DVD Training Advanced Character Rigging
In addition to the multitude of video tutorials
already made available for Release 10, MAXON is proud to introduce a
brand new training DVD for Release 10.5!

Together with the French character animation
specialists at WiPix, more than five hours of high-quality instruction
on rigging and animating a character was created.
Eleven chapters of in-depth instruction ranging from
creating the first joints to IK setup and weighting are included. This
is all crowned by the creation of a complete walk cycle - an essential
skill for all burgeoning character animation professionals working with
CINEMA 4D's MOCCA to create high-end animations.
These tutorials are available in the languages
English and French
Jiggle It Just a Little Bit! New Deformers
Jiggle
CINEMA 4D R10.5 includes powerful new deformers for character
animation, including a Jiggle Deformer for easily creating secondary
motion without bones or joints.
Simply apply the Deformer to an object and you will automatically
see the object react with secondary motion. You can refine the effect
using vertex maps and parameters for defining stiffness, structural
integrity and drag. You can even specify falloff, just as you can with
MoGraph Effectors.
Squash and Stretch
The Squash and Stretch Deformer helps animate
objects that should adhere to the basic principals of character
animation but themselves do not have to be rigged, e.g. a bouncing
ball. This Deformer's numerouns settings allow for very accurate
control of the object's animation behavior and look, e.g. a bouncing
ball will become wider and more flat when it impacts on a surface and
will stretch and narrow when repelled.
Cluster
The Cluster Deformer links a point selection or
vertex map to another object so a null can be used to transform the
points. Because the Cluster Deformer and joints use separate weighting
you can easily animate additional areas of a model without adjusting
the overall rig. And because it is a separate Deformer it can be
applied before or after other Deformers, such as Skin. Clusters can be
very useful in facial animation and offer a more consistent workflow in
conjunction with other 3D applications.
Point Cache
With the Point Cache Tag and Deformer you can store
the results of deformers and simulations such as Cloth and dynamically
apply them via the same falloff parameters as the MoGraph Effectors.
This allows you to easily deform a simulated mesh or mix between two
simulations. Caching the point data also allows you to remove entire
rigs and simulations from a scene for faster workflow and more
reliability when rendering across a network.
Squash & Stretch
One of the fundamental principles of character
animation is squash and stretch, a technique used to show dynamics and
speed. Until now, adding squash and stretch to characters could be a
somewhat tedious process.
In Release 10.5, squash and stretch settings are
included within IK tags and the Skin Deformer to easily add squash and
stretch dynamics to a fully rigged character. For simpler applications
you can apply the new Squash & Stretch Deformer directly to the
object.
You can easily control Squash & Stretch with
parameters and falloff to create realistic or comical effects. The
deformer always maintains a uniform volume so your characters never
appear to be growing or shrinking for a consistent look to your
animations.
Paint Tool and Improved Weighting
Vertex and weight maps are used throughout CINEMA 4D
to control how various effects are applied.
Release 10.5 includes a new comprehensive tool for
painting vertex maps, with additional paint modes such as Blur, Bleed
and Intensity. Save time by painting weight symmetrically on both sides
of a model and work faster with graphics tablets using pressure
sensitivity.
Users of the MOCCA module will also benefit from
enhancements to joint weighting, including a new Symmetry painting
mode. Multiple weight tags can be used to accommodate different
character animation tasks, and can be blended as necessary with a
simple slider. A new option in the weight tag also makes it easy to
clean up a rig by removing joints that don't have any weight applied.
Users of the MOCCA module will also benefit from
enhancements to joint weighting, including a new Symmetry painting
mode. Multiple weight tags can be used to accommodate different
character animation tasks, and can be blended as necessary with a
simple slider. A new option in the weight tag also makes it easy to
clean up a rig by removing joints that don't have any weight applied.