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Table of Contents

April 2006

Page 3 Editors Notes

Page 5-7 Interview with Christopher Montesano - By Tavy Pasieka

Page 8-13 Clothilde Outside the Box - By Bram van Gerwen

Page 14-16 Mograph Review - By Will Frazier

Page 17-22 Sneaker Modeling Tutorial - By Mark Gmehling aka Macling

Page 23-24 Vital Disclosure Hair DVD - Review by Mark Gmehling aka Macling

Page 25-32 Cup of C.O.F.F.E.E Part 4 - By Rui Batista

Page 33-34 Reference Shader Review - By Christopher Montesano

Page 35-42 Making Models for Half Life 2 Tutorial - By Darrin Frankovitz

Page 43-48 InterPoser 1.00 Plugin Review - By Daniel Lovas

Page 49-50 Spotlight on Brian Harrison

Page 51-55 Best of CINEMA 4D Gallery

Page 56-61 Sneaker Modeling Tutorial "German Version" - By Mark Gmehling

Page 62 Last Page - Contact Info


Editor Notes!
Please Read

Hello Attackers! REVIEWS

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-
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3
Interview with Chris Montesano
By Tavy Ann Pasieka

Chris: I think it’s about creation… seeing the re-


sult of the work you put in, instead of just punch-
ing numbers all day or filing an endless stream of
paperwork. It’s also challenging… there are al-
ways going to be new obstacles to try to over-
come, or more efficient ways of doing things. In a
way it’s kind of like an art form.

Tavy: Have you had any formal training or educa-


tion in this area?

Chris: No, I started when I was about 15 or 16,


first with HTML, then Visual Basic, and then to
C++, which is the language used for CINEMA 4D
Christopher Montesano plugins with the exception of COFFEE. I learned
with some online references and tutorials and a
Tavy: Hey Chris! Thanks for taking time to share couple of books, but mostly practice like anything
more about you and your work with our readers. else.
Why don't we start with you giving us a little back-
ground info... where do you live, work, etc? Tavy: Currently you are developing plug-ins for
CINEMA 4D. Often, on various web based fo-
Chris: Hi Tavy, thanks for having me. Currently I rums, I read discussions concerning the market
live in central Florida in the city of Palm Bay for plug-ins. Do you find the CINEMA 4D Com-
(about an hour’s drive south of Orlando), but I’m munity to be a viable market? Do you see it grow-
originally from New York City. I’m 28 years old, I ing in the future? Have you ever considered
run a small cabinetry business as my primary job, broadening your horizons... developing for other
and on my downtime I write code.

Tavy: For us programming dummies, could you


please explain what kind of programming you do
and what it exactly is?

Chris: Programming is the process of writing in-


structions for the computer to follow. It’s mostly a
combination of executing commands, conditional
logic, and loops. For example, a piece of code
zBlur in action (Artist: Pierre Magnol)
might read something like this: “If condition 1 is
true then execute command 1”.

Of course it’s a little more complicated than that.


The kind of programming I do is primarily software
and web programming. I used to work for an elec-
tronics company writing programs that told these
huge machines how to assemble circuit boards.

Tavy: I've always wondered, and maybe you can


shed some light on this, why on earth would a
person want to program? What initially attracted
zBlur in action (Artist: Pierre Magnol)
you to it and what keeps you interested?

5
Interview with Chris Montesano
By Tavy Ann Pasieka

applications... or perhaps developing stand alone


software?

Chris: Well, let me put it this way… it seems that


most CINEMA 4D plugin developers do it as a
second job. It’s mostly one-person operations. But
more and more plugin developers keep springing
up, so I’ve gotta think that the market is growing.

I thought about trying stand-alone software, but


that was before I took over my family’s business.
Plus my “to do” list for CINEMA 4D stuff is long
enough to keep me busy for years. The only real
expansion I’d like to do would be to get another
programmer or two to work with. Anyone inter-
ested can find me on the 3D ATTACK forum. =)

Tavy: Ok, this may be an open ended question,


but where do you start with a new plug-in? Where application. Sometimes this doesn't happen, thus
do get the idea to create a new plug-in? From leaving the user feeling cheated. First, do you
start to finish, how much time goes into develop- think the plug-in developer owes the user of his/
ing, compiling, testing etc? her commercial plug-ins the update? Second, why
is that sometimes great plug-ins never get up-
Chris: You always see people saying “I wish Cin- dated and go to plug-in heaven?
ema could do this or that”. That’s pretty much
where most ideas come from. I also get requests Chris: Well, more times than not a plugin will
from time to time. work across multiple CINEMA 4D versions.
The time taken really depends on the plugin. It MAXON is pretty good about maintaining plugin
could sometimes take days, sometimes months. compatibility with new versions. I think the main
problem users experience is when a serial num-
Tavy: As a developer of plug-ins for CINEMA 4D, ber for a plugin is tied to the CINEMA 4D serial
do you find it important to have good communica- number, meaning that the plugin serial will only
tions with MAXON? Is there anything you feel work with a specific CINEMA 4D serial.
MAXON, or plug-in developers for that matter,
could do to enhance the software developer, plug- When there is a major version change in CINEMA
in developer relationship? 4D (like from 8 to 9) your CINEMA 4D serial will
change, making some of these plugins useless
Chris: MAXON is already pretty good at devel- until the user can obtain a new serial from the
oper relations. The Plugin Café forum plugin developer. In a case like this my policy
(www.plugincafe.com) is a good resource for de- (and 3D ATTACK’s) has always been to give us-
velopers that’s run by MAXON, and most plugin ers new serials at no cost, and I’ve decided that
developers I know have (or have had) some sort any future plugins or new versions of existing
of direct communication with MAXON. I don’t plugins will not be tied to the CINEMA 4D serial
know that there’s much more they can do aside number.
from writing code for us. =)
There are times when a version change can
Tavy: Often end users become dependent on a break a plugin, like when CINEMA 4D 9.6 was
specific plug-in, and as the main application released and zBlur stopped functioning. All of that
grows and changes, sometimes the plug-in needs coincided with a very hectic point in my life, so it
to be updated to operated correctly with the main took me a little longer than it should have to get

6
Interview with Chris Montesano
By Tavy Ann Pasieka

share the code and sit back and collect a gener-


ous percentage of that certain plugin’s revenue
indefinitely. Oh well….

Tavy: There are lots of aspiring programmer/


developers out there. Let's say they know nothing,
but want to learn... where do they start?

Chris: That depends on what type of program-


ming they want to do. For CINEMA 4D program-
ming, I’d recommend learning COFFEE first. Rui
Batista has an excellent series of beginners
COFFEE tutorials that he’s written for 3D AT-
TACK.

They’ll definitely help to get you started. There’s


also a COFFEE/Scripting thread on our forum that
an update released, but I felt an obligation to get it I try to stay active in, there’s also Plugin Café, and
done. And if the time ever comes for me to stop a few other CINEMA 4D forums have dedicated
doing the plugins, I’d like to try to find someone to COFFEE threads. If you’re trying to learn C++, I’d
take over development or perhaps even release probably recommend taking a class for learning
them as open-source. the basics.

Trust me, it’s a lot to tackle on your own. Once


you have the basics of the C++ language down
you can start experimenting with the SDK exam-
ples that ship with CINEMA 4D.

Tavy: When you're not busy working or develop-


ing, what do you do for fun, relaxation, or to just
pass the time away?

Chris: Not busy? That doesn’t happen. =) Seri-


ously though, I play the guitar, which I’ve been
doing for about 13 or 14 years now. I play mostly
death metal and neo-classical metal, but I’m not
in a band at the moment. Other than that I hang
out with my friends, pick up chicks, and watch tv.
For your second question, I think what happens is Nothing too exciting and nothing to stressful. =)
that you have these small one-person operations
where the developer has to stop (or chooses to Tavy: Thanks again Chris. This was a really in-
stop) for whatever reason and has no one else to formative interview and we are excited to see
continue or help with development. what you will come up with in the future. Any last
words for our readers?
Or, like in the case of a very well known plugin
that died not too long ago, every effort was made Chris: Thanks again for having me Tavy. And re-
to try to save it and continue development with a member kids: say no to drugs… but alcohol and
different programmer, but in the end the original tobacco are just fine. =)
developer decided he’d rather let it die than to

7
Clothilde Outside the Box
By Bram van Gerwen

This article explains how you can do fun things


with Cothilde other than making t-shirts and
dresses. The scenes we'll discuss are part of a 01
clothilde experiments thread which I'm doing on
the 3D Attack forum. Many people have asked for
explanations on the workings of these scenes so
we're going to have an in-depth look at them here.
Every scene has a pre-rendered movie and
scene-file so you can watch it and see what the
end-result would be or just study the scene itself.

