MoGraph
MoGraph Manual Programming Team: Christian Losch, Philip Losch, Richard Kurz, Tilo Kühn, Thomas Kunert, David O’Reilly, Cathleen Poppe, Sven Behne, Wilfried Behne, Per-Anders Edwards, Paul Everett. Plugin Programming: Michael Breitzke, Kiril Dinev, Reinhard Hintzenstern, Jan Eric Hoffmann, Eduardo, Olivares, Nina Ivanova, Markus Jakubietz, Eric Sommerlade, Hendrik Steffen, Jens Uhlig, Michael Welter, Thomas Zeier.
MAXON Computer End User License Agreement NOTICE TO USER WITH THE INSTALLATION OF CINEMA 4D (THE “SOFTWARE”) A CONTRACT IS CONCLUDED BETWEEN YOU (“YOU” OR THE “USER”) AND MAXON COMPUTER GMBH ( THE “LICENSOR”), A COMPANY UNDER GERMAN LAW WITH RESIDENCE IN FRIEDRICHSDORF, GERMANY. WHEREAS BY USING AND/OR INSTALLING THE SOFTWARE YOU ACCEPT ALL THE TERMS AND CONDITIONS OF THIS AGREEMENT. IN THE CASE OF NONACCEPTANCE OF THIS LICENSE YOU ARE NOT PERMITTED TO INSTALL THE SOFTWARE.
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Contents MoGraph Manual .................................................................................................................................. II 1. Introduction ......................................................................................................2 General ............................................................................................................................................. 2 How are clones arranged onto other objects? .....................................
Mode .............................................................................................................................................. 24 Amount........................................................................................................................................... 24 Position, Scale, Rotation ................................................................................................................. 24 The Step Functionality ..............................................
Visibility .......................................................................................................................................... 41 Deformer Tab....................................................................................................................................... 42 Deformation ................................................................................................................................... 42 Falloff Tab .................................................
Spline Effector ..................................................................................................................................... 56 Settings........................................................................................................................................... 56 Strength.......................................................................................................................................... 56 Spline ...................................................
Apply Mode .................................................................................................................................... 72 Falloff.............................................................................................................................................. 72 Sample Mode.................................................................................................................................. 72 Clamp Output ......................................................
Effectors ......................................................................................................................................... 92 Axis X/Y .......................................................................................................................................... 92 Align Height.................................................................................................................................... 93 Tracer .......................................................
End Mode ..................................................................................................................................... 109 Size ................................................................................................................................................110 Size Strength..................................................................................................................................110 Spline Size......................................................
Peak Interval ................................................................................................................................. 124 Range Curve.................................................................................................................................. 124 Invert ............................................................................................................................................ 124 Multi Shader .....................................................
1 Introduction to MoGraph
2 • 1 Introduction - MoGraph Reference Manual 1. Introduction General Welcome to the virtually limitless MoGraph module! MoGraph offers the following exciting functionalities: Various ways in which to clone objects. Extensive control of clones via Effectors. Several special shaders for texturing and controlling clones. A special Text Object with individual controls for lines of text words and letters.
1 Introduction - MoGraph Reference Manual • 3 The next scene consists of only three parametric cubes that were cloned, made to intersect and positioned, colored and scaled randomly using the Random Effector. Add a little depth-of-field and HDRI lighting (Advanced Render module) and you too can create the following image: 3 cloned parametric cubes. Imagine adding a Sound Effector (see chapter 3) to make the clones scale, move, rotate and even change their texture to the beat of music.
4 • 1 Introduction - MoGraph Reference Manual The text spline was placed into a Sweep NURBS in order to make it more visible. 3. In order to arrange the clones onto the spline, a Spline Effector is needed. To add a Spline Effector, select the Cloner Object in the Object Manager and add a Spline Effector form the main MoGraph menu. The Spline Effector will automatically be assigned to the Cloner Object (it will be located in the Cloner Object’s “Effector” field, located in it’s “Effector” tab).
1 Introduction - MoGraph Reference Manual • 5 The Spline Effector moves from left to right using a “Linear” falloff. Now change some of the settings, e.g. set “Falloff” to “Sphere” or play around with some of the other settings and see what happens. The settings are described in detail in the following chapters. Object order in the Object Manager CINEMA 4D has a strict hierarchy (sequence and order in the Object Manager) that defines exactly which object should be executed when.
2 Cloner Object
2 Cloner Object - MoGraph Reference Manual • 7
8 • 2 Cloner Object - MoGraph Reference Manual 2. Cloner Object General The Cloner Object is THE object for the duplication of other objects, arranging clones onto vertices of other objects, arranging clones onto splines, etc. The Cloner Object sets your object(s) up so they can be affected by various Effectors. These Effectors can be used to “disrupt”, animate, color or modify your object and much more.
2 Cloner Object - MoGraph Reference Manual • 9 3rd Cloner Object: Clones the wire columns in a grid pattern (“Mode”=”Grid Array”), whereby several wire columns were created. If the above sample can be so easily created by animating the settings of Cloner Objects and Effectors you can imagine what kind of spectacular effects you can achieve once you’ve gotten to know the MoGraph module a little better.
10 • 2 Cloner Object - MoGraph Reference Manual 2. Place the “shaping” object into the “Object” text field. If both of the above-mentioned conditions are true, #2 will receive priority. The clones will be assigned as follows: Polygonal objects: Vertices, edges, polygon center, randomly arranged onto an object’s surface, selections. Splines: Along the splines. Particle emitters or Thinking Particles particle groups: Onto the particles.
2 Cloner Object - MoGraph Reference Manual • 11 Polygonal Objects If a polygonal object is used as a cloner, the clones will be arranged onto its vertices, edges, polygons, surfaces or selections. Either polygonal or parametric primitives can be used. Of course HyperNURBS can also be used. By nature, many vertieces will be created , thus really bogging down your computer due to the immense number of clones that will be generated.
12 • 2 Cloner Object - MoGraph Reference Manual Mode Use this setting to define where the clones should be arranged: Vertex: A clone on each vertex point. Edge: A clone on each edge (additional settings will be made available). Polygon Center: A clone on each polygon center. Surface: Clones randomly arranged over an object’s entire surface.
