11.0

168
CINEMA 4D R11 Quickstart – MOCCA
Open the file “QS_Joints_Start.c4d”. Although turtles are generally considered to be slow creatures, this one
will help us to get a fast result. In this tutorial, we’ll add joints to the left arm so that we can move it.
You should already have a good view of the left arm in the editor, ready for joints to be added. First we need to
hide the turtle’s shell so that it won’t be in the way later on when we weight the body. To hide the shell, click
twice on the top grey dot in the Object Manager to the right of the “Shell_Hypernurbs” object. The dot should
turn red and the shell should now be hidden.
We can add joints using the Joint tool. Select it by choosing Character/Joint Tool from the main menu. In the
editor, Ctrl-click on the turtle’s shoulder to add the first joint.
Add the other joints required for the arm by CTRL-clicking on the elbow, wrist and base of the middle finger,
as shown in the next screenshot.
The joints are shown as yellow circles in the editor and as objects in the Object Manager. (When adding joints,
make sure that the “shoulder, “elbow” and “hand” joints don’t form a straight line. The “elbow” joint should
be placed slightly to the rear, as seen from the top view, so the IK Chain tool (discussed later) will know in which
direction the arm should bend).