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00:00:03
we are starting to study boolean objects
00:00:06
for this I have opened a new project you can
00:00:09
do this through the file menu here at
00:00:11
the top file new
00:00:12
but in principle all programs have
00:00:13
such a thing so I think there
00:00:15
will be nothing new for you here we will start by
00:00:19
taking two some objects are already
00:00:21
ready, that is, we won’t squeeze them out,
00:00:23
let’s take a cube and just like that, let’s say
00:00:26
a little bit and take another object, a cylinder,
00:00:32
but they are not instantly created at one
00:00:35
point, here the cylinder can be
00:00:38
made a little narrower, here’s my cube for beauty,
00:00:41
I’ll make chamfers so that the edges were not so
00:00:43
perfectly even,
00:00:45
for this we select the cube, go to its
00:00:48
attributes, check the
00:00:50
filled box and here we adjust this
00:00:53
radius for ourselves and be one centimeter,
00:00:56
maybe two, well, they look good
00:01:00
and now we go to this menu,
00:01:04
press the left mouse button again, there are
00:01:07
quite a lot of objects here
00:01:09
again, we will consider most of them
00:01:10
in the course. Now we are
00:01:12
only interested in the object because
00:01:13
it will appear in the
00:01:16
composition that we will assemble with you at
00:01:17
the end with the train from Moscow.
00:01:21
We select the object ghoul and for ourselves we must
00:01:24
simply understand that the object is boule.
00:01:26
essentially a three-dimensional mask, he takes one
00:01:29
object and cuts out 2 some three-dimensional
00:01:32
object from it,
00:01:33
let's try now, we
00:01:35
take a boule cube into the object, we see
00:01:38
that it is green, which means we need to
00:01:40
put something in it, and then we throw in the cylinder and it
00:01:43
turns out that look now at the cube
00:01:46
cuts out this profile from my
00:01:49
cylinder, if I want it to be the other way around, so
00:01:51
that the cylinder cuts a hole
00:01:53
out of the cube, then there is no need to just swap them here,
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that is, I take the cube and drag the
00:01:59
cylinder higher, and now a
00:02:01
cutout appears inside my cube
00:02:04
if we you will turn on the lines here,
00:02:07
the display is ingrown zing lines, then we will see
00:02:10
how we have built a grid, you can take a
00:02:16
cylinder and enlarge it a little,
00:02:20
thereby we get a parametric hole,
00:02:22
which is important, that is, at any moment
00:02:24
we can compress it at all, it won’t be, and
00:02:26
on the contrary, expand it and it can see and
00:02:28
completely hide my entire object,
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that is, on the one hand, the boule is a very
00:02:33
powerful element, but on the other hand,
00:02:35
again, when we talk to you about
00:02:37
polygonal modeling, you will understand
00:02:39
that it is not used so often
00:02:42
because it distorts your polygonal mesh very much.
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as an example, just to
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understand, I’ll take a sphere and take
00:02:53
some handkerchief object like this,
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orient it so that they intersect
00:03:01
with each other, I’ll take it again, create a
00:03:03
storm object and place the platonic and the sphere here inside,
00:03:09
well, it doesn’t matter now, you see,
00:03:11
the sphere is cut out from the platone to
00:03:13
such a gigantic part, if we
00:03:17
get closer and look at the edges, then here
00:03:19
we will have a very torn
00:03:22
geometry, that is, some small
00:03:24
polygons somewhere else do not
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intersect, and when
00:03:30
modeling such a more detailed one,
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of course, this form
00:03:34
cannot be used, so
00:03:35
bool minus it can be immediately noted to
00:03:38
write down it is an unpredictable mesh, but
00:03:41
at the same time you get a very fast
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form and for such parametric
00:03:46
modeling it will of course not be replaced,
00:03:48
it is used more specifically in motion design
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than in real modeling, in
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real embryonic dosing, there
00:03:55
these berketts are made a little differently We’ll
00:03:56
also look at this in the course itself, but
00:03:59
for now all we need to know
00:04:01
is that the boule is capable of
00:04:04
cutting out any other object from any object.
00:04:06
Well, let’s now look at a slightly
00:04:08
more complex option.
