Using Splines in Cinema 4D to Create 2D Looks

Sometimes After Effects can't pull off the exact look you're going for with ease, and when that happens you'll need to add another tool to your arsenal. In this lesson Joey is going to show you how to take a path created in Adobe Illustrator and turn that into a spline in Cinema 4D. You can then make something that looks like a piece of 2D vector art in Cinema 4D, but have greater control over how to animate it than you would in After Effects.

This tick may look very specific on the surface, but it gives you a few tricks that you can add to your workflow that you might find handy one day.

Check out the resources tab for that Greyscalegorilla tutorial that Joey talks about in this lesson.

If you have any questions, click over to the Q&A tab to post them. Other students can answer you, and we’ll put our team on the case to try and get you a solution ASAP.

Here's that Greyscalegorilla tutorial that Joey mentions in the lesson:

How to Get Random Movement with Mograph and Cloners

    00:00:01,251(lighthearted music)
    00:00:03,077(upbeat music)
    00:00:10,812(upbeat, rhythmic music)
    00:00:11,645- Hey there, Joey here for School of Motion.
    00:00:13,192And in this lesson we're gong to take a look at
    00:00:15,642a neat little trick you can use in Cinema 4D
    00:00:18,737to get a flat vector looking shape
    00:00:21,205to animate on with easing using splines.
    00:00:23,876Now, you might be thinking that animating something
    00:00:26,314with a 2D look in Cinema 4D is a bit of overkill,
    00:00:29,701but the look that I created in this video
    00:00:31,871is much easier to pull off in a full 3D program.
    00:00:35,061And by the end of the lesson you'll understand why.
    00:00:37,292Don't forget to sign up for a free student account
    00:00:39,416so you can grab the project files from this lesson,
    00:00:41,501as well as assets from any other lesson on the site.
    00:00:44,758And now let's jump in.
    00:00:47,937So what I did was I first figured out
    00:00:50,696what shape I wanted to end up with.
    00:00:53,526So I just picked a star, just 'cause it was easy,
    00:00:56,800it's built in to Cinema.
    00:00:59,211And you don't have to use a star, you just need a spline.
    00:01:04,409The one limitation of this is that
    00:01:06,802if you have any sort of curved shape,
    00:01:10,615that curvature will not come through with this effect.
    00:01:14,486So right now this only works
    00:01:16,463with shapes that have straight edges.
    00:01:19,159But it could be any shape.
    00:01:20,123It could be something you've created in Illustrator
    00:01:23,449or it could be something you've done in Cinema
    00:01:25,172or one of the built in shapes.
    00:01:28,035So we're gonna start with a star.
    00:01:29,443Let's make it a 5 pointed star.
    00:01:35,265And this is the shape we're gonna end up with.
    00:01:38,886Now, the way that I'm gonna do this is using MoGraph.
    00:01:44,424And it'll start to make sense once I show you.
    00:01:47,673And hopefully this'll also give you
    00:01:49,208some other ideas about what MoGraph can be used for.
    00:01:52,222So what I wanna do is essentially
    00:01:54,120have clones on every single point,
    00:01:57,863every vertex of this star.
    00:01:59,958So the easiest way to do that is to use a cloner.
    00:02:02,644So let's add a cloner.
    00:02:05,620And I don't actually want any objects
    00:02:08,099that will be visible on the points of the star.
    00:02:11,360So instead of using an object,
    00:02:12,929I'm gonna use a null.
    00:02:15,056And I'm gonna put that null inside the cloner
    00:02:18,092and I'm gonna set that cloner,
    00:02:20,597instead of linear mode,
    00:02:22,071I'm gonna set this to object.
    00:02:24,428Alright and object mode will just copy,
    00:02:27,080it will make clones on whatever object
    00:02:29,718you drag into this field.
    00:02:31,965So if we drag the star into that field,
    00:02:34,779and it's kinda tough to see
    00:02:35,878because nulls don't really show up as anything by default,
    00:02:39,921they're just little points.
    00:02:41,437So if we click on that null,
    00:02:44,079and this is a good tip with a lot of objects in Cinema,
    00:02:47,779if you look at this display option,
    00:02:50,055you can have those nulls show up as different things.
    00:02:53,005So instead of a dot, why don't we set this to a diamond.
