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Table Of Contents
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MoGraph
We‘ve made a few modifications to our scene but it‘s still not finished. But we are only two clicks away from
doing so! Right-click on the Cloner object and the bowl object, respectively, and assign each a Rigid Body tag
(Simulation Tags/Rigid Body).
Note: The workflow in CINEMA 4D Studio differs slightly from that of CINEMA 4D Broadcast. This is in part
due to the fact that the MoGraph Dynamics Body tag in CINEMA 4D Broadcast has less functionality than in
CINEMA 4D Studio. The CINEMA 4D Studio Dynamics settings are much more comprehensive and as a result
have different default settings.
If you own CINEMA 4D Broadcast you can play the animation directly; owners of CINEMA 4D Studio will be able
to do so after just a few clicks.
Select the Bowl object‘s Rigid Body tag and set its Dynamic parameter to Off in the Dynamics tab. Switch to the
Collision tab and set the Shape to Static Mesh. Select the Cloner object‘s Rigid Body tag and set its Individual
Elements setting to All. Play the animation by clicking on the Play arrow in the Timeline. As promised, we
quickly and easily created a basic - but interesting - MoDynamics animation with very few steps. If you select
one of the Rigid Body tags you can modify various settings in the Attribute Manager to, for example, make
the eggs elastic so they can start bouncing around - for whatever reason. You can also increase the friction so
the eggs move sluggishly. You are now free to modify the settings to your heart‘s desire to see what type of
interesting animations you can create with these few objects.
5. Tips and Tricks
• The MoGraph Cloner object contains the Object mode. The quantity of clones will orient itself according
to the points (default setting) of the object to which they are linked. Subdivision Surfaces can be used to
create a smooth animation with a high number of clones. The Subdivision Surfaces object will be used by
the Cloner object in place of an actual polygon object. Depending on the Subdivision Surfaces’ settings,
the number of clones, for display in the editor view or for rendering, can be controlled using Subdivision
Surfaces subdivision. This means you can, for example, have no clones visible in the editor view yet very
many visible when the scene is rendered.
• As mentioned in chapter two, the Delay Effector will delay all movement of a Cloner object’s keyed
animations. If, for example, you want to morph a face consisting of many objects into another one: Set the
Cloner object’s mode to Object and define an object in the Object field. Objects can then be switched per
keyframing. Because the resulting animation would simply switch the objects from one state to the next in
the next frame, the Delay Effector can be applied so the Cloner objects transform slowly.
• Unbelievable but true: MoGraph can even be combined with HAIR! Simply plant hair onto a polygon object,
make the HAIR object a child of the polygon object and this in turn a child of the MoGraph Cloner object.
Each animated clone will then be covered with the hair you just created – including HAIR dynamics! Our
Quickstart scene could then look something like this.
Now go wild with MoGraph and see what interesting animations you can create. Have fun!