1
00:00:02,880 --> 00:00:09,760
Cinema 4D primitive objects,
tools, deformers

2
00:00:09,760 --> 00:00:12,520
Primitive objects and 3D tools

3
00:00:12,520 --> 00:00:15,520
are the most fundamental part
of every 3D application,

4
00:00:15,520 --> 00:00:18,399
since they allow you
to initiate your 3D project.

5
00:00:18,399 --> 00:00:22,399
In this lesson, I will also talk about
Cinema 4D deformers

6
00:00:22,399 --> 00:00:26,360
to show you how you can manipulate
this primitive in a procedural way.

7
00:00:26,360 --> 00:00:30,840
Let me show you.

8
00:00:30,840 --> 00:00:34,439
To access primitive objects in Cinema 4D
there are two ways.

9
00:00:34,439 --> 00:00:37,360
You can left-click
and hold on this blue cube

10
00:00:37,360 --> 00:00:40,159
and then you will see
all the available primitives,

11
00:00:40,159 --> 00:00:45,959
or you can go to Create, Primitives
and select them here.

12
00:00:45,959 --> 00:00:50,880
Let me bring some of them.
I'll bring a cube, a sphere,

13
00:00:50,880 --> 00:00:56,200
and one capsule,
and also the landscape, for example.

14
00:00:56,200 --> 00:00:59,439
I wanna show you a real tip
to arrange these

15
00:00:59,439 --> 00:01:02,080
without selecting
and moving them individually.

16
00:01:02,080 --> 00:01:08,400
You can select all these objects here
and then go to Tools, Arrange.

17
00:01:08,400 --> 00:01:10,800
And then, as you see in this axis,

18
00:01:10,800 --> 00:01:13,959
I will arrange them
putting a number here

19
00:01:13,959 --> 00:01:17,160
and then hitting Apply.

20
00:01:17,160 --> 00:01:26,080
You see they are now
arranged by this distance.

21
00:01:26,080 --> 00:01:29,120
Let's talk about these individuals.

22
00:01:29,120 --> 00:01:32,160
If I select the cube and press S,

23
00:01:32,160 --> 00:01:35,199
the camera will focus
on the selected object.

24
00:01:35,199 --> 00:01:40,319
Now in this Attribute Editor
I can see I have some different tabs.

25
00:01:40,319 --> 00:01:41,720
The first one is Basic.

26
00:01:41,720 --> 00:01:45,839
This will be similar
in all the primitives.

27
00:01:45,839 --> 00:01:50,360
It gives you this option
to turn the visibility off and on

28
00:01:50,360 --> 00:01:54,720
in the Editor and also in the Render.
Here you see it's set to Default.

29
00:01:54,720 --> 00:01:59,839
You can turn it to Off
and then I don't see that.

30
00:01:59,839 --> 00:02:03,559
Also you can change the X-Ray mode,
which is nice.

31
00:02:03,559 --> 00:02:06,360
I can see through the object.

32
00:02:06,360 --> 00:02:09,639
I can turn it off
or I can enable and disable.

33
00:02:09,639 --> 00:02:13,600
This is directly linked
to this green checkbox here.

34
00:02:13,600 --> 00:02:16,600
As you see, now it's turned off.
It's the same thing.

35
00:02:16,600 --> 00:02:18,880
I can turn it off and on.

36
00:02:18,880 --> 00:02:25,759
And also I can change
the icon settings here.

37
00:02:25,759 --> 00:02:30,520
You can display a color for the icon
or you can change the name here.

38
00:02:30,520 --> 00:02:37,360
The name is Cube.
You can type your desired name.

39
00:02:37,360 --> 00:02:39,119
The next one is Coordinate,

40
00:02:39,119 --> 00:02:42,759
which gives you the coordinates
of the object.

41
00:02:42,759 --> 00:02:45,279
Here I can see that this is set

42
00:02:45,279 --> 00:02:50,279
to 900 centimeters from the origin.

43
00:02:50,279 --> 00:02:52,800
I can change this.

44
00:02:52,800 --> 00:02:57,279
I can scale this,
and I can change the rotation.

45
00:02:57,279 --> 00:03:00,800
It's exactly the same thing
with handles.

46
00:03:00,800 --> 00:03:04,839
I can just select that and rotate it.
And if I select that,

47
00:03:04,839 --> 00:03:11,559
now I have all these parameters
in different value.