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I’ll again take this first blank of ours
00:04:13
and assume I want to not cut
00:04:15
another hole, let's say a cubic one, this time I
00:04:18
'll take the cube again, orient it so
00:04:22
that it is somewhere in this
00:04:25
part of my main figure, this can be
00:04:27
done in the top view,
00:04:29
go to the top mode, I'll move the whole thing,
00:04:33
maybe squeeze it a little, we'll assume
00:04:38
this is the cutout I want to do means if I
00:04:41
now take this cube and throw it into
00:04:43
my ready one, it won’t work for me
00:04:47
because pain
00:04:50
only works with two objects, that is, it
00:04:51
needs 2 some shapes from which it
00:04:55
will create some kind of three-dimensional
00:04:57
mask and in order to make
00:05:02
another three-dimensional mask on the extruded object, or rather on the cut out object here, I
00:05:05
will need another boule, let’s create
00:05:09
it and look at the new one, I
00:05:11
throw this cube and throw the
00:05:15
old boule here inside, this is a hierarchy
00:05:17
and now I have there is a cutout,
00:05:20
pay attention that first there is a boule
00:05:22
here, then there is a cube, if you swap
00:05:24
places, then
00:05:26
this shape will be cut out of the cube, that is, here
00:05:29
you can again create an infinite
00:05:31
number of these
00:05:33
hierarchy levels when you have one object
00:05:35
inside another mask is cut out there
00:05:38
then it crashes into the main object and you
00:05:40
get all sorts of intricate
00:05:43
contours. We also ubooly have some of our
00:05:46
own settings here in the firing tab,
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you can see the main setting is
00:05:51
boolean type, that is, the type of operation
00:05:53
now it costs as a trick b.a.
00:05:55
this is the first object b this is the second object
00:05:57
here you get subtraction
00:05:59
a minus b
00:06:01
breakfast you are English subtraction but
00:06:03
there are all sorts of other modes such as
00:06:04
intersection of
00:06:05
union and calling beta you when there is
00:06:10
no lid inside let's
00:06:14
leave here the usual soft rock by here
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there are also additional functions usually
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you can just mark it for yourself when
00:06:23
they are working, we will put these three
00:06:24
high quality jackdaws,
00:06:26
glue a single, fire them with fire and jess, and now
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you have a more or less plausible cutout,
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what about the
00:06:37
boules? After that, we will still have the clone object and
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we will move on directly to
00:06:41
our composition and so I’m again
00:06:43
with a clean project, well, let’s again
00:06:46
first take some simple
00:06:48
object to understand how cloner works,
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I’ll take from above a little bit different from it
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and we have the Conor object in the
00:06:57
Momov tab, these are special
00:06:59
tools for men animation design,
00:07:03
but in principle some of them can be
00:07:04
used for regular modeling,
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and here we select the
00:07:08
clone object, which by the way is considered the most
00:07:12
powerful, perhaps in terms of functionality, it’s
00:07:15
inside the blue one, and let’s throw in the
00:07:18
green ones, throw
00:07:20
our sphere into it and instantly see that
00:07:23
the cloner is trying to create copies of this
00:07:25
object, you can enable it in the display tab
00:07:28
bureau shading lines display of lines and
00:07:31
here he is somehow trying to clone the
00:07:33
whole thing there, let's understand its
00:07:36
settings, select cloner
00:07:37
all the main settings we are in the
00:07:41
object tab here there are two additional
00:07:43
tabs transform and apc effect
00:07:44
We won’t look at the effector now,
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but let’s look at the firing, so the
00:07:49
first thing that’s going on here is the mod, is the mode
00:07:52
currently in mode or not, that is,
00:07:54
linear copying, if you click on it,
00:07:57
there are several other options for you here,
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we will, in particular,
00:08:01
use the general option in the composition,
00:08:02
but a little about it in more detail later
00:08:05
further the main settings that we are
00:08:08
interested in count number of copies here
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you can increase them and create
00:08:13
much more clones
00:08:16
and in the set this is a shift of this entire mass of clones
00:08:20
but now it is not particularly useful to us and the
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most important thing is these settings
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these are the settings
00:08:26
exactly like you, each clone moves
00:08:29
relative to the previous one, now we see
00:08:31
that the only thing that changes
00:08:34
is along the y axis, each clone moves by
00:08:36
50 centimeters, let's try to
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increase this value so that the reconciliations do not
00:08:41
overlap each other, well, somewhere up to
00:08:43
200, maybe even up to 230 and now Now
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we see such a long long row of 18
00:08:53
spheres that are simply cloned
00:08:56
relative to each other and shifted upward.