    00:02:55,988Now we can actually see where the nulls are,
    00:02:58,116gives us a better idea.
    00:03:00,032One other quick little thing
    00:03:01,694you need to do in the cloner is,
    00:03:05,798this is actually working correctly already,
    00:03:08,702but for different shapes it might not work
    00:03:13,721because what might happen is
    00:03:16,194the clones might be placed
    00:03:17,524in the middle of some of the vertexes.
    00:03:20,850It might be on an edge instead of at each point.
    00:03:24,487The way to ensure that the clones end up on each point
    00:03:27,181is to come down here to distribution
    00:03:30,209and instead of count, you just set this to vertex.
    00:03:35,658So there you go.
    00:03:37,649So now regardless of what the shape is,
    00:03:40,321the nulls will end up on the vertexes of that shape.
    00:03:43,307Alright, so this is where we want those nulls to end up.
    00:03:47,394Now, where do we want them to start?
    00:03:49,117Well we want them to start,
    00:03:50,651basically all in the center here
    00:03:53,478so it would be as if we scaled that star down to zero.
    00:03:58,004But we also don't want the nulls
    00:04:00,940to scale evenly down to zero,
    00:04:03,209like we don't literally want
    00:04:04,117this star to scale down like this.
    00:04:07,556What we want is for this null to end up here,
    00:04:11,330this null to end up here,
    00:04:12,686so that when the animate outwards
    00:04:15,008it will look like the star is sort of growing on
    00:04:17,281instead of just scaling up in kind of a simple way.
    00:04:21,288So what worked out was, I basically want to
    00:04:24,867morph between this star and another shape
    00:04:28,300that is scaled all the way down to zero
    00:04:30,543that has the same number of points as this star.
    00:04:34,645So the easiest way I figured out to do this
    00:04:38,379is take this star and make it editable.
    00:04:41,134And in Cinema you can just hit the C key
    00:04:44,170and it makes it editable.
    00:04:45,375The reason I did that is because
    00:04:46,682now I can go over to the structure menu here
    00:04:50,482and it will show me exactly
    00:04:51,692how many points are in that star.
    00:04:54,369So we're starting with point zero, it goes up to point nine,
    00:04:57,164so that means there's 10 points total.
    00:04:59,970And it's pretty easy, I could've just counted,
    00:05:03,339but if you had a really complicated shape
    00:05:05,608with a hundred points in it,
    00:05:06,997you probably wouldn't wanna sit here and try to count them.
    00:05:09,544So that's a quick way to find out
    00:05:11,185how many points are in an object.
    00:05:13,745So the next thing we need to do
    00:05:15,158is create another spline with 10 points
    00:05:18,725that is sort of set up the way we want
    00:05:21,380these nulls to look in the beginning of the animation.
    00:05:24,749So what I found was that if you go to the spline menu
    00:05:29,027and pick the n-side polygon spline,
    00:05:35,235you can easily set the number of sides to 10,
    00:05:39,406which will also add 10 points.
    00:05:41,497And you can see just by looking at it now
    00:05:43,885that you have a one to one correspondence
    00:05:47,120of this null will end up here,
    00:05:49,775this null will end up there,
    00:05:51,371and if I set the radius of this spline to zero
    00:05:57,395then essentially all we want is to
    00:05:58,885move the nulls from this point on the star
    00:06:01,148to this point on the n-sided polygon spline.
    00:06:07,914So now this n-sided polygon spline
    00:06:09,599we don't actually need to make editable.
    00:06:11,994We can if we want to.
    00:06:14,144But it actually doesn't matter.
    00:06:16,162And we could even go as far as
    00:06:19,326once we find out the number of points on this star
    00:06:22,984by making it editable, we can hit undo
    00:06:26,265and then we can keep it editable so if we change our mind
    00:06:29,958about the number of points we want,
    00:06:31,826you can actually keep all of these things editable,
    00:06:33,913which is kinda cool.
    00:06:35,299To keep this simple, I'm not gonna do that.
    00:06:37,401I'm just gonna leave this star editable
    00:06:39,498and then I'm gonna leave this n-side the way it is.
    00:06:43,053Alright so what I wanna do is now move these nulls
    00:06:46,241from the star onto this spline.
    00:06:50,188Because that's the starting position
    00:06:51,561of where we want those nulls.