48
00:03:11,559 --> 00:03:16,600
The next one is the object.
This tab is the one that defines

49
00:03:16,600 --> 00:03:22,679
each separate individual object
and it is different.

50
00:03:22,679 --> 00:03:26,279
I can change the segments here.

51
00:03:26,279 --> 00:03:27,800
To see the segments,

52
00:03:27,800 --> 00:03:33,360
we need to go to Display
and set the Quick Shading (Lines).

53
00:03:33,360 --> 00:03:37,639
This doesn't allow you
to see the division in the segments.

54
00:03:37,639 --> 00:03:40,160
I would like to turn it on for now.

55
00:03:40,160 --> 00:03:46,479
Another nice option
is to enable the Fillet.

56
00:03:46,479 --> 00:03:51,639
If you enable Fillet here,
you can get very smooth corners.

57
00:03:51,639 --> 00:03:55,759
I can change the radius
and I can change the subdivisions.

58
00:03:55,759 --> 00:03:57,199
If I turn it off,

59
00:03:57,199 --> 00:04:01,279
you will see that it has
very nice, smooth corners.

60
00:04:01,279 --> 00:04:02,320
But besides that,

61
00:04:02,320 --> 00:04:06,559
you can also define
and change these attributes

62
00:04:06,559 --> 00:04:08,639
just by these handles.

63
00:04:08,639 --> 00:04:13,759
All these primitives, before you
turn them to Editable mode,

64
00:04:13,759 --> 00:04:16,920
you can manipulate
and change the parameters

65
00:04:16,920 --> 00:04:19,600
with these handles.

66
00:04:19,600 --> 00:04:22,239
It will be the same thing
with this capsule.

67
00:04:22,239 --> 00:04:24,559
If I select this handle,

68
00:04:24,559 --> 00:04:31,920
I can change the size
or I can change the segments.

69
00:04:31,920 --> 00:04:34,839
And I can even have a slice of that.

70
00:04:34,839 --> 00:04:40,279
This will give you a portion of this
with different angles.

71
00:04:40,279 --> 00:04:44,200
Another one which is a little different
is the Landscape one.

72
00:04:44,200 --> 00:04:49,519
This is my favorite.

73
00:04:49,519 --> 00:04:54,160
You can also change
many different values here.

74
00:04:54,160 --> 00:04:57,760
I can change the shape
of this landscape

75
00:04:57,760 --> 00:05:01,279
or I can even change the seed.

76
00:05:01,279 --> 00:05:07,600
And every time I press this,
it gives me a new different result.

77
00:05:07,600 --> 00:05:12,799
You can change the level here,
or you can change the sea level.

78
00:05:12,799 --> 00:05:16,160
So it gives me this value.

79
00:05:16,160 --> 00:05:18,040
And I can make it a little lower.

80
00:05:18,040 --> 00:05:22,079
As you see, it gives me
tons of different options.

81
00:05:22,079 --> 00:05:27,480
You can change this to Spherical mode.

82
00:05:27,480 --> 00:05:30,279
I'm not going to talk
about each individual one

83
00:05:30,279 --> 00:05:32,320
because they are kind of similar,

84
00:05:32,320 --> 00:05:36,559
but please review all
these available primitives

85
00:05:36,559 --> 00:05:39,359
and get familiar with them.

86
00:05:39,359 --> 00:05:45,440
PRIMITIVE OBJECTS
Creating a null

87
00:05:45,440 --> 00:05:49,920
When I create a null,
I cannot see anything in the Viewport,

88
00:05:49,920 --> 00:05:54,799
but there are some
very cool benefits of that.

89
00:05:54,799 --> 00:05:55,880
First of all,

90
00:05:55,880 --> 00:05:59,079
I can select all these
and put them in this Null,

91
00:05:59,079 --> 00:06:04,959
and then it will be a group
of these objects.

92
00:06:04,959 --> 00:06:08,880
Sometimes you just want
to create a null object

93
00:06:08,880 --> 00:06:15,160
to define some parameters
without seeing them.

94
00:06:15,160 --> 00:06:17,679
This null object will be nice to have,

95
00:06:17,679 --> 00:06:20,920
but if you want
you can also go to Object, Display,

96
00:06:20,920 --> 00:06:23,279
and change it to any shape you want.