2 Cloner Object - MoGraph Reference Manual • 13 Restrict to Live Selection Use this setting to restrict the clones to a currently active selection. Splines A simplified DNA strand created using two helix splines. Clones were used to create the base pairs. If the Cloner is used in conjunction with a spline (spline primitives will work as well), the clones will be arranged onto the spline.
14 • 2 Cloner Object - MoGraph Reference Manual Count: Use the neighboring “Count” setting to define the number of clone segments. Clone spacing will not be uniform, but dependent upon the spline interpolation (i.e. “Natural”, “Even” or “Adaptive”). This result is more often not desired and can be countered by the following modes. Step: Use the neighboring “Step” setting to define the interval between clones along the spline. The spline will be covered in its entirety by clones.
2 Cloner Object - MoGraph Reference Manual • 15 If irregular results occur, as in the top half of the above image, this setting should be activated in order to achieve a more exact calculation of angles for all clones. Irregular results very often occur when splines with few defined vertices are used. Nevertheless, activating this option can also lead to unwanted results: Top: “Smooth Rotation” not active. Bottom: “Smooth Rotation” active. Both marked clones are located on a straight spline segment.
16 • 2 Cloner Object - MoGraph Reference Manual A spline always has a beginning (yellow in point mode) and an end (red). If “Offset” is set to 0%, clones will be arranged from the beginning to the end of the spline. If the “Offset” value is raised, the first clone (as well as all subsequent clones) will be arranged further along the spline, in accordance to the value entered. If “Loop” is also active, all clones will be arranged along the spline in a complete loop.
2 Cloner Object - MoGraph Reference Manual • 17 If a Cloner is used in conjunction with a CINEMA 4D emitter, a clone will be created for each particle. This, combined with the numerous available Effectors, offers possibilities above and beyond what the CINEMA 4D particle system by itself can offer. Align Clone If this setting is active, the clone’s Z-axis will be aligned with the particle velocity vector, which will result in a tangential behavior along the particle path.
18 • 2 Cloner Object - MoGraph Reference Manual Standard TP: Reflects the normal behavior of Thinking Particles, with the exception that the clone size can be varied via the “Particle Scale” slider. The “Particle Scale” slider multiplies the value defined for the “Size” setting, for example for the “P Storm” node. Stretch TP: When in this mode, clones can be scaled along the velocity vector using the “Velocity Stretch” slider. Clone size can be defined using the “Particle Scale” slider.
2 Cloner Object - MoGraph Reference Manual • 19 Three objects cloned in “Cluster” mode (“Fix Clone” not active). The three original objects were placed a slight distance apart; if all would have been placed at the same location, each of the resulting clone clusters would have consisted of three clones at the same location. A clone’s child objects will quasi be packed into one cluster and this cluster will be cloned as a whole.
20 • 2 Cloner Object - MoGraph Reference Manual In the image above, two parametric cubes were cloned, each of which have differing settings “Scale” and “Fillet Radius” settings. The “Blend” ensures a correct interpolation of the object settings. The blend mode can also be applied to more than two child objects at once, whereby the interpolation of the settings will take place in the order they appear in the Object Manager.
2 Cloner Object - MoGraph Reference Manual • 21 In this example, color, shadow density and the diameter of the visible light were blended. Two Cloners (each in “Grid” clone mode) were made children of a third in “Linear” mode (“Clone” set to “Blend”; “Fix Clone” not active, P.X”, “P.Y” and “P.Z” =0). The “Blend” setting can be used to blend different Cloners.
22 • 2 Cloner Object - MoGraph Reference Manual Example: A Shader Effector was used in the previous image. The child objects are analyzed in the sequence they are arranged and affect the cloning process accordingly (black=first object; white=last object). Fix Clone If this setting is not active, differences in position, scale and rotation between the Cloner and the objects to be cloned will be made apparent by the fact that the clones will also be rotated, scaled or moved.
2 Cloner Object - MoGraph Reference Manual • 23 Fix Texture An arrangement of clones with a texture applied as a surface projection. Left: No Effector. Center and right: Random Effector with “Fix Texture” not active and “Fix Texture” active, respectively. If a Cloner is textured, the “Fix Texture” setting will define if the texture should be projected onto the arrangement of clones not affected by the Effectors, thus fixing it on the clones.
24 • 2 Cloner Object - MoGraph Reference Manual Mode Use this mode to define if the “Position”, “Rotation” and “Scale” settings should apply per step (“Per Step”) or end point (“End Point”: the values will be interpolated between the start and end points). You can switch modes at any time. The Step Effector has a similar function. The Step Effector also offers you a spline graph which can be used to define how the modified settings should be applied along the length of the clone.
2 Cloner Object - MoGraph Reference Manual • 25 Step Mode From left to right: “Cumulative” and “Single Value” modes, respectively. Use “Step Mode” to define if the change in rotation should steadily increase from clone to clone (“Single Value”) or between the first clone and the last clone, starting at “0” (“Cumulative). The latter results in spiral-like clone arrangements.
26 • 2 Cloner Object - MoGraph Reference Manual Telescoped cylinders with varied “Step Size” values in “Per Step” mode. Step Rotation Use these three fields to define the curvature of the “clone line”. If all values are set to 0°, no curvature will occur. Raising these values will increase the curvature accordingly.
2 Cloner Object - MoGraph Reference Manual • 27 Radius This is the radius onto which the clones will be arranged around the Cloner. The radius can also be edited interactively, simply by dragging the orange handles in the editor view. Plane Use this setting to define the axis plane on which the circle and clones should lie, whereby the Cloner’s coordinate system remains the deciding factor. Align If this setting is active, each clone will be arranged with its X-axis tangential to the circle.
28 • 2 Cloner Object - MoGraph Reference Manual Grid Array Selecting this mode will arrange a Cloner’s child objects in a grid-like manner. This can be used to achieve effects such as the one below: The object (insert) was cloned and its rotation varied in the “Grid Array” mode. Some very nice effects can be achieved by letting an Effector fly through such an arrangement of clones.
2 Cloner Object - MoGraph Reference Manual • 29 Since using “Grid Array” can generate very many objects, thus slowing the editor view, the following CINEMA 4D level of detail settings can be used: Editor view: Display / Level of Detail Display Tag. Assign the Tag to the Cloner. Clones / Fix Clones / Fix Texture These settings work exactly as described for the “Linear” setting. Count Use this setting to define the number of clones to be arranged in the X-, Y-, and Z-directions.
