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Add transcription for: Motion Beast 2 Lesson 11 Part 1.wav

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transcriptions/Motion Beast 2 Lesson 11 Part 1_transcription.json ADDED
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+ "text": " Hello everyone, this is the 11th lesson in the MotionBeast 2 course. In this lesson I will show you how to make such a 3D shot based on a 2D animation. We'll work in Cinema 4D R26 and Redshift. If you have no Redshift installed, you can download the trial version from the Maxon website. So this lesson is subdivided into three parts. Part 1 is modeling. Using primitives and generators, we'll create the objects in the scene. Part 2 is animation. We'll recreate the 2D animation and consider several methods of animating the rolling objects. Part 3 is lookdev render. We'll create the materials, adjust the light, and render the animation. So let's start. To begin with, let's configure the composition. In the project settings, I set 24 in FPS, the length of the composition is 48 frames, so it will be a loop that will last for 2 seconds. Next switch to the front view. To do this, click the mouse wheel on the perspective view, hover over the front view and click the mouse wheel. To add a 2D animation to the background, press the hotkeys Shift V to call the settings menu in Attribute Manager, go to the Back tab and in the Image parameter add the animation. Set its position in a way that its bottom part is in the origin. I add the opacity to ensure that I see the objects I create. I create. I start with the lower part elements. I create this element using the generator extrude. To do this, we'll need the spline object rectangle. I set its size, add the rounding, and position it in the space, so that the bottom part of the object is in the origin. Now I create the generator extrude and position the spline object rectangle in it. In the Object tab, I set its thickness. In the Offset parameter, I set the value 15. Next I switch to the Caps tab and in the Size parameter, I set 2 cm. We have achieved such a rounding. Now I reduce the number of segments on the corners of the object. For our scale, we don't need so many of them here. To change the number of segments, go to spline object rectangle and configure it there. In the angle parameter, select the optimal value to ensure that the mesh is displayed in the viewport, switch to the mode, garage shading lines. Excellent. Now we need to place the object in the center. In the view from top, we see that it's displaced now. That's how the extrude generator functions. I create a null object, move the extrude by the z-axis and place it in null. I name it Rectangle1. I duplicate it right away and set these two objects apart from each other. After that I create the cylinder object. I change its orientation to plus Z and move it upwards by 85 centimeters so that it's in the center of the rectangle. Now adjust its length and add the rounding of the caps tab. As in previous objects, the rounding radius is 2. The next element we'll create is this ring. I will create it using the Sweep Generator. I need 2 spline objects. Right circle, enable the ellipse checkbox and set the size. It should be similar to the size in the reference. I move it upwards. Now I create the sweep generator. I place circle in it. Now let's create the profile of the object. I select rectangle and move it in the generator. Place it just above the circle. It's important. I configure the size and the rounding. Using the angle parameter, reduce the number of segments on the rounding. Also, I want to add some segments on the circle object to ensure that it's smoother. Now let's create the head with a smile. But before that, while we're still at the initial stage of our work, I want to rename the objects and create some new objects in null. You'll need all that at the animating stage. I create a sphere primitive, I set its position in the space and its size. In the sphere type, I set hexahedron to avoid any triangle polygons and any problems with rendering, and I also add some more segments. Now let's create the eyes and the mouth for the smile object. I'll use the sweep generator. That's why we create a circle, set its size and configure its position. I transform it into an editable object. To do this, click the C key. We need half of a circle. Disable the mode Close Spline. Switch to the points editing mode and delete the unnecessary ones. Now create the sweep generator and add the spline object inside to it. Place it above the circle spline and set the size. As a result we get such a thing. Now we need to add the rounding on the edges of this object. I enable the Solo mode. In the Sweep Generator, in the Caps tab, I set the centimeter to Rounding. To create the second eye I use the Symmetry Generator. To ensure that it's convenient to move the objects that have been just created, I place Place it in null. Move the object to the necessary position. Now I create the Symmetry Generator and move the Eye objects in it. Set the parameter called Mirror Plane. I don't really like the shape of the eyes, because in the reference it's a bit different. I go to the circle object and in the points editing mode, I adjust the shape of the spline. I will select the necessary points and edit them using the tools Move, Scale, Rotation. To create the mouth of the smile, I select the Sweep object, move it out from the Symmetry Generator, holding Ctrl pressed to make a copy. And forget to rename the objects. Now I select spline and edit it. you you I ensure that the eyes and the mouth are subordinate to the sphere. I group the sphere object. To do this, I press the hotkeys control G, the objects move to null, in this way we achieve more control over the animation. Let's create the pyramid. its size and position in the space. Since there will be spheres in this object, I switch it to the X-ray mode. To do this, switch to the basic tab and select this checkbox. Now let's create the spheres and adjust them. I set their type to hexahedron. I move the sphere in the pyramid object and make several copies. The sphere is already. Don't forget to rename the objects. Let's see what we have gotten. Switch to the perspective view. For the pyramid object, we need to add the rounding similar to the rounding on all other objects. For this purpose, I'll use the bevel deformer. Place it in the pyramid object. Switch to the settings and set 2 cm in radius. I set the number of sections to 3. And the last object we need to create is one more sphere. Create it, configure its size, and change its type to hexahedron. Ah, I have almost forgotten about the spheres in this circle. I select the upper sphere and holding Ctrl-Pressed, I drag it to the circle object and configure the position of the object and its size. I make a few more copies of this object. I move the upper sphere to null and rename some objects. Don't forget to save your project. Excellent. We have modeled all objects. The next stage is the animation.",