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Here you can also set additional
00:09:01
displacement options. Now we have set
00:09:03
only along the y axis. I can also move this
00:09:05
to the side. Then we get such a stepped
00:09:08
shape, that is, reconciliation. one
00:09:11
more one and each time they move
00:09:14
with this step of 150 thousand write well and
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accordingly you can also
00:09:20
rotate it all in z in another axis, it’s not necessary
00:09:23
so for example, put it next,
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we have the scale settings, that is, how
00:09:28
each next copy differs precisely
00:09:30
in the scale now costs one hundred percent,
00:09:32
which means that the original scale is everywhere, if I
00:09:35
want each next one, for example,
00:09:36
to increase, you can write 120 here everywhere,
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then pay attention to how
00:09:42
this will happen for you, that is, first
00:09:44
there is a regular reconciliation, then 20
00:09:46
percent more,
00:09:47
another 20 percent more, but so on
00:09:49
then at the end it’s already quite large,
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it turns out I’ll go
00:09:56
back now, by the way, you can do this
00:09:58
not necessarily proportional, for example,
00:10:00
you can leave only one y-axis 120
00:10:03
when we see how it all looks like,
00:10:05
sparkle at the end we turn it
00:10:08
all into some kind of elongated egg,
00:10:10
well then there are a lot of options here for
00:10:12
all sorts of variations, I’ll return it back here to
00:10:15
100, then we have variations with
00:10:19
rotation, but now we won’t see it
00:10:20
because no matter how we rotate the reconciliation, the
00:10:23
wound on the render will be round,
00:10:25
so we can’t come up with anything here,
00:10:29
returning here, let’s now instead of
00:10:32
spheres, I’ll move this example to the side,
00:10:36
the simplest one, let’s take a cube instead of checking,
00:10:39
select it, create a cube, I’ll
00:10:43
stretch it a little, make a
00:10:45
step like this and again go to magrav
00:10:49
of clones, look if you select the cube
00:10:52
before creating clones and go
00:10:54
back to this menu and hold alt when
00:10:56
creating clones, you see it is automatically
00:11:00
created and the die is immediately
00:11:02
rolled internally, that is, this is a
00:11:04
slightly accelerated version of creating a
00:11:06
clone of ra and the same thing, let's
00:11:08
customize it a little, I'll raise it up in the
00:11:10
settings in the attributes of Conor himself,
00:11:13
I'll lift it up and now I'll shift it along the x axis and now
00:11:19
it turns out to increase such steps
00:11:27
to the
00:11:28
sister of copies and now instantly
00:11:32
look, we have assembled such a simple
00:11:34
staircase,
00:11:35
so I took a cube object to
00:11:38
more clearly see how it works,
00:11:41
these parameters are responsible for the angle of
00:11:42
rotation, that is, now we can
00:11:45
set how each copy rotates
00:11:48
relative to the previous one, we get some
00:11:50
pretty cool abstract things like this,
00:11:52
you can collect all sorts of
00:11:54
DNA using this example, now
00:11:58
each copy is shifted relative to the
00:11:59
previous one by 30 degrees and this is how it all
00:12:03
looks, I’ll just put it back 0
00:12:06
if you type it in here, if
00:12:10
you put it on the first 10, then drink and quite
00:12:12
It turns out beautifully, something like a game reminiscent of DNA, but
00:12:15
now we will create a more believable
00:12:17
DNA
00:12:18
that you understood that this is also possible,
00:12:21
let me update everything here and show you
00:12:24
the settings in this thing, they also
00:12:26
relate to rotation, but this time to the rotation of the
00:12:28
entire figure of this entire cluster of
00:12:31
objects we see that it works like a band
00:12:35
deformer, it reminds a little bit of how
00:12:38
you can
00:12:41
create all sorts of curved stairs, I have to create a
00:12:42
ladder here instead of a cube, it can be
00:12:45
any absolutely object, the theme is beautiful
00:12:47
clones that it works for any shape at all,
00:12:50
that is, you can, in principle, upload a
00:12:52
complete model of some kind of machine here
00:12:56
Conor will work with it in exactly the same way
00:12:57
as with ordinary cubes,
