Function available in CINEMA 4D Prime, Visualize, Broadcast, Studio & BodyPaint 3D
IKBasicTagDisplayAdvanced
The new IK dynamics have been developed to replace the previous Soft IK, which is no longer part of Cinema 4D. You can give your IK chains dynamic behavior so they can respond to forces such as gravity, collide with other objects, or spring automatically.
This is a great way to have your IKs interact with other objects, or to create behaviors such as flexible, dynamic chains (the spring effect that can be added to the tail of a character, for example).
Dynamics can be used with or without an IK Goal assigned to the Goal field in the Tag tab. The behavior will differ depending on which method you want to use. If a goal is used, for example, the Dynamic IK will still follow the Goal as closely as possible, giving you an extra point of manual control. If no goal is used, then the dynamics will control the chain completely.
Make Dynamics Freeze C4d Software
Note that the object to which the IK tag is applied will not have dynamics - only the objects farther down in the hierarchy will.
Enable
Enables or disables the IK Dynamics.
Strength[0.+∞%]
Defines the strength of the dynamic effect. Higher values tend to make the dynamics respond faster and make the IK chain behave more stiffly when moved. Lower values will produce a more sluggish effect and make the IK chain appear much looser.
Of course, there is a direct correlation between this parameter and the Drag, Position Hold and Rotation Hold parameters. It does not control the speed and stiffness of the IK chain on its own.
Make Dynamics Freeze C4d Tutorial
Note:
Even though the maximum strength possible can be set very high, it is not recommended because your computer could lock up. For normal use, you shouldn't need to stray too much from the default maximum value.
Drag[0.100%]
Defines how much resistance the dynamics will encounter when the IK chain is moved. The higher the value, the more resistance. Imagine an IK chain moving through water: it would need a much higher Drag value than if it were moving through air to reflect this effect.
Keep in mind that this parameter can greatly dampen your dynamics, so try not to set this value too high. For anything that needs to spring back into place quickly (insect antennae, for example), it is better to have a very low Drag value.
Pos Hold[0.100%]
This parameter defines how much force is applied against the dynamics to keep the original position of all objects in the dynamic chain when the IK chain's position changes. Higher values will keep objects closer to their initial position, lower values will give more impact to the dynamics. Do not set too low of a value, as the IK chain will quickly lose its integrity.
Rot Hold[0.100%]
This parameter defines how much force is applied against the dynamics to keep the original rotations of all objects in the dynamic chain when the IK chain's rotations change. Higher values will keep objects closer to their initial rotation values, lower values will give more impact to the dynamics. Setting a low value can dampen the spring effect of the dynamics and will not maintain the shape of the initial IK chain too much. Higher values will tend to restore the IK chain to its initial shape.
For example, if Gravity is applied to the IK chain dynamics, setting a low Rot. Hold value will straighten the IK chain under the influence of gravity.
Collisions
This option enables collisions for the IK chain with other objects.
Note that only the IK chain is set to collide. Any custom shaped joints, or custom objects will not have collisions based on their mesh, which keeps overhead to a minimum. Only polygonal objects set as collider will collide fully with the IK chain. Parametric objects will only collide with the axis of each object of the IK chain.
Radius[-∞.+∞m]
Sets the distance around the IK chain at which it will start to collide with other objects. This is a useful parameter, for example to take into consideration the thickness of a character's leg.
Friction[0.100%]
Use this parameter to define how much the IK chain will slide over the surface of the objects with which it collides. Lower values will tend to make the IK chain slide more easily over an object, while a higher value will make the IK chain stick more to the surface. The effect can be easily seen if the Bounce parameter is set to 0.
Bounce[0.100%]
When objects collide they will collide in different ways. Some will repel each other after a collision, others will almost stick together. This parameter defines the degree of bounce the IK chain will have after colliding with another object. The higher the value, the more it will be repelled.
Colliders Razer keyboard color change.
Objects
Drag & drop into this list any object(s) with which the IK chain should collide. If your Cinema 4D package includes Hair, you can also set a Hair collider on any object with which you want the IK chain to collide and it will be automatically detected without the need to drag them to this list.
Remember that polygonal objects work best.