This article won't explain word for word how you


must set up the scene like a tutorial but if you are
a little versed with cinema you'll have no trouble
recreating the stuff I'm doing here.

The oranges should react to each other so it is


Fake Cloth Particles very important to enable the Self Collision option
and perhaps even the Self Repulsion option, but
One of the most interesting uses for clothilde is only when Self Collision itself can't do the job.
faking particles. It can be done very convincingly
provided you don't overdo the number of particles The Self Collision will basically prevent the
you wish to fake. Take a look at the spheres from intersecting and the Self Repulsion
'ClothParticles.mov' file to see what I have cre- will make it even better looking by making the
ated. Its just a funnel where a number of oranges spheres bounce off each other with more vigor by
are released, slide down towards the surveyor- adding some force to the collisions. In this scene
belt, bounce off it and drop to the floor. it is set to off however as I wanted to keep the
calculation time down. To make the oranges slide
The effect looks like a particle emitter but its not. a little faster I raised the Gravity to 40.
In the beginning of the animation you can see the
oranges float in a nicely arranged pattern. And that is one of the setbacks of this technique,
it does take long to calculate. For instance the
This is because I have created two rows of calculation for this scene takes up about 170 MB
spheres (one row of 7, one of 8) consisting of 6 of memory. So you better have a fast computer if
sides spheres and then duplicated the two rows of you want to tackle this kind of fake particle. Or
spheres with the Duplicate tool a couple of times you could just not use this many spheres to keep
to get them perfectly separated from each other. It calculation time down.
is important to set the subdivisions of these
spheres low, if it is not set low the spheres will The settings for the Collider tags on the funnel
simply collapse in on themselves due to the work- slide aren't very important for the influence on the
ings of clothilde. particles. In this case the friction and bounce have
been set to 0 allowing the gravity in the Cloth tag
Now we have roughly 400 spheres we need to to push the oranges down the funnel without hin-
apply clothilde to it in an easy way. You can sim- drance. The floor and the conveyor belt both have
ply select all the spheres and use the Connect bounce values of 20 and friction values of 30.
function to create one single geometry object of
all the spheres. Reference in Picture 1. When you The conclusion is that this is not as realistic as
have the combined geometry it is advisable to use dynamics as a lot of the oranges are still inter-
the optimize function to prevent any sudden sur- secting when they drop down but its pretty con-
prises and then add the Cloth tag to it. vincing if you don't look at it too closely.

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.

When I tried this I quickly noticed that the blinds


would spin a lot more than I anticipated and
looked completely awful.

To remedy this terrible spinning I simply put an


elongated cube (blue in pic. 3) behind the top of
the blinds with a collider tag, just low enough for
the broad part of the blinds to be able to touch the
cube when they turn.

Now the blinds will be able to turn a little on the Y


If you would like to see another example of what axis but when one of the broad corners hit the
this technique could be useful for take a look at cube they will stop, thus giving a limited rotation
the 'Rockslide.mov' movie. This is exactly the and preventing the unrealistic spinning. Refer-
same principle made to look like a cartoonish ence in Picture 3.
rockslide. The only difference here is that the fun-
nel has a more elaborate shape and the spheres
have different sizes.
03
Vertical Blinds

This one also uses the combined geometry


method, but here I can show you how you can
exercise some control over the objects to do what
you want. Look at 'VerticalBlinds.mov' to see what
we're talking about here.

Every single blind is one plane that is one polygon


wide and six polygons high, made editable, dupli-
cated, then combined with the Connect function
into one single object. before connecting I gave
the rotations of the blinds a bit of randomness so
that when the wind catches them they wouldn't all These sort of blinds are usually made of quite
be blown in exactly the same way. sturdy cloth, usually even plastic or aluminum. We
need to make sure they don't flop around like a
The top of each blind is a triangle which I added flag or other clothing.
with the Create New Polygons tool (before con-
necting and duplicating of course), I made it a In my scene I went for sturdy cloth and set the
triangle so each blind can hang by just one point. Stiffness to 100 and the Flexion to 80 in the blinds

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

This is a scene on which I have had many re-


quests for an explanation. Well here it is, it might Now that the sphere is set up its time to make the
look tricky but is very easy to create. Look at colliders. The colliders are simple spheres with
'BubbleBall.mov' to see it in action. collider tags attached to them. The spheres have
been animated in the most basic way.
The first thing to determine is how many subdivi-
sions our sphere must have. I wanted the sphere Record the position keyframe at the start outside
to deform and react to colliding objects in a realis- the bubbleball and then create a frame where it
tic way, which means a lot of subdivisions. Only intersects the bubbleball and lastly duplicate the
spheres with lots of subdivisions collapse in on first frame to the end of the timeline so that the
themselves with clothilde. sphere moves back again.
So I figured a good solution would be to set the You can add more spheres around the object that
Gravity to 0.5 so that won't force the cloth down slightly nudge the ball or pound into it full force, or
and secondly remove the underside of the sphere create capsules that hit it from above by animat-
that you don't see and blow wind into it from be- ing the rotation only, its all possible.
low so that it will stay upright.
You can look at the 'BubbleBall.c4d' file for refer-
Wind settings are Y direction -2, Wind Strength ence. Its fun to experiment with different shapes
0.4, Turbulence Strength 3 and Turbulence Speed and forces to see how the bubbleball reacts to it,
2. The settings for the bubble itself are pretty sim- of course if you go too far the ball will start inter-
ple, Stiffness 20, Flexion 40, Bounce 60 and Fric- secting with parts of its own and it will fall apart.
tion 30. So its pretty loose.

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

The wind addition makes it seem as if underwater.


To finish it off we could give the sphere a compo-
siting tag that makes it invisible to the camera, put
an animated fish in its path and we have an un-

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

is so arbitrary, but not so much so as to make


want to give up on MoGraph.

The next task I had was to create a floor that was


an abstract representation of a highway crossed
with a dance floor (after all the target market for
an energy drink are club kids and truck drivers).
"Great!" said I, as here was another opportunity to
make MoGraph shine. It was here that I found a
little more frustration, as the effect I was trying to
achieve seemed like a simple feat for the mighty
Mo, but try as I might the Shader Effector was
simply not doing what I felt it should.

I posted my quandary on the forums and called


MAXON Tech support, as what the manual im-
plied was a different version of reality from what I
was experiencing.

Tech Support came to the conclusion that the


manual was incorrect, but a few folks on the fo-
rums had some how seen through the veil of un-
in general, but this is neither the time or place for fathomable confusion and had workable solutions
that particular soapbox), and I set out on explor- to suit my needs perfectly.
ing this gift from the 3D Gods.
I adapted these slightly and ultimately used a se-
I started off doing some basic little tests, familiar- ries of Random Effectors, with a box fall-off key-
izing myself with the Cloner Object, and the vari- framed on Z and the results were spot on!
ous Effectors. Overall the workflow was pretty
intuitive and my initial results were fairly impres- It was then that I found what my real issue with
sive. Then, came the real test. MoGraph was. Not so much the Module, but the
documentation that is in places either vague or
About a week after getting the Module, I starting misleading. I fully respect how hard it is to write a
working on a project as the solo artist on a Televi- reference manual, but nonetheless, it shouldn't
sion commercial for a Turkish energy drink. The have ever gone to 'print' in it's current state.
spot was to be entirely 3D and focused around
the product with a barrage of high energy "fire I have seen this sentiment echoed by others in
bands" moving about the screen. A perfect sce- the community, so I know I don't stand alone on
nario for MoGraph. this one.