97
00:06:23,279 --> 00:06:27,399
And now you can see
this object here, as well.

98
00:06:27,399 --> 00:06:31,320
PRIMITIVE OBJECTS
Spline

99
00:06:31,320 --> 00:06:36,040
You can access spline primitives
through this window here

100
00:06:36,040 --> 00:06:42,160
or you can go to Create, Spline,
and access all these primitives.

101
00:06:42,160 --> 00:06:45,559
Let's talk about a few of them.

102
00:06:45,559 --> 00:06:48,519
If I bring one helix here,

103
00:06:48,519 --> 00:06:53,799
you see I have this helix
and I can change the radius...

104
00:06:53,799 --> 00:07:02,000
the height and angle
and many different values here.

105
00:07:02,000 --> 00:07:06,679
Let's bring another one, the star.

106
00:07:06,679 --> 00:07:13,040
I can change the outer radius
or the inner radius,

107
00:07:13,040 --> 00:07:17,320
with different points,

108
00:07:17,320 --> 00:07:22,000
or twist it.

109
00:07:22,000 --> 00:07:25,440
We cannot see a spline
by default in the render.

110
00:07:25,440 --> 00:07:26,679
In order to do that,

111
00:07:26,679 --> 00:07:31,519
we need to use an object
called Sweep object.

112
00:07:31,519 --> 00:07:33,959
Here, you can access the Sweep object.

113
00:07:33,959 --> 00:07:37,959
If you select this icon,
you can see the Sweep here.

114
00:07:37,959 --> 00:07:40,440
How can we use that?

115
00:07:40,440 --> 00:07:42,040
Just create the Sweep

116
00:07:42,040 --> 00:07:47,920
and then put your desired spline
as a child under the Sweep.

117
00:07:47,920 --> 00:07:50,839
And now you just need one profile.

118
00:07:50,839 --> 00:07:53,000
I'll create a circle, for example,

119
00:07:53,000 --> 00:08:00,720
and give the circle
to the Sweep, as well.

120
00:08:00,720 --> 00:08:03,720
Now I can see that in Object,

121
00:08:03,720 --> 00:08:08,480
but in Cinema 4D's Object Manager,
the object's order is very important.

122
00:08:08,480 --> 00:08:11,559
If I switch this,

123
00:08:11,559 --> 00:08:15,519
it's actually swept
the helix around the circle

124
00:08:15,519 --> 00:08:21,239
instead of sweeping the circle
around the helix.

125
00:08:21,239 --> 00:08:24,679
If I change the radius of this
by scaling down,

126
00:08:24,679 --> 00:08:28,600
I can get a different result.

127
00:08:28,600 --> 00:08:33,280
This can be the same
by creating another Sweep

128
00:08:33,280 --> 00:08:37,359
and putting the star here,

129
00:08:37,359 --> 00:08:42,520
and giving a new n-Side.

130
00:08:42,520 --> 00:08:49,719
So I put this here
and now if I scale this down,

131
00:08:49,719 --> 00:08:53,520
it gives me this beautiful shape.

132
00:08:53,520 --> 00:08:57,039
You can also draw your own spline.

133
00:08:57,039 --> 00:08:59,280
If I select the Spline Pen,

134
00:08:59,280 --> 00:09:06,799
I can start drawing by left-clicking
and then dragging and drawing.

135
00:09:06,799 --> 00:09:11,159
But I always recommend drawing a spline
in orthographic views.

136
00:09:11,159 --> 00:09:14,599
How can you do that?
Let me delete this.

137
00:09:14,599 --> 00:09:18,159
Select this cube on top of the Viewport,

138
00:09:18,159 --> 00:09:23,400
and then you can access the top,
front and right view.

139
00:09:23,400 --> 00:09:31,880
If I go to the top view, for example,
and draw again...

140
00:09:31,880 --> 00:09:36,159
and press Escape on my keyboard,

141
00:09:36,159 --> 00:09:39,640
I can see that it's perfectly aligned
to the horizon.

142
00:09:39,640 --> 00:09:44,280
You can also sketch
all the splines that you want.

143
00:09:44,280 --> 00:09:52,080
Just select this Sketch
and then here I can start drawing.