30 • 2 Cloner Object - MoGraph Reference Manual Transform Tab Display Use these settings to aid in displaying various clone properties. These properties will be displayed in the editor view in the form of colored vertices (it may be necessary to hide the objects to be cloned in order to be able to see the vertices). The following options are available: None: The vertices will not be visible. Weight: Each clone’s weighting will be displayed from red (0%) to yellow (max. weighting).
2 Cloner Object - MoGraph Reference Manual • 31 If the “Fix Clones” option is active, it may occur that only one of the animated settings will work. Animated position, scale or rotation settings will not work. Orientation (only in “Grid Array” mode) Use this setting to define the direction in which the W-axis if the UVW-coordinate system should point. Animation Loop If active, animations of parameter-animated clones will be looped.
3 Effectors
34 • 3 Effectors - MoGraph Reference Manual 3. Effectors General Effectors are objects that can affect the following: Clones, matrix, text objects, etc., i.e. all MoGraph clone-generating objects. MoGraph extruder objects (see chapter 4 “Extruder Object”). “Normal” CINEMA 4D deformation-free objects (e.g. those that can be made a child of a Fracture Object). As deformation objects on an object’s points or polygons (see also “Deformation Tab”).
3 Effectors - MoGraph Reference Manual • 35 Sound Effector: Ascertains an initial value based on the sound level of various frequencies. Step Effector: Ascertains consecutive initial values between 0 and 1, which are then assigned to each clone. Time Effector: Ascertains a steadily increasing initial value in the course of an animation. These Effectors ascertain the respective initial value, multiply it by strength, min/max values, falloff, and with the values set in the “Parameter” tab.
36 • 3 Effectors - MoGraph Reference Manual Some Effectors, like the Spline Effector or the Delay Effector, only have an effect on part of the clone properties described below. Irrelevant properties will be grayed out. Transform Mode From left to right: Result without Effector, “Relative” mode, “Remap” mode, both with a Shader Effector with an integrated gradient and “Scale” transformation. In the image above, the Effector affects the scaling of the clone.
3 Effectors - MoGraph Reference Manual • 37 Effector: The Effector coordinate system. Object: The object coordinate system of the object generating the clones (e.g. the Cloner Object itself). Position, Scale, Rotation These parameters let you do the following: 1. You can define what the Effector should vary: Position, scale and/or angle. Simply activate the desired option and additional parameters will be made available correspondingly. 2.
38 • 3 Effectors - MoGraph Reference Manual The color modes primarily define if and how colors interpolated by an Effector will be combined with clone colors – those of the object from which the clones have been generated (see chapter 6, “Color Shader”). The Shader Effector and Random Effector are, though, somewhat different. Both generate shader and random colors when in the “Effector Color and Alpha” and “Effector Color no Alpha” modes, whereas other Effectors only output grayscales.
3 Effectors - MoGraph Reference Manual • 39 Above is an array of clones with a single cloned cube in the “Grid Array” clone mode. A Step Effector with the “Spline” function graph (see insert) was assigned to the cloned object. All settings for the Step Effector’s “Parameter” tab have been deactivated, except for “Weight Transform”, which was set to 100%. The only thing the Step Effector does now is give each clone a weighting of between 0% and 100%, as the red-to-yellow coloring of the grid shows.
40 • 3 Effectors - MoGraph Reference Manual In the image above, the effects of position-, scale-, and angle transformation (and, if desired, all other transformations) caused by the weighting of the Step Effector can be seen. Using this weighting, any number of additional Effectors can be made to affect the Cloner.
3 Effectors - MoGraph Reference Manual • 41 The Step Effector curve (insert) causes the effects shown above when “Random” mode has been selected. The “Modify Clone” value increases from left to right. Time Offset A cylinder animated using two different deformation objects: Left, a Shader Effector; right, a Step Effector. Lets say you have an object, animated solely via parameter animation (light source, deformation object, etc.).
42 • 3 Effectors - MoGraph Reference Manual Deformer Tab The main function of Effectors is to work together with Cloners (see chapter 2, “Cloner”), whereby the clones will be deformed differently, depending on the Effector used. All Effectors can also be used as deformation objects for normal polygon objects. Simply make the Effector a child of the object or make it, together with other objects within a hierarchical level, a child of a parent object.
3 Effectors - MoGraph Reference Manual • 43 Increasing Spline Effector strength values from left to right with “Deformation” mode set to “Point”. Or how about a Simple Effector (a Shader Effector without a shader, only position transformation), whose falloff is defined by particles: The Effector falloff (in this example using a Plane) is defined by a radius around each particle. As you can see, a myriad of possibilities is available.
44 • 3 Effectors - MoGraph Reference Manual Falloff Tab General All Effectors have their own “Falloff” tab. Use the settings in the “Falloff” tab to define properties such as shape, expansion and much more for that Effector. Thus, the Effector can be limited in its spatial expanse (also with splines, particles, etc.). In the following, a Shader Effector without a loaded texture will be used to explain the settings that influence the R.P of each clone.
3 Effectors - MoGraph Reference Manual • 45 If you animate an Effector to pass through a group of clones, the falloff settings can be used to create soft transitions between areas not affected by the Effector and areas affected by the Effector. An animated Effector with properly adjusted falloff settings results in a uniform displacement as it passes through a group of clones. Shape Clockwise from the top left: “Box”, “Sphere”, “Cylinder”, “Linear”, “Source” (spline), “Source” (particle).
46 • 3 Effectors - MoGraph Reference Manual Invert Inverts the falloff. Visible Use this setting to turn the Effector’s visible radius on or off (as long as “Shape” is not set to “Infinite”). Weight Use this setting to define to what degree an Effector should take into account any potential clone weighting (see also “Weight Transform”). A value of 100% means that the Effector will ignore the clone weighting; a value of 0% means the clone weighting will have a maximum effect.
3 Effectors - MoGraph Reference Manual • 47 Sample Detail As you already know “Sample Detail” defines the detail with which the spline form will emulate the sample points. The higher the value set, the longer it will take to calculate and the more accurate the emulation will be. Source Link Drag a spline from the Object Manager into this field on whose basis the effect of the Effector should be calculated.
48 • 3 Effectors - MoGraph Reference Manual Falloff An increasing “Falloff” value from left to right. Use the “Falloff” setting to define the radius (red) within which falloff should have an effect. The Effector’s effect will be full strength ranging from its center to this (red) radius. The Effector’s effect will fall off to zero from the red radius to the yellow radius (“Scale”). If “Falloff” is set to zero, the Effector’s strength will be full strength within its overall size (yellow radius: “Scale”).