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

truly procedural environment allows for an un-


precedented level of flexibility and control.

Now that I have become buddies with Mo, and


have a fair understanding of what are it's true
strengths and shortcomings, I have three things I
would like to see in the next release (aside from
better documentation):

The first being that effectors should be able to be


emitted as particles. When building the road in
the aforementioned commercial, it would have
been swell to have made 1 effector and have it
emit as a particle to give me many streaks
screaming down said road, instead of having to
make a row of 6, and make 10 copies of that row.
Sure I was able to use selection sets to minimize
the work as much as possible, but as a particle,
the task would have been a breeze.

The second thing I would like to see are clones


that are able to be affected by the particle effec-
tors. Imagine what one could do with adding a
little Wind and Gravity to the party. Finally, I would
like to see a better implementation of the Materi-
als system in MoGraph, I have seen this particular
aspect covered quite fully in other reviews, so for
the sake of not being redundant I will not expound
further on that, but rather, lend my support to the
notion expressed by my contemporaries out
there.

In summation, I will say that for a 1.0 release,


MoGraph is truly an amazing and much needed
addition to CINEMA's arsenal. A truly indispensa-
ble tool for every C4D artist, it's abilities stretch far
beyond the niche of Motion Graphics. If you are
new to the Module, and have experienced frustra-
tion, I understand. But, once you get to know the
tools, and get past needing the manual, the world
will truly be your oyster. What this toolset is ca-
pable of, and the glimpse of the future it affords us
is beyond merely exciting, its inspiring.

-WF

Info: All images are taken from MAXON'S website at:


http://www.maxon.net

16
Sneaker Modeling Tutorial
By Mark Gmehling

the rectangle selection for selecting all points, and


the live selection for only visible points, has be-
come a good workflow for me.

So when I deleted the selected points (backspace


or delete button) I alt-click the symmetry object-
this makes the cube a child of the symmetry ob-
ject automatically because I’m a proud owner of
C4D Rel.9. If you own an older release, you have
to create the symmetry object (Objects-Modeling-
symmetry) and drag the cube on it to make the
cube a child of the symmetry object. Before I go
on to tweak the cube to my liking, I alt-click a hy-
pernurbs object with my symmetry object se-
Hi there Attackers, in this tutorial I want to show lected. As explained above, the symmetry is now
you how to model a sneaker efficiently (I hope). In a child of the hypernurbs. In side view (F3) I use
Germany we have a worldly wisdom that says the rectangle selection and the move tool (E) to
something like – ‘The footwear of a human is say- tweak the cube in a more-“shoeish” shape.
ing a lot about his characters strength.’ PIC_01

When your heart beats for character animation, I


recommend having a bunch of shoes in your li-
brary. A well modeled, and detailed shoe will en-
hance the appeal of your character for sure.

This part of the tutorial is based on modelling. In


the next issue I’ll optimize the geometry for better
use in animation, and texture and light the model.
You can follow all steps if you own C4D R 6 at
least.
01
First of all, I use a cube to roughly get the shape
of the sneaker I have in mind. So I create a cube
(Objects-primitive-cube) and adjust its attributes
to the following: Segments x/y/z: 4/2/4, further-
more I change the z-size to 400. I’m using 4 seg- OK, The side view looks acceptable, so I go to top
ments along the x-axis because this leaves 2 view (F2) and adjust the outer points by rectangle
segments when I deleted half of the model to selecting and moving (E). The overall shape is a
work with a symmetry object. flavor thing.

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

typing x size and x-position:0 in the coordinates


manager fields. It’s a good idea to disable the
hypernurbs-smoothing temporary to have all
points visible (Q). PIC_02

03

02

Before I cut the hole I go in side view (F3) and


adjust the shoe shape again by rectangle select- 04
ing and moving (E) points. Back in perspective
view (F1) I switch to polymode and live-select the
polys I created before. Before extruding I set their
y-size to 0 in the coordinates manager to be sure
the extrusion is straight.

Then I just delete the selected polys. At this point


I decide to not model with thickness- the physical
thickness can be added later- at the moment
modeling the surface only offers a more straight-
forward workflow. In point mode I adjust the hole
to a rounder shape with the move tool (E).
PIC_03 05
Now it’s time to separate surfaces. I select the
polys shown in PIC_04 and go to functions-split.
(If I remember correctly, you’ll find this function in
the structure menu in older releases.) A copy of
the selected polys is created and I can delete
these polys from the original shape.
inserting three cuts with the knife tool (K) in line
Now I have to place the cube and the new shape mode. I hold the shift key to be sure the cut is
in a null object to make sure both will be affected 100% horizontal. (Another possibility is the loop
by the symmetry and hypernurbs object. Next I mode that will do the job too, but owners of older
define the sole by switching to side view (F3) and C4D releases are restricted to the line mode.)

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

Now I add another cut to bring the shoe into a


07
more believable shape. This time I use the knife in
loop-mode. Next I want to detach the tip and the
back of the shoe, so I select the polys shown in
pic_05 and go to functions split.

This time there is no need to delete the original


polys. I slightly scale the new geometry smaller
(intersection with the shoe shape is ok) and When I tweaked this shape, the glide tool came in
thicken the shape by extruding it (D). Again it is quite handy here (Users of earlier C4D releases
needed to remove the polys created along the need to do that the old school way with the move
symmetry axis. PIC_06 (E) tool). When the shape is tweaked I extrude
the polys (D).

As explained above, I delete the polys created at


the symmetry axis (via disabling the symmetry
object –live selecting them and deleting them- In
top view (F2) I set the points at the z-axis back to
x:0 position and size.)
06 One more part to detach- look at pic_08 to see
what polys I want to split up next. I think the pro-
cedure is clear now- again I use the glide tool to
bring the points in place, and again I need to
clean up the symmetry. The only thing different to
the other split/tweak procedures before is that I
extrude a poly. PIC_08
Now it’s point-tweaking time. Rectangle selecting
and moving (E). It’s important for me to have the Now I add thickness to the first part I split- Take a
tip and back connected to the sole in a believable look at PIC_09 to see the tweak I did to it using
way. Here and there, it is needed to cut the shape the move tool (E). I need to insert some more
to insert more points to be able to tweak the ge- points, so I use the knife tool again.
ometry in the desired shape.
Then I select it in the object manager and in
Take a look at PIC_07 to see where I inserted polymode ctrl/apple-a select all polys and extrude
new horizontal point rows with the knife tool (K) in them slightly (D)…and again I care for the sym-
loop mode. Then I added one more vertical point metry object and delete the polys created at the
row and tweaked the geometry. When I’m satis- symmetry axis. The shoe already looks quite
fied with the alignment I split one more segment shoeish- to get in detail a little bit more I create a

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.

With the scale tool (T) I flatten the y-axis of the


torus a little bit and bring it into place using the
scale (T), move (E) and rotate (R) tool- take a
look at PIC_09. When I’m satisfied with its posi-
tion and size I ctrl-drag 3more copies of it in the
object manager and bring them into place again.
PIC_09

Now I need to add the bootlace. I just create a 09


cube again (Objects-primitives-cube) set its seg-
ments x/y/z to 3/1/2- a make it editable(C) then I
drag it to the other geometry in the null object to
get it smoothed.

I adjust the shape with the scale tool (T)- and in


top view (F2) I cut with the knife tool and pay at-

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

this together and texture it properly with some


procedural shaders and how to give it a nice light-
ing. Furthermore, I’ll generate a few different
shoes with unsymmetrical shapes using deform-
ers.

I hope you had fun following this tutorial, and I


hope to see some of your sneakers creations
coming along with your characters in our forum. If
you encounter any problems don’t hesitate to post 12
a thread in our WIP section- the community will
help you out for sure. CYA on board and Keep
Attacking!

Mark

22
Vital Disclosure Volume 3 - Hair DVD Review
By Mark Gmehling

Hi there Attackers, last week I reviewed the Vital


Disclosure DVD- Insider Secrets Series Volume III
that is about the Hair Module. The Package con-
sists of two DVS’s: the project Disc and a manual
disc- all in all a runtime of 300 minutes.