Curves
Position
The curve defines how the Pos. Hold parameter is applied to the IK chain. The left side of the curve represents the beginning of the chain, while the right side represents the end. Dragging the curve points toward the top of the graph will increase the impact of the Pos Hold parameter on the chain; lowering the curve will lower its impact (proportional to whatever value is set in the Pos Hold parameter). It gives you a bit more flexibility with regard to how the dynamics will shape the entire chain.
Rotation
The curve defines how the Rot. Hold parameter is applied to the IK chain. The left side of the curve represents the beginning of the chain, while the right side represents the end. Dragging the curve points toward the top of the graph will make the Rot Hold parameter have full impact, lowering the curve will lower its impact on the chain. This is a great way to define where the IK chain should be more loose. For example, making the start of the IK chain stiffer than the end of it.
Forces
Gravity[-∞.+∞m]
Defines how much gravity should be applied to the IK chain. Alternatively, you can drag a Gravity object in the Forces list (don't forget to set Gravity to 0 here, though), if you wish to have a gravity that is not vertical.
Mode
Forces
Here you can define whether or not Forces should be included in or excluded from the Chain IK. This is useful for quickly excluding any Forces applied to the current chain so you can go back to your dynamics parameters unhindered.
Advanced
Continuous Update
This option is enabled by default and displays the IK chain's dynamics when moving the chain in the Viewport. If this option is disabled, the IK chain's dynamics will not update automatically, and only the object with the IK tag will move interactively.
Note that to really see dynamics interactively in the Viewport, you should either play the animation back in the Viewport, or (preferably) activate the Redraw option found in the Character / Manager / Auto Redraw manager.
Steps[1.100]
This is the number of sub frames into which each frame of the animation will be divided and used to calculate dynamics. The higher the Steps value, the more precise the calculation will be. This can be especially helpful when calculating fast movement with collision detection.
Auto
Start Stop
If this option is enabled, dynamics will be calculated over the entire length of the project (Edit / Project Settings). If you want to adjust this setting manually, simply disable Auto and enter a start and stop frame.
Posted by8 months ago
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I recently built my first PC and got a GTX 1080ti graphics card for Octane, and the live rendering is great and powerful, but I also noticed that Cinema 4D freezes when I try to do something simple like applying soft body dynamics to a statue with self-collisions off and letting it fall on a collider plane. I thought with a more powerful graphics card, Cinema 4D would run more smoothly and be able to preview something like this in the live viewport without crashing. Am I doing something wrong? Are there settings I can tweak to get the full power out of my graphics card? Thanks!
3 comments
There is one main force present by default inCinema 4D's dynamic system, and that is global gravity.Gravity always pulls the object towards the minus Y axis, downward, so to speak.Let's see this one more time.I'll create a sphere, right click, go tothe Simulation tags sub-menu and add a rigid body.I will lift my sphere just above the horizon.Add a floor.Right-click.Simulation.
Rigid body.Change the display, just for clarity, and press Play.You will see that sphere goes downwards.In order to access this global gravity setting, we have togo to the Edit menu, and bring up the Project Settings.In the Project Settings, the Dynamics tab, General sub-tab,and down here you can see it says Gravity.Currently, and by default, it's set to 1,000 centimeters.That is nothing more than rounding up of 981 centimetersby second squared which is the gravity acceleration of the earth at the equator.
The good thing is that we can change this.So, let me get rid of the floor, so we can see that sphere falling for a bit more.I would change my camera view.And I will press Play.So, this is the current acceleration because of the global gravity force.If I go to my Project Settings > Dynamics > General > Gravity, if I change thisto 25 and press Play, you will seethat the sphere accelerates, but a much slower rate.So it's basically, it's accelerating by 25 centimeters by seconds squared.
The other thing we can actually do is put a negative number here.If I put minus 1,000.Which is exactly the opposite of plus 1000.If I turn around and face the sphere from the bottom up,and press Play, you will see that the sphere is falling upwards.This way we can simulate effects like buoyancy,bubbles going up in the water and so forth.
