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[flow_default] Transcription: 03 - Frolicking in Fields.json

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+ {
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+ "audio_file": "03 - Frolicking in Fields.wav",
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+ "text": "Hello again and welcome to another bonus video about fields. Now, fields is such a deep thing. I felt it required its own bonus video just to give you a little bit more of an opportunity to get to know fields and frolic in fields with me. So let's just cover some some some very useful additions to this new fields feature that again is brand new to Cinema 4D version R20. And let's just start, we have our, again we gotta keep with the 80s theme and the video game theme. So I got my little question mark blocks, magical things inside them. And what we're gonna do is just start out with a plane effector, okay? So we're gonna go to MoGraph, plane. And so right now we just have all of these blocks just moved up 100 centimeters in the Y as you can see in our parameters. And let's just go ahead and add a falloff. So let's choose a spherical field. And so we got our spherical field here. We can adjust the size here like so. And one thing that's really cool with the advent of fields is again we have this fields layer list. We can actually combine different fields and different fall-offs together again using these little blending modes. So say I wanted to have another spherical field, two spherical fields double the pleasure double the fun of fields having two and here you see I have my second spherical field and basically they're just adding on to each other. Okay. So I got my spherical field and then the default spherical field that we added to set some max and remember max is like the light mode. So basically we can combine them together and animate both of these as we see fit. Now here's where we can utilize some of these different blending modes. Let's say this spherical field here. I'll click on that and just make it a little bit bigger. And on this spherical field, maybe I change that blending mode to Subtract. So what this spherical field is actually doing is subtracting the influence of that first spherical field, which is really, really cool and really powerful in that you can use multiple fields to kind of use Boolean type of effects to subtract different fields from each other. So we can load up as many fields as we want. Again, setting this to max, maybe we command, click and drag. Actually, that's not the best way to do that. Let me just go ahead and undo that. The best way to add a new field is just do it here. If I command click and drag, like I did right here, I would then have to go and drag and drop that into my field list. Meanwhile, if I just add a new spherical field here, it just shows up automatically. So just skipping a step, now I know automatically you might want to think like, oh, just command click and drag, get a new one. It's just best to just add a new one in this field list here. So here I have another field. We can select all these fields together, make them all the same size and have them animate around. Maybe we place vibrate tags on all of these guys. Let's go to Cinema 4D tags, vibrate and let's have the position be randomized here and we got all this stuff going on. Maybe select different seeds for each of these so they're actually moving differently and this is kind of the cool thing about fields being their own objects is that you can apply things like vibrate tags to them to get really interesting type of movements without needing to add any keyframes or anything like that. Okay, so really, really cool stuff. Let me go ahead, delete a couple of these spherical fields. Let me delete that vibrate text. So now we just got this one spherical field lonely by itself in our fall off list. So I just showed you how we can easily combine fields together and use different blending modes and stuff like that. What I want to do now is show you some of the different fields we have here. So that's the spherical field. Let's delete that. Let's check out the radial field. The radial field is pretty cool in that we can we have this basically this cylinder and we can adjust the start angle and the end angle transition. And we can even offset this to have this kind of loopy kind of animation here, which is really cool. And one of the cool things about an effect like this is where you have an end transition. So basically we just have like a pie slice going on here. And if I offset this, you can see what's going on. We just have this pie slice with this little slice cylinder shape of a field. And we can animate this offset to have this loop around almost like a bloop on a radar kind of deal, which is really interesting. And this is a new shape that really wasn't possible before. The cool thing about fields is we can actually utilize the we have a time effector, which if you don't know anything about the time effector, it applies animation procedurally to an object. So let me just demonstrate this really quickly. So I have my block cloner. Let me go ahead and I'll add a time effector. Now in my time effector, I can go to the parameters and right now it has just a rotation value set in the rotation heading. If I hit play, check out what happens. Basically this time effector is just applying constant animation, constant rotation in our instance to our blocks depending on what value is selected and activated in that time effector's parameters here. So if I increase this value, you can see that this is just gonna speed up that rotation. If this rotation value is very small, that basically decreases the rate of animation. Now something that's really cool is I can turn on position and have a Y value in there. And our clones just kind of keep moving up at a constant rate of speed. And if I made this composition 150 frames here, not 15, 150, there we go. This is just going to continually move up at that rate of speed until infinity, basically. Okay, which is really cool. So time effectors are really awesome, but we can also use a time field in this radial field to offset that rotation of this radial field. So in this field layer here, so we were just looking at field objects up to this point. But if we go into this field layers, you'll see we also have a time field. And this allows us to automate animation. And this is all controlled by this rate of whatever frames you have here. So just like we increase the number in the rotation and that made it faster. Here, if we increase the rate, this is actually increasing the time frame of how fast this is going around. the in a circle. So really, really cool stuff. So let me just go ahead and again, there's a ton of different field shapes here. I feel like the the radio field is one of those ones that's really, really cool. But let's just go back and grab a spherical field and make this a little bit bigger. Now we have covered field objects. We covered some of the field layers or at least the time field. There's a lot more here. Again, this is a very, very deep aspect of fields and this could be its own course to be honest is just fields and just covering fields in MoGraph. Right now I'm just like showing you my favorite new features as well. So now we'll move on to this modifier layer. Okay. you're gonna notice that we actually have a delay modifier just like we have a delay effector. So a lot of objects, a lot of fields are actually also effectors as well, which is could be a little bit confusing. That's why I'm not getting too, too deep into this. But one of the modifier layers that's really, really cool and allows you to get really, really awesome effects is this decay. Now, right now if I just apply decay and I grab my spherical field and I move