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c4d: Xpresso: Mike Udin Base Course
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Описание:
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Автор:
Folder2009
Создан:
26 марта 2023 в 07:32 (текущая версия от 12 мая 2023 в 18:23)
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Фразы
В этом режиме перемешиваться будут не слова, а целые фразы, разделенные переносом строки.
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1 ^ Addings
2 a) We can combine two the same nodes via Math:modulo
3 ** Lesson 4
4 * Node Bitmap, Result, Bounding Box
5 ^ Node Bitmap
6 a) New Node > Xpresso > General > Bitmap
7 b) Gives information about pixel image
8 c) Input Ports
9 - Filename: shows a path to an image
10 - X and Y: coordinates
11 d) Output Ports
12 - Color: gives information about pixel of the image in vector
13 ' for showing result we have to use a node Result, here in vector
14 - Height: gives information about height of the image
15 ' A node Result in integer
16 - Width: the same but about width in integer
17 ^ Node Result
18 a) New Node > XPresso > General > Result
19 b) A simple node for demonstration results of output ports
20 c) Has only input port
21 d) Properties: only Data Type
22 ^ Node Bounding Box
23 a) New Node > XPresso > General > Bounding Box
24 b) For determining coordinates of a dimensional object which consists of around a polygonal object
25 c) Input port
26 - only Object
27 d) Output port
28 - Box minimum
29 - Box maximum
30 - Box size
31 - Moreover, Box points from 1 to 8
32 e) Added 8 points we can connect to nulls nodes (input position)
33 - via tracer + Extrude
34 f) Node Properties
35 - Matrix Mode: default Global
36 ' Local: for changing position only polygonal object if it has a parent
37 - Use deformer points: (default tick)
38 ' For including deformation via deformers
39 ** Lesson 5
40 * Object Node; Relatives Links
41 ^ Object Node
42 a) It's the most important node in C4d where we need to work
43 b) Object Node -- is a node which represents itself any inserted object from Attribute Manager, Material or Tag
44 - The most interested is from Attribute Manager, because of accessibility
45 ^ Object Node (part 2) > Reference Node
46 a) Absolute Reference (default)
47 - it means that a node strictly fixed to the defined object in manager of objects
48 b) Relative Reference
49 - it means that a node is assigned to that object where the tag Xpresso is
50 - Here's we have an interesting parameter 'Path': we can point out the way via big 4 LETTERS
51 ' U ~ up in hierarchy
52 ' D ~ down hierarchy
53 ' N ~ next of the same level
54 ' P ~ previous of the same level
55 c) Use Start Position
56 - it means that count goes from the object where the tag Xpresso is
57 - We can change representing of an object via Start Position
58 ' This Object (default)
59 ' Up in Hierarchy: the node will be assigned to the parent object of the Tag XPresso
60 ' Down in Hierarchy: the node will be assigned to the daughter object of the Tag XPresso
61 ' Successor on this Level: the node will be assigned to the next object on the same Level
62 ' Predecessor on this Level: the node will be assigned to the previous object on the same Level
63 ' First on this Level: the node will be assigned to the first object on the same Level
64 ' Last on this Level: the node will be assigned to the last object on the same Level
65 ' First in Project: the node will be assigned to the highest level of the first object in Project
66 ' Last in Project: the node will be assigned to the highest level of the last object in Project
67 ^ Finally, we should copy all necessities into main User Data Interface
68 a) Unfortunately, we can't save tags in our version, but we can save XGroup
69 ** Lesson 6
70 * Color Temperature; Constant; Result; Freeze; Flip Flop, Link List, Memory, Mono Flop
71 ^ Color Temperature
72 a) Demonstrates color according to temperature
73 b) It's interesting with a source of light
74 - Just connecting Color Temperature (output port: color) with a Light (input port: color)
75 ' If we tick "use temperature", it doesn't work
76 ^ Constant
77 a) Constant is for setting a determined definition of any data type.