As well as being able to create new CINEMA 4D files from within After…Effects, you can also import existing CINEMA…4D files into your After Effects project.…And that's what we're going to do here.…We're in Chapter Two Start AEP going to double click in the project panel.…And go into chapter 2 folder and select chapter 2 previewing c4d.…Just double click that to bring it into the composition,…or into the project rather.…And then I can drag it onto the New…Comp button to create a new composition from that file.…
And you'll see that it applies the Cineware plugin to the…file and that translate it into After Effects language if you like.…And if you watch as I ram preview that you'll…see that I can ram preview my Cinema 4D file directly…in After Effects. So it's as easy as that importing a file.…From Cinema 4D into After Effects.…
Updated4/8/2016Released8/28/2013 Intimidated by 3D modeling packages? Dip a toe in the water with CINEMA 4D (C4D) Lite, a slimmed down version of CINEMA 4D included with After Effects CC. Motion graphics designer Angie Taylor shows you how to build a complete sequence in C4D Lite, progressing from initial object modeling, to animation, lighting, camera rigging, texturing, and final render. Plus, learn to animate text, create random movement with wiggle expressions, track cameras in live-action footage to add new 3D elements, and light your scene. Angie also round-trips the project files to After Effects for visual effects and color correction. With over 100 videos, this course allows you to explore almost every aspect of 3D motion graphics creation, within this accessible introductory tool. Topics include:
9h 32m
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Q: This course was updated on 01/15/2015. What changed?
A: We updated movies in chapter 5, 10, and 12, and added a new set of exercise files to make the course compatible with the latest versions of After Effects CC (2014.1) and CINEWARE. Watch the 'Checking out the new CINEWARE features with After Effects CC 2014.1' movie for an overview of the changes.
Q: This course was updated on 04/08/2016. What changed?
A: We added one new movie and updated the rest of the tutorials in chapter 8, 'Materials and Textures in CINEMA 4D Lite.'
At its simplest, the X-Particles particle emitter can be used instead of the standard C4D emitter, giving you more options and control over particles than you would otherwise have. If you just want to generate some particles, the emitter is all you need and will work perfectly well on its own without the addition of the control system.
You can also add tags such as the Freeze tag to the emitter and a variety of particle modifiers (including all the standard Cinema 4D modifiers) and again these will work without the control system.
For the ultimate control over your particles, however, you will need to become familiar with the X-Particles control system.
For more information, you can:
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In this section, we will take a brief overview of the X-Particles particle emitter and how to set up a basic control system.
Adding an emitter
To do most things with X-Particles you need an emitter. So, to add an X-Particles emitter to the scene, go to the Cinema 4D menu bar and find the ‘X-Particles’ entry. Click this entry to display the X-Particles menu, then click the entry 'xpEmitter’ to add an emitter to your scene.
At this point, clicking the Play button on the timeline (or hitting the F8 key) will play the animation and start to generate particles.
Note: the animation only plays forward; you cannot scrub the timeline backwards and forwards unless you cache the system first. For more information on caching, please see the Cache object.
By default the on-screen representation of the particles is the simplest possible one, to place least overhead on the computer. This will show the particles as small green dots. If you find these difficult to see, simply change the representation in the ‘Display’ tab; you can select a variety of different shapes and change the particle colour. These parameters can be keyframed if you wish, or if you are using the X-Particles control system, you can change them with an Action. This can help to make it easier to understand what the particles are doing when setting up a complex system.
You can turn off the editor display if you want to: in the 'Display' tab just uncheck the ‘Show Particles’ switch or set the 'Editor Display' to 'None'. Note that this does not affect sprites or generated objects, just the editor display of particles. If you don't want to see the default emitter shape, uncheck 'Draw Emitter' in the 'Display' tab.
If you find that you always want your particles to appear as cyan spheres (for example) you can set these defaults in the X-Particles Preferences. The settings there will then be used as the default options for all future emitters and scenes.
Generating objects
Up until now your particles cannot be rendered – it’s just an editor display. To get something to render, you can do several things:
For details on using the Generator object, please see the Generator Object page. Details of the Sprite object can be found on the Sprite Object page.
Sprites
In X-Particles, sprites are small objects (actually Cinema 4D primitives) or lights, which are a convenient way to generate simple geometric objects. They have the advantages that they are small, lightweight objects which can be readily controlled via the X-Particles control system, including changing the type of generated sprite and their attached materials. They can also be used with the sprite shader, which enables age-dependent texture effects.
For details on using the Sprite object, please see the Sprite Object page.
The control system
Now that you have got the basics, you might want to go to the page 'The X-Particles control system' as this will give you vital information on using the particle controls in this plugin.
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