Cinema 4D Beginner's Guide
Model, animate, and render like a Pro!
Jen Rizzo
BIRMINGHAM - MUMBAI
Cinema 4D Beginner's Guide
Copyright © 2012 Packt Publishing
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First published: November 2012
Producon Reference: 1171112
Published by Packt Publishing Ltd.
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Birmingham B3 2PB, UK.
ISBN 978-1-84969-214-4
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Cover Image by William Kewley ()
Credits
Author
Jen Rizzo
Reviewers
She has worked with over thirty companies in the last four years, jumping in at every stage
of the design process. She is overly excited by almost everything.
In her personal life, she strives to become a stronger cyclist and hopes to someday beat
someone at a board game. She has a near-unhealthy obsession with cured meat, cheese,
chocolate and coee, and will wax poecally on the city of San Francisco unl someone
distracts her. She would like to thank malt, hops, and yeast for exisng in perfect
liquid triumvirance.
Acknowledgement
I am constantly amazed by the unshakeable support system I have developed over the last
decade of my life, and I am deeply grateful to the following people:
To my mother, without whom my enre career would not be possible. The path of my life
connues to surprise and delight me every day and no one has been more integral in that
than you. Thank you for never once making me wonder if you were proud of me.
To both my fathers, for loving and supporng me as strongly as they possibly could in their
very dierent ways.
To Susan, whose support and enthusiasm for this project from the very rst moment was
what got me excited about wring this year.
To Je, who is responsible for showing me how to fall in love with this city, and to Michelle
who connues to help me eat my way across it. If I could acknowledge you two with a corgi,
I promise I would.
To Patrick, whose constant support for me and whatever new scheme I've dreamed up that
day never fails. You kept me going this year when I wasn't sure how to and I'll never be able
to thank you properly. To Akima for your wisdom and insight - I am blown away by your
energy to help the people you love and grateful that I get to be a part of it. To Denman, the
undisputed king of puns - your thoughul approach to everything you do is overwhelming
and I love it.
To Jesse for somehow always knowing the right thing to share to inspire me and to Elianna
for far too many dinnerme giggles - the way you two have forged your own path blows me
away. To Jaleen for being my constant parallel - I'll never understand it, but I am so grateful
for it. To Jusn, whose love and support is always just a few feet away.
and a contributor in today's eld of graphics. Starng with my parents for
accepng my decision to pursue two art degrees, colleagues for providing
much needed perspecve when needed, and those close to me for being a
never-ending fountain of support.
Jonathan Richter lives in the USA and is the founder of Supermassive Studios, an
award-winning moon design/3D animaon, and video bouque. With an extensive and
varied background ranging from music composion to photography, Jonathan has created
a company that leverages technology to tell capvang stories. With Cinema 4D, he enjoys
pushing the boundaries of what it is capable of. His passion projects include short lms
and visual eects. In 2011, his short lm The Box went on to be accepted into several
major lm fesvals. The Supermassive Studios website can be found at the following URL:
Sean Siegler is a Moon Graphics Arst and live Visual Performer based out of
San Francisco.
Originally from the Midwest, he ventured to New York to pursue a degree in Film and
Video from Pra Instute.
Since then he has spent many years creang original content and performing live as a VJ
across the country. This lead to a discovery of the art of moon graphics and a love aair
with Adobe Aer Eects. 3D was added to his arsenal aer it became apparent that Cinema
4D was a dierent beast and made creaon, exploraon, and modeling in the 3D space a
much more intuive and creave process than other soware packages.
At present he lives in a warehouse in the Dogpatch neighborhood of San Francisco, with his
cat Helmet and his darling ancée Carlyn.