00:13:01
and all these parameters can also be
00:13:04
animated, so we looked at the
00:13:10
clones with a cube, well, let’s
00:13:16
collect a small DNA molecule as an example, I’ll
00:13:19
use a cylinder for this, I’ll create a
00:13:21
cylinder object,
00:13:22
you can fly up to it very quickly if
00:13:25
you press s on the
00:13:26
English keyboard, I’ll turn it like this 90
00:13:31
degrees with a shift if you rotate
00:13:34
along one axis, then exactly 90 degrees you can
00:13:37
turn the leg, I’ll distinguish and stretch this
00:13:40
tube,
00:13:41
then I’ll create 2 reconciliations, each of which
00:13:45
will be about this at the ends of this tube
00:13:47
the tube can also be made a little bit
00:13:50
thinner
00:13:51
in the settings of this object somewhere on
00:13:54
the 25th stand so this sphere to quickly
00:13:59
and clone I will hold the command controller
00:14:02
and pull this axis and pull it to the other
00:14:05
end here is something resembling
00:14:09
one link of DNA we
00:14:13
can do a little more reconciliation,
00:14:15
by the way, look, if you have two
00:14:16
identical objects, that is, the same
00:14:18
attributes with attributes, then you can
00:14:20
select them and here the radius can be increased
00:14:23
for two pieces at once, this
00:14:26
looks more interesting and you can turn it off for now for the duration of
00:14:29
our line Guru Chenin Blanc put the
00:14:31
usual one now so that the clone works with
00:14:35
all these three objects equally, I will
00:14:37
take them into a group, that is, I will select 5,
00:14:40
I should have one link and press
00:14:42
alt g, I will
00:14:43
create 0 in which I
00:14:46
will put all 3 objects,
00:14:49
then I I create a cloner, I throw
00:14:53
this 0 into it, which contains
00:14:55
all 3 objects, and now my clone
00:14:58
is cloned by this video,
00:15:01
then I set up the conor, I raise the position
00:15:05
a little, I add
00:15:08
the number of copies, and then you just start
00:15:13
playing with this angle and you have
00:15:16
such a DNA molecule appears, then of
00:15:21
course you can paint it there with all sorts of
00:15:23
materials and other things, well, the simplest
00:15:25
way to create it is like this, we
00:15:30
only looked at the mode of linear
00:15:32
distribution of clones in our
00:15:35
composition, we will use a
00:15:37
slightly different mode, I will now select
00:15:39
all these clones and move them aside again on their
00:15:41
side and for the next example we will
00:15:45
need two objects, the first object
00:15:47
will be the object by which we will
00:15:49
clone the author of the eyelids, respectively,
00:15:52
what we will plan is
00:15:53
I take, create a regular plain, that is, a
00:15:55
regular plane, here it
00:15:57
is, you can turn on the
00:15:59
line display mode quite a lot here
00:16:02
let's reduce the polygon, let's make it 10 by
00:16:04
10, again, you will see all these changes
00:16:07
in the attributes tab and let's create
00:16:10
some other object, for example a
00:16:12
cone, our composition will be a tree,
00:16:15
but now it doesn't matter, this is how the
00:16:18
cone looks like, you can reduce it a little,
00:16:19
select a tool
00:16:21
scaling, just compress it like this and I
00:16:27
want to leave this cone
00:16:28
somehow arbitrarily on the
00:16:30
surface of this play on again, we take
00:16:34
clones, throw the cone inside the clone ra,
00:16:38
initially we go into a linear shift,
00:16:41
but this is just how the clone works,
00:16:42
so we turn to the mode and select
00:16:46
here the very first option we worked with
00:16:48
the leader, here there are other options for
00:16:50
them, we’ll talk about them in the course, we are interested in the
00:16:52
object option, it’s actually the
00:16:55
most advanced when you choose the
00:16:57
object option, you must indicate which object you
00:17:00
will use as a
00:17:02
cloning surface, and here we
00:17:05
take and drag our plane
00:17:08
and see how instantly our cone
00:17:11
begins to be planned on the
00:17:13
play surface, while now they are planned
00:17:17
where we have points because you are
00:17:20
here, the distribution type is selected
00:17:22
vertex and there are several distribution types here
00:17:24
and you can actually
00:17:26
check for a second turn off the clone and
00:17:28
look wherever you have the
00:17:30
intersection of two edges between them
00:17:33
.
