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How to Use Spring Objects and Dynamic Controllers in Cinema 4D

School of Motion via YouTube

Overview

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Create a dynamic bobblehead rig in Cinema 4D using spring objects, dynamic tags, and controllers. Learn how to separate the body and head, apply collision dynamics, and set up the proper pivot points for realistic movement. Explore the power and ease of use of Cinema 4D's dynamics engine while discovering lesser-known objects like connectors and springs. Follow along step-by-step to build a fun, bouncy character animation that demonstrates key concepts in 3D dynamics and rigging.

Syllabus

EJ Hassenfratz : In this video, I'm going to be showing you how you can easily create a dynamic bobblehead rig inside of cinema 4d. We're going to have a lot of fun in this one. So let's check it out.
Music : [intro music]
EJ Hassenfratz : The dynamics engine inside of cinema 4d is not only powerful, but it's really easy to use. Not a built in is bobblehead rig. We're going to be using a couple of objects that you might not have ever used or heard of before. Those two things are called connectors and spring. So if this is new to you, this is going to be a really good demonstration as far as what those objects can do in the dynamic system. So do you want to follow along with the tutorial, be sure to download the project fellows, you can find the link in the description below. So let's go ahead and dive right in and build our bobblehead. All right. So here's our cloud boy character that we're going to bobblehead Ify here, and I'm just going to set the scene. Show what I have this project file is going to be made available to download.
EJ Hassenfratz : So check that out and you can pick it apart and all that good stuff, but basically for a bobblehead, we need the body and the head separating. Okay. So if you twirl down the body and on the head, no, you can see all of the objects that make up the head and the body. I'd like to group everything underneath their own little Knowles here. So their group and also have the body and all and the head and all that, all the objects that make up those two separate pieces are underneath. That's also important that the access center of your objects are kind of centered to the center of your head and your body. Okay? So it's just important for pivot points and stuff like that. As we start to build our bobblehead. So name is tutorial is bobblehead dynamics. So we're getting utilized dynamics to get this bobble-head effect.
EJ Hassenfratz : So to add dynamics to objects, we're going to go ahead and use two different types of dynamics. Okay? So our body, we don't actually need to have fall and have gravity and physics brought onto it. We just need it to be collided into, by the head. Okay. So what we're gonna do is on this body Knoll, I'm going to right click and I'm going to go down to simulation tags and I'm going to choose Collider body. Now this is going to make our object stay put, but allow it to be collided into and be recognized in the dynamic simulation are seen here. So I'm going to add Collider body. And there's a couple of settings that we need to change here. If we go to the collision tab here in our 21, the default values here are different than what you may have in older version.
EJ Hassenfratz : So I'm just going to cover what settings we need for this body. No, here. Okay. So in the collision tab, we have this inherent tag that says, okay, what do you want this tag to do to children? Objects are the children of the main object that you apply the dynamics tag to. And right now it's saying in the inherit tack, it's going to apply the tagged to the children. Now, if we go check out what other options we have here, we have this compound collision shape. And basically this is the one we want. Cause we just want all of those objects to be treated as one singular collided will into objects. So I'm just going to choose compound collision shape. And for individual elements, I'm just going to turn this off because I don't want the arms, the feet and the body to be recognized as individual objects and have like the arms fly off or anything like that.
EJ Hassenfratz : So I'm just going to turn the individual elements to off. And as far as the shape goes, the default in our 21 is static mesh. And basically this is a more accurate calculation that takes into account all the nooks and crannies of the actual geometry that we're using for the body. But the problem is, is that kind of slows down your viewport because it's a more intensive and accurate calculation. So what I'm going to do is just choose automatic in older versions of cinema 4d, automatic is the default shape that we'll use, and this is what we're going to use for this as well. It's less accurate, but it's way faster for playbacks. I'm going to choose automatic. And basically this puts like a shrink wrap around our character. So we get just enough detail that other objects can kind of collide into it. Okay.

Taught by

School of Motion

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