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hey everybody its EJ from I design comm and today we're going to learn a little bit about the time effector and how it can really increase your work flow inside of cinema 4d let's learn how all right so this is what we're going to be making today with the handy dandy time effector you can see we have these little section pieces flying off into nothing and shrinking down slowly over time and this is driven this whole entire animation driven with just two keyframes and let's just go ahead and learn a little about our friend the time effector so if you're not familiar with the time effector just go ahead I'm just going to grab a cube go ahead and clone it I'm going to grab my corner object throw the cube as a child of it color is going to clone it three times and space it 50 centimeters and the Y what I'm going to do is just space this out in the X so increase this value here zoom out and then increase the count and we got six clone now six cubes so the time effector if you're used to After Effects there is an expression called time and basically what the time expression does is allows you to apply animation to any parameter and over time it will actually multiply use the frame rate or use the frame that you're on so if I'm on frame to the time expression represents two so if I multiply that time value by say 10 that value will actually be 20 because it's a time which is 2 frame 2 times 10 is 20 and then that so if we have like a rotation value that rotation value would be 20 now if we go to 3 frame 3 that value is now 30 so in the course of the flame we went from a rotation value of 20 to 30 and then over time that value would then drive that whole entire animation so it's a basic same kind of basic concept let's just go ahead grab our time effector in the effector menu it's all the way at the bottom sad lonely at the bottom of the effect your list with just the volume effector the sad volume effector below it but let's show time effector some love today since I had the corner object selected the time effector is already applied so you can already see that we have something happening here we have some cubes rotating and you can see that by default our time effector is set to 90 degrees in the heading if I hit play you can see that hopefully my jibber-jabbering about the time expression made some sense because basically what's happening with the time effector is that every 30 frames this cube is going to travel 90 degrees and then at 60 frames it will travel 180 so you can see at frame 30 it actually looks the same at frame 60 it looks the same and at frame 90 it looks the same because it's all increments of 90 degrees so hopefully that kind of gives you an idea of how this works so over time this is just going to keep going and as I increase this value we're increasing the speed of our rotating cubes and I can go negative here so it's rotating the different value a different direction and I can bring a very tiny tiny value in here and have these slowly rotate again no keyframes applied whatsoever it's just being driven by a time effector so one other cool thing with this is I can use your scale and position so I can have these guys slowly fade off into space and float away but the really cool thing about the time effector is utilizing it with different effectors one being the random effector now if I go ahead I got like to select I'm going to go to my mograph menu and grab random so we're going to go rando on this right now it's just applying random position values I'm just going to turn that off and then what I'm going to do is use the weight transform what the way transform does is apply different is uses noise to drive and apply different strengths and apply different strengths to each of our clones and so if I turn this up see nothing's happening and that's because in our effector stack we actually need that randomness to be applied first so the random values will be applied first and then that time effector will be applied second already you can see that some of our cubes are going a little slower especially this one now we can see this more pronounced if we say go to our effector menu here and adjust the seed of that noise that a random effector is using and say if I just move at once you can see that these two cubes are going way slower than the rest this guy is just a speed demon he's speeding in solace going off the screen here and that is all driven by the random effector here so if I increase the value and why these are going to move faster in Y you can see this the difference in speed is more pronounced so that's really awesome yeah right cool we can actually go ahead and on the time effector use some fall-off so we don't have this just this trigger animation right off the bat we can actually use a fall-off to then drive and apply those time values to our objects let's go ahead and adjust our fall-off to do negative Z or negative X and I'll just make this fall-off a little wider and increase the fall-off to 100% and then what's going to happen let's actually just increase my time length to a thousand so we can see what happens over a longer period of time and as I'm moving this you can see that as the fall-off goes cast back clone it's actually applying that time effector to it and it's just going to slowly fade off into space and going to leave these other clones alone that haven't been being a plug affected by the fall-off here so there's a fall-off going through we've now effected that clone again that because this value is so high in the why it's actually creating a very abrupt kind of move you can see as that the y value is lower as that fell off goes through its roll smooth because it's not jumping so fast it's not jumping so high because that Y value is so high so to get a nice smooth like transitional move you want to keep that value fairly low in the Y or whatever direction you're rotating this is something like this we're going to add more random rotation values but you can see how that looks really crazy right there so I want to make these values fairly slow so when this happens it's just kind of going like that so this is a really nice - let me just animate this fall off and drive this animation we can also go backwards and say hey I actually don't affect that one cube but still affect back you Mack you can still move up we can use a spherical fall off like that and make this bigger scale us up and you do something like this E and again it's not just like a plane effector where it just moves things up that time value a time effector is going to still affect and move these objects over time depending on the values you apply in the parameter here so I can actually have these guys kind of go to the X as well and just kind of float away or float forward or in the negative Z so a lot of fun stuff so what's actually take this to to be able to make our final fractured little marble thing of a jig we got here think of a jig that's what I'm calling it so let's just get our torus and let's get our sphere you can set you can tell I really gave a lot of thought into this composition here fear in a torus so let's go ahead a
Thanks for your comment Lester Fiske, have a nice day.