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Time for acon – customizing the interface 22
Hidden menus – M and V 24
Pung it all together – our project 26
Summary 26
Chapter 2: Modeling Part 1: Edges, Faces, and Points 27
Before we begin 27
Beginning with primives 28
Time for acon – creang a desk 32
Time for acon – seng up an environment 34
Polygon-level control 36
Time for acon – extruding polygons 37
Summary 44
Chapter 3: Modeling Part 1: Splines, NURBS, Deformers, and Boole 45
Before we begin 46
Understanding NURBS objects 46
Exploring the Spline menu 50
Time for acon – creang and imporng a spline 51
Time for acon – creang a vase 55
Table of Contents
[ ii ]
Time for acon – creang a chair 60
HyperNURBS modeling 66
Time for acon – using HyperNURBS objects 66
Summary 73
Chapter 4: Materials and Shaders 75
Before we begin 75
Understanding materials 76
Understanding material channels 76
Time for acon – texturing our environment 91
Shaders 96
Time for acon – using Math in XPresso 172
Time for acon – making the gears turn 176
Time for acon – XPresso and MoGraph 184
Summary 189
Chapter 9: An Overview of Addional Tools 191
Time for acon – hair 191
Time for acon – hair materials without Hair objects 198
Sketch and Toon 201
Time for acon – placing accurate lighng 202
Time for acon – global sengs and materials 205
Cloth 210
Time for acon – creang a cloth object 211
Summary 218
Chapter 10: Opmizing Your Workow 219
Before we begin 219
XRefs 220
Time for acon – creang XRefs 220
Understanding the importance of composing 225
Time for acon – modeling for composing 226
Time for acon – composing tags 229
Render sengs for composing and mulpass 233
Time for acon – composing with Adobe Aer Eects 238
Summary 247
Appendix: Pop Quiz Answers 249
Index 251
Preface
With Cinema 4D, you can quickly and easily bring your visions to life. This beginner's guide
will walk you through creang and animang a 3D scene, with ps and techniques for
everything from photorealisc rendering to moon graphics.
we will also briey use Adobe Illustrator for drawing Bezier splines and Adobe
Aer Eects for post-producon composing.
Who this book is for
This book is for designers and arsts with a basic prociency in animaon or computer
graphics, as well as professionals with an understanding of 3D animaon in another
soware package.
Conventions
In this book, you will nd several headings appearing frequently.
To give clear instrucons of how to complete a procedure or task, we use:
Time for action – heading
1. Acon 1
2. Acon 2
3. Acon 3
Instrucons oen need some extra explanaon so that they make sense, so they are
followed with:
What just happened?
This heading explains the working of tasks or instrucons that you have just completed.
Preface
[ 3 ]
You will also nd some other learning aids in the book, including:
Pop quiz – heading
These are short mulple-choice quesons intended to help you test your own understanding.
Have a go hero – heading
These are praccal challenges and give you ideas for experimenng with what you
have learned.
You will also nd a number of styles of text that disnguish between dierent kinds of
informaon. Here are some examples of these styles, and an explanaon of their meaning.
Code words in text are shown as follows: "You may noce that we used the Unix command
rm to remove the Drush directory rather than the DOS del command."
A block of code is set as follows:
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Preface
[ 5 ]
Errata
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Geng to Know Cinema 4D
[ 8 ]
1024 MB of free RAM
DVD ROM drive
Standard DVD installaon can take up to 7 GB of disk space
Addional informaon can be found on MAXON's website at the following link:
/>information/system-requirements.html
There are four dierent packages of Cinema available for purchase, as follows:
Prime
Broadcast
Visualize
Studio
Prime is MAXON's basic oering, which oers a toolset for anyone looking for basic
3D animaon funconality. This version should be sucient for students and will contain
most of the features menoned in this book (MoGraph, which will be discussed in
Chapter 7, MoGraph, is available in Broadcast and Studio only). Broadcast targets
moon graphics professionals, while Visualize is directed at architects and designers.
Studio contains all of the features from the other three versions. The dierent versions
are designed to oer necessary funconality at a lower cost for specic industries.
A full product comparison can be found on MAXON's website (
on.
net/products/general-information/general-information/product-
comparison.html
).
MAXON has always done an excellent job of ensuring that its soware supports a wide
range of computers dang back mulple years. R12 was the rst version that did not
support PPC Macintosh computers, almost ve years aer Intel-based Macs became
standard and well aer most major animaon and design soware applicaons had
disconnued support. While Cinema can be installed on many older machines, 3D
soware is notorious for being a processor hog. A mulprocessor machine with
sit down with a pencil and paper, or open Photoshop to try and create a rendering of what we
see, we have to gure out how to visually force that perspecve in our composion as well.
Geng to Know Cinema 4D
[ 10 ]
In 3D soware, you're creang the object in the same way you'd create it in real life.
A cube is made up of six perfectly equal squares that come together at 90 degree angles.
The perspecve you see in 3D renderings is enrely dependent on the camera angle, which
means once we've created an object, we can create a rendering from innite angles with
lile addional eort, as shown in the following screenshot:
As we move on to exploring Cinema's interface, it's important to establish our coordinate
system – how 3D space and direcon are represented on our 2D screen. When we modify an
object, we'll oen have to specify if we're modifying it in one, two, or three dimensions, as
well as which dimensions we're choosing to modify. When you open Cinema 4D, you'll see
a perspecve grid. The center point represents (0,0,0). The red arrow represents the X axis,
the blue arrow represents the Z axis, and the upward dimension (which will be colored green
when we begin creang objects) is the Y axis.