto
the tools featured in the Poser program, while Poser object, PMD (external Binary Morphs), Cus-
being faster and using more standard and user- tom Figure, Alternate Geometry, Smooth Scale,
friendly UI. Curve and the Taper (included with the dials but
not yet fully implemented).
The purpose of this article is to give a general
idea of what the new plugin functions and feels, The price is $100 (only till October 15; will be
and not to serve as the plugin's manual. $150 later!), upgrade from interPoser Ltd. is $50
and any additional license will set you back for
That's the reason I skipped lots of various and another $20. From what I've seen so far, the
very useful additional settings and options that plugin is imho well worth the price.
this plugin offers (for example, setting the import
scale, enabling and disabling Bulges, numerous Let us hope that the plugin support will continue
options for materials and dials conversion, figure and that it will stay compatible with the versions of
parts visibility settings, root-parent-child relations Poser to come. And of course - don't trust my
etc...). words, as my habits, preferences and expecta-
tions might be completely different or even oppo-
When reviewing a program I usually try to be as site to your own.
neutral as possible and to dig out the bugs and
glitches in the program as well. In the case of the Check the developer's site instead, visit the fo-
interPoser Pro plugin, that proved quite difficult. rum, download the fully functional 30-day demo
I've been playing with the final (1.00) version for version (if you use it with CINEMA 4D Demo, it is
about a couple of days now and while the beta time-unlimited!) of the plugin there and see it for
versions crashed every now and then when yourself.
pushed to certain limits, the final one seems to be
surprisingly stable so far. The developer's site:
48
Spotlight on Brian Harrison
Featured Artist of the month
Name: Brian Harrison CINEMA 4D artists, posting in the WIP section. Sud-
denly my work didn’t look quite so good any more. But
Age: 21 instead of it being disheartening, it inspired me to learn
new techniques and skills and eventually I got better.
Occupation: Currently applying for Graphic
Design Work I remember seeing the work of Matthias Bober and
Jamie Hamel-Smith for the first time in the WIP forum.
Location: Yorkshire, England It’s astounding to see that you could create such fine
works of art with CINEMA 4D. Seeing their work has
been a big inspiration for me, giving me something to
Software: CINEMA 4D, Bodypaint work towards.
49
Spotlight on Brian Harrison
Featured Artist of the month
50
Best of CINEMA 4D - Gallery
Selected Art by 3D ATTACK
GERMAN VERSION
56
Turnschuh Modelieren
Author: Mark Gmehling
GERMAN VERSION
In der Seitenansicht sieht das schon ganz passa- Um sicherzustellen, dass die bevorstehende
bel aus. Darum schalte ich nun in die Draufsicht Extrusion auch gerade verläuft, werden die selek-
(F2) und passe die äußeren Punkte mit der tierten Polygone im Koordinaten-Manager auf
Rechteck-Selektion und dem Verschieben- Y=0 gesetzt. Jetzt werden die Polygone einfach
Werkzeug (E). Die Grundform des Schuhs baue gelöscht.
ich frei nach meinen Vorstellungen - es soll ein
ziemlich stilisierter Schuh werden. Nun schalte ich An dieser Stelle treffe ich eine Entscheidung:
in die 3D-Ansicht (F1) und passe die Rundungen Ich werde dem Modell vorerst keine Dicke geben,
des oberen Teils an. da ich diese auch später problemlos hinzufügen
kann.
In diesem Fall verwende ich die Live-Selektion.
Abschließend kommt noch ein FFD-Objekt zum Mit dieser Vorgehensweise lässt sich schneller
Einsatz. Im Polygon-Modus modelliere ich noch und praktischer arbeiten. Zuguterletzt wird die
die Öffnung für einen späteren Fuß. Dazu werden Öffnung im Punkte-Modus mithilfe des
die in PIC_02 gezeigten Polygone markiert und Verschieben-Werkzeugs (E) noch etwas runder
nach innen extrudiert (I). gemacht. PIC_03
57
Turnschuh Modelieren
Author: Mark Gmehling
GERMAN VERSION
des Messers (K) drei Kanten. Die Schnitte sollen Dieses Mal jedoch vertikal. Die so entstandenen
exakt waagerecht verlaufen, was ich durch ge- Punkte helfen mir dabei, die Form der Sohle nach
drückt halten der Shift-Taste erreiche. Dies würde meinen Wünschen zu gestalten. PIC_05
bei Verwendung der Option Loop automatisch
geschehen, doch steht diese Option in älteren Jetzt füge ich einen weiteren Schnitt hinzu, um
Versionen von Cinema4D leider nicht zur dem Schuh eine glaubwürdige Form zu geben.
Verfügung. PIC_04 Dieses Mal benutze ich das Messer (K) im Loop-
Modus. Nun möchte ich die Spitze und die Rück-
seite des Schuhs separieren.
Mir fällt auf, daß ich noch einen Loop entlang der
Z-Achse benötige. Dafür benutze ich das oben
beschriebene Messer (K) und schneide mittels Ich kümmere mich nun um die richtige Positionie-
der Option Linie eine neue Kante in das Objekt. rung der Punkte, was ich mit der Rechteck-
Selektion und dem Verschieben-Werkzeug bew-
erkstelligen kann. Es ist mir wichtig dass die
Spitze, sowie die Rückseite auf eine glaubwür-
dige Art und Weise mit der Schuhsohle verbunden
sind. Verschiedentlich muss sich weitere Schnitte
Einfügen, damit ich das Objekt in die gewünschte
Form bringen kann.