As you may heard of trouble from the first DVD


(resolution trouble)- this time Vital has some trou-

ble as well: They forgot to implement the project


files on their DVD’s- clients needed to download
the files from links Vital provided. According to
Vital, this problem has been corrected and now all
DVD’s come complete with the project files. But
let’s talk about the content now:

First of all –in the introduction/dive in part- the


Hair Object including all menus and tabs is very
well explained along with an example- for sure, a
great addition to the Hair manual coming with the renderings, because the hair material is a very
module, where the user often misses the possibili- powerful and complex thing. Here is only the ma-
ties of certain things relating to daily work. terial window preview used to explain the settings
roughly.
The next chapter is dedicated to the tools for ma-
nipulating the hair and the hair material attributes The next chapters are the tutorial chapters:
are shown roughly. Furthermore, the hair tags are The first two tutorials (quill and arrow) deal with
explained. Seeing the tools and their attributes in the feather object and its possibilities.
action along with an example again makes the The grass field tutorials (wind and crop circle) are
understanding lots easier. The hair materials mainly about dynamic interaction, dedicated to
could have needed some explanation along with the forces tab and some explanations on how to

23
Vital Disclosure Volume 3 - Hair DVD Review
By Mark Gmehling

acter are shown here. As mentioned above Vol-


ume III comes with a second DVD- the so-called
“interactive manual”-disc.

The manual disc bears some 1:1 repeated stuff


from the project discs parts arranged in an alpha-
betical (index, and topic (directory) related order.
In some cases the disc is useful and explains
more than the modules-manual. In other cases,
one sentence is not a satisfying result when you
search for a certain thing, even when it is a video/
audio file.

What I’m missing is a right click, or on Mac the ctrl


click option to jump back to main index. You’re
forced to watch a whole episode before having
access to the menu again, or you have to exit and
start the disc new…not that comfortable in my
opinion.
created realistic dynamic interaction using the hair
objects map tab. Sometimes the cut of the different movie parts is
The Spline Dynamics chapter has two tutorials: quite weird- 15 seconds of black screen till you
Falling rope and harpoon gun and as you may have access to the menu, or cut audio tune.
guess its about spline dynamics and their anima-
tion. Don’t get me wrong here, the content of the DVD
is good: the tutorials are well taught and interest-
The Dwarf tutorials are explaining how to add hair ing, but the execution of the DVD lacks in points
to a character (Helmet, hair, eyebrows, beard) of technical execution (Even on the project files I
This chapter is especially useful in the case of downloaded some texture files are missing), so I
troubleshooting- The ways to solve common little recommend buying the chapters sold separately,
problems when it comes to adding hair to a char- provided by 3D Attack.

All scene files are included with your download. I


recommend this method because you can view a
great tutorial without the technical problems the
DVD seems to have.

Check the 3dattack shop for further information


http://www.3dattack.net/shop/index.php

Due to the technical problems related to a price


tag of $75.00, I can only give max 3 of 5 possible
attack points.

Mark Gmehling

24
Cup of COFFEE - Part 4
By Rui Batista

Remember those classes, at school, when then


teacher would give you re-runs of previous
classes? Usually, that happened because there
was a test approaching or simply because some
subjects were, in fact, too complex and required
extra attention.

This is exactly what is going to happen in this


month’s C.O.F.F.E.E . class: we will revisit our "old
friends", the objects. Why? Because, this is in fact
a complex subject and, since I have the luck of
getting feedback from my "students", I realized
that I should not advance any further into new
subjects until this very important concept is fully
understood.

On the last lesson, I introduced you to objects, as


in "object oriented programming". Since it’s an
abstract concept, dealing with data and functions,
accessed like they were super-variables, I gave sample object, #A5, #A6 and #A7). It’s by those
you all a more graphical example, making use of names that we access the data and the functions.
an analogy with cars. When you create new objects (usually they are
created automatically, without you even noticing it,
Since the "ice" was already broken with the last as you perform other operations), what you are
lesson, I decided that I could explain the concept creating are, in fact, clones of that initial "master"
again but, this time, using the "real-life" objects, definition.
used by CINEMA 4D. This way, the students that
already understood the concept of objects will not The powerful part comes when you start creating
get disappointed with this "repeated" lesson. For objects based on other objects. For example,
the ones whose concept of objects is still drifting object B is defined like this: [Image below]
outside your head, fear not! This time, I will use
some pictures ;-)

Ok, lets start (again) with this object stuff. What


the hell is an object? (Objects of the programming
kind of course... the CINEMA 4D geometrical
objects will be referred, from now on, as
primitives.)

Imagine an object as a structural entity. It can


contain data and functions that deal with these
data or any additional data that we may provide.
[Image on the top right]

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

all those informations (and functions) that are


common to all types of primitive objects inside
CINEMA 4D. As you know, all objects have, at
least, a name, a position, a scale, a rotation, and
an editor and render state (those semaphores
that define if an object is visible or not, in the
editor or when rendering), etc.

This is big "family" already, isn't it? We have the


SplineObject class that is a descendent of the
PointObject class that is a descendent of the
BaseObject class.

Are there any more members of this family? Sure


there are: the BaseObject class is a descendent
of the BaseList4D class. This class gives us
access to the parent (if any) of the object or to its
first child (if any). What are those? You know... in
the Object manager, you can place objects inside
others, creating hierarchies.

Well, the BaseList4D functions allow you to have


access to those hierarchies, namely the parent
and child of our object and a couple more
functions related to them.

Finally, the BaseList4D class is a descendent of


the BaseList2D class. This last class controls
even more basic stuff. Stuff like little bits of
internal information (if an object is selected in the
Object Manager, for example), the editor color of
the object, the type of object, some basic search
functions, etc.

You didn't have to do anything more than just


another class, called PointObject. And the draw the spline, but CINEMA 4D, internally,
PointObject type of object provides lots more created all this. Well, it just had to create a new
functions. Functions to get the number of points of SplineObject. All the other objects and their
an object, to get or set the location of any point, to correspondent attributes are already implicitly
get or set the selection of points, etc. attached to it.
Besides points and segments, a spline primitive So, it’s like the newly created SplineObject
also has a few more parameters. It has a name, a already has all this amazing amount of functions
position, a scale, a rotation, etc. and data attached, just because it inherits all the
stuff from all the members of its "family". Let us
Can we access all those parameters too? Sure now review the whole family again: [Image on
we can, because the PointObject object is derived next page - top left]
from yet another class called BaseObject. This
type of object has many, many functions. As its What if you had created a new polygonal object?
name implies, a BaseObject is a class that holds A polygonal object can be created in several ways

27
Cup of COFFEE - Part 4
By Rui Batista

If all goes well (no typing errors), as soon as you


execute the code (or do anything to your
document, like dragging the time slider or
zooming in or out) a new Sphere primitive named
"My_Sphere" should appear in your viewport and,
consequently, at the top of your Object Manager
list.

It is a faceted sphere because it has no Phong


tag attached. We would have to add it ourselves.
Don't forget that we are creating everything from
scratch, using C.O.F.F.E.E., not using the
shortcuts CINEMA 4D provides you.

So, what is happening in this script?