- Korey Toan, Staff Member
everybody my name is Puli allah miyan in this video we're gonna talk about the 490 fracture to and cinema4d now I've been going through YouTube and I see a lot of comments coming up on how to do this and how to control it but the mograph effectors etc so we're gonna discuss it a little bit and talk about the stuff that people don't usually talk about alright let's get started so the first thing that I'm gonna do is add a cube zoom in by pressing s on my keyboard now I'm gonna expand this a little bit more because to make this tutorial work we need a larger field alright now this looks good to me and the next thing that I'm gonna do is make this editable great we can call this our bridge right this might be a bridge maybe a hanging bridge that goes somewhere it doesn't matter the next thing that we want to do right now is select it go to mograph and click on the for no fracture while holding the alt on your keyboard and you immediately see the results of where your points are gonna be and if you go to sources point generated distribution and click on it you can actually up this to any amount that you want and you can actually change the distribution type to whatever fits what you're doing right so depending on a project you might want something like this or you want to have a uniform or distribution that you control later on and we're gonna talk about that right now but if none of what you want is here right what if you want another type of control and you just want to have a few of these but more detail than the others well you can do that easily by adding another phone or a fracture on top of this so while I got my phone no fracture selected I go to my graph hold alt click on for my fracture and adds another layer on top and I'm gonna turn this off for a second because it kind of looks the same when it comes to the distribution of the points so what we want to do right now is go back to our first for a knife fracture right click on it go to mograph tax and add a mograph weight map now this allows us to select certain points where we might want to add more weight to and I'm gonna select these three that's fine for now all that I want to use okay now I'm gonna go back to my first for no fracture on the top layer and you're gonna go to object and we're gonna drag this weight map on the mograph weight map that we have there now nothing is happening because you need to do one more thing to get this working that's going to your sources selecting your point generator and click on the create points per object and now you see a fiber to deselect everything that we got a lot more detail going here and I could even up this to maybe 60 and you could see it more clear so you're gonna keep this as is for now and what we want to do next is actually have some effects that influence this for a fracture if I write to play a press play now not nothing would happen okay so what I actually want to do is be able to influence this and I can do that by adding a rigidbody so I go to simulation tags and then Rickett body tag and edit and the moment I do and press play everything falls down which is fine and which should happen to be honest but this is not what we want we want to control what falls down based on the object that's hitting it because you want your gravity to work but you want to have a solid maybe a bridge or a road so you don't want everything to fall down immediately if you do this is what you're looking for right but I assume you don't so what I want to do now is cuz then go to my dynamics body tech and change the trigger from immediately to on collision and what this does is actually start to falling down a simulation when something hits the object so the next thing that I want to do is select my phone and fracture go to my graph effectors and I'm gonna click on the plane effector and I'm just gonna add it and you will see that it is right here and we can actually control its influence in this tab but you're gonna go back to our plane we're gonna go to fall off and you're gonna had maybe a spherical field that looks cool you're gonna make this a little bit bigger okay now let me put it all the way over here because I just want to show you a little bit of the detail there yeah now what's happening right now is the objects are rising because my plane parameter says that it has to go up hundred centimeters when this spirit a spherical field passes through it so I'm gonna change this to maybe minus ten and you can see that something happens and this is more than enough to get your dynamics body or your rigidbody to start working so let me just animate this real quick go to my effector go to my coordinates and we can see that we can actually animate whatever you want right here so I'm gonna select that and this button which animates or places a keyframe and then I'm gonna go up a few frames maybe 270 and place it all the way over here and create a keyframe and if I'm ready to play press play now you would see that stuff is indeed falling based on there my spirit or spiritual field is passing through and this is I feel like something that a lot of people have been looking for and could not find so keep in mind that this way you have full control for how everything is going what you're doing and you can actually use all the mograph effectors on your coronary fracture I hope this tutorial kinda explains everything and if you want to do a little bit more you can actually add a plane underneath because you want to see the influence of the objects right there falling right now but let's add a simulation tag Collider body on this and press play and you see that everything is working as they should now if you find that the effect or how your objects are moving or interacting with other objects you can simply fix that by going to your coronary fracture fracture and then going all the way to dynamics body going down and bringing bounce down maybe and up the friction and you see that stuff stops faster so this basically means how many friction there is collision noise you can actually lower this and you will see that objects interact differently so this is what you can play with if you want to have more influence on your phone or fracture but I hope that this tutorial kind of explains to you how you can use the mograph effectors with the for no fracture and how you can have full control without using rigid body objects to drop everything down alright good luck with your projects and I see you in the next video
Thanks Chang your participation is very much appreciated
- Korey Toan
About the author
I've studied history of computer hardware at Livingstone College in Salisbury and I am an expert in genetics (outline). I usually feel lazy. My previous job was tool grinders, filers, and sharpeners I held this position for 25 years, I love talking about electronic games and couponing. Huge fan of Ron White I practice disability sport and collect insert cards.
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