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Dec 05, 2024
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GRD 488 - Introduction to Cinema 4D Credits: 3 Lecture Hours: 2 Lab Hours: 2 Practicum Hours: 0 Work Experience: 0 Course Type: Voc/Tech Overview course of Maxon’s Cinema 4D software, a 3d application used within the motion-graphics and animation industry. This course will focus on the fundamental knowledge needed to create assets for motion-graphic animations. Through demonstrations, exercises, and projects, students will learn software techniques and technical pipelines while creating various 3d and animation assets. Prerequisite: GRD 467 , GRD 485 Competencies
- Appraise the software interface
- Examine graphical interface
- Demonstrate various methods to navigate 3d space
- Select and toggle between different viewing modes
- Review and configure user interface and preferences
- Demonstrate how to open existing 3d files
- Assemble and save created 3d files
- Examine the various file formats
- Demonstrate how to import 3d files
- Review and export 3d files
- Prepare and merge several files
- Apply the use of common keyboard shortcuts
- Create and organize 3d objects
- Illustrate primitive shapes and forms
- Employ the use of copy and instance
- Demonstrate various selection methods
- Transform 3d objects using move, rotate, and scale tools
- Examine an object?s properties
- Select and use Layer Manager to organize complex scenes
- Review Object Manager to tag, filter, and control objects within a scene
- Evaluate object modeling techniques
- Produce primitive shapes
- Select and adopt Nurbs and Splines
- Develop Polygon models
- Examine Sculpting Manager layout
- Apply the use of the Structure Manager
- Modify objects using deformers
- Determine level-of-detail on object before deforming
- Apply deformers to objects
- Change and edit deformer parameters
- Manipulate with deformer settings
- Examine various essential deformers
- Generate materials and textures for objects
- Examine the Material Editor
- Select and display materials in the 3d viewport
- Employ process for applying textures to objects
- Review material terminology and reasoning
- Demonstrate how to use multiple shaders and channels
- Identify and edit materials
- Select and assign materials to objects in scene
- Examine layer materials to build complexity
- Apply and use Substance Asset Manager
- Select and explore BodyPaint to map and paint UV Layouts
- Apply texture tags
- Evaluate the animation process
- Examine viewing, editing, and creation of hierarchy before animation begins
- Distinguish between Inverse and Forward Kinematics
- Review and utilize the Animation Process
- Employ various methods to create keyframes
- Apply various methods to adjust timing
- Change key frame behaviors (ease in, out, etc.)
- Adjust animation curves
- Examine interpolation tangent types (smooth, linear, step, slow, fast, spline)
- Determine bone hierarchies
- Select and adjust skin weights
- Produce and critique lighting for 3d models
- Review common lighting terms and definitions
- Distinguish between real-world lights to 3d lights
- Explain a light source and type
- Change light and shadow parameters
- Adjust and manage multiple lights within a scene
- Apply Three-Point lighting techniques to 3D scenes
- Practice use of Area lighting
- Adjust Global Illumination parameters
- Appraise proper camera use
- Explain camera terminology and definitions
- Distinguish between real-life cameras to 3d cameras
- Demonstrate how to create a Target Camera
- Prepare and use a Stereo Camera
- Adjust Camera parameters
- Select and use Depth of Field
- Apply null objects to define Camera hierarchies
- Demonstrate how to animate a Camera move
- Evaluate the rendering process
- List rendering terms and definitions
- Select and prepare render settings for a Linear Workflow
- Prepare and save a rendered image
- Build and save a rendered sequence
- Examine and composite an image and sequential renders
- Produce separate multi-pass renders for compositing
- Prepare alpha channels for compositing
- Generate complex scenes using MoGraph Module
- Assemble a scene by procedurally populating with multiple objects
- Develop cloned objects
- Change clones by changing parameters and settings
- Adjust effectors to combine clones
- Select and refine clone behaviors for motion graphics
- Create integrated assets using Cinema 4D and After Effects
- Examine workflow pipeline for developing assets between Cinema 4D and After Effects
- Explore Cinema 4D Lite within After Effects
- Examine Cineware settings
- Assemble Cinema 4D content into After Effects layers
- Develop Cinema 4D assets within After Effects
- Select and export various shared assets between Cinema 4D and After Effects
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