3 Effectors - MoGraph Reference Manual • 49 Group Effector Three Effectors in one Group Effector. The Group Effector is useful for grouping various Effectors that should be executed at a specific time via the “ReTime” function.
50 • 3 Effectors - MoGraph Reference Manual Shader Effector Above, a noise (Voronoi) is used to define position and rotation of the clones via its gray scale values. The Shader Effector primarily uses a texture’s gray scale values to transform clones. To do this, the texture somehow needs to be projected onto the clones. UV-mapping is used in place of texture tags. The Shader Texture can also be used to color clones (as well as lights!) directly.
3 Effectors - MoGraph Reference Manual • 51 Minimum / Maximum Use these settings to reduce or expand the effect’s area of influence. Example: “P.Y” has been set to 200m in the “Parameter” tab. A noise shader, that normally provides values between “0” (black) and “1” (white), will vary between 0m and 200m, relative to “Minimum” and “Maximum” values of 0% and 100% respectively. If you would set “Minimum” to 30% and “Maximum” to 120%, the clones would be placed between 60m and 240m respectively.
52 • 3 Effectors - MoGraph Reference Manual Use Use this setting to define how the Shader Effector should view the colors it elicited from the clones. This only applies to the assertion of internal values, mentioned at the beginning of this chapter, and not for the coloring of clones. Alpha: If the shader or texture (e.g. a QuickTime video) contains an alpha channel, selecting this option will evaluate the alpha channel. If no alpha channel is present, the gray scale values will be used.
3 Effectors - MoGraph Reference Manual • 53 These UVW-coordinates have nothing to do with the texturing of clones. They serve exclusively to help Effectors assign each clone a value so that it may be transformed. Example: In the image above, a simple cube was cloned linearly using a Cloner Object (insert top left). Next, assign a Shader Effector (with “Scale” active and UVW-mapping) containing the gradient shown at center to the Cloner.
54 • 3 Effectors - MoGraph Reference Manual Random Effector Left, the initial state of the clones; right, the Random Effector was applied (position and angle were randomly modified). Computer graphics can easily be recognized as such by its often all-to-uniform look. The Random Effector’s job is to give your clones an irregular arrangement / look. This Effector’s abilities are not limited to just position, rotation or size but can also modify color, weighting and more.
3 Effectors - MoGraph Reference Manual • 55 Minimum / Maximum Use these sliders to decrease or expand the Effector’s range. Example: “R.H.” is set to 360° in the “Parameter” tab. If “Minimum” and “Maximum” are set to 0% and 100%, respectively, the clone angles will randomly vary between 0° and 360°. If “Minimum” and “Maximum” were set to -25% and +25%, respectively, the clone angles would randomly vary between -90° and +90°.
56 • 3 Effectors - MoGraph Reference Manual Synchronized Activate this option if the same values for position, scale and angle, etc. should apply. Otherwise an individual random value will be interpolated for each transformation. Indexed Important for “Noise” and “Turbulence” modes: If this option is not active, equal random values for X, Y, and Z will be ascertained when “Noise” is sampled internally, which can lead to diagonal movement when an animation is played.
3 Effectors - MoGraph Reference Manual • 57 From left to right: Increasing “Strength” values. In the top row, clones and spline match (start and end points lie very close together); in the bottom row, clones and spline are twisted in opposing directions. Spline Drag a spline object or tracer (see chapter 4, “Tracer) from the Object Manager into this field. Mode There are three modes from which to choose.
58 • 3 Effectors - MoGraph Reference Manual This is especially useful when working with text because the relative letter spacing will be maintained (only works with single-line text). Offset If “Strength” is set to 100%, modifying “Offset” will make sure the clones wander along the spline. Lesser “Strength” values will produce interesting effects. This is the most important setting when it comes to letting clones wander along a spline.
3 Effectors - MoGraph Reference Manual • 59 At top: A varied “Offset” setting and “Start” and “End” set to 0%. At bottom: Initial states with “Offset” set to 0%. Relative to Spline: Varying the “Offset” value will move the clones in unison, relative to the spline, without being placed onto the spline. Relative to Node: Imagine a copy the spline on each clone (with its first spline segment oriented in the direction of the Z axis), which the clone follows via the “Offset” variation.
60 • 3 Effectors - MoGraph Reference Manual Settings Strength Use this setting to adjust the strength of the Effector’s influence. 0% will have the same effect as deactivating the Effector itself. Values less than 0% or greater than 100% can also be entered. Inheritance Mode: Direct In this mode, clones will inherit states directly from the “parent object”, without temporal delay. Object Drag the object (“parent object”) into this field whose position, angle and size should be passed on.
3 Effectors - MoGraph Reference Manual • 61 Morph Motion Object The Inheritance Effector can be used to transition from one Cloner Object to another (each in “Object” clone mode). The “Morph Motion Object” option must be activated. If you use a MoGraph object (Cloner, matrix object, etc), the clones of the original object will be transferred to the clones of the MoGraph object. When creating such effects, we suggest the Cloner Object and “parent object” contain pretty much the same number of clones.
62 • 3 Effectors - MoGraph Reference Manual Whereas “Inheritance Mode” “Direct” automatically activates the “Position”, “Scale” and “Rotation” settings, the “Inheritance Mode” “Animation” transfers animation data which can be made to affect individual clones one after the other. The following special settings are available. Falloff Based If this setting is activated, the clone will be affected by the reference object’s complete animation within the Effector’s falloff.
3 Effectors - MoGraph Reference Manual • 63 Example: The reference object rotates 180° between Frames 0 and 20. The “Start” and “End” values are set to 100 and 150, respectively. The clones will now rotate in unison (“Step Gap” = 0) 180° from frame 100 to 150. Animation Use this setting to define from which state the clones should inherit the animation: From (Out): The reference object’s starting point. To (In): The end of the reference object’s animation.
64 • 3 Effectors - MoGraph Reference Manual The following applies to the numbering of clones: Clone mode “Grid”: When looking at the grid in the Z-direction: The first clone is at the bottom left. The sequence is basically as follows: 1st row at bottom front from left to right, 2nd row at bottom front from left to right, etc., then from front to rear.