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+ "segments": [
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+ {
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+ "text": " Hello everyone, this is the 11th lesson in the MotionBeast 2 course. In this lesson I will show you how to make such a 3D shot based on a 2D animation. We'll work in Cinema 4D R26 and Redshift. If you have no Redshift installed, you can download the trial version from the Maxon website. So this lesson is subdivided into three parts. Part 1 is modeling. Using primitives and generators, we'll create the objects in the scene. Part 2 is animation. We'll recreate the 2D animation and consider several methods of animating the rolling objects. Part 3 is lookdev render. We'll create the materials, adjust the light, and render the animation. So let's start. To begin with, let's configure the composition. In the project settings, I set 24 in FPS, the length of the composition is 48 frames, so it will be a loop that will last for 2 seconds. Next switch to the front view. To do this, click the mouse wheel on the perspective view, hover over the front view and click the mouse wheel. To add a 2D animation to the background, press the hotkeys Shift V to call the settings menu in Attribute Manager, go to the Back tab and in the Image parameter add the animation. Set its position in a way that its bottom part is in the origin. I add the opacity to ensure that I see the objects I create. I create. I start with the lower part elements. I create this element using the generator extrude. To do this, we'll need the spline object rectangle. I set its size, add the rounding, and position it in the space, so that the bottom part of the object is in the origin. Now I create the generator extrude and position the spline object rectangle in it. In the Object tab, I set its thickness. In the Offset parameter, I set the value 15. Next I switch to the Caps tab and in the Size parameter, I set 2 cm. We have achieved such a rounding. Now I reduce the number of segments on the corners of the object. For our scale, we don't need so many of them here. To change the number of segments, go to spline object rectangle and configure it there. In the angle parameter, select the optimal value to ensure that the mesh is displayed in the viewport, switch to the mode, garage shading lines. Excellent. Now we need to place the object in the center. In the view from top, we see that it's displaced now. That's how the extrude generator functions. I create a null object, move the extrude by the z-axis and place it in null. I name it Rectangle1. I duplicate it right away and set these two objects apart from each other. After that I create the cylinder object. I change its orientation to plus Z and move it upwards by 85 centimeters so that it's in the center of the rectangle. Now adjust its length and add the rounding of the caps tab. As in previous objects, the rounding radius is 2. The next element we'll create is this ring. I will create it using the Sweep Generator. I need 2 spline objects. Right circle, enable the ellipse checkbox and set the size. It should be similar to the size in the reference. I move it upwards. Now I create the sweep generator. I place circle in it. Now let's create the profile of the object. I select rectangle and move it in the generator. Place it just above the circle. It's important. I configure the size and the rounding. Using the angle parameter, reduce the number of segments on the rounding. Also, I want to add some segments on the circle object to ensure that it's smoother. Now let's create the head with a smile. But before that, while we're still at the initial stage of our work, I want to rename the objects and create some new objects in null. You'll need all that at the animating stage. I create a sphere primitive, I set its position in the space and its size. In the sphere type, I set hexahedron to avoid any triangle polygons and any problems with rendering, and I also add some more segments. Now let's create the eyes and the mouth for the smile object. I'll use the sweep generator. That's why we create a circle, set its size and configure its position. I transform it into an editable object. To do this, click the C key. We need half of a circle. Disable the mode Close Spline. Switch to the points editing mode and delete the unnecessary ones. Now create the sweep generator and add the spline object inside to it. Place it above the circle spline and set the size. As a result we get such a thing. Now we need to add the rounding on the edges of this object. I enable the Solo mode. In the Sweep Generator, in the Caps tab, I set the centimeter to Rounding. To create the second eye I use the Symmetry Generator. To ensure that it's convenient to move the objects that have been just created, I place Place it in null. Move the object to the necessary position. Now I create the Symmetry Generator and move the Eye objects in it. Set the parameter called Mirror Plane. I don't really like the shape of the eyes, because in the reference it's a bit different. I go to the circle object and in the points editing mode, I adjust the shape of the spline. I will select the necessary points and edit them using the tools Move, Scale, Rotation. To create the mouth of the smile, I select the Sweep object, move it out from the Symmetry Generator, holding Ctrl pressed to make a copy. And forget to rename the objects. Now I select spline and edit it. you you I ensure that the eyes and the mouth are subordinate to the sphere. I group the sphere object. To do this, I press the hotkeys control G, the objects move to null, in this way we achieve more control over the animation. Let's create the pyramid. its size and position in the space. Since there will be spheres in this object, I switch it to the X-ray mode. To do this, switch to the basic tab and select this checkbox. Now let's create the spheres and adjust them. I set their type to hexahedron. I move the sphere in the pyramid object and make several copies. The sphere is already. Don't forget to rename the objects. Let's see what we have gotten. Switch to the perspective view. For the pyramid object, we need to add the rounding similar to the rounding on all other objects. For this purpose, I'll use the bevel deformer. Place it in the pyramid object. Switch to the settings and set 2 cm in radius. I set the number of sections to 3. And the last object we need to create is one more sphere. Create it, configure its size, and change its type to hexahedron. Ah, I have almost forgotten about the spheres in this circle. I select the upper sphere and holding Ctrl-Pressed, I drag it to the circle object and configure the position of the object and its size. I make a few more copies of this object. I move the upper sphere to null and rename some objects. Don't forget to save your project. Excellent. We have modeled all objects. The next stage is the animation."
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+ }
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+ ]
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+ }