 Hey everyone, it's EJ from iDesign.com and the past month or so I've been able to mess around and play with and beta test Cinema 4D R14 and since everyone just got the beta just last week during Seagraph I figured I'd be able to start doing tutorials and show you guys how to actually use it and talk about it when you guys can actually know what the heck I'm talking about and play with it yourself so I'm sure you've heard all about you know sculpting seems to be the big thing everyone's talking about and really I don't sculpt I'm a motion graphics dude I don't do any modeling or anything like that so I wasn't so enthused about that but if you follow me on Twitter you'll you'll know that one of the things that I've really been having fun with is aerodynamics the new dynamics function that they added and I noticed this was missing you know I was working on my one tutorial the springs and spline dynamics with floating balloons and I did this render and I played with the turbulence and wind settings and all the things and dynamics that you can possibly play with and this is the result that I got so all that work and it's not looking good at all this balloon back here come on this balloon back here is just standing straight up it's not getting blown around knocked around by the wind or turbulence or anything so and I found out they're adding aerodynamics to r14 I was like alright well let's go back to this project and turn on the aerodynamics settings and see if it actually you know the balloon actually gets blown around by the wind like it would naturally and it actually did so I'm gonna show you how I got that look and show you a little bit about aerodynamics in r14 so got my balloon in the scene I added a wind object down here it's pointing up so the wind is blowing upwards because we want our balloon to go up right so we've got our turbulence here as well and right now the aerodynamics wins on so we're actually gonna just do it back to its default settings for now I'm gonna show you what it would normally look like without aerodynamics so first things first let's go to our balloon and let's get our rigid body tag force you can see that we have aerodynamic settings here already but we're not gonna we're not gonna mess with that right now so this is with like wind non-aerodynamic wind and turbulence so let's bring these values up zoom out here and hit play so it's looking pretty much the same let's actually bring the wind down so we can see what's going on this is that that's a little bit too low we get back here okay so this is how it was looking in the video that I just showed it looks lame and doesn't react with the wind so I'm gonna show you I'm gonna turn on the arrow aerodynamic settings in the turbulence go under mode there's aerodynamics win that's what you want and we're gonna turn it on here as well turbulence settings yeah we want the scale up don't want well let's leave up the strength for now so you can really really see the turbulence going so along with those aerodynamics settings turned on on the actual parkour modifiers here you need to turn on the aerodynamic settings here the lift and the drag so what the lift does is actually if I bring this up the lift is actually the lifting force so the lift is lifting the balloon up and how that's working is it's actually recognizing all the polygons and pushing up against them and right now it's not doing too not a whole lot right there what let's make sure oh because the turbulence down let's do 150 there we go so now all right so we got the lift going see that just needed turbulence so you get really get the turbulence going it's balloons don't do that so we're not quite there yet so along with the lift is a drag setting and the drag setting is basically like the friction force of the air so if you bring this up I always found that for at least this balloon you want the drag to be a little bit less than the lift so it kind of helps stabilize it adds a little bit of friction so it keeps that balloon upright so it doesn't kind of hang down like it did I mean it still has the tendency to do that but it's looking a little bit better the last thing I figured out to get this looking right one thing that's cool in R14 is see this reflection I have a reflection in the environment channel that'll actually show up in your viewport now I don't think that was I don't think that was existed before so if you have like an HDRI or something you actually see your reflection on your objects or at least a really low res version so you can kind of get a handle of where they're showing up also works with shadows as well so just a little cool little nugget there's a lot of really cool UI enhancements in R14 like when these little icons light up when you hover over them so cool stuff that I'm sure you guys are finding out already but so where were we okay so the last thing that you need to understand is when you're working with these objects is that they're not gonna you there's gonna be a lot of tweaking I had to get these turbulence settings and the lift settings the right way and there's also like the air does air density settings that you have to mess with too basically the air density setting is a multiplier for the lift and the drag setting so if I hit a five you're gonna see those the air and lift really be more pronounced so it's really really interacting with you know lifts really pushing it pretty good in the drags working a little bit harder as well so you have a little bit more interaction with the turbulence in the wind there so let's turn that back down okay so the last thing you have to be aware of is since it's working with your polygons in the shape of your object you have to be mindful of where the actual center of gravity is on your object so with a balloon you know it has a specific center of gravity because of like the air in it and it's it's not quite rotating right now how it would it's still kind of like go up here it's kind of tilted this side till it slowly starts sagging a little