make a leaf a child of a branch and the branch a child of a tree. If you want to
edit an object, first select it by clicking its name or icon in the Object
Manager. The object’s name will turn red to indicate selection. Most objects
have tags that add properties to them such as materials or Phong shading.
Items in the editor view can be hidden and unhidden as desired using CINEMA
4D’s powerful layer functionalities.
Material Manager
The Material Manager contains all the materials for the scene. If you
double-click on a material icon, the Material Editor will open so that you can
edit the material. You can add a material to an object by dragging and dropping
the material from the Material Manager onto the object.
Coordinate manager
You can use the Coordinate manager for precision modeling or manipulation.
For example, rather than scale an object in the view panel, you can enter the
exact size in the Coordinate manager. As with all numerical text boxes, you can
also enter mathematical operators.
Animation Toolbar
Objects’ Position, Scale or Rotation and other properties can be easily
recorded via a Record button. The Animation Palette is a simplified version of
the Timeline and can be used to create more simple animations without having to
switch to the Animation layout. The much more extensive Timeline is described here.
Attribute Manager
The Attributes Manager displays all properties and settings of a selected
object, material, shader, tag node, tracks or key(s). These properties and
settings can also be edited in the Attributes Manager.
The properties of many CINEMA 4D tools can be displayed here as well.
Modeling Techniques
3-dimensional objects can be created using a wide variety of methods. Many
modeling techniques are available, of which the most important are described
below. Naturally each of these techniques can be applied in CINEMA 4D.
CSG (Constructive Solid Geometry)
This is the easiest technique of all. All objects consist of existing
parametric primitives such as cylinders, spheres, cones, etc.
Main menu: Create / Objects (link).
These objects are ideal for use with Mograph, which offers endless possibilities to clone
objects.
Main menu: MoGraph (link).
Polygon Modeling
This is the classic modeling technique. Various tools are used to create,
join and edit polygons. Although somewhat tedious, this method gives you
complete control over the creation of the final object. SDS (Subdivision
Surfaces) is based on polygon modeling.
Main menu: Mesh (link)
NURBS
NURBS can be used in combination with splines to help you create objects.
Splines let you create various types of caps and surfaces. Although this is a
very elegant modeling technique it is not for use in modeling characters.
Main menu: Create / Spline (link) or NURBS
(link),
SDS (Subdivision Surfaces)
SDS is created in CINEMA 4D using HyperNURBS and is the most state-of-the-art
modeling technique. Objects consisting of few polygons are subdivided
dynamically to create smooth, organic higher resolution objects. Sharp edges can
also be created using edge weighting. You should have a very good understanding
of polygon modeling when working with SDS since subdivided objects will be
edited using polygon editing (see above).
Main menu: Create / NURBS / HyperNURBS (link)
Metaballs
Organic shapes such as fluids (in con junction with particles) can be created
using Metaballs with spheres, splines and points.
Main menu: Create / Modeling / Metaball (link)
Boole / Deformation
These modifiers can be used to deform objects created using the techniques
described above to create new objects.
Main menu: Create / Modeling / Boole (link) or Create / Deformation (link).
The modeling technique best used depends on the object to be created. What
you need to know: Any object can be modeled. There is nothing that can’t be
created using the methods described above.
Note that the Object Manager’s hierarchy allows the different techniques to
be combined with one another. For example, you can use various Deformations to deform a low resolution object (e.g. a
cube), place it into a hierarchy, apply additional Deformations to this object and subsequently cut a piece
out using a Boole.