    00:06:53,184So what I'm gonna do is in the cloner
    00:06:55,641I'm gonna switch the object from the star to the n-side.
    00:07:00,855And what you'll see is that now all of those nulls
    00:07:03,035are right in the middle there
    00:07:04,248because that n-side has a radius of zero.
    00:07:07,884So now if we go to the cloner,
    00:07:10,674I need a way to move those nulls back to the star
    00:07:13,379and have it be animateable.
    00:07:15,185So what you can use is a spline effect.
    00:07:19,711So you have to have the cloner selected
    00:07:21,914otherwise the spline effector won't actually effect it.
    00:07:24,990So we're gonna go to MoGraph, effector, spline effector.
    00:07:30,553And what I like to do is try to label my effectors
    00:07:34,987in a way where I know what they're doing.
    00:07:37,331Because you're gonna have multiple effectors in this scene
    00:07:40,300and it may get a little complicated.
    00:07:42,284So this spline effector is basically what
    00:07:45,072I'm gonna animate to move the nulls to their end position.
    00:07:49,123So I'm just gonna call this spline.end.
    00:07:53,728And that'll just help me remember
    00:07:55,400what that effector's doing.
    00:07:58,678I'm gonna move the effector underneath my cloner.
    00:08:01,743That's just a workflow thing I do,
    00:08:03,902it just helps me keep things straight.
    00:08:06,072Alright so now if I click on this effector here,
    00:08:12,422right now it's not doing anything
    00:08:13,583because you have to tell it
    00:08:14,831which spline you want it to use to effect your clones.
    00:08:19,172So I'm gonna drag the star spline into the spline field.
    00:08:23,775And you can see it has now
    00:08:25,097moved those nulls back onto the star.
    00:08:31,166And that is because right now
    00:08:34,510the strength of this effector is at 100.
    00:08:38,680Now when we actually animate this,
    00:08:40,338we're gonna animate in the falloff tab,
    00:08:42,557and we're gonna animate the weight falloff.
    00:08:45,103And you can see as I do this,
    00:08:46,760we already have the animation we want.
    00:08:49,932We are moving those nulls
    00:08:51,566from their initial position to their final position.
    00:08:58,096So this isn't very interesting yet
    00:08:59,776because they're all moving at exactly the same speed
    00:09:03,282in kind of this very stiff manner.
    00:09:06,313So the next step is gonna be to
    00:09:07,610randomize the speed that those nulls are moving.
    00:09:11,704So first, I'm gonna add some frames to this animation.
    00:09:15,369So let's just make this a 60 frame animation.
    00:09:19,179And let's put some key frames on this
    00:09:21,564so we can get this thing to start animating.
    00:09:24,213Alright, so it's gonna start at zero.
    00:09:26,835So I'm gonna put a key frame here.
    00:09:29,082And you can just hold command on the Mac
    00:09:32,005and click the little key frame button here
    00:09:35,140and it will turn red, letting you know there's a key frame.
    00:09:37,521Now I am working in a scene that is 24 frames a second
    00:09:43,107so if wanted this star to open up on one second,
    00:09:47,006I would move to frame 24, turn this up to 100,
    00:09:53,009and set another key frame.
    00:09:55,682Sorry about that, I had to pause the screen capture
    00:09:57,778for a second because I have a two and half year old
    00:10:00,517and she decided to run up and try to scare me.
    00:10:04,086So anyway, we're gonna preview what we just did.
    00:10:05,944Alright so if we hit F8, preview this.
    00:10:09,252You'll see that the nulls are now moving
    00:10:11,726from their start position to their end position
    00:10:14,130over one second.
    00:10:15,263Alright, and this is pretty boring.
    00:10:20,395One of the things that I always, always do,
    00:10:23,470and I'm gonna do a whole tutorial about this,
    00:10:26,226is I never leave the animation curves
    00:10:30,335at their default setting because
    00:10:32,398usually that's not what you want.
    00:10:35,830And I'll show you what I mean by that.
    00:10:37,308I'm gonna change the layout to animation
    00:10:39,012so you guys can see my timeline.
    00:10:42,432So you can see I have a key frame at zero
    00:10:45,357and a key frame at 24.
    00:10:47,224If you have your mouse over the timeline
    00:10:49,505and you hit the space bar,
    00:10:51,045you will change to f-curve mode.