3 Effectors - MoGraph Reference Manual • 65 Use these function graphs to influence the interpolation between the first and last clone. The interpolation will take place as it is shown by the graph. Step Gap “Step Gap” settings from left to right: 0,2,10. Use this setting to influence the interpolation values between the beginning clone and end clone.
66 • 3 Effectors - MoGraph Reference Manual Settings Strength Use this slider to adjust the strength of the Effector. A “Strength” setting of 0% means the Effector will have no effect. Target Mode Depending on the option selected, the clones will orient themselves according to: Object Target: The clones will be oriented themselves with their Z-axis in the direction of the “Object Target”. The “Object Target” is defined by dragging the desired object into the “Target Object” field.
3 Effectors - MoGraph Reference Manual • 67 Use Pitch If this setting is activated, a clone’s Z-axis will always point to the “Object Target”; if this setting is not active, the rotation’s pitch direction will remain unchanged. An up vector can also be set. Reverse Heading Instead of the positive Z-axis, the negative Z-axis will attempt to orient itself to the target.
68 • 3 Effectors - MoGraph Reference Manual Repel Clones can be pushed away from a target object (here red) by activating the “Repel” setting. “Distance Strength” here has been set to 100%. The following sliders appear when “Repel” is activated: Distance: Defines the minimum distance the clones must have from the target object (or an Effector in other modes) before being displaced. Distance Strength: Use this slider to adjust the strength of the repulsion.
3 Effectors - MoGraph Reference Manual • 69 In the example above, a Time Effector is used to affect the clones in “P.Y”, with the falloff shown (insert graph). The effect will continue endlessly, without a single key being set. Except for the “Strength”, “Minimum” and “Maximum” sliders, the Time Effector has no other special controls. Use the “Strength” slider to adjust the strength of the effect (values less than 0% and greater than 100% are possible).
70 • 3 Effectors - MoGraph Reference Manual Strength As is the case with all Effectors, this slider is used to define the overall strength of the Effector. Mode The three available modes can be characterized as follows: Blend: The clone states will first be blended quickly, then slowly. Use the “Strength” slider to adjust the overall speed with which this occurs. Spring: As the name suggests, the clones will behave as though they have springs between them, resulting in slight residual oscillation.
3 Effectors - MoGraph Reference Manual • 71 Settings Strength As is the case with all Effectors, this slider is used to define the overall strength of the Effector. Values less than 0% and greater than 100% can also be defined. Minimum / Maximum Use these sliders to limit or expand the internal range of values defined for the transformations. Example: “S.Y” is set to 30.
72 • 3 Effectors - MoGraph Reference Manual Start Offset Enter the frame at which the sound file should start playing here. If “100” is entered, the sound file will start to play at frame 100 and the Sound Effector will have no effect before frame 100. A negative value can also be defined. Apply Mode Left: “Step” mode. Right: “All”; at the bottom left the clones are not affected by the Effector, the Sound Effector scales the clones only in the Y-direction.
3 Effectors - MoGraph Reference Manual • 73 Switch: This mode offers only two states: 0 and maximum. If no tone is detected, “0” will be output; if even the faintest tone is detected, the Effector will have a maximum effect. The difference in resulting amplitude between “Average” and “Peak” are minimal. “Average” results in somewhat smaller amplitudes than “Peak”. Clamp Output At top: “Lower Cutoff” deactivated; at bottom: active.
74 • 3 Effectors - MoGraph Reference Manual Use this setting to remove some of the chaos from the effects of the Sound Effector. Sounds are made up of a mixture of diverse frequencies that are difficult to single out. “Lower Cutoff” makes sure that frequencies with a lower volume are increasingly ignored the higher this value is set. Compression Use this setting to increase the effects with quieter sounds.
3 Effectors - MoGraph Reference Manual • 75 At left a small frequency excerpt, at right a larger excerpt. The Effector is set to affect “P.Y” only. Specific frequency ranges can be filtered out of a sound file. For example, you can select a lower frequency range if you want to filter out higher frequencies. Frequency / Bandwidth Use these settings to define a frequency band to be used by the Sound Effector.
76 • 3 Effectors - MoGraph Reference Manual Formula Effector Now here’s an Effector that will put a smile on the faces mathematicians amongst you. This Effector lets you create complex formulas with which you can control it. The Formula Effector is not all that easy to understand, so let’s back up a little: You’re already familiar with the Shader Effector that effects clones using a texture and its gray scale values.
3 Effectors - MoGraph Reference Manual • 77 Settings Strength Use this slider to define the strength of the Effector. Minimum / Maximum Use these sliders to adjust the Effector’s range of influence. Values less than 0% or greater than 100% can be defined. Let’s assume you have entered the following formula: “t*px”. If “Minimum” and “Maximum” were also set to 0% and 100%, respectively, extreme values would quickly be reached.
78 • 3 Effectors - MoGraph Reference Manual Varying “t” adjusts the animation speed, varying “f” varies the spatial frequency.
3 Effectors - MoGraph Reference Manual • 79
4 Other Objects & Tags
4 Other Objects & Tags - MoGraph Reference Manual • 81
82 • 4 Other Objects & Tags - MoGraph Reference Manual 4. Other Objects and Tags The Matrix Object For the most part, the Matrix Object carries out the same functions as the Cloner. Therefore, please refer to the Cloner description in chapter 2 for a description of all shared functions. The Matrix Object has two main functions: It creates orthogonal matrices as opposed to the clones created by the Cloner. This allows CINEMA 4D deformation objects (e.g. bend objects, bones, etc.
4 Other Objects & Tags - MoGraph Reference Manual • 83 So, what good are a bunch of little cubes that can’t be rendered? Top: Initial state. Bottom: Bend object applied. Answer: A lot of good. In the image above, bend objects were used to affect clone arrangements. In both cases, the effect of position and rotation are the same. However, where no Matrix Object is applied, the Cloners will be distorted - which, in most cases, is an undesired effect.
84 • 4 Other Objects & Tags - MoGraph Reference Manual TP Group Drag the particle group (from the Thinking Particles settings) that should be disrupted by the particles created by the Matrix Object into this field. Leave this field empty if the particles generated should be assigned to the “All” group. Note: If your scene contains two or more Matrix Objects that generate Thinking Particles, make sure that they are each assigned to different particle groups. Otherwise unwanted results may occur.
