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本视频教程是由fxphd机构出品的C4D中MoGraph使用技术视频教程,fxphd C4D204 MoGraph and More,时长:1小时30分,大小:1.12 GB,MOV高清视频格式,附工程源文件,教程使用软件:CINEMA 4D,官方发布日期:2011年6月7日,语言:英语。。

Cinema 4D是一套由德国公司Maxon Computer开发的3D绘图软件,以及高的运算速度和强大的渲染插件著称。Cinema 4D 应用广泛,在广告、电影、工业设计、等方面都有出色的表现,例如影片《阿凡达》有花鸦三维影动研究室中国工作人员使用Cinema 4D制作了部分场景,在这样的大片中看到C4D的表现是很优秀的。在其他动画电影中也使用到C4D的有很多如《毁灭战士》(Doom)、《范海辛》〈Van Helsing〉、《蜘蛛侠》、以及动画片《极地特快》、《丛林总动员》(Open Season)等等。它正成为许多一流艺术家和电影公司的首选,Cinema 4D已经走向成熟,很多模块的功能在同类软件中是代表科技进步的成果。

FXPHD机构是老牌在线教学网站,网站的创建者就是Fxguide的团队,PXPHD制作了大量视觉特效、后期制作、摄影摄像的精品教程。每年支付4000元左右,就可以享受其中5门课程的教学,还可以提供VPN链接内网,每套课程都是10周左右的时间,每节课30分钟左右,包含训练文件和素材。FXPHD主打专业教学,所有的教程作者都是该领域的权威,必须拥有大量的项目经验。

fxphd C4D204 MoGraph and More

The recent 11.5 release of Cinema4D included many improvements to the MoGraph module, bumping it up to version 2.0. This course with popular fxphd professor Tim Clapham focuses on many of the new features in the 11.5 software, which will be available to fxphd members on the VPN.

Based in Sydney Australia, Tim Clapham is a multi-disciplinary animator and compositor. Evolving from a solid foundation in traditional animation using both Film and Video, Tim soon transitioned into the digital domain and has forged a solid career in the world of Motion Graphics. With over 11 years of industry experience, Tim is accomplished with many 3D animation and Digital Compositing applications.

This knowledge has been the bedrock of his many successful training courses as a Professor for fxphd and a continuing relationship with Maxon Computer where Tim has worked as a beta tester for many years, and also contributes tutorials to their online learning resource cineversity. As a Company Director of HYPA, Tim is hands on with every project that the company produces. With a history of working with many global Advertising and Broadcast companies, the work HYPA produces is both technically challenging whilst maintaining innovation and high quality.

Class 1: Smashing a logo using MoGraph Dynamics. Tips and tricks to trigger dynamics, reforming the smashed logo,

adding thickness in a parametric way. Finally controlling gravity on a per object basis.

Class 2: Introduction to the Morph Tag. Morphing parameters of objects. Joint Driven Morphs.

Introduction to the Driver Tag to control Morph Target strength. Using the Morph Deformer.

Class 3: Creating a simple cloth simulation, belting the cloth to other objects. Using the Cloth Simulation as an Absolute Morph.

Adding secondary motion with Jiggle Deformer. Basic Intro to Spline Dynamics. Using the Point Cache Tag to cache the simulation.

Class 4: Using the MoGraph module to enhance your modelling techniques. Using Cloner with splines, effectors and NURBS generators.

Polygon modelling in combination with Cloner and Deformers.

Class 5: Creating the effect of an object icing over. Creation of materials for frost and ice.

Different methods to enhance the ice effect, such as colour correction and layering of textures.

Linking parameters through Xpresso to animate the ice effect.

Class 6: Creating branching objects. Two methods to create branching objects.

The first uses Thinking Particles and explores Particle Groups, PDie, PStorm, PGroup and more.

The second uses MoGraph, Cloning onto objects, using effectors to manipulate the geometry and animation of the clones.

Class 7: Part 1 of a 2 week class. This week we prepare the colour map for use with the cloner and the shader effector.

We then create a cardboard material that uses the color shader to combine regular shaders with the MoGraph effects.

Class 8: Part 2 of a 2 week class. Using effectors to control various aspects of clones.

Random 90 degree rotation, visibility, weighting clones, controlling time offset through effector falloff.

Class 9: Part 1 of a 2 week class. Creating a red carpet that unrolls using a combination of MoGraph Tracer

and Xpresso to link multiple parameters into one user data slider. Exploring the Cloner Blend mode to blend parametric object parameters.

Class 10: Part 2 of a 2 week class. Modelling a rope partition using HyperNURBS polygon modelling and SweepNURBS.

Creating materials and using the Lumas Shader. Building a Grid of Lights that responds to the Shader Effector.

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