    00:10:54,669And now if I click on my spline
    00:10:59,145and the weight property,
    00:11:00,352which is the property that has key frames on it,
    00:11:02,519you can see the animation curve for that property.
    00:11:05,382And then if you hit H it will zoom in
    00:11:08,703and sort of maximize your screen real estate
    00:11:12,136so you can see that curve.
    00:11:14,424So what this curve is telling me
    00:11:15,818is that I'm easing out of the initial position.
    00:11:20,382You can see it starts out flat and gets steeper.
    00:11:23,635And flat means it's moving slower.
    00:11:26,917As it gets steeper it's accelerating
    00:11:28,621and then it flattens out again.
    00:11:30,062So it's easing out and easing in.
    00:11:32,254What I actually want is for the star to
    00:11:34,157kind of burst open at the beginning
    00:11:35,910and then really slow down at the end.
    00:11:38,654So instead of easing out, I actually wanna
    00:11:41,608take this handle and pull it above the curve.
    00:11:45,927When this is below the curve,
    00:11:47,630it means it's slowly accelerating.
    00:11:50,060When it starts above the curve like this,
    00:11:51,828it means it actually starts out faster
    00:11:55,101and slows down over time.
    00:11:57,912So I'm gonna crank this pretty high.
    00:12:00,667Then I'm gonna come over to the last key frame
    00:12:04,130and I'm gonna hold the command key,
    00:12:06,140which will basically let me drag this point.
    00:12:10,639And if I let go you'll see I can start to move this
    00:12:14,117up and down, too, which I don't want,
    00:12:15,577I wanna keep it flat.
    00:12:16,410So if I hold the command key
    00:12:18,451it will keep it parallel, like this.
    00:12:22,743So I'm gonna pull this out a little bit further.
    00:12:25,918So now you can see it starts out really fast,
    00:12:28,891by the time we're nine frames in
    00:12:30,627it's almost completely open
    00:12:32,407and then it takes another 15 frames to finish.
    00:12:37,199And if I preview this, you'll see
    00:12:40,209that it's got a much more burst kinda feel to...
    00:12:43,843Which is cool.
    00:12:45,235I'm gonna turn this preview range down a little bit.
    00:12:48,569Just so we can loop this a few times and see if we...
    00:12:52,951It's feeling pretty good,
    00:12:54,314it might be a little bit fast.
    00:12:56,064So what I'm gonna do is just
    00:12:56,998pull this handle back a little bit.
    00:13:00,717Lower this guy just a little bit.
    00:13:02,865And we'll preview that.
    00:13:05,057Alright, that feels pretty good.
    00:13:08,021Alright, cool.
    00:13:09,107So now we've got a nice feeling, sort of opening star here.
    00:13:13,375The next thing we need to do is randomize
    00:13:15,905when those nulls are actually moving.
    00:13:19,154So I'm gonna go back to my startup mode here.
    00:13:23,019My startup layout.
    00:13:24,728So the reason that we animated the weight here
    00:13:30,226instead of just animating the strength,
    00:13:33,198is because every clone that you make with a cloner
    00:13:39,731has a weight, and that weight is generally at 100%.
    00:13:44,548When you make a cloner, every clone has a weight of 100%,
    00:13:47,579meaning that every effector you put on that cloner
    00:13:51,539will effect each clone 100%.
    00:13:56,264If there was a way to have
    00:13:58,393each clone have a different weight,
    00:14:00,585let's say this clone has 50% weight
    00:14:04,206and this clone has 100% weight,
    00:14:06,675what that means is that the spline effector
    00:14:08,405will then effect this clone only 50%
    00:14:12,739but it will effect this one 100%.
    00:14:15,620And this took me a while to get the hang of
    00:14:17,694and actually there's a great tutorial
    00:14:20,009on Greyscalegorilla that I highly recommend
    00:14:22,603that sort of made this clear for me.
    00:14:25,925So what I'm gonna do is
    00:14:27,564show you how to randomize the weights.
    00:14:30,050So what you're gonna wanna do is
    00:14:31,401add a random effector to the scene.
    00:14:34,901So we're gonna go to MoGraph, effector, random.
    00:14:38,838And in order for the random effector
    00:14:40,410to actually do anything to this cloner,
    00:14:45,027you're gonna have to make sure in the effectors tab
    00:14:47,278for the cloner, that the random effector's
    00:14:49,773actually in this box.