78 - Easy node
79 ^ FlipFlop
80 a) FlipFlop switch on/off definitions
81 b) FlipFlop works with Boole data type
82 c) Input ports: on; switch; off
83 - So, we always have to tick On > Value and Off > Value
84 - Switch will decide when we need true or false via Value
85 - It's very well with three nodes Constant
86 ^ Freeze
87 a) Node 'Freeze' for fixing that definition which was before a certain moment
88 - Example, Time --- value Freeze --- Result
89 ' in Freeze > Switch if we tick, we freeze a current time
90 - Another example, (Time --- value Freeze; Constant > Boole --- switch Freeze) --- Result
91 ' in Constant, when we tick Value, it freezes, otherwise not
92 b) Freeze is very handy node which allows to fix a certain result in a certain moment of time (for animation)
93 ^ Link List
94 a) Link List allows to work with a list of objects
95 b) Example, we want to assign color to other lights
96 - Insert all lights into Link List of Attribute
97 - Link List output link --- input object Light
98 - Constant output Color (change necessary color in attribute) --- input color Light
99 - Link List Attribute > index. If we increase a number from 0, other lights become with the same color as in Constant
100 c) structure of Link List
101 - Input port
102 ' Index
103 - Output port
104 ' Link
105 ' Count (can be added)
106 d) We can quickly choose objects in Clone just connecting Link List with Properties Object Properties:: Object
107 ^ Memory
108 a) Memory allows to save determined definitions of input nodes from others which changed during time
109 b) Structure
110 - Input port
111 ' History Level
112 ' Input
113 - Output port
114 ' Output
115 c) Example
116 - Light output position --- input input Memory; Memory output output --- Result
117 - Light output position --- Result
118 - When we change history depth and history level in attribute, definitions through Memory will be with delayed
119 - Two different definitions we can compare via a tag 'Compare'
120 d) Via 'Memory' we can catch fact of changing of some parameter
121 ^ Memory (Part 2)
122 a) Via a node 'Memory' we can make a pick whip, but a daughter will be free (like in AE)
123 b) Add a node 'Memory' between them
124 c) First, we need to catch a moment of movement
125 - We do it via tags 'Compare' + 'Result'
126 - 1 subject output positionX (example) --- input input Memory; Memory output output --- input positionX 2 subject
127 - 1 subject output positionX --- input input1 Compare |Function !=|; Compare output output --- input Result |Boole| False (when moving, it's changed into true)
128 - Memory output output --- input input2 Compare |Function !=|
129 d) Then, we need to switch on connection only at that moment when we're moving the first one
130 - Via a node 'Spy'
131 - Remove connection Memory output output --- input positionX 2 subject
132 - Create directly connection 1 subject output output --- input Spy; Spy output --- input 2 subject: we'll see numbers on Spy
133 - Spy (take out gear)
134 - Compare --- input Enabled Gear Spy: instead of Result
135 ^ MonoFlop
136 a) MonoFlop can catch determined switching of boole definition via
137 input Trigger
138 **
139 * Time
140 ^ Time
141 a) Node 'Time' shows a current definition of time and other parameters which connected with time
142 b) If we connect Time with Result and switch on playback, we can see other definitions in result (30 frames = 1)
143 ^ Spy
144 a) Node 'Spy' is an adapter which shows moving definitions at the time
145 b) a Node 'Spy' has a parameter 'enabled' (default tick)
146 - if we switch it off, a dependent object doesn't follow the main one
147 ** Lesson 8
148 * Noise, Random, Point, Polygon, Ray Collision, Reference, Spline
149 ^ Noise
150 a) a node 'Noise' generates a set of random numbers
151 b) Noise is similar to another node 'Random'
152 c) Random numbers are attached to determined feature of noise
153 d) Structure
154 - Input port
155 ' Amplitude
156 ' Frequency
157 ' Octave
158 ' Scale
159 ' Seed
160 ' Time
161 ' Vector
162 ' X Coordinate
163 ' Y Coordinate
164 ' Z Coordinate
165 - Output port
166 ' Noise
167 e) Noise > Properties
168 - Noise Type
169 ' Noise
170 ' Turbulence
171 ' Wavy Turbulence
172 ' Fractal Brown Movement
173 - Positive Only (default not tick)
174 - Parameter
175 ' Octaves
176 ' Scale: it's for scale of noise
177 ' Frequency: the higher definitions the quickly will be changed ones
178 ' Amplitude: shows definitions between minimum negative and maximum positive (example, 5: -5 - +5)
179 ' Seed: for avoiding the same definitions