First, we define a new variable named


new_sphere. It will store the object/primitive we
want to create. Yes, it will be an object because,
but one of the simplest and fastest ways is to as we learned at the beginning of this lesson, all
create a primitive (a cube, a sphere, a plane, etc) primitives are, in fact, objects (of the programming
and hit 'C' to convert it to a polygonal object. How kind... this is the last time I say it ;-))
is it described internally?
Now we must check if there is already any object
It’s exactly the same as the SplineObject, until the named "My_Sphere" in the document. If we didn't
PointObject part. Then, instead of it deriving into a do this, the script would create a limitless amount
SplineObject, it derives into a PolygonObject. of sphere primitives and fill the whole document
Since the PolygonObject derives from a with them. That is not a good thing, is it?
PointObject, it has all the characteristics of a
PointObject, a BaseObject, a BaseList4D object So, how do we check for the presence of an
and, finally, a BaseList2D object. Are you starting object with a specific name?
to get all this object and inheritance stuff?
Since we are searching the document and the
To put all this theory into practice, lets see some doc variable - kindly provided by the main function
actual code that does something. Create a new - already points to the current document, we can
Null primitive, add it a C.O.F.F.E.E. tag and type use one of its functions. Wait!! A function of a
this script: variable?!?

main(doc,op) Do variables have functions? They were


{ supposed to only store data, right? Right, but if a
var new_sphere; variable is storing an object, it behaves like an
object and objects DO have functions.
if(!(doc->FindObject("My_Sphere")))
{ So, the doc variable is, in fact, an object of type
new_sphere=new(SphereObject); BaseDocument with all the data values and
d o c - > I n s e r t O b j e c t functions related with documents already
(new_sphere,NULL,NULL); attached.
new_sphere->SetName("My_Sphere");
} One of the functions present in a BaseDocument
} object is FindObject. It requires a parameter that

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

To get it, go to www.plugincafe.com and click on


the link that says SDK Downloads R9.5 [Image on
the right]

You should, now, download the C.O.F.F.E.E. SDK


95. You have the choice of downloading the
HTML version or the Windows HTMLHelp version.
Choose the one you prefer. Oh, by the way, SDK
stands for Software Development Kit :-)

If you downloaded the HTML version, you simply


have to drag the index.html file to a browser (or
double click it).
install the help files. But if you are a Windows
If you downloaded the Windows HTMLHelp user, chances are that you do know how to do
version, then you are on your own. I don't work that. Anyway, once you’ve done it, you will be
with Windows (I would only do it if threatened by presented with a window similar to this one
some sort of weapon) and I don't know how to [Image on next page]:

31
Cup of COFFEE - Part 4
By Rui Batista

I will wrap this lesson now. As usual, if you have


any doubts or suggestions, feel free to contact me
at rui_mac@ruimac.com

Keep on attacking my friends and have courage.


Learning C.O.F.F.E.E. is hard but rewarding... you
will see :-)

Till next time…

-Rui Batista

(I assume the Windows HTMLHelp version is


similar).

As you can see, there are a few links to


interesting stuff like "Introduction" or "The
C.O.F.F.E.E. language" or even "Tutorials". You
should also read the "About this documentation"
page, as it contains some references about
additional sources of information.

I will not talk any more about this document in this


lesson. Simply keep it accessible and wait for the
next lesson :-)

Oh, by the way, the www.plugincafe.com site has


lots more useful stuff besides the C.O.F.F.E.E.
documentation. One of the greatest sources of
information is the forum.

I advise you to register there (don't worry, its free)


and to use it often. If you have a doubt or even a
problem you can't solve, chances are that
someone else passed for the same situation. Do
a search in the forum before starting to pull out
your hair ;-)

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

So, you want to make models for Half Life 2? No


problem!

You must own Half-Life 2, Half Life 2: Episode 1,


or similar Source Engine license to get the free
Source SDK (found in your "Tools" list/menu in
STEAM). Please install the Source SDK if you
haven't already. We will model, UV, create a base/
reference texture, and compile an oil drum model
to use as a prop in Half Life 2. After these assets
are created and compiled you will be able to view
them in the Source SDK Model Viewer or place
them in your Hammer maps for HL2. 01

A few brief tips;

1. Pay very close attention to paths/directories


inside STEAM, there are many that are similar
and easily confused.

2. Count on errors and frustration when compiling.

3. Valve regularly updates your Source SDK with


new features, bug fixes, and new bugs. It is NOT
unusual for a Source SDK update to "break" 9 out
of 10 mods in development for a few days. Valve
always corrects these "breaks" as quickly and
honestly as they can and I thank them for every-
thing they do for their fans and indie developers. 02

Model Texture & UV:


Start up CINEMA 4D and add a Primitive Cylinder
Object. The default attributes are a bit too high button. To fix the slight inward movement of the
poly for the engine and the models purpose of a polygons when we scaled them we activate
simple prop so change the following attributes of "Normal Move" in the Structure menu and set the
the cylinder primitive; move value to 2 and click the apply button. (Im-
age 03)
Radius = 70
Height = 210 Now we'll "Bevel" the same 2 loops of polygons
Height Segments = 7 we've been editing to create the reinforcing rings
Rotation Segments = 16 of the oil drum. The only thing to change in the
Cap Segments = 1 Bevel options is the Inner Offset, I set it to 3m and
(See Image on top right) clicked the Apply button. (Image 04)

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

first create a new material and apply it to the oil


drum model with UVW Mapping in the texture
tag's Projection setting. Now, start up BodyPaint
and switch your layout to a "uv edit" layout. (Im-
age 05) 07

Select the "UV Polygon Edit Tool" and with "Live


Selection" select the caps of the oil drum. With
the "Move Tool" simply move the caps off of the
texture space. Invert your selection. (Image 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.

For now copy my Bake Texture Tag settings


shown in the following picture and for now use the
path to your "SourceSDK_Content" folder, mine is
C:\Program Files\steam\steamapps\your steam
08 username or email\sourcesdk_content\hl2\materi-
alsrc. You should save your ".tga" textures to the
"materialsrc" folder for the game or mod you are
Now, with "Scale Tool" (the uniform scale tool) working on. (Image 10)
and the "Move Tool" let's get all our UV polygons
back onto the texture space. Move the uv poly-
gons we just relaxed so they are aligned with the
top and left edges of the texture space or "Can-
vas." Now use the Scale tool to scale down the
uv's. Note; Click and drag on the top left corner of 10
the selection.

Now "Invert" your selection again to select only


the caps. Click and drag on the bottom center of
the caps selection and scale down. Pay attention
to the size of the checkers in the viewport and the
size of the uv selection in the texture canvas.

It is CRITICAL that the checkers are as uniform


as possible to make painting easier, and that we
are using as much of the texture space as possi-
ble so that we don't have lots of pixels not being
used to add detail to our texture. I separated the
top and bottom caps and still I have too much un-
used space in my texture. (Image 09) Last thing in CINEMA 4D is to export a Wavefront
".obj" file for 3DS MAX, where we will convert the
Try to scale and move your uv polygons to use as OBJ into a SMD, and then we will use a QC with
much of the texture space as possible. an EXE to create a MDL! Doesn't that sound fun?!
I exported "oildrumC4D_obj.obj" from CINEMA
4D. Close CINEMA 4D.

3DS MAX (8)


3DS Max is the most reliable and fastest way to
convert your CINEMA 4D models into ".smd" files.
09 Since ".smd" is a special file type you will need to
install the SMD exporter plugin for MAX 6/7 (it
works fine with max 8). With the plugin installed I
start MAX up and import my "oildrumC4D_obj.obj"

37
Making Models for Half Life 2 (Game)
By Darrin Frankovitz aka Nirrad

with the OBJ importer settings shown in image


max_001, and then click on the tab I circled in
red; (Image 11)

13

11

14

To enable the UV's we created in Bodypaint add


an "Unwrap UVW" modifier from the Modifier drop
down list. (Image 12)

12

add the texture. Close the Edit UVW's window


and simply drag our "uv test bakecolor.tga" from
our '...sourcesdk_content\hl2\materialsrc' folder
and drop it onto the model in the MAX viewport.
(Image 15)

Now click on the tab I circled red shown here;


(Image 16)
With the Unwrap UVW modifier selected you can
already see that our UV seams are where they
were in Bodypaint, this tends not to happen for And under the File menu we will choose "Export"
me in XSI|Modtool. Click on the "Edit" button to or "Export Selected" change file type to "Valve
double check our UV's imported correctly. (Image HL2 SMD (*SMD)" name the file "oildrumC4D"
13) and save to the "modelsrc" folder (A:\Program
Files\steam\steamapps\YOUR STEAM AC-
The UV's are ok, (Image 14) but there's one more COUNT\sourcesdk_content\hl2\modelsrc) (Image
thing we must do before we export our SMD file, 17).