05
Bild PIC_07 zeigt, wo mit dem Messer im Loop-
Modus weitere, horizontale Kanten geschnitten
wurden. Daraufhin füge ich einen vertikalen
Schnitt ein und ändere die Geometrie noch ein-
mal. Nachdem ich mit der Ausrichtung zufrieden
bin, trenne ich noch ein weiteres Segment des
58
Turnschuh Modelieren
Author: Mark Gmehling
GERMAN VERSION
07
hen, was mit dem Verschieben-Werkzeug (E) zu
tun ist. Wieder müssen Punkte eingefügt werden,
was ich mit dem Messer erledige. Im Folgenden
selektiere ich die erzeugten Punkte.
59
Turnschuh Modelieren
Author: Mark Gmehling
GERMAN VERSION
09 10
Würfel, setze seine Segment im Attribut-Manager und selektiere seine äußere Punkte im Punkt-
in X/Y/Z auf 3/1/2 und schiebe es - nachdem ich Modus. Jetzt kann ich sie an den richtigen Ort
es editierbar gemacht habe (C) - zu den anderen verschieben (E).
Objekten in das Null-Objekt, wodurch es ebenfalls
vom HyperNURBS-Objekt beeinflusst wird. Die In diesem Fall kümmere ich mich nicht um die
Form passe ich mit dem Skalieren-Werkzeug (T) Form dazwischen, weil diese korrigiert wird, in-
an. dem ich eine Punkt-Reihe einfüge und dann seine
Position manipuliere.
Nun schalte ich in die Draufsicht (F2), setze einen
Schnitt mit dem Messer und achte darauf, die Po- Abschließend möchte ich an meinen Schuhen
sition der neuen Punkte im Koordinaten-Manager noch seitliche Streifen haben. Dafür setze ich
auf X=0 zu verschieben. Danach lösche ich die wieder einen Würfel mit Segmenten X/Y/Z auf 2/
Punkte links der Z-Achse. Durch Skalieren- (T), 3/1 (im Attribut-Manager) und mache ihn editier-
Verschieben- (E), und das Rotations-Werkzeug bar (C). Wieder schiebe ich das Objekt in das
(R) verschiebe ich das neue Objekt an die richtige Null-Objekt und platzierte es in der 3D-Ansicht mit
Position, was ich in 3D-Ansicht (F1) durchführe. dem Verschieben-Werkzeug (PIC_11).
Wie ich es schon erwartet hatte, muss das Objekt Um den Streifen der Form des Schuhs anzupas-
nun an die Ringe angepasst werden. Am rechten sen, erzeuge ich zwei Schnitte (K) entlang der Y-
Ende des Würfels füge ich eine weitere Punkt- Achse. Hat der Streifen die richtige Form, kopiere
Reihe ein und nehme mir genügend Zeit, die ich ihn 2x wie oben beschrieben und positioniere
Punkte so in den Ring einzulassen, dass ein dann die kopien, wie ich es auch mit den
glaubwürdiger Übergang entsteht. Schnürsenkeln gemacht habe. PIC_11/12
Nachdem ich zufrieden bin, erzeuge ich kopien Im Großen und Ganzen ist der Schuh jetzt ziem-
des Würfels, indem ich ihn mit gehaltener CTRL- lich vollendet, doch das Null-Objekt strotzt nur so
Taste verschiebe. Ich wiederhole die Anpassung- von Objekten. Im nächsten Teil dieses Tutorials,
sprozedur, und mache dies mit jedem weiteren den wir in der nächsten Ausgabe bringen, werde
Objekt ebenso. PIC_10 ich zeigen, wie all diese Objekte zusammengefügt
und mit prozeduralen Shadern texturiert werden.
Wenn ich mir den Schuh so ansehe, habe ich das
Gefühl, der Teil hinten am Knöchel sollte die Außerdem werde ich die Schuhe ein wenig in
Kante komplett abdecken. Deshalb wähle ich das Szene setzen und die Form der Schuhe mithilfe
entsprechende Objekt im Objekt-Manager aus von Deformatoren etwas weniger symmetrisch
60
Turnschuh Modelieren
Author: Mark Gmehling
GERMAN VERSION
11
Mark
61
The 3D ATTACK Team
Need to contact us? Got questions?
Thomas Pasieka, CEO 3D Attack the CINEMA 4D Magazine and all ma-
3dattack@3dattack.net terial contained therein are copyright protected.
You may not disassemble or distribute any part of
Tavy Ann, VEO this publication without prior written consent from
tavy@3dattack.net 3D Attack directly. any attempts to do so will be
prosecuted to the fullest extent of the law as it
Chris Montesano, Site Admin/Developer applies in Michigan, USA. This applies for both
chris@3dattack.net 3D Attack material as well as any named artists
material contained in 3D Attack publications. Al-
Lennart Oberscheidt , Site Admin /Writer though we read through all the tutorials and proof-
lenno@3dattack.net read them for errors, we cannot guarantee that
they are 100% error free and therefore cannot
Rui Batista, Moderator/Writer issue refunds based on those errors.
Rui_mac@ruimac.com
Copyright by 3D ATTACK 2004-2006
Mark Gmehling, Moderator/Writer
macling@braincorps.de “3D ATTACK” is a registered trademark
Website:
http://www.3dattack.net
Plugin Page:
http://3dattack.net/shop/index.php?page=10
62