    00:14:51,491The reason it's not is because
    00:14:52,646I did not have cloner selected when I added this.
    00:14:56,086That's okay, I can actually just click
    00:14:57,708and drag this into the box
    00:15:00,080and now the random effector will effect the clones.
    00:15:03,477Now one thing that's very important when you do this
    00:15:05,078is to make sure that you have the right order of effectors.
    00:15:10,860When you want to have random weights on your clones
    00:15:15,451so that effectors you put on after that
    00:15:17,617will effect them at different times,
    00:15:20,733you have to have the weights effected first.
    00:15:23,876So we're gonna take this random effector,
    00:15:25,693we're gonna move it up,
    00:15:27,257so now this effector will work before the spline...
    00:15:33,583Now I'm gonna rename this random.weight.
    00:15:37,797Alright again, so I can help myself
    00:15:39,620remember what I'm using it for.
    00:15:42,399And what we're gonna do is go into the parameters tab.
    00:15:47,450By default, it's effecting the position,
    00:15:49,094which we don't want, so let's turn that off.
    00:15:52,515And then we want to effect the weight transform.
    00:15:56,790So this is basically the variations
    00:15:59,573that you wanna introduce to the weights of your clones.
    00:16:02,766So let's just say 50%.
    00:16:07,680So you can see already now the nulls have kinda moved,
    00:16:10,797they're in different spots now.
    00:16:12,589And this is illustrating exactly what the weights are doing.
    00:16:16,637This clone here, this null, is exactly where it was before.
    00:16:22,375So the weight of this null is probably still 100%.
    00:16:26,639However, this one is sort of in the middle.
    00:16:29,441It's not at the beginning, it's not at the end,
    00:16:32,092it's in the middle so its weight might be around 50%.
    00:16:35,596So the spline effector is only effecting this null 50%,
    00:16:39,436which is why it's in the position it is.
    00:16:42,118So how can we use this to our advantage?
    00:16:45,835Let's go back to our spline effector and our falloff tab.
    00:16:49,345So if we go back to the first frame
    00:16:50,986you'll see that now we have a problem,
    00:16:52,915the nulls are not all in the right spot.
    00:16:56,672The reason for that is because
    00:16:59,682when you randomize the weight
    00:17:03,996it's randomizing that weight in both directions.
    00:17:06,757And what I mean is some clones have 50% less weight to them.
    00:17:13,573Other clones have 50% more weight to them.
    00:17:16,889So instead of making our range of weights zero to 50,
    00:17:22,480it's actually made it negative 50 to 150.
    00:17:27,748So it's sort of added range to that.
    00:17:29,855So the way we have to deal with that
    00:17:31,500is instead of animating from zero to 100,
    00:17:35,180we actually have to animate from negative 50.
    00:17:39,548So I'm gonna type in negative 50
    00:17:40,624and you can see that this icon has turned orange,
    00:17:43,817meaning I've changed it.
    00:17:44,987So if hit command and click that
    00:17:46,400now it will set that as the key frame.
    00:17:49,034We can then go to frame 24 again
    00:17:50,631and instead of 100, I now have to go all the way 150.
    00:17:56,666And you can see now everything's made it to the end.
    00:18:00,352So if we preview that now,
    00:18:03,829you can see that we are getting the result we want.
    00:18:06,481Where all of the nulls are ending up in the right spot
    00:18:10,963and they're moving at different paces, too.
    00:18:14,112Which is great, it's exactly what we want.
    00:18:16,190It looks like our animation curve may have gotten changed
    00:18:18,930when I made the tweaks.
    00:18:22,722So I'm just gonna go back to the spline weight.
    00:18:25,934I'm still in f-curve mode, I'm gonna hit H,
    00:18:28,511and you can see that it's reset my curve
    00:18:30,436that I worked so hard on and it's back to the default.
    00:18:33,559So I'm just gonna fix this again really quickly.
    00:18:39,131So that we can get that nice popping kinda animation.
    00:18:45,565Alright so now it kinda bursts open
    00:18:46,985and then sort of eases into those last few nulls.
    00:18:53,036So now we've got an animation
    00:18:56,148that we are feeling feeling pretty good about.
    00:18:58,847The last thing I always like to do
    00:19:00,831is add a little bit of a bounce to this.
