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* |
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^ Boole |
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a) Boole -- it's a 3-dimension mask |
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b) It's a comfortable generator, but has cons |
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- spoils polygonal net |
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- in R23 we can make without spoiling polygonal net |
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c) Used more in motion design |
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d) Boole works with 2 objects, so if we want to reduce more objects |
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- use Boole into boole as much as you want |
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e) Object > Boolean Type |
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- A subtract B (default) -- often used |
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- A union B -- like the same as without boole |
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- A intersect B -- sometimes useful |
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- A without B -- like A subtract B, but without caps |
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^ Boole (part 2) |
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a) High Quality (default) tick |
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- I understand so, avoids dreadful polygonal net |
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- Allows to set additional properties |
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- It's better never untick |
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b) Create Single Object (default untick) -- useful |
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- If we conversion it, there's one polygonal object (with tick) |
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- Otherwise, several ones |
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c) Hide new edges (default tick) |
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- If untick, we can see additional edges, created by boolean algorithm |
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- Never touch |
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d) Select Intersection (default untick) -- very useful |
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- after conversion, if tick, edges of intersected objects are selected at once, or else basic |
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* |
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^ |
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a) NLO we can make with |
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- Sphere and deformer Bulge |
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- In additional to this, change vertical axis of object in mode 'Object' |
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- In the end, Current state to object |
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^ Boil points in animation |
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a) we can click on one or more and will see properties of key frames in attributes |
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^ Key properties |
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a) Interpolation |
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- Spline (default) |
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- Linear |
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- Step |
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b) Key Time -- shows the time of a key frame |
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c) Key Preset > Auto Tangents (default tick) |
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- If untick, we can see knots (important, cause couldn't open knots) |
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- Via them, we can change trajectory on one plane without creating new key frames |
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d) Break Tangents (default tick) |
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- If untick, knots will be work simultaneously (useful) |
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e) Left Time and Right Time |
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- They allow change in and out time, but common time is always the same |
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- Much better not to take them |
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f) RBM on Timeline > Options > Ripple Edit -- very useful |
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- Allows to move all right frames at equal distance |
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^ Show F-curves (` + f, my hotkey) |
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a) Here, it's more comfortable to set interpolation of key frames instead of in viewport |
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* Cloner -- the most powerful tool in C4d |
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^ Object > Mode > Object -- (very useful) allows to distribute created cloners on another object |
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a) Distribution -- here we can make a method of distribution |
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- Vertex |
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- Edge |
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- Polygon centre |
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- Surface |
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- Volume |
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- Axis |
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^ Cloner is in a tab of generators and in MoGraph |
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^ CLoner > Mode > Linear |
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a) Count -- allows to make different number of cloners |
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b) Offset -- shifts to the result axis cloners |
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^ Making Ladder with Cloner |
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a) Cube in parallelepiped into cloner 'linear' |
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b) Increase a number of 'counts' |
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c) Below play with Position and maybe Size and Rotation |
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- Rotation shows how every copy rotates related to previous one |
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d) Step Rotation (they're below) -- very useful, copies rotates relatively Common linear axis (L) of a cloner |
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- Can easily make curved ladder |
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`the second method with adding Bend where we must rotate properly bend, but the first one is better |
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^ Cloner works with everything |
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^ Cloner Creating the dna molecule |
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a) 2 Spheres + Cylinder into Group |
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b) Group into Cloner 'linear' where we make rotation, step rotation, distance and count |
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^ Cloner Attaching several objects to another one chaotically |
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a) One object, as an example, Plane |
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b) The second object, for instance, Cone which into Cloner (Mode 'Object') |
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c) In Cloner > Object > Object: choose Plane |
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d) Play with Distribution, Seed and Count |
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e) If we don't like direction where watch Cone |
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- The first method, in Cone > Object: change Orientation |
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`We can turn only to X, Y or Z, but not to other |
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- The second method, more flexible, Cloner > Transform: change HPB angles |
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* Animation Interpolation |
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^ We can change FPS, besides on project settings (Ctrl + D), on the most right sign of the Timeline (sign of tape) |
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^ Project (Ctrl + D) > Key Interpolation |
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a) Interpolation (default Spline) -- (useful) here we can change interpolation into Linear or Step |
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- If we create animation till changes, after changing interpolation of current object stays |
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b) F-Curves (` + F) -- very useful |
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- Here we can quickly change a type of interpolation |
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`Step interpolation (alt + T) |
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`Linear interpolation (alt + L) |
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- Here we can easily use controllers of points |
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^ We can delete tage in Attributes of objects in separate tab |
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