4 Other Objects & Tags - MoGraph Reference Manual • 85 Let’s say we want to do the following: We have a ring-shaped Matrix Object whose clones should be randomly dispersed by a Random Effector that enters the scene from the right. The clones should then fall (gravity) and come to rest on both planes. So, how is this done? 1. Create a Matrix Object, set “Generate” to “Thinking Particles” and assign a Random Effector with a “Linear” falloff to it. Set “Follow” to 100% and “Constrain” to 0%.
86 • 4 Other Objects & Tags - MoGraph Reference Manual The Fracture Object itself can be separated into its individual components via the “Make Object Editable” or “Current State to Object” commands, taking into consideration each command’s settings. Modes Straight If this mode is selected, each child object will be viewed as an individual clone. Use this mode if you want to open an old scene where no MoGraph was used and want to now let Effectors affect certain objects within this scene.
4 Other Objects & Tags - MoGraph Reference Manual • 87 Instance Object An animated instance object with a sphere placed into the “Object Reference” field and a “History Depth” of 20. A Step Effector with “Scale” active has been applied. An animated Instance Object can look back at its own “history” a specified number of frames and create past states in the form of instances. These instances, in turn, are regular clones that can be affected by any Effector (especially effective is the Step Effector).
88 • 4 Other Objects & Tags - MoGraph Reference Manual Object Properties Object Reference Drag the object to be used to generate the instances from the Object Manager into this field. When an Instance Object is created it will automatically place any object that happens to be active into this field. The first instance will be arranged at the position of the Instance Object itself.
4 Other Objects & Tags - MoGraph Reference Manual • 89 Text Object General Clockwise from top left to center, Random Effector in the following fields: No Effector; “Letters”; “Lines”; “Words; in all three of the aforementioned. An important part of MoGraph is animating text. Of course there is also an object designed to handle this task: The Text Object. Any Effector can be used to affect letters and/or words, lines or an entire paragraph (these elements will be referred to in the following as clones).
90 • 4 Other Objects & Tags - MoGraph Reference Manual In the editor view, many colored points will be visible. Each represents the center of a particular clone (letters, words, etc.), around which they will rotate, for example. The following colors represent the following objects: Green: Letters Blue: Words Turquoise: Lines White: All elements The center points can be placed into the text plane (see below).
4 Other Objects & Tags - MoGraph Reference Manual • 91 Subdivision Use this setting to define the subdivision of the extruded text elements. In most cases, a value of “1” will suffice. Only if you want to deform the text elements further, e.g. bend them, should “Subdivision” be set higher. Shader Indexing From left to right: “All Letter Index”; “Line Letter Index”; “All Letter Index” with a color shader whose “Channel” setting has been set to “Index Ratio”.
92 • 4 Other Objects & Tags - MoGraph Reference Manual All, Lines, Words, Letters Tabs Each of these tabs offers the same types of settings which can be used to modify the entire Text Object, its lines of text or its words, all on their own level. Although a couple of exceptions apply: “Align Height” is not available for the “All” tab and color can only be assigned to all letters in the “All” tab.
4 Other Objects & Tags - MoGraph Reference Manual • 93 Align Height Text arranged onto a spline. Top: “Align Height” not active, at bottom active. Activating this setting will cause the “Height” setting to be disregarded when the center point of that level is ascertained. This will cause the baseline to be maintained, as shown above. Activating this setting is recommended when arranging text onto a spline. A slider will be made available beneath the “Axis” setting for each Effector applied to it.
94 • 4 Other Objects & Tags - MoGraph Reference Manual The Tracer “traces” the movement of particles or object vertices and creates splines from these paths. The Trace Object can also be converted to splines via the “Make Editable” command in the Object Manager’s “Object” menu. You can also simply interactively move the object to be “traced” in the editor view to create splines. Settings Trace Link The path of a cube (top) and a circular plane (bottom) are being traced using the Tracer.
4 Other Objects & Tags - MoGraph Reference Manual • 95 Tracing Mode At top: “Connect All Objects”. At bottom: “Trace Paths”. Both using one Particle Emitter. Trace Paths: Paths of object vertices or particles will be made to splines. Connect All Objects: Objects or particles will be connected with a segment by a common spline.
96 • 4 Other Objects & Tags - MoGraph Reference Manual Handle Cloners If several Cloners are nested in each other, the Tracer must know how to handle these objects. The following options are available: Nodes Only: Only the Cloner that has been placed in the “Trace Link” field will be used. This Cloner’s child objects will be ignored. Immediate Clones: Any child objects of the object located in the “Tracer Link” field that are also clones will be included.
4 Other Objects & Tags - MoGraph Reference Manual • 97 Use TP Subgroups Particles can be placed into groups as desired when using Thinking Particles. Use this setting to define whether child objects of the particles groups in the “Trace Link” field should also be included. Space You can position the Tracer and the object to be traced at any location. The following two options are available: Global: This will basically pull the rug out from under the splines, i.e.
98 • 4 Other Objects & Tags - MoGraph Reference Manual Spline Mask The Spline Mask is paramount to a Boole Object for splines (see your CINEMA 4D reference manual). Use the Spline Mask to cut out, connect, etc. spline shapes. This works best when the splines are smooth and all in on the same plane. This is a very good tool for quickly creating spline shapes. Spline Mask objects can be used everywhere where a normal spline can be used: Extrude NURBS Sweep NURBS, etc.
4 Other Objects & Tags - MoGraph Reference Manual • 99 Use this setting to define how both splines, which should lie on the same plane, should be combined: A union B: The splines will be added together. A subtract B: The second spline in the Spline Mask will be subtracted from the first. B subtract A: The first spline in the Spline Mask will be subtracted from the second. A intersect B: The intersection of the two splines will remain.
100 • 4 Other Objects & Tags - MoGraph Reference Manual Displace Deformer General At left the editor view, at right the rendered view. The plane has a relatively height subdivision.
4 Other Objects & Tags - MoGraph Reference Manual • 101 Note 3: Even users of Sub-Polygon Displacement (Advanced Render module) will benefit from this tool. Even though only the “normal” displacement is displayed, which completely depends on object resolution, this basically reflects the actual dimensions of the final rendering (assuming you haven’t used objects with only 8 vertices...). Of course the Displace Deformer also functions in conjunction with all other MoGraph objects.
