11.0

182
CINEMA 4D R11 Quickstart – MOCCA
Next we need to select and rotate the joint that will be used to drive the morphing. In our case, this is joint
number 2. Select the Model tool in the left toolbar and click on “Joint.2” in the Object Manager. Set the joint’s H
rotation to -90 degrees in the Coordinates Manager and click the “Apply” button. Next, disable the Auto Joint
Driven option”. So what have we achieved by doing this? Earlier we enabled Auto Joint Driven” in the Morph
tag. When this option is active and you rotate a joint, a Driver tag is added to the joint.
Among other things, the Driver tag stores how many degrees the joint has been rotated and which axis the
rotation is around. It passes this information on to the Morph tag, which in turn performs the morphing. Each
time we rotate the second joint by -90 degrees around the H angle, the Morph tool will morph to the pose we
created. If it wasn’t for the Auto Joint Driver” option, we’d have to manually add a Driver tag to the second joint
and adjust the tag’s settings. But in our case, all this took place automatically when we rotated the joint.
Select the Morph tag and in the Attribute Manager, set the “Mode” to “Animate”. This hides all the Edit mode
functions and reduces it to a slider and a few functions. Set the slider to 0% and once again select our “Joint.2.”
That’s it. Rotate the joint around its negative H angle and the muscle moves.
The possibilities here are virtually limitless. You can fine-tune deformations, prevent the geometry from shrinking
or simulate muscles.
These are just a few examples of useful things you can do with the Morph tool besides creating facial poses.
Morph offers many other useful functions. Suppose you’ve created most of the facial poses and then you realize
you’ll need to remodel the face. This represents no problem for Morph! You can even add completely new details
using the Knife tool without having to redo the existing poses.