144
00:09:52,080 --> 00:09:54,799
And if I go back
to the Perspective view,

145
00:09:54,799 --> 00:10:00,239
I now have this beautiful spline.

146
00:10:00,239 --> 00:10:03,919
We can smooth out this spline
if we want.

147
00:10:03,919 --> 00:10:08,960
We can just let Spline Smooth
and set a desired value here,

148
00:10:08,960 --> 00:10:13,159
and then start drawing on top of that.

149
00:10:13,159 --> 00:10:18,400
It will smooth out the spline for us.

150
00:10:18,400 --> 00:10:21,559
Now let me add some thickness
to this guy.

151
00:10:21,559 --> 00:10:25,679
Again, bring a circle,
bring a Sweep Nurb,

152
00:10:25,679 --> 00:10:29,960
and put this under the Sweep.

153
00:10:29,960 --> 00:10:34,760
Again, the order is very important.
So I re-order that

154
00:10:34,760 --> 00:10:40,919
and I will change this
to get a different result.

155
00:10:40,919 --> 00:10:45,359
These two splines are connected
and created as one spline.

156
00:10:45,359 --> 00:10:47,760
Anytime that you create a spline,

157
00:10:47,760 --> 00:10:52,119
you just need to make sure
that this Create New Spline is checked.

158
00:10:52,119 --> 00:10:57,119
If not, when I draw a spline,

159
00:10:57,119 --> 00:11:01,080
it just adds to the current spline.

160
00:11:01,080 --> 00:11:03,320
Sometimes it's nice to have this option,

161
00:11:03,320 --> 00:11:06,559
but I always recommend
to set this Create New Spline

162
00:11:06,559 --> 00:11:09,320
to create a new separate spline.

163
00:11:09,320 --> 00:11:13,000
PRIMITIVE OBJECTS
Sweep options

164
00:11:13,000 --> 00:11:17,479
In this Sweep
you can change End Scale.

165
00:11:17,479 --> 00:11:19,919
Now I can get a different thickness.

166
00:11:19,919 --> 00:11:23,760
You see here,
if I just zoom on this one,

167
00:11:23,760 --> 00:11:28,359
I can get a different scale.

168
00:11:28,359 --> 00:11:35,960
You can change the start growth
or the end growth.

169
00:11:35,960 --> 00:11:44,280
And you can even set some key frame
to animate that.

170
00:11:44,280 --> 00:11:48,719
By clicking on this circle,
I set a key frame,

171
00:11:48,719 --> 00:11:50,760
and I can see the key frame here.

172
00:11:50,760 --> 00:11:55,039
And here, I set to 100
and then set the key frame again.

173
00:11:55,039 --> 00:12:00,880
Now I can see that animation.

174
00:12:00,880 --> 00:12:06,960
TURNING PRIMITIVE OBJECTS INTO
Editable objects

175
00:12:06,960 --> 00:12:12,039
Let me delete this.
I'll bring in one cube, press S.

176
00:12:12,039 --> 00:12:17,119
Now, if I click on this icon
or press C on my keyboard,

177
00:12:17,119 --> 00:12:19,599
it turns into an editable object.

178
00:12:19,599 --> 00:12:23,359
First thing you may notice
is the icon is a little different.

179
00:12:23,359 --> 00:12:26,359
It tells me
that this is an editable object.

180
00:12:26,359 --> 00:12:28,640
Now, if I select one of these three,

181
00:12:28,640 --> 00:12:34,599
the Point, Edge and Surface,
I have access to these elements.

182
00:12:34,599 --> 00:12:36,960
I can select the surface, for example.

183
00:12:36,960 --> 00:12:41,239
I can move, scale, rotate

184
00:12:41,239 --> 00:12:45,599
and I can easily deform this object.

185
00:12:45,599 --> 00:12:50,119
But Cinema 4D offers different tools
in order to make this easier.

186
00:12:50,119 --> 00:12:51,760
Let's press Control + Z.

187
00:12:51,760 --> 00:12:57,039
First I would like to show you Extrude.

188
00:12:57,039 --> 00:13:04,479
I select the surface,
right-click and then select Extrude.

189
00:13:04,479 --> 00:13:07,880
Now, in my Attribute Editor,
it shows me the attribute

190
00:13:07,880 --> 00:13:11,159
of the current tool
that I am working with.