left a little bit and why that is because the center the center of gravity is off off a little bit what you end up having to do is have to choose a custom center because when you throw a rigid body tag the center of mass is automatically calculated and that's not always right especially when you have odd shaped objects like a balloon so what I had to end up doing was playing with the custom center and the custom center on the y-axis here this middle one because the you know you want to have the center axis like in the middle here so how I measured that is actually if I get a knoll and I let's go into my side my side mode here and drag that to the bottom and I bring this to the top you know I found the sweet spot is somewhere and from like 220 to 230 and that's what actually worked the best with me and it's a trial and error like all the all these settings for me to get this look right you're gonna have to mess around with a lot of the air and the drag settings the air density settings the lift settings to get the exact look that you want so but I found that the sweet spot for the custom mass center was 325 so now if I back out here a little bit and hit it now you're really seeing the turbulence acting on that balloon a little bit more realistically it's kind of rotating and being jostled around as a normal balloon would that's kind of hard to follow this guy come on zoom out a little bit there you go it's still tilting a little bit but you can really see that it's interacting with that turbulence much better and kind of just being jostled around the way it should and you can really get a sense of changing the center that your custom center of gravity by putting in like really crazy values on me go back here so let's do let's do 800 and so the the center the custom center is gonna be like up here somewhere which is completely wrong but you're gonna see how that works it's like so that's what you're looking for that's look that you want go for it but that's looking kind of weird so you can really see how important the the center the custom center is with that works with aerodynamics because it can be completely off and on the flip side let's do like a negative number so the center of mass is like down here so it's gonna be flipping around this center of mass hit play and whoa so that's not right either so a lot of a lot of trial and error to try to get through right custom center they're going let's actually let's say we want to follow this guy all the way up I'm gonna show another cool setting to cinema 4d r14 is the camera morph tag and so let's say if I want a camera to follow this guy all the way up and I want to be able to control the movement the whole entire time what I can do is set up two cameras and let's go to the view of the first camera here and get the look we want you can actually mess with the phone focal length and stuff here I'll do it to like let's do 28 zoom in here and let's hit play because I'm gonna move the second camera to be in view of the balloon at frame let's just stop it like 150 so let's go up find so we're in camera one view which is actually camera two I just need to rename them so there's there's the balloon let's rename these so we don't get confused so it's camera one that's camera two so I have the view of camera one here and if we go back to zero and hit the view of camera one another cool feature is it actually will interpolate between the cameras so you can get you get a little better sense of where your cameras are on the scene because it won't just snap into the second view it'll actually just kind of dolly to the second camera view so alright so we got camera one and if I hit play go away 150 if I hit the view of camera two that should be in view of that so I'm just using the one two and three keys to change the rotation so that's that's looking good so now to set up our morph camera actually need a camera third camera to add the camera morph to the camera morph tag to and you'll see we have simple morph with just one camera morphing to a second camera and we have multi morph which you can put in all numerous kinds of cameras you can add as many cameras as your heart's content so right now we actually just need to morph from camera one to camera two so I'm gonna put camera one and camera one and camera two to camera two and if I start at the beginning again and I hit move the blend you'll start to see this is better to see in like a side view here wrong side there we go so we got our two cameras and when I bring a blend percentage up you'll see this the morph camera interpolating between those two camera views so it's really it's extremely easier to do camera moves camera animation in your in your compositions now so what I'm gonna do is you know it's at zero so it's at camera one view I'm gonna hit the keyframe and I'm gonna go all the way to frame 150 bring the blend all the way to 100% so that will be 100% in the camera to view and I'm gonna go back to the frame zero hit play right now I'm interpolating between camera one and camera two's views so we get to follow this balloon all the way up so we can see how this thing is looking so pretty cool pretty cool features to our 14 and as far as dynamics go and there's a lot more additions that they added to dynamics as well such as like plastic and breaking springs with connectors and stuff like that and this also works pretty well with soft bodies but this is just you know how how it could work with a balloon or something non-airplane so have fun with the beta and if you'd like to see what or other stuff you guys can do I'm gonna actually post this file so you can have my fun balloon scene and you guys can play around with getting your balloon to look messing around with the wind look pretty realistic as well so I'm gonna be doing some more tutorials on some r14 stuff if there's anything in particularly you want to know more about want to see an action a little bit more just let me know in the comment section and have fun with the beta guys see you