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

$body studio "oildrumC4D.smd"


Change the SMD Exporter option to "Reference" $staticprop
as shown here; (Image 18) click the "Export" but-
ton and you should get a confirmation message $sequence idle01 "oildrumC4D" ACT_IDLE 1 loop
that your SMD was exported. In case we need to fps 15
re-export an updated SMD save this scene as a $collisionmodel "oildrumC4D"
".max" file. Close 3DS MAX. {
$Mass 100
Creating the QC file $concave
Now we need to create a ".qc" file that tells the }
compiler called Studiomdl.exe (among other
things) what files to compile, how the model will Now save this file with "Save As..." and note the
interact with the environment, and where the files File name ending with ".qc" and the "save as
are located. type" is set to "all files" as seen here; (Image 19).
In your modelsrc folder create a new text docu- The $cdmaterials "models" tells studiomdl.exe
ment, open it up, copy the following lines, save where to find the "Valve Material File" or ".vmf"
your file normally (i.e. ctrl+s) and your QC file is file. The VMF file, in turn, tells the engine (NOT
done: the compiler) where the valve texture file or ".vtf"
is located. This way you can edit or swap textures

39
Making Models for Half Life 2 (Game)
By Darrin Frankovitz aka Nirrad

19 20

in the engine without having to reapply a different


texture in max and exporting and compiling again.
We will create the VMF file after the QC file is
done.

For this model $cdmaterials "models" = current


directory/materials/models folder, which is actually
"C:\Program Files\steam\steamapps\YOUR
STEAM ACCOUNT\half-life 2\hl2\materials\mod-
els"

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

dow and drop it onto Vtex. Here are my windows


after compiling; (Image 22)

21 Use the "uv test bakeColor.vmf" I created and


place it in C:\Program Files\steam\steamapps\(y-
our steam account)\half-life 2\hl2\materials\mod-
els folder.

Now back in Model Viewer press the F5 key to


refresh the model and you should see the oil
drum you modeled in CINEMA 4D with the baked
reference texture on the model.

To move the light hold ctrl+left mouse button and


drag.

Everything looks good but the model has lost it's


phong tag smoothing, we will fix this quickly in
MAX. Start 3DS MAX and open up the saved
oildrumC4D.max scene. Select "Editable Mesh" in
The purple/black checker is a default texture the modifier stack, click "Yes" if a warning mes-
model-viewer uses when there's a problem with sage pops up and select the "Polygon" child of the
the vmf or vtf. To fix this and view our texture we editable mesh. Now select all the polygons on the
need a specially named VMF file in the location model in the viewport. (Image 23)
we specified in the QC, and a VTF (the actual
texture map) in the current games materials
directory/subdirectory.

Now, in "Program Files\steam\steamapps\YOUR


STEAM ACCOUNT\sourcesdk\bin" there is an
application called Vtex. Drag the "uv test
bakeColor.tga" from the materialsrc explorer win-

23
22

Below the Modifier stack are the properties of the


currently selected modifier (Editable Mesh), at the
bottom you'll find the "Surface Properties" with
"Smoothing Groups."

In the "Auto Smooth" enter a value of at least


25.0, I entered 90.0. Press enter or click the Auto
Smooth button. (Image 24)

41
Making Models for Half Life 2 (Game)
By Darrin Frankovitz aka Nirrad

24 25

dusty and other types of surfaces. If you have any


problems or errors while compiling double check
Export an updated SMD file, overwrite the previ- directories and the QC file in the Goodies folder.
ously exported SMD and drag the QC file onto
studiomdl. Press F5 in Model Viewer to refresh Feel free to private message me in 3D Attack and
the loaded oildrumC4D model. I will gladly help you out.

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.

Using the checker texture we baked, I painted a


rusty clay-like texture (in goodies folder
"oildrumCOLOR.tga"), with a bump map and
compiled a vtf for the color and for the bump, up-
dated the vmt, refreshed model viewer
and...(Image 25)

Next time I will take a brief look at one of the


newest Source Engine shaders and add bump/
normal maps and specular maps to a model while
learning some of the ways these maps are modi-
fied in the VMF file to simulate wet, reflective,

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

There are various solutions to that problem, from


using various RPC-tricks through buying a ready-
made 3D model to modeling (and eventually rig-
ging and weighting) the whole figure from the
scratch. While some hardcore modelers will try to
convince you that the latter is the only correct way
to go, at least if you're considering yourself a "true
3D artist" (whatever that might mean :] ), many of
us know very well that the answer is more com-
plex than that.

There are numerous situations in everyday ama-


teur or pro practice, when one needs a human or
animal figure or figures in a 3D project and the
high originality of the figure is not the prime direc-
tive. Sometimes the customer's budget, some-
times the deadline and sometimes both do not
allow for extra days or weeks to create and ani-
mate an original 3D figure from scratch.

Not to mention that there are many CG artists out


there who really don't care what some of the
narrow-minded experts, sitting at big 3D industry's
conveyor belts, think of their "professionalism".
Instead of just showing off with their technique
they tend to care about the final goal - the illustra-
tion or animation, following the principle that the
ends to justify the means.

So, they'll just grab any legal solution out there


that will allow them to equip their project with a
desired figure, as fast and cheap as possible. internet. The latest releases of the program in-
One of the viable and extremely popular options clude such improvements as cloth and hair dy-
is to use the Poser software for that purpose. namics, node-based material editor and some
serious re-workings of the rendering engine.

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.

Using the Poser content

As noted before, the plugin does not need the


Poser software in order to function, but of course
it is desirable to have at least one folder with
some Poser content (i.e. Runtime folder and its
basic structure) anywhere on the disk. When you
first run the plugin, you have to set path to that
folder(s) and save the configuration.

Once the paths to Runtimes are set, the use of


the plugin is pretty straightforward, especially to
someone who has at least vague experience with
the Poser software. First you select a basic figure
from the user-friendly, Explorer-like view of the
content library.

45
InterPoser Pro 1.00 - Plugin Review
By Daniel Lovas

The plugin even features large, Poser-like pre-


view icons, if they are available in the library. If
you still can't find the figure, prop or anything else
you need due to the large library, you'll just love
the built-in, full-featured search and filter func-
tions! After clicking on a figure, it will be loaded
into the CINEMA 4D working space, retaining the
original joint hierarchy. Yes, the skeleton of an
imported figure is actually joint-based instead of
using the CINEMA 4D bone system.

If you ever tried to re-rig an imported Poser figure


in CINEMA 4D, you'd probably find out that it is an
almost impossible task, due to the different "phi-
losophy" of the skeleton; you'd practically need to
remodel and re-weight the character from the
scratch for that.

The actual differences between the two rigging


methods are beyond the scope of this article,
though. The joints (i.e. the skeleton) in interPoser
Pro are represented as a hierarchy of "iPP Base"
objects, with a special bone joint icon in the Ob-
ject Manager. New content (non-conforming hair,
clothing etc.) can be added to a Poser figure in
two basic ways: as a figure or as a prop. The in- Scene tab.
terPoser plugin follows that logic.
The textures, belonging to the objects in the
To add a prop, you first select the main figure, scene will load correctly, including the .BUM for-
while another figure can be conformed to the ex- mat that automatically gets converted to a stan-
isting one after importing, using the special Figure dard grayscale texture (great!). Since the conver-
tag and the drag-and-drop method. Besides the sion process can take some time it is possible to
Poser figures it is also possible to conform a turn off that option in the interPoser Pro prefer-
CINEMA 4D polygon geometry to another figure. ences.
It has to be prepared in a special way, though, (as
described in the manual) and to carry a special The reference is still created in the Bump channel
tag (iPP C4D Figure tag). of the affected materials, so you can convert the
texture(s) later at your own leisure, using an inte-
Importing a Poser scene grated conversion function.

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

need to convert it all over again when needed for


another purpose.

Setting up the pose

After importing a figure, either as content or from


a scene, and selecting its Figure tag or its body
part joint, the Poser dials for setting up various
parameters for the part that appears amongst
other settings in the Attribute Manager. They are
represented as standard CINEMA 4D sliders.
Each dial is represented by the dial name, a Float
Slider with EditField and an Edit button. Of course
this representation can be changed by using the
User Interface option in CINEMA 4D.