191
00:13:11,159 --> 00:13:12,960
You can see that available here.

192
00:13:12,960 --> 00:13:18,000
If you select the object, for example,
and you want to get back to the options,

193
00:13:18,000 --> 00:13:21,400
you can just select this,
and now it shows you

194
00:13:21,400 --> 00:13:24,880
the available options
for the selected tool.

195
00:13:24,880 --> 00:13:27,320
Now, if I just left-click
and drag my mouse,

196
00:13:27,320 --> 00:13:28,679
I can extrude this.

197
00:13:28,679 --> 00:13:34,119
I can right-click
and select Extrude Inner and extrude in.

198
00:13:34,119 --> 00:13:38,559
And then right-click again,
Extrude and extrude in.

199
00:13:38,559 --> 00:13:43,960
This way I can create
tons of different shapes

200
00:13:43,960 --> 00:13:48,119
just with one single Extrude tool.

201
00:13:48,119 --> 00:13:50,919
If I right-click
when I am on the Edge mode,

202
00:13:50,919 --> 00:13:55,760
select Bevel and select this one,

203
00:13:55,760 --> 00:14:01,719
I can bevel this one, as you see.
Now here, I can add Subdivision

204
00:14:01,719 --> 00:14:08,359
and get a different subdivision type
just on that selected edge.

205
00:14:08,359 --> 00:14:16,520
Now, if I get back to the object mode
I have this beautiful shape.

206
00:14:16,520 --> 00:14:22,039
And if I put this
under Subdivision Surface here,

207
00:14:22,039 --> 00:14:25,239
it smoothes out
the whole geometry for me.

208
00:14:25,239 --> 00:14:37,440
Now you can see that if I turn off,
I have this beautiful object.

209
00:14:37,440 --> 00:14:42,320
If I, for example, delete this
and bring one cylinder,

210
00:14:42,320 --> 00:14:46,599
I would like to turn on
Quick Shading (Lines).

211
00:14:46,599 --> 00:14:50,679
Turn this editable, and then...

212
00:14:50,679 --> 00:14:53,479
Let's see what the other options are.

213
00:14:53,479 --> 00:14:58,080
If I right-click,
I have Loop/Path Cut here.

214
00:14:58,080 --> 00:15:02,400
I can see that it's already
showing me a loop.

215
00:15:02,400 --> 00:15:06,159
I can just click here
and with this available tool on top,

216
00:15:06,159 --> 00:15:09,640
I can reposition that in between

217
00:15:09,640 --> 00:15:14,799
and I can even add more subdivisions,
which is very cool.

218
00:15:14,799 --> 00:15:20,080
So imagine that I do that
and I want to select this ring,

219
00:15:20,080 --> 00:15:25,599
so I just-double click on that
and then I can select and scale that.

220
00:15:25,599 --> 00:15:29,479
Select this one again and scale that.

221
00:15:29,479 --> 00:15:31,280
Again, if I put that here...

222
00:15:31,280 --> 00:15:42,799
You don't have to, but I always love
to create very smooth shapes.

223
00:15:42,799 --> 00:15:44,479
By right-clicking

224
00:15:44,479 --> 00:15:47,359
you can access
all these available tools here.

225
00:15:47,359 --> 00:15:52,119
For example, just select Line Cut,
then you see all the options here.

226
00:15:52,119 --> 00:15:56,640
If I turn off Visible Only
and I apply this,

227
00:15:56,640 --> 00:15:59,400
then it applies, and then I press Escape

228
00:15:59,400 --> 00:16:02,799
I see it applies to all the surfaces,

229
00:16:02,799 --> 00:16:08,479
even those surfaces
that I cannot see through the camera.

230
00:16:08,479 --> 00:16:13,440
Or I can change it to Infinite Cut,

231
00:16:13,440 --> 00:16:16,359
which is one of my favorites,
and when you click,

232
00:16:16,359 --> 00:16:18,599
you can see this infinite line.

233
00:16:18,599 --> 00:16:24,640
You let it go
and then it applied this cut.

234
00:16:24,640 --> 00:16:27,440
Please, play with these tools.

235
00:16:27,440 --> 00:16:31,200
You will see how easy
you can manipulate these objects,

236
00:16:31,200 --> 00:16:44,239
even without using deformers.