180 f) Noise is more flexible than Random
181 g) Settings of Noise is similar to mograph > effector 'Random'
182 ^ Random
183 a) a node 'Random' generates a simple random number
184 b) Gives different types of data
185 c) Structure
186 - Input Port
187 ' Random
188 - Output port
189 ' Boole
190 ' Integer
191 ' Real
192 ' Normal
193 ' Vector
194 d) Just connect sth from output port into a node 'Result', we'll get a random definition
195 e) Random > Properties
196 - Time -- gives a random definition according to a determined frame
197 - Free
198 - Positive Only (default not tick): understandable
199 - Random Seed (can be changed)
200 ' For avoiding the same random numbers
201 ^ Point
202 a) Shows information of a determined point of a polygonal object or a spline
203 b) Structure
204 - Input port
205 ' Object
206 ' Point Index
207 ' Point Position
208 - Output port
209 ' Point Count: shows common number of points
210 ' Point Position: shows coordinates of a point (we can find information from a necessary point via 'Point Index')
211 | Numbers of point index are shown in Structure Manager (Shift + F9)
212 ' Point Normal
213 c) Via Point Position we can attach other objects to any point through Position, also vice versa
214 - we can make some pick whip to points and other
215 ^ Polygon
216 a) a node 'Polygon' is similar to a node 'Point'. Here's we work with polygons
217 b) Structure
218 - Input port
219 ' Object
220 ' Polygon Index
221 - Output port
222 ' Polygon Count: allows to learn a number of polygons
223 ' Polygon Center: to learn a coordinate of center
224 ' Index Point 1: for getting information via connecting with a node "Point"
225 ' Index Point 2: the same
226 ' Index Point 3: the same
227 ' Index Point 4: the same
228 ' Polygon Normal
229 ^ Ray Collision
230 a) With this node we can find a place of intersection an object and ray which prolongs from the first object to the second one.
231 b) Works only with polygonal objects
232 c) Structure
233 - Input port
234 ' Object: it's an object which will be intersected. Port must be with polygonal object port Object
235 ' Ray Point 1: with the port, as usual position, of the first object port Position
236 ' Ray Point 2: connect the port with the second object port Position
237 - Output port
238 ' Collision: it's connected with a node 'Result' Boole for showing of intersecting or not
239 ' Distance: we can learn distance between start and end. It work if we switch off Ray Collision > Properties > Test Only
240 ' Face Index: shows an index of polygonal object
241 ' Face Normal: shows direction of coordinates in Normal
242 ' Hit Position: useful, shows a point of intersection on polygonal object
243 ' Is Backface
244 ' Phong Normal
245 d) Ray Collision > Properties
246 - Test only (default tick): for switching on addings ouput ports such as 'Distance' we have to switch it off
247 - Global Coordinates (default tick)
248 ^ Reference
249 a) a node 'Reference' helps to address to other objects due to a certain link; very convenient
250 b) Structure
251 - Input port
252 ' Instance
253 ' Path
254 - Output port
255 ' Instance
256 c) It's similar to Relative Reference > Path (NPDU)
257 ^ Spline
258 a) Spline node is similar to a tag 'Align to spline'
259 b) Structure
260 - Input port
261 ' Object
262 ' Offset
263 ' Segment: we can choose segments if use a spline mask with several splines in it
264 - Output port
265 ' Position
266 ' Tangent
267 ' Closed
268 ' Length
269 ' Segments
270 ' Tangent
271 **
272 * Lesson 8
273 ^ Remark
274 a) The simples node for making comments
275 ^ Result
276 a) understandable
277 ^ Spy
278 a) It's similar to 'Result', but it shows definition besides input and output
279 b) Don't use too often, because 'Spy' takes energy from processor
280 c) Developers recommend to remove 'Spy' and 'Result' after finishing
281 ^ Time
282 a) A simple node 'Time' shows time in seconds and settings of time which connected with a project
283 b) Structure
284 - Input Port
285 ' Nothing
286 - Output Port
287 ' Delta: shows the time of 1 frame (1/fps)
288 ' End: shows the end of time project
289 ' Frame: shows the current frame where the playback is
290 ' Frames per second: shows the frequency frames per second
291 ' Loop end:
292 ' Loop start
293 ' Previous
294 ' Real
295 ' Start: shows the start of time project
296 ' Time
297 ^ a Group 'Adapter'
298 a) Contains 5 nodes
299 - Matrix2Vectors: allows to divide matrix into vectors
300 - Vectors2Matrix: allows to collect vectors into martix
301 - Universal: for converting from one type of data into another.
