Online Chapter CINEMA 4D Basics A.1 File Formats
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Online Chapter CINEMA 4D Basics From the corner of your eye, you see your boss approaching, grinning from ear to ear: “This is the newest thing on the market! Very easy to use! You as a Photoshop whiz will have no problem learning this software and can certainly show the customer a few layouts the day after tomorrow!” Isn’t it nice to have a boss with so much confidence in your abilities? Don’t panic! The following pages will bring you up to speed for the task of working daily with three-dimensional projects, even with just a little or no prior knowledge of the software. Seasoned users of the program will also benefit and will get an overview of the most important new features before we dive into the workshops. A.1 File Formats CINEMA 4D is a complex program that can be used to create, texture, animate and calculate (or render) 3D objects. The program uses polygons as a basic element to build these objects. Polygons are flat planes that have at least three corner points. All surfaces have to consist of this basic element. This is a major difference when compared to the common CAD programs typically used for ar- chitectural or product design. CAD programs generate planes from curves calculated by mathe- matical formulas, so-called NURBS planes, or by using volu- metric shapes. These two systems are not compatible. If CAD files need to be used, for example, in a print campaign or an animation in CINEMA 4D, they first must be converted. Depending on the kind of CIN- EMA 4D package you have, it might be possible to import cer- tain CAD formats directly, such as IGES or DWG files. An easier Figure A.2 and safer way is to use external The standard layout of CINEMA 4D conversion software such as Okino Polytrans, which is already a part of the engineering edition of CINEMA 4D. However, this software is only available for Windows PC users. There are also inexpensive CAD programs like Punch Via Cad 2D/3D, which run on a Macintosh, that are able to export all common CAD formats to polygon formats. Besides the CINEMA 4D file format, the software can also import the following 3D file formats without a problem: COLLADA, FBX, STL, VRML, 3DS, OBJ, and DXF. It should be possible to receive at least one of these file formats. When working with clients it is advisable to agree on at least one of these formats in the beginning. At the very least, be sure to test different CAD programs to see if there are any problems with converting the customer’s CAD files. Once that is done, opening readable files shouldn’t be a problem. Just use the OPEN command of CINEMA 4D in the FILE menu as shown in Figure A.3. The program recognizes the file type automatically. The file can then be saved as a native CINEMA 4D file with the SAVE AS… command in the same menu or be exported with the command FILE > EXPORT into another 3D format. It is not pos- Figure A.3 sible to reverse the converted file back into a CAD file format because of the fun- The Open command opens damentally different way the objects are calculated. Generally, objects created external files as well as with CINEMA 4D cannot be used again in CAD programs. the native CINEMA 4D scenes. A.2 Navigating It takes a while to get used to working in a 3D environment if you have never used such a program before. Normally, you will work with different views of the imported or created objects. These vary by way of show- ing different kinds of perspective. The so-called PERSPECTIVE view shows the view through a virtual camera and is helpful in finding, for example, a good camera angle of the objects for the fi- nal rendering. Since this view shows perspective effects such as a vanishing point, it is not suitable for reliable con- struction of objects. Furthermore, this modeling method would force you to constantly move the virtual camera around the object in order to evaluate and work on it. Therefore, there are additional stan- dard views such as the front view, side view, and a view from above, as can be seen in Figure A.4. These view- points conform to the axis system of the three-dimensional space in which we move around in CINEMA 4D. In every viewport there are several navi- gation icons located in the upper right Figure A.4 corner. From left to right, these icons Different viewport views represent moving, scaling, and rotating within the viewport. As an alternative, you can use the keys 1 to 3 together with the mouse to navigate the viewports. In addition, the scroll wheel on the mouse can also be used for scaling. The last icon represents the viewport window and enlarges the viewport. Clicking on the icon again brings back the four viewport views with the perspective and the three standard views. The label in the upper left corner of the viewport indicates the view currently displayed. A.3 Selecting and Sorting Objects Generally, you aren’t dealing with just one object but sev- eral, which have to be placed in their proper locations and in the right proportion to each other. The OBJECT MAN- AGER, which helps with this task, shows, among other things, a hierarchical listing of all objects in your 3D scene. It gives you an overview of all existing objects even if the viewport shows only a part of the scene and the objects it contains. Figure A.5 shows a view of the OBJECT MAN- AGER. With a click on the object name in the list, the object can be selected in order to edit it with tools or move it to a differ- Figure A.5 ent place within the 3D space. When the Shift key is held, The Object Manager all the objects between two mouse clicks are selected. Clicking on the objects while holding the Ctrl key allows the additive selection of several objects. An alternative method is to draw a selection frame with the mouse around several object names. A double click on the object’s name makes it editable so the scene can be structured with more meaningful names. By using the common COPY/PASTE commands, which can be found in the EDIT menu of the OBJECT MANAGER, se- lected objects can be multiplied. An alternative method is to click on the object name and, while holding down the mouse button and pressing the Ctrl key, drag the duplicate. The deletion of selected objects can be done by using the Delete or Backspace key. By dragging and dropping a selected object onto the name of another object, it can be subordinated under that object. In this way, complex hierarchies can be created. Since every branch of such a hierarchy can be collapsed or ex- panded by clicking on the symbol of the superordinate (child) object, complex models containing several objects can be shown in a more simple way. This also makes it easier to manipulate the hierarchy, since only the highest object has to be moved or rotated. All child objects will follow automatically. A.3.1 Clarifying the Structure Complex scenes can easily contain several hundred or even Figure A.5b thousands of objects. CINEMA 4D offers several useful Copyright by Peter Hoffman, www.pexel.de functions for turning objects on and off. In every viewport there is a FILTER menu available. There, certain object categories like light sources or the grid of the virtual floor in 3D space can be made invisible. The same function is also available as an icon in the top icon bar of CINEMA 4D. The two gray points, behind the object name in the OBJECT MAN- AGER, control the visibility of individual objects. The upper of the two points represents the visibility within the viewports. With Figure A.7 multiple clicks on this point, its color can be changed from gray The two small points behind the objects to green to red. Green represents absolute visibility, even if the control their visibility separately within the parent object is invisible. The red point indicates that the object is viewport and renderer. invisible in the viewports. The gray point represents a neutral state. The object then takes on the visibility setting of the parent object. Figure A.7 shows an example of the use of these points. The lower of these two points works the same way but controls the visibility of the object in the renderer. Make sure the correct point is used so all objects will appear in the final render. A.3.1.1 ORGANIZING OBJECTS IN LAYERS Objects can also be sorted in layers independent from their hierarchical structure. For example, imagine logical groups in engineering or architecture, such as floors of a building or parts of a machine, that are organized in a similar manner. With a click on the larger circle immediately behind the object name, objects can be moved to a new or already existing layer. This action doesn’t change the visibility or the hierarchical structure in the OB- JECT MANAGER. The affiliation to these layers is indicated by the color of the previously gray circle. The properties of the ob- jects within such a layer can be controlled in the LAYER BROWSER. It can be opened through the WINDOW menu of CINEMA 4D or directly by clicking on the layer point behind any object.