    00:19:06,381Because these things are flying out so fast
    00:19:08,251it feels like they should sort of overshoot a little bit
    00:19:11,782and then land into place.
    00:19:13,682And there's a really easy way to do that with MoGraph,
    00:19:17,028which is to add a delay effector.
    00:19:19,646So if we click on the cloner,
    00:19:21,274go to MoGraph, effector, delay.
    00:19:25,052Alright, and this delay I'm gonna rename delayspringy
    00:19:31,247'cause that's what I'm gonna use it for.
    00:19:33,236By default the delay effector is set to blend mode.
    00:19:37,072And if you look, what blend mode does
    00:19:38,819is is sort of helps ease things into place,
    00:19:43,651it smooths things out a little bit.
    00:19:45,982Which looks nice,
    00:19:46,996it's actually a pretty nice looking animation.
    00:19:48,976However, if I change this to spring
    00:19:52,747you'll see that now it gives
    00:19:54,276these things a nice little bounce.
    00:19:55,766And I'm gonna turn up the strength of that a little bit
    00:19:58,086so we get a little bit of a more funky kinda animation.
    00:20:05,116So the last step to get this animation
    00:20:08,300to actually create an object for us,
    00:20:11,944we now need to just create a spline
    00:20:15,997that sorta traces all of these nulls.
    00:20:19,213And I just gave you a hint as to how we're gonna do that.
    00:20:22,254We're gonna use a tracer.
    00:20:23,729So what I'm gonna do is go to MoGraph, add a tracer.
    00:20:29,577Now, if you never used a tracer before,
    00:20:31,139it can do a few different things.
    00:20:35,116What I'm gonna use it for
    00:20:36,648is to basically take all of these objects
    00:20:38,371and connect them and create a spline.
    00:20:40,984So to do that you need to set
    00:20:42,626the tracing mode to connect all objects.
    00:20:46,658And then in this trace link box,
    00:20:48,329you tell it what objects you want to link.
    00:20:51,681So if you have a cloner,
    00:20:53,724all you have to do is drag the cloner in there.
    00:20:56,642And what I'm gonna do is.
    00:20:57,674our original two splines are still visible
    00:21:00,802so I'm just gonna make them invisible.
    00:21:03,725So that they're not distracting us.
    00:21:05,579So now this tracer is drawing a spline,
    00:21:09,515connecting all of these nulls.
    00:21:11,788You can see it's not closed,
    00:21:13,823and that's because in the tracer options
    00:21:15,763you actually have to tell it to make a closed spline.
    00:21:19,319So if you just click that little checkbox it closes.
    00:21:21,929So now when we preview this
    00:21:25,537bam, there's our spline.
    00:21:28,921And that looks pretty close to what we want.
    00:21:33,194So the last thing that I did
    00:21:35,307to make the animation that I showed you guys
    00:21:38,879was I decided it'd be cool if
    00:21:40,913as the spline was animating on,
    00:21:43,197these clones were sort of twisting,
    00:21:45,330almost like they were coming
    00:21:46,719out of a vortex or something to build the star.
    00:21:49,596So because the clones are actually
    00:21:52,862being put right onto these splines,
    00:21:57,599if you animate the splines at all
    00:21:59,455then the clones will also be animated.
    00:22:02,448So what I did was I went to
    00:22:05,623the last key frame here
    00:22:09,112and on my star spline I'm gonna add
    00:22:13,522a key frame on the banking rotation here.
    00:22:17,553And one quick thing, when you're working with
    00:22:20,322a delay effector, it can be tricky when
    00:22:25,298you start adjusting things
    00:22:27,195if the delay effector is still turned on.
    00:22:29,469If I start adjusting this you'll see
    00:22:31,320it doesn't look like anything's happening.
    00:22:33,116That's because the delay effector,
    00:22:36,310it doesn't allow you to see
    00:22:38,772what you're doing until you go to another frame.
    00:22:41,640So I'm just gonna disable this for a second.
    00:22:45,209Here we go.
    00:22:46,858So now if I go to the star spline
    00:22:49,656I can actually see what I'm doing as I rotate it.
    00:22:53,709So I want that star to end up facing straight up in the air.
    00:22:58,480So I'm gonna adjust it.
    00:23:00,551So I think minus 18 is where it needs to end.
    00:23:05,281And then at the beginning,
    00:23:08,465Let me turn this spline on.