302 - Vector2Reals
303 - Reals2Vector
304 b) One use nodes for getting information from matrix or vector, after that we can combine it.
305 ^ a Group 'Boole'
306 a) Contains 3 nodes
307 - Boole: a useful node which allows to include lots of input ports
308 ' It can produce input results and give one definition depending on function
309 - Not: for opposite definitions which 'Not' accepts into Input port
310 - Switch: has only output port Output which gives whether false or true
311 ' Switch is similar to "Constant", but unlikely Switch works only with Boole type of data
312 b) They work in the mode of logical operations
313 ^ a Group 'Boole' > 'Boole'
314 a) AND: when all definitions have the same condition 'True'
315 b) OR: if at least one of all ports hase 'True', we get true
316 c) XOR: if odd number of ports have definition 'True', it works
317 d) NAND: it's an opposite of AND
318 e) NOR: it's an opposite of OR
319 f) NXOR: it's an opposite of XOR
320 * Lesson 9
321 ^ a Group of 'Calculate'
322 a) In a group of 'Calculate' are contained nodes which convert from one type of dat into another
323 b) also contains different mathematical nodes
324 c) a node 'Absolute'
325 - a simple node which converts negative numbers into positive ones
326 - Absolute Properties has Real or Integer
327 d) a node 'Clamp'
328 - make limit between minimal and maximum definition
329 - Structure
330 ' Input ports
331 | Min
332 | Max
333 | Value
334 ' Output ports
335 | Output
336 - Connect via value, then make restricts between min and max
337 - Handy for rigging a personage
338 e) a node 'Colorspace'
339 - Converts modes of color space (from rgb to hsv, etc.)
340 f) a node 'Cross Product'
341 - a specific node which is used for work with vector math
342 - we can get a normal vector
343 g) Dot Product
344 - a specific node which is used for work with vector math
345 - creates a projection of one vector onto another
346 ^ a Group of 'Calculate' (part 2)
347 a) Degree
348 - for converting degree to radians and vice versa
349 - be default an object is rotated in Radians
350 b) Distance
351 - for learning distance between objects
352 - we can make dependence (opening doors and etc.)
353 c) FloatFuncExp
354 - For mathematical functions, such as ln10, sqrt etc.
355 d) Math:Add
356 - We can do simple mathematical operations
357 - Very convenient for getting result of text spline
358 - Can work with lots of input definitions
359 e) FloatMath:Add
360 - It's similar to 'Math:Add', but works only with Float value
361 - It's kind of for more strong operations
362 - Can work only with 2 definitions and that's all
363 f) Formula
364 - Can replace 'Math:Add' and 'FloatMath:Add', but can work only with numbers
365 - do operations in Properties > Formula
366 ' For addressing to input objects we name $1, $2, etc. ($1 + $2)
367 ' We can do it with port names (have to tick 'use port names')
368 - we can see different operations in Show help: Appendix > Formula cos(a)
369 g) Invert
370 - for inversion of definitions: 5 will get 1/5
371 ^ a Group of 'Calculate' (part 3)
372 a) Matrix2HPB
373 - allows from data of matrix gives definitions or rotation
374 b) Mix
375 - It allows to mix certain definitions in proportion
376 - It can be useful for learning percentage of control of city
377 c) Negate
378 - invert definitions and work with different type of data
379 - we can make 2 objects nearer and farther
380 d) Range Mapper
381 - It's very important node which do transformation from one range to another
382 - We can do it shifting with adding Null:User Data: Float Slider
383 - Properties
384 ' Clamp Lower and Clamp Upper (default not tick)
385 ' Reverse (default not tick): for changing start and end position
386 ' Parameter: here's the main setting with input lower, input upper, output lower, output upper
387 ' Use spline: for changing interpolation
388 ' Input Range (default User Defined) can change into, example, degree. So, it's useful for rotation
389 ' Modulo: allows to make cycle animation
390 e) Trigonometric
391 - Via this node we can convert numbers with trigonometric functions
392 - GIves other Results
393 * Lesson 10
394 ^ A group of Script
395 a) In this group we can use some scripts, if you know a program language Python
396 - can replace totally XPresso
397 - we can also create plugins
398 ^ A group of Logic
399 a) Compare
400 - Here we always compare 2 definitions
401 b) Condition
402 - very useful node with switching
403 - count of switch starts from 0 (0 = input 1; 1 = input 2 etc.)