00:17:34
if we connect it back, then indeed
00:17:35
now our clones stand directly with their
00:17:38
centers inside these points, the only
00:17:41
thing I like about this distribution
00:17:42
is, firstly, the angle of inclination, now they are
00:17:45
all looking somewhere to the right, if you
00:17:47
want to change it, then in the clones,
00:17:49
go to the transform tab, this
00:17:51
information which applies
00:17:53
to all clones at once and here you can rotate the
00:17:57
rotation angle, you just need to determine which one is
00:17:59
suitable for us, this one is not needed,
00:18:02
but the second option is exactly what we need
00:18:04
and we’ll set the value here to -90 degrees and
00:18:08
we see that our cone now looks
00:18:11
up, what’s one the problem is solved now
00:18:14
there are 2 left I don’t like that they are
00:18:16
now too uniformly distributed over
00:18:19
this surface so let’s
00:18:21
go back to the clone in the object settings and
00:18:25
here we will select the distribution type not by
00:18:28
points but by the surveys option, that is,
00:18:30
the surface, if we select it, then we
00:18:34
will generate this amount
00:18:36
here we can change the clones arbitrarily over the entire
00:18:39
surface, I can say I
00:18:41
will generate on this surface, let’s say
00:18:43
there are 100 clones and now they are
00:18:47
starting to be generated in an absolutely chaotic order,
00:18:49
this is very convenient, just in
00:18:52
our case when we are going to
00:18:53
grow on the trees with you surfaces should be
00:18:56
placed more precisely there it is
00:18:58
necessary to use this
00:19:00
option
00:19:01
and also if you don’t like this
00:19:02
distribution, that is, let’s assume you are
00:19:04
happy with the number of copies but don’t
00:19:05
like the way they copied sleep these are the
00:19:07
surfaces you have the seed parameter, it’s
00:19:10
just an arbitrary number if you
00:19:12
change it If you click on the arrows,
00:19:14
you will have a
00:19:17
new map of the distribution of
00:19:18
these objects generated each time, which is very convenient,
00:19:21
that is, you just clicked, found the
00:19:23
option you liked and left it.
00:19:26
Well, before we start, I think Conor
00:19:29
will be enough for us because there are already a
00:19:31
lot of options
00:19:33
we have considered the only ones quite advanced,
00:19:36
I’ll take it all to zero, two objects, this
00:19:39
zero a little with scaling, otherwise
00:19:42
our whole scene seems very small
00:19:43
compared to the previous
00:19:45
objects and I’ll save it

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Урок о булевых (Boole) операциях и клонере (Cloner) в Cinema 4D (для новичков)! https://cloudlessons.ru/v/237 - курс «Супер Cinema 4D» от команды VideoSmile.ru Cinema 4D (c4d) – программа, которую используют начинающие и профессиональные художники 3d графики для создания впечатляющих роликов и дизайна. Основным преимуществом этой программы является то, что она имеет очень простой интерфейс, удобно взаимодействует со всеми программами пакета Adobe, и легка в изучении. При этом она чрезвычайно мощная и характеризуется стабильной работой. Синема 4д имеет безграничные возможности. Применяется в моушен дизайне, рекламе, кино, VFX, телевидение, анимационном дизайне, архитектуре (архвиз) и дизайне интерьеров. Именно в этой программе есть возможность создавать трехмерную графику и крутые видеоролики, которые заказывают известные на весь мир бренды. Автор иллюстраций: Adam Spizak https://www.behance.net/spizak https://spizak.com/ Автор мини-курса: Михаил Бычков Скачать пробную версию программы: https://www.maxon.net/en/ru/nc/download-try 00:00 - объекты Boole 06:40 - объект Cloner (клонер) Сайт: https://videosmile.ru/ Telegram: https://t.me/videosmile_ru ВК: https://vk.com/ru_videosmile Instagram: https://www.facebook.com/unsupportedbrowser Facebook: https://www.facebook.com/unsupportedbrowser Discord: https://discord.com/invite/G6Vqx3f

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