102 • 4 Other Objects & Tags - MoGraph Reference Manual Emulation If this setting is active, the Displace Deformer will attempt to emulate a displacement created by the “Displacement” material channel. Naturally, this can only work if a material with an active “Deformation” channel is applied to the object to be deformed. If this option is not active, the Displace Deformer can be assigned its own texture in the “Shading” tab. Note: Mixing textures is only possible if “Emulation” is active.
4 Other Objects & Tags - MoGraph Reference Manual • 103 Backface Cull If this setting is active, object surfaces not facing the camera will not be deformed. This also serves to speed up the editor view. This setting also has no influence on the final rendering. Shading Tab Settings These function the same as the settings described for the Shading Effector’s “Shading” tab (see chapter 3).
104 • 4 Other Objects & Tags - MoGraph Reference Manual Transform Two modes are available: Per Step: Internally, a clone will be created for each original polygon to be extruded. Subsequently, the transformation will take place once per extrusion step, according to the Extrude Object’s settings, and once according to any Effector(s) applied. From Root: Internally a row of several clones will be created along the length of the extrusion.
4 Other Objects & Tags - MoGraph Reference Manual • 105 Polygon Selection If the extrusion should be limited to a selection tag only, place that tag into this field. Otherwise all polygons will be extruded. Sweep Spline Extruding using a spline. If the end result is subsequently placed into a HyperNURBS, a shape as pictured at the far right will be created. A Step Effector was also applied. This setting is only available in “Per Step” mode.
106 • 4 Other Objects & Tags - MoGraph Reference Manual Spline Wrap A pen is moved along a spline as is deformed accordingly. Spline Wrap works like a deformation object and deforms objects using a spline. An object will move along a spline and be deformed accordingly. If a spline with several segments is used, each segment will be assigned its own copy of the deformed object, functioning more-orless like a Cloner.
4 Other Objects & Tags - MoGraph Reference Manual • 107 Settings Spline Place the spline (or spline primitive) along which an object should be deformed. The quality of the spline’s interpolation will have an effect on the quality of the deformations. The object to be deformed should also contain enough subdivisions to allow it to be deformed.
108 • 4 Other Objects & Tags - MoGraph Reference Manual Axis The pen is pointing in the X-direction of the world coordinate system. Set “Axis” to either “+X” or “-X” if the pen should be arranged along the length of the spline. Imagine the axis as a direction in the world coordinate system that runs along the length of the Spline Wrap, passes through the original undeformed object, and transfers object vertices onto that object.
4 Other Objects & Tags - MoGraph Reference Manual • 109 Mode Modes from top to bottom: “Fit Spline”; “Keep Length”; Spline Wrap turned off. Depending on which option “Mode” has been set to, 0% (“From”) and 100% (“To”) will have the following results: Fit Spline: The object to be deformed will be stretched to fit along the length of the spline. Keep Length: The object to be deformed will maintain its length with regard to the above-mentioned axis.
110 • 4 Other Objects & Tags - MoGraph Reference Manual Clamp: The object will end at the ends of the spline. Extend: The object will extend beyond the ends of the spline in accordance with the direction of the respective end, and will not be deformed further. Size “Size” and “Scale” examples. Use these function graphs to define the apportionment of size along the length of the deformed object. Scaling occurs on a plane vertical to the spline tangent.
4 Other Objects & Tags - MoGraph Reference Manual • 111 Rotation Strength Use this slider to define the strength of the “Rotation” effect described above. Spline Rotation Use this graph to twist a given object along its length, i.e. if the object is moved along the length of the spline using “Offset”, the degree of twisting will vary according to position Spline Rotation Strength Use this slider to adjust the strength of the “Spline Rotation” described above.
112 • 4 Other Objects & Tags - MoGraph Reference Manual Green: The cache will be used. Calculation will not be done “live”. Red: Internal cache files exist, “Use Cache” is deactivated (or, momentarily, no files exist - this result can be achieved by pressing “Clear Frame”). Calculation will be done “live”. The bake process can be halted at any time by pressing the ESC-key. Settings Use Cache Use this setting to define whether or not internal cache files should be used or not.
4 Other Objects & Tags - MoGraph Reference Manual • 113 Note (when baking nested Cloner Objects): If you clone Cloner Objects or an Instance Object, difficulties can be encountered if clone-generating child objects are affected by local Effectors. If, for example, a child object affected by a Delay Effector or an Effector with an active falloff (whereby the falloff will not include all clones), the corresponding effects can only baked in part or not at all.
5 Clone Tools
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116 • 5 Clone Tools- MoGraph Reference Manual 5. Clone Tools General The three clone tools can be used to interactively clone an active object. Simply click in the editor view and drag the outer edge of the clone arrangement. This can be repeated several times (each time a Cloner will be created with either the initially active Cloner or, if preferred, an instanced object as a child object). If several objects happen to be active, all will be cloned in the “Iterate” mode (see “Linear” mode).
5 Clone Tools- MoGraph Reference Manual • 117 Generate Use this setting to define if the original object or the instanced object should be generated as a child object of the Cloner. An instanced object can be used to create interesting trail effects. Radial Clone Tool Center These settings represent the center of the radial clone arrangement (the location where you initially clicked with the mouse button) in the three-dimensional world coordinate system, in consideration of the Placement Plane.
118 • 5 Clone Tools- MoGraph Reference Manual Grid Clone Tool Center These settings represent the center of the cubic clone arrangement within the three-dimensional world coordinate system. Size These settings represent the dimensions of the cubic clone arrangement in the X-, Y-, and Z-directions. Clones Count Use these settings to define the number of clones in the three-dimensional grid arrangement.
5 Clone Tools- MoGraph Reference Manual • 119 Distance From Camera: The clones will be arranged onto a plane perpendicular to the point of view of the camera and run through the world coordinate system origin. Auto Plane: The clones will be arranged onto a visible plane. This plane is oriented according to the world coordinate system and thus facing the camera as frontally as possible. This ensures a quick and easy placement of clones on one of the three main planes.
6 Shaders
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122 • 6 Shaders - MoGraph Reference Manual 6. Shaders The MoGraph (channel) shader can be found in the material’s texture menu. Color Shader There are several methods with which to color clones: A material is not applied: Clones can be colored using the settings available for the Cloners or Effectors. For advanced material effects, a material with a color shader in the color channel can be created. It should be assigned to the Cloner. Any number of additional material channels can be added.