    00:23:09,973At the beginning maybe,
    00:23:10,852it can be twisted a little bit this way.
    00:23:15,244Would be something like that.
    00:23:18,741I'm now gonna go into my f-curve mode again,
    00:23:22,057click on my star spline and hit H
    00:23:24,242and I'm gonna use the same sort of curve
    00:23:28,043that I used on my spline effector
    00:23:31,853so that it sorta bursts
    00:23:32,929and then kinda lands into place slowly.
    00:23:35,775And this'll sorta show you what that's doing,
    00:23:40,424which is kinda twisting into place.
    00:23:42,235So if I make that spline invisible again,
    00:23:46,365and I turn my delay effector back on,
    00:23:48,680let me preview this,
    00:23:50,178you can see that now it sort of twists
    00:23:52,005and opens up into place
    00:23:54,849with all that nice springy animation.
    00:23:58,284So that's basically it.
    00:23:59,357Now I'm gonna go back into startup layout here.
    00:24:04,004Now this tracer can be used just like a spline.
    00:24:08,566So you can do a lot of different things with it.
    00:24:11,046What I did in the example I showed you guys
    00:24:12,852was I put it in an extrude nurb.
    00:24:16,742So if I pretend that tracer is a spline
    00:24:20,352and put it in the extrude nurb,
    00:24:22,561we have an object and that object is going to animate
    00:24:28,130in the same shape as the spline we've created.
    00:24:32,294And that's cool because you can extrude this
    00:24:35,863and actually get a 3D star.
    00:24:39,948You could add caps to it
    00:24:44,213and get all kinds of funky shapes.
    00:24:48,192And these shapes are going to,
    00:24:50,973you can get something like that,
    00:24:52,819but that shape is still gonna react to the spline.
    00:24:57,374So you don't have to use this just for
    00:24:59,418vector looking 2D shapes
    00:25:01,937that animate out in these cool ways,
    00:25:03,311you can actually do this with 3D stuff, too.
    00:25:06,342And then another cool thing you can do is,
    00:25:11,871for example, if you delete this extrude nurbs,
    00:25:17,931if we put a new extrude nurbs in there,
    00:25:21,975put the tracer in there
    00:25:23,750and then let's set this extrusion to zero.
    00:25:27,159So it's basically just creating a polygon with no thickness.
    00:25:34,196Now that essentially could be like a vector shape.
    00:25:36,177If we take that and we put that in an atom array,
    00:25:42,944and this is a trick I like to do
    00:25:44,205when I wanna try and make line art in Cinema,
    00:25:46,670is you just make sure that the cylinder radius
    00:25:48,851and the sphere radius are exactly the same.
    00:25:52,116And then I'm gonna make a texture.
    00:25:55,339And by the way, I did that just by double clicking down
    00:25:57,938in the material menu here,
    00:25:59,913it makes a new texture when you do that.
    00:26:02,669And if I turn off every channel except luminance,
    00:26:06,433and put that on the atom array,
    00:26:09,116now I have just a line,
    00:26:12,758whatever thickness I decide I want it to be.
    00:26:15,459And that line will animate
    00:26:19,690and sort of visualize my spline for me.
    00:26:22,900So this is a really versatile technique.
    00:26:25,355There's a lot of cool things you can do with it
    00:26:28,146and you could also create your own splines in Illustrator,
    00:26:30,824bring them in and animate your logo
    00:26:35,782or whatever you wanted to.
    00:26:37,555So I hope this was helpful
    00:26:39,279and I hope that you guys can find
    00:26:40,820some cool ways to use this technique.
    00:26:43,022Thank you so much for tuning in
    00:26:44,810and I hope to see you guys next time.
    00:26:45,643Appreciate it.
    00:26:46,709(upbeat, rhythmic music)
    00:26:47,542Thank you for watching.
    00:26:48,419I hope you learned a new trick
    00:26:49,747in Cinema 4D that you didn't know before.
    00:26:51,679If you have any questions or thoughts, let us know,
    00:26:54,342and we would love to hear from you
    00:26:55,837if you use this technique on a project.
    00:26:57,964So give us a shout on Twitter @schoolofmotion
    00:27:00,196and show us your work.
    00:27:01,753Thanks again, I'll see you next time.
    00:27:04,173(lighthearted music)
    00:27:07,032(upbeat music)