The good news is that they are very quick and


responsive compared to working with dials in the
Poser, even with C4D viewports set to Gouraud
Shading mode. All Poser dial types are supported
(Transform, Morph, Hand Controls etc.). Every
change of a "dial" value generates a correspond-
ing keyframe and the change can be monitored in
the Timeline window.

These "dial" sliders are the only way to pose a


figure in interPoser Pro. Cinema 4D's own coordi-
nate system and the PSR tools can not be used
for that purpose, since in author's own words,
"there has been no solution for converting CIN-
EMA 4D HPB rotations into Poser axis-oriented
rotations consistently".

For those who might thus miss the possibility of


interactive posing there's another tool in the
package, the iPP Tool. When activated, it offers
the interactive transformations on the selected
body part by manipulating the three colored
bands with the mouse, plus by offering some use-
ful additional information in its window in the At-
tribute Manager.

Those of you who used to work in Poser would


ometry of the body part there (or even add some
probably appreciate that the standard Cinema 4D
hair using the Hair module etc.), without influenc-
Undo / Redo system is available and fully func-
ing the posing process (you must enable that op-
tional while working with interPoser Pro. Another
tion in the interPoser Pro preferences first). Keep
good news is that if you own CINEMA 4D 9.0 or
in mind, though, that whatever you do in the sub-
later, it is possible to go to the Point, Edge or
model modes, the Point/Polygon order and count
Polygon modes and edit the corresponding ge-

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:

I say "surprisingly", considered the complexity of http://www.kuroyumes-developmentzone.com/inte


the plugin and the fact that some badly prepared rposer_pro.html
Poser content is known to crash the Poser itself.
Daniel Lovas
Some of the known, minor issues are described
by the author in the manual and some of them are
being resolved as you read this. It is true that
many of the Poser functions are not implemented
yet. Some of them, like the support for the Poser's
Magnets and other deformers, Dynamic Cloth,
Dynamic Hair, Image Based Lighting and Ambient
Occlusion are of second importance to CINEMA
4D users (at least to those ones owning the Ad-
vanced Render, Hair and Clothilde) even though

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.

I don’t really have a main subject or focus. I like to


model a variety of items. Just anything that captures my
Favorite resources on the web: current state of being. I have modelled everything from
key rings to full cars and cartoon characters. I like the
http://www.3dattack.net challenge of trying to model different objects. The fun
http://www.c4dcafe.com thing for me is finding the best way to model items that
http://www.3dcafe.com I’ve never attempted before.
http://www.3dworldmag.com
http://www.renderosity.com If I had to pick my best subject to model, it would have
to be out door scenes. There is just so much you can
I’ve been into most forms or graphic design /art since I put into an outdoor scene. You can get really creative
can remember. As far back as I can remember I’ve with them, as there are no boundaries, which is what I
been fascinated by art. I have tried just about every like. Since coming to the 3D Attack forum, I have
way I can think of making art all the way through learned a lot of modelling and lighting skills. My textur-
school. There’s just something about graphic design / ing is what I am working on at the moment, as I know it
art. I couldn’t get enough of it. could be a whole lot better. I am currently learning how
to use BodyPaint, as this seems to be an in-
When I went to college, I started studying web design dispensable tool for texturing.
and programming with Visual Basic. This also intro-
duced me to basic 2D graphic design where I got expo- I’ve also learned most of what I know now from the 3D
sure to graphic design on computers, using paint shop Attack community. I must also give credit to the guys
pro to create logos, backgrounds, buttons, etc for my and gals over at the c4d café because they have
web pages. I got a free copy of CINEMA 4D CE 6 on a helped me a lot over the past 9 months. As for the fu-
magazine cover disk about 2 years ago. That was my ture, who knows?
first introduction to CINEMA 4D.
I hope to find a job working with CINEMA 4D full time,
I haven’t stopped since that day! I was amazed by how but there really aren’t many opportunities for 3d artists
easy it was. After trying other 3d programs, and coming where I live. Until the right one comes along, I will keep
to a dead end, CINEMA was just so user friendly and creating and posting for you all to look at.
easy to come to grips with. I used CINEMA 4D CE 6 for
about a year creating simple scenes and basic models Thanks for reading about me and I look forward to see-
and animations. That’s when I knew I was hooked on ing you online!
CINEMA 4D.
Bri.
Then on Christmas 2005, I got the chance to use cin-
ema 9.5 and I haven’t stopped. I don’t mind admitting it,
but it’s become a bit of an addiction. I just couldn’t be-
lieve it could be so easy to create quality images. I re-
member the first model I made with CINEMA 9.5, it was
a bathroom scene. This was also the first thing I posted
on the 3D Attack forum in the WIP section. Being com-
pletely new to the CINEMA 4D community, this was the
first time I saw the work from some of the seasoned

49
Spotlight on Brian Harrison
Featured Artist of the month

50
Best of CINEMA 4D - Gallery
Selected Art by 3D ATTACK

Artist Name: Anthony Minto


Image Name : Clown Prince of Crime
Date Created: September 8th 2006
Software Used: CINEMA 4D XL7 & Photoshop
Country: United Kingdom
Website: www.freewebs.com/minty1974
Best of CINEMA 4D - Gallery
Selected Art by 3D ATTACK

Artist Name: Mark Gmehling aka macling


Image Name: my House Goblin
Country: Germany
Software Used: CINEMA 4D Rel.9 / Photoshop
Date Created: Jule/2006
Website: www.braincorps.de
Best of CINEMA 4D - Gallery
Selected Art by 3D ATTACK

Artist Name: Matt Roussel


Image Name: Happiness
Date Created: September 2006
Software Used: CINEMA 4D photoshop
Country: France
Website: www.mattroussel.com
Best of CINEMA 4D - Gallery
Selected Art by 3D ATTACK

Name: Michael A. Daglas


Country: San Diego Ca. U.S.A.
Softwares: Hexagon and CINEMA 4D 9.5
Date Created : 9/5/06
Image Name : Old School
Best of CINEMA 4D - Gallery
Selected Art by 3D ATTACK

Artist Name: Jason Clark


Image Name: Mobile Oil Rig
Date Created: August 2006
Country: Canada
Software Used: Pro/ENGINEER, PolyTrans, CINEMA 4D,
finalRender Stage-2, Photoshop
Turnschuh Modelieren
Author: Mark Gmehling

GERMAN VERSION

tels der Rechteck-Selektion zu selektieren. Damit


auch die nicht sichtbar Punkte selektiert werden,
deaktiviere ich die Option nur sichtbare in den
Attributen der Rechteck-Selektion. Für mich ist es
zu einer guten Angewohnheit geworden, mit der
Rechteck-Selektion immer auch gleichzeitig die
unsichtbaren Objekte selektieren zu lassen, die
Live-Selektion aber ausschließlich für sichtbare
Objekte zu verwenden.

Nachdem ich die selektierten Punkte gelöscht


habe (Entfernen- oder Rücktaste), erstelle ich mit
gedrückt gehaltener Alt-Taste ein Symmetrie-
Objekt, da, in Cinema4D 9 und höher, dadurch
In diesem Tutorial möchte ich Ihnen zeigen, wie automatisch zum übergeordneten Objekt des
man effektiv und zielgerichtet einen Turnschuh Würfels wird.
modelliert. In Deutschland gibt es ein Sprichwort:
die Schuhe eines Menschen sagen viel über Frühere Versionen sind noch nicht mit dieser
seine Persönlichkeit aus. Wenn euer Herz für die praktischen Arbeitserleichterung ausgestattet.
Charakter-Animation schlägt, empfehle ich euch, Hier muss deshalb erst ein Symmetrie-Objekt er-
ein paar Schuhe in eurer Objekt-Bibliothek zu ha- stellt, und der Würfel dann von Hand untergeord-
ben. Detaillierte und sauber modellierte Schuhe net werden. Hierfür muß der Würfel auf das
werden das Erscheinungsbild deiner Figur mit Symmetrie-Objekt geschoben werden.
Sicherheit aufwerten.
Bevor ich den Würfel an meine Vorstellungen an-
Der Fokus des ersten Teil dieses Tutorials liegt passe, markiere ich das Symmetrie-Objekt und
auf dem Modeling. In der nächsten Ausgabe wer- erzeuge dann mit gedrückter Alt-Taste ein
den wir die Geometrie für eine bessere Animier- HyperNURBS-Objekt.
barkeit optimieren, texturieren und ausleuchten.
Sämtliche Arbeitsschritte können mit Cinema4d Wie schon weiter oben erklärt, wird das
ab Version 6 nachvollzogen werden. Symmetrie-Objekt dadurch dem HyperNURBS-
Objekt untergeordnet. In der Seitenansicht (F3)
Zunächst benutze ich einen Würfel um die grobe verwende ich jetzt die Rechteck-Selektion sowie
Form des Schuhs zu Modellieren. Ich erstelle also das Verschieben-Werkzeug (E), um den Würfel in
einen Würfel und ändere seine Attribute folgen- eine tatsächlich an einen Schuh erinnernde Form
dermaßen: x/y/z 4/2/4. Außerdem ändere ich die zu bringen. PIC_01
Z-Größe in 400.

