19.0

120 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 objects 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 hearts 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 objects keyed animations.
If, for example, you want to morph a face consisting of many objects into another one: Set the Cloner objects
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!