6 Shaders - MoGraph Reference Manual • 123 Color Channel This is where the colors are defined that are to be assigned by the respective Cloner (“Transformation” tab) or varied by the Effectors (“Parameter” tab). Index Ratio Channel Main image: Color shader in the alpha channel in “Index Ratio” mode. Insert: Color shader in the color channel in “Index Ratio” mode. Selecting this mode will assign each clone a grayscale value between black and white, increasing according to the internal U-coordinates.
124 • 6 Shaders - MoGraph Reference Manual Beat Shader The Beat Shader is ideal for use in simulating such effects as the beat of a heart or other rhythmic effects. Based on its settings, the Beat Shader creates a temporal mix between black and white in accordance with the “Range Curve”. This shader is thus predestined to be loaded into a Shader Effector where it can have a direct effect on all settings to be transformed (including color).
6 Shaders - MoGraph Reference Manual • 125 Multi Shader An example for a possible setup. A Multi Shader was loaded into the material assigned to the Cloner. The Shader Effector uses a black-towhite gradient to manage the allocation of the three shaders. This can also be done using a Step Effector. A multi shader can contain several individual shaders that it can assign to clones using differing criteria.
7 Nodes
7 Nodes - MoGraph Reference Manual • 127 7. Nodes MoGraph XPresso Nodes give you access to MoGraph-generated clone and effector properties. For example, you can use the Falloff Node of a falloff field visible in the editor view for your XPresso setup.
128 • 7 Nodes - MoGraph Reference Manual Note: Text Object clones can only be read out on the letter “plane” (see chapter 4). Object Connect the “Object” output port of the clone-generating object whose properties should be read out to this input port.
7 Nodes - MoGraph Reference Manual • 129 UV This port reads out the clones’ UVW-coordinates that run in the direction of one of the three dimensions, respectively, from 0 to 1. These UVW readouts are important with regard to the Effectors. For example, the “U”, “V” or “W” value(s) can be used as variables in a formula defined for the Formula Effector. Weight This port reads out the weighting for each clone. Rotation This port reads out each clone angle as a vector.
130 • 7 Nodes - MoGraph Reference Manual Input Ports Falloff Matrix Any object can be connected to this port (preferably a Null Object) and be used to define the position and direction of the falloff field. In most cases, the “Global Matrix” output port can be used. This setting is also available in the Attribute Manager. Sample Position Feed position vectors into this port. The falloff will be calculated exactly at this position. This value will then be automatically passed on to the “Value” output port.
7 Nodes - MoGraph Reference Manual • 131 Falloff Tab This tab contains many settings that work exactly as those described for the falloff function in chapter 3. Effector Node This Node lets you ascertain all output values of a given Effector. Normally you would feed clones’ properties (those that can be read out using the Data Node) into the input ports and grab the values that have been modified by the Effector at the output port.
132 • 7 Nodes - MoGraph Reference Manual Input Ports Connect the Random Effector’s “Object” output port to the “Effector’s” input port. “Time” is a time offset effect that can be fed with data which will simply be added to the Effector’s result when an output port of the same name is tapped. All other input ports are basically self-explanatory and can, for the most part, be tapped by the output ports of the same name, respectively.
7 Nodes - MoGraph Reference Manual • 133 Using the “Object List” Node, to which all light source have been assigned, all of the lights’ global matrices will be applied to the “Effector” Node. The “Effector” Node will calculate a “Weight” value for each position which, in turn, will read out a reasonable intensity for the light sources via the “Range Mapper” Node. There you have it: Controlling intensity of light sources using a shader.
134 • 7 Nodes - MoGraph Reference Manual Index A After Effectors 84 Align Height 92 All Letter Index 91 All tab 92 animated instance object 87 Axis window 92 A intersect B 99 A subtract B 99 A union B 99 B Before Effectors 84 Behavior of clones 84 B subtract A 99 C Clamp 110 Cloner Object 8 Align Clone 11 Blend 19 Cloning lights 20 Cluster 18 Edge 12 Even 14 Iterate 19 Loop 16 Polygon Center 12 Random 19 Sort 21 Standard TP 18 Stretch TP 18 Surface 12 Target Effector 11 Vertex 12 Clones from clones 96 cl
7 Nodes - MoGraph Reference Manual • 135 Spline Effector 35 Step Effector 35 Target Effector 35 Time Effector 35 What do Effectors do? 34 Effectors Tab 31 Random Effector 31 Sequence of Effectors 31 Spline Effector 31 Effector Nodes 128 End Mode 108 explosion effects 86 Extend 108, 110 Extrude NURBS 89, 98 Extruding using a spline 105 F Falloff 4 Falloff Node 127 Falloff Tab 44 Box 45 Clamped 48 Effector dimensions 44 Falloff 48 Infinite 45 Invert 46 Linear 45 Sample Detail 47 Sample Distance 46, 47 Scale
136 • 7 Nodes - MoGraph Reference Manual Object 60 Start / End 62 Step Gap 63 Strength 60 Transform Space 62 input port 128 Instances 87 Introduction 2 K Keep Length 109 L Letter 92 Linear Clone Tool 116 Clones Count 116 End Position 116 Generate 117 Start Position 116 Line Letter Index 91 local matrix 128 Loft NURBS 97 M Make Editable 94 Make Object Editable 86 Matrix Extrude 103 Matrix Object 82 Matrix Objects 10 N Nodes Only 96 O Object order 5 Object Tab Align 27 Align Clone 13, 17 Align in CINEMA
7 Nodes - MoGraph Reference Manual • 137 Size 29 Smooth Rotation 14 Splines 13 Spline Effector 13 Start / End 16 Start Angle 27 Step 14 Step Mode 25 Step Rotation 26 Step Size 25 Stop Rotation 26 Up Vector 11 Orthoganal matrices 82 Other Objects and Tags 82 output port 128 Pose Mixer 94 PPass 85 P S Parameter Tab 35, 54 Color 37 Indexed 56 Minimum / Maximum 55 Modify Clone 40 Position 37 Random Mode 55 Scale 37 Strength 54 Synchronized 56 Time Offset 41 Transformation Space 36 Transform Mode 36 U / V T
138 • 7 Nodes - MoGraph Reference Manual 2D-U 50 Color Gradient 50 Effector Tab Settings 50 Shading Tab Settings 51 Shader Indexing 91 Sound Effector 3, 