this around and I pass this through, you can see we have this cool little kind of decay effect. So as I pass this through, it's affecting my clones, but as it passes through, if I animated this, we get this slow kind of gradual decay of the strength of our spherical field so I can animate this falloff pretty quickly and we get this really cool Decay of that effect of the strength of that plane effect or effect. So let's maybe make this a little bit more Visible maybe we scale this up to or maybe even scale it down And you can see what's happening. So we got this really cool decay effect and that's controlled. If we go back to my plane effector, go to the falloff, it's controlled by this effect strength. If I make this pretty high, and again move this, move this spherical field here, you can see that it's slower, like it's really slow at decaying back to its original spot, okay? Now one thing that's really cool is if you crank this effect strength to a hundred percent It's going to actually stay at that point. It's not going to decay so basically you're triggering this effect as this falloff is going through which is really really awesome one thing that's great to Combine the decay effect with let me just bring this effect strength down to say 30 is we can again add a delay effect. So a delay modifier layer. And if we set that to smooth and maybe increase that strength, we can get our spherical field here. And now we have this nice smoothing of this effect. And let me just make sure, yep, we got it right there. And that delay effect is just smoothing out the movement coming from the spherical field and the plane effector pushing it up and then the decay slowly allowing the effect strength to decay down and then that's blend coming from the delay effector is really, really awesome. So we got this smoothing. We also have spring, which you know how much I love spring. I love me some spring. But check this out as we pass this through. It's almost like we get a wave effect as this passes through, decays, and then bounces via that spring mode, which is really, really cool. And we can even combine multiple delays so I can add another delay. And this could just be set to smooth. So this is delay, spring, and I double click here and this will be delay, smooth. All right. And now let's see what this looks like. So we got this coming through, we got the delay, and we also have the spring. So the smooth and the spring in just animating this across, get some really cool animations. And again, the only keyframe you would need to have is just to keyframe the spherical field coming from here and just moving over here, setting some keyframes in the coordinates. So really, really awesome stuff. The K is one of my favorite new features, because basically you can have a decay effectively trigger the movement of whatever your plane effector is doing or your effector is doing and have it trigger and have your clone stay that way after it already passes through it. Now what I want you to kind of understand is modifier layers are much like adjustment layers in After Effects where for the adjustment layer or the modifier layer to work it needs to be on top of all the other objects underneath it to affect the other objects underneath it. So modifier layers, think of them as adjustment layers. So a ton of flexibility with these modifier layers. So again, really exploration's gonna be huge. I really encourage you to do so. One of the last things I wanna show you is using this time field versus the time effector. So let me just bring this plane effector. Let me just bring the scale down. And in the plane effector, let's just grab our time field. And what the time field is gonna do is if I select it and go to the layer, again, we have that rate defining how long it's going to take for our clones to move from the original position to 100 centimeters up or whatever position we have or even if we have some rotation values of maybe 90 and you can set how long it takes from it to go from the original position to that final resting position of that plane effectors effect over time. And if we go to this fall off, you can see that rate is right here. So it'll go from its original clone position to the top of, to be fully affected by that plane effector by frame 30. Now, if I make this 90 frames, you're gonna see it's gonna take 90 frames for our clones to go from its original position to being 100% fully affected by this plane effector and moving it up 100 centimeters in the Y and rotating it in the heading 90 degrees. Okay, so really cool stuff like in the add more rotation values here and do something like that. But again, procedural animation using that time field. So here's where we can get a little crazy. And just like we use the time field to offset the rotation of that little bloopy radial field we had before we can actually offset how this time effect is moving everything up by using a random field and you can see what that's going to do is it's going to randomize the strength of that time effect as it's applied to all the clones. So it's gonna like randomly offset it a little bit using this random field. Now something that's even cooler is we can quantize this movement. So quantizing means just like taking a animation or colors or something and quantizing it down to a defined number of levels or subdivisions. So to quantize this movement, I'm going to go into my base field here Go to my modifier layers and grab a quantize you can see that the levels is steps the level of steps is Four so you can see this we have this nice kind of cascading effect and actually this will look a lot better if I just Remove all the rotation values here, but you can see this movement is quantized and kind of chunky movements, which is really, really cool. And you can see as we go into our plane field, go to our falloff and add more steps, we have even more kind of subdivisions of information and we get almost like a stop motion type of look, which is super cool, where you can have something like this happen that's really cool, where instead of maybe this going up, maybe we put in a negative 100 value and now you can see like our space invaders can kind of you know just gradually cascade down so basically what we're doing is we took our time field to add constant movement to our plane effect okay and again controlling the length of that via the frames we have here. So if we want this to be even longer, we do that. Or if we want this to range to the entirety of our animation, our animation's 150 frames, I'll put 150 frames in there. So it's gonna take from frame zero to frame 150 to have our clones move from their original position to that negative 100 centimeters set in our plane effector and then the time effector is driving that and then we're quantizing that movement using the quantize field here. So really, really cool stuff. You can get a lot of interesting animations. And again, this is just kind of scratching the surface of some of my favorite new features. do the new additions to all the new features that Fields brings to Cinema 4 DR20. Well, it adds another layer complexity. It adds an infinite amount of power that is now given or allowed via the new Field System. So hopefully this wasn't too confusing. I really encourage you if you saw something that really interests you to dig a little bit deeper. Again, that right click show help is gonna be huge. And start fulking through fields on your own and really just grasping all it can do. Okay, so have fun and I'll see you in the next video.",
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+ "language": "en",
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+ "confidence": null,
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+ "duration": 1156.52
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+ }