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Cinema 4D: Dynamics

Cinema 4D: Dynamics

3h 1mIntermediate2014-05-23

Authors

Thanassis Pozantzis

Thanassis Pozantzis

Illustrator, Animator, 3D Generalist, Stereographer, Retoucher

Course details

CINEMA 4D dynamics are powerful, but easy to understand and fun to play with. In this course, Thanassis Pozantzis shows you how to use dynamics to create physically accurate object animations, using real-world physics like gravity, collisions, and bounces. Learn how to work with forces like initial velocity, create more complex objects like hierarchies and static objects, and use dynamics with MoGraph clones and particle systems. You'll also get a look at eight of the major physical properties, learn how to connect your simulation to keyframe-animated objects, and trigger dynamics. After the completion of this course, you should be able to create complex dynamic simulations setups. The possibilities are limited only by your imagination.

Learning objectives
Making objects fall with gravity
Creating dynamic hierarchies
Controlling the collision shape
Adjusting properties like Bounce and Density
Adding keyframed elements to a simulation
Adjusting the dynamic simulation

Skills covered

CINEMA 4DMAXON3D AnimationRenderingMotion Graphics and VFX3D ModelingVisualization and Real-TimeAECProduct and ManufacturingAnimation and IllustrationDeep Dive (X:Y)

Concepts

0. Introduction

  • 01 - Welcome
  • 02 - What are dynamics

1. Creating a First Dynamic Simulation

  • 03 - Basic interface
  • 04 - Making objects fall with gravity
  • 05 - Initial velocity
  • 06 - Visualization

2. Creating Complex Dynamic Objects

  • 07 - Compound dynamics and self-collisions
  • 08 - Dynamic hierarchies
  • 09 - Static objects
  • 10 - Collision shape
  • 11 - MoGraph
  • 12 - Standard particle dynamics
  • 13 - Troubleshooting - Why are my objects exploding
  • 14 - Creating a crazy machine

3. Physical Properties

  • 15 - Bounce
  • 16 - Friction
  • 17 - Center of gravity
  • 18 - Density (mass)
  • 19 - Deactivation
  • 20 - Linear and angular damping
  • 21 - Force
  • 22 - Particle forces
  • 23 - Collision noise

4. Adding Keyframed Elements to Your Simulation

  • 24 - Follow Position and Follow Rotation
  • 25 - The initial state
  • 26 - Keyframing a trigger
  • 27 - Trigger collision
  • 28 - Trigger at peak velocity
  • 29 - Transition time

5. Fine-Tuning the Dynamic Simulation

  • 30 - Creating broken glass
  • 31 - Timescale
  • 32 - Reacting to another object
  • 33 - Steps per Frame
  • 34 - Collision Margin
  • 35 - Baking and caches

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