404 - Lots of Types of data
405 - can switch colors, positions of object and so on
406 c) Equal; is Null; Order
407 - These nodes duplicate definitions of function of a node 'Compare'
408 - Equal gives only 2 definitions True or false; 1 or 0
409 ' Unlikely "compare", it has more types of data
410 - Is Null determines whether it equals to 0 or not
411 - Order: compares 2 definitions of inputs, which is rather than or not
412 ' Usually in integer
413 ' If the first definition is rather than the second one, we get 1; if equals -- 0, or else -- -1
414 ^ a Group of 'Iterator'
415 a) Hierarchy
416 - Structure
417 ' Input ports
418 | Maximum Iterators
419 | Object
420 | On
421 ' Output Porst
422 | Object
423 | Count
424 b) Iteration
425 - This node creates simple cycles
426 - Very useful when we want to work with a huge stream of iterators
427 ^ a Node 'Condition' of a group of 'Logic'
428 a) a node 'Condition' is very useful for making daughters
429 b) Example task -- make several objects daughters to controllers which have tags Vibrate for movement
430 - All 8 objects into Xpresso Editor with output 'Object'
431 - They connect with into input input 2 nodes 'Condition'::Object
432 - output connect with 2 new nodes 'Object'
433 ' daughters objects connect with the lower input Object Object
434 ' Parents objects connect with the higher Object throw object, then the high object connects with the low one via Global Position
435 - 2 Objects must be selected, then increase parameters Switch in properties
436 - For all proper animation we have to add a node 'Iteration' where in parameters we put a number in Iteration End (if 4 objects, we put 3, and so on)
437 - 'Iteration' Connect with input ports Switch of 2 nodes 'Condition'
438 c) The same example task, but with the more convenient solution
439 - Use Link List
440 - so Iteration + 2 Link Lists + 2 objects, like above
441 ^ a node 'Object List'
442 a) the node 'Object List' represents combining of 2 nodes 'Iteration' + 'Link List'
443 b) Structure
444 - Input ports
445 ' Iteration List
446 ' On
447 - Output ports
448 ' Instance
449 ' Count
450 c) Usually node 'Object List' works with 'Object Index'
451 - 'Object Index' for getting index
452 d) example with parents and daughters of global position
453 - Object List output Instance --- input Instance Object Index output Instance --- input Object Object
454 - Object Index output Index --- input Index Parents Link List output Link --- input Object Object (the other) output Global Position --- input Global Position Object
455 ^ Hierarchy
456 a) Hierarchy is similar to Object List and Link List. Unlikely, it takes objects for processing in cycle from hierarchy
457 b) Structure
458 - Input Port
459 ' Maximum Iterations
460 ' Object
461 ' On
462 - Output Port
463 ' Object
464 ' Count
465 c) So we have to group needed objects as daughters
466 - Connections like in Object list.
467 d) We have to tick On
468 e) We can exclude some objects
469 - It's more convenient
470 f) Don't forget about 'Reference'. Here's we insert a link of the parent group
471 g) Object List is convenient when we choose objects from other groups

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