Ich benutze 4 Segmente entlang der X-Achse,


denn dadurch bleiben mir 2 Segmente übrig, so-
bald ich die Hälfte des Modells lösche, um es in
einem Symmetrie-Objekt zu verwenden. Auf diese
Weise kann ich Zeit sparen, bis ich das
Symmetrie-Objekt editierbar mache, um die
asymmetrischen Elemente eines Schuhs/Fußes
hinzuzufügen. Nun drücke ich die Taste C, wo-
durch der Würfel editierbar wird.
01
Ich schalte in die Draufsicht (F2) und den
Punktmodus um die linke Hälfte des Würfels mit-

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

Das überhängende Polygon wird gelöscht und


nach Wechsel in den Punkte-Modus werden die
drei zu weit hinter der Symmetrie-Achse liegen-
den Punkte im Koordinaten-Manager auf X=0 ge-
setzt. Für diesen Arbeitsschritt empfiehlt es sich,
das HyperNURBS-Objekt vorübergehend zu
deaktivieren, damit auch alle Punkte sichtbar 03
werden (Q). PIC_02

02 Jetzt ist es an der Zeit die Oberflächen zu separi-


eren. Dazu werden die in PIC_04 gezeigten Poly-
gone ausgewählt und über Funktionen -> Abtren-
nen (in älteren Versionen dürfte sich diese Funk-
tion im Menü Struktur wiederfinden).

Durch Abtrennen wird eine Kopie der selektierten


Polygone erzeugt. Die ursprünglichen Polygone
können gelöscht werden. Damit der Würfel und
Bevor ich das Loch schneide, aktivierte ich wieder das soeben erzeugte Objekt gleichermaßen vom
die Seitenansicht (F3) und justiere die Form des HyperNURBS-Objekt und dem Symmetrie-Objekt
Schuhs erneut. Auch hierbei kommen Rechteck- erfasst werden, müssen beide einem neuen
Selektion und Verschieben-Werkzeug (E) zum Null-Objekt untergeordnet werden.
Einsatz. Zurück in der 3D-Ansicht (F1) schalte ich
in den Polygon-Modus und selektiere die vorhin Als nächstes wird die Schuhsohle definiert. In der
neu erzeugten Polygone mit der Live-Selektion. Seitenansicht (F3) schneide ich deshalb mithilfe

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.

Ich markiere deshalb die in Bild PIC_05 gezeigten


Polygone und benutze wieder die Funktion Ab-
trennen, kann mir aber diesmal das Löschen der
ursprünglichen Polygone sparen. Ich skaliere die
neue Geometrie ein wenig kleiner
(Überschneidungen mit dem Schuh sind kein
04 Problem) und mache sie durch eine Extrusion (A)
dicker. Auch hier ist es notwendig die Polygone zu
entfernen, welche entlang der Symmetrie-Achse
verlaufen. PIC_06

Eine der umlaufenden Kanten wird nun mit der


Rechteck-Selektion markiert und etwas ver- 06
kleinert PIC_05. Ich reduziere die Höhe der Sohle
ein wenig und passe die Form mit den üblichen
We r k z e u g e n ( R e c h t e c k - S e l e k t i o n u n d
Verschieben-Werkzeug) entlang der Y-Achse an.

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

Schuhs ab. Auf Bild PIC_07 kann man sehen,


welche Polygone abgetrennt werden sollen. Das
abgetrennte Objekt überschneidet sich mit dem
vorher manipulierten Objekt, weshalb ich zuerst
die sich überschneidenden Punkte bearbeiten
muss. PIC_07
08

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.

Ich werde im Objekt-Manager das abgetrennte


Objekt aus und selektiere mithilfe der Tastenkom-
Zum verändern dieser Objekte ist das Gleiten- bination CTRL-A (Apfel-A) sämtliche Polygone
Werkzeug sehr Hilfreich (Benutzer von älteren des Objekts und Extrudiere sie ein wenig (D) und
Versionen müssen das auf die herkömmliche wieder muss ich mich um die Polygone entlang
Weise, also mit dem Verschieben-Werkzeug, tun). der Symmetrie-Achse kümmern, indem ich genau
diese lösche.
Während ich das Objekt manipuliere, Extrudiere
ich auch die Polygone (D). Wie schon weiter oben Mittlerweile sieht der Schuh schon sehr nach
erklärt, müssen die Polygone, welche entlang der einem Schuh aus, doch es fehlen noch einige
Symmetrie-Achse verlaufen, gelöscht werden. Details. Aus diesem Grund erzeuge ich ein Ring-
Hierfür deaktiviere ich das Symmetrie-Objekt und Grundobjekt mit 4 Rohr- und 4 Ring-Segmenten,
selektiere das betreffende Polygon mithilfe der sowie einem Radius von 75 Metern. Dieses Ob-
Live-Selektion. jekt mache ich über die Taste C editierbar und
schiebe es in das Null-Objekt, in welchem auch
In der Draufsicht (F2) setze ich die Punkte der Z- die anderen Objekte stecken.
Achse unter Position und Größe auf 0. es gibt
noch einen weiteren Teil, der abgetrennt werden Mit dem Skalieren-Werkzeug (T) drücke ich den
muss. PIC_08 zeigt, welche Polygone das sind. Ring entlang der Y-Achse etwas zusammen. Um
den Ring in die richtige Position zu bringen ver-
Die Vorgehensweise sollte jetzt kein Hindernis wende ich das Skalieren- (T), verschieben- (E),
mehr darstellen. Nachdem der Vorgang ab- sowie das Rotations-Werkzeug (R).
geschlossen ist, benutze ich das Gleiten-
Werkzeug, um die Punkte korrekt anzuordnen Bild PIC_09 zeigt, worum es geht. Nachdem ich
und schließlich bereinige ich die Punkte des Ob- mit der Positionierung des Objekt des zufrieden
jekts. Der einzige Unterschied zur weiter oben bin, schiebe ich es mit festgehaltener CTRL-Taste
beschriebenen Vorgehensweise ist das zuvor ex- 3 mal in den Objekt-Manager und positioniere
trudiere Polygon. PIC_08 auch diese an die richtige Stelle. PIC_09
Jetzt füge ich dem zuallererst abgetrennten Teil Jetzt kann ich endlich die Schnürsenkel model-
eine Dicke hinzu. Auf Bild PIC_09 kann man se- lieren. Ich erzeuge einfach einen komplett neuen

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

gestalten. Ich hoffe ihr hattet Spaß mit diesem


Tutorial und würde mich sehr freuen, den einen
oder anderen Schuh an euren Charakteren zu
entdecken.

Sollten irgendwo Schwierigkeiten auftauchen,


scheue dich nicht, einen WIP-Beitrag im entspre-
chenden Forum zu schreiben. Unsere Community
wird dir mit Rat und Tat zur Seite stehen.
12
Bis bald im Forum und keep attacking!

Mark

Uebersetzung bei: Georg Niedermeier aka "Sad"

61
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