Home » 2011»August»10 » FXPHD - C4D203 - Cinema 4D and After Effects in Production II
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FXPHD - C4D203 - Cinema 4D and After Effects in Production II
FXPHD - C4D203 - Cinema 4D and After Effects in Production II English | mp4 | h264 1152×720 12.00 fps | AAC 44100Hz mono | 956 Mb Genre: eLearning
This class will create and animate a carousel. This will be achieved by using the core version of Cinema4D without use of any extra modules. All the animation will be controlled by two keyframes and the use of Xpresso and Tags.
02 The first part of a two part class. In this class we will model some letters as part of a inflatable object. Then using Xpresso we will connect and orient each object to the next by attaching the axis to specific polygons. Finally we will create a glossy reflective material.
03 The second part of a two part class. In this class we will continue from last week. We will use morphs to animate the POP letters and then we will set up a rubber hose that uses Xpresso and constraints so that it stays connected to the letters but also moves around in a rubbery way.
04 This class will look at the new Global Illumination system that was released with version 11. Tips to help speed up renders and also ways to increase quality.
05 The first of two classes. This class will create a disco type mirrorball using MoGraph. We will texture the ball and add some effects using effectors. This class will also feature an introduction to motion clips, part of the new animation system for r11.
06 The second of two classes. In this class we finish the 70s Discoball animation. Using Cloner and Effectors to wipe on text. Exporting multipass to After Effects. Adding in disco type rays using AE effects and simulated discoball reflection using Trapcode Form.
07 In this class we look at several methods of animating cameras. We will also look at a technique to create automatic banking on your camera animations.
08 In this class we look at another method of animating the camera using a rig I will supply. We will use animation layers and also make use of the matte object parameter of the compositing tag.
09 This class will look at using Thinking Particles. We will generate a particle, add geometry. Then use an event collision to trigger fragmentation. Finally adding in some particle dynamics.
10 Bonus 1 hour class! This class looks into the Sketch and Toon Module. First analyzing the Render Settings and then creating a custom Sketch material.