Intro to Rigging in C4D: Part 1 - Fundamentals of Rigging

Hands-on with Maxon: Intro to Rigging - Part 1 (of 6) Join Cinema 4D expert instructor Joe Herman for a comprehensive six-part webinar series that will show you how to use the world-class rigging tools in Cinema 4D. - What rigging is and why you need it - Scope of the course - What are joints? - Making Joints and joint hierarchies - Rigging a mechanical model (swivel lamp) without point weighting - Aligning joints - Applying parent constraints to bones - Introduction to forward and inverse kinematics (IK and FK) Download project files and course outline: Rigging is a crucial skill to have in the field of computer animation, enabling you to animate fully articulated 3D characters, anthropomorphic forms, mechanical objects and more. This series will start with the fundamentals and progress to accomplished rigging concepts, including point weighting, constraints, FK, IK and pose morphs. It will also cover other important topics such C-Motion, C4D’s powerful tool to generate cyclical motion, and the Pose Library, a critical tool for performing character animation. Get comfortable with rigging in just 6 weeks! These 2-hour sessions are designed for artists with little to no experience in rigging and will be run inside of Cinema 4D R25, with sample project files and assets provided. Attendees are invited to follow along with the techniques shown throughout the session, however they are also recorded and available to re-watch in your own time. 00:00:00 Welcome 00:03:14 Today’s Topic 00:07:23 Introduction 00:08:50 Joint Tool 00:11:10 __ Hierarchy 00:14:02 __ Axis direction 00:15:25 __ Adding and branching 00:19:34 Symmetrical setup 00:20:15 __ Symmetry Object 00:21:42 Create and Adjust 00:22:33 Q No Root Null 00:23:51 Q Hot keys up/down hierarchy 00:24:26 Q Joining Symmetry 00:26:18 Mechanical – Forward Kinematic [FK] 00:28:58 __ Constructing the Rig 00:31:10 __ Naming the Joints 00:33:44 __ Bone Display, Size 00:37:15 __ What means Forward Kinematic 00:40:10 __ Adding functionality, Base 00:50:08 __ Recap 00:51:51 __ Front tilt, Base 00:54:26 __ Adding Master Controller 00:55:43 Inverse Kinematic, lamp [IK] 00:58:58 __ IK set up 01:01:51 __ Extending with an FK “tool“ 01:02:55 __ Adding a Goal 01:03:30 __ Adding a Pole Vector 01:06:01 __ Follow a Locomotive Wheel 01:09:31 Q Weighting Vertices 01:11:06 Q IK always on the first joint 01:13:42 Q Rigging straight or bend 01:16:47 Q Preventing intersections 01:19:30 Adding IK to the Lamp 01:23:41 __ Goal/Pole in/outside the rig 01:25:53 Constraints Tags 01:27:24 __ Transform 01:30:08 Hand off to an Animateur [TD] 01:36:01 __ Creating Controllers 01:45:47 Animate the lamp rig 01:48:02 __ Ball Dynamic 01:49:10 __ Freeze and reset 01:51:43 __ Set keyframes and poses 01:54:39 Recap 01:55:35 Q Rigging Animals 01:59:06 Q Character Object 02:02:32 Next Episode 02:04:49 Thanks and good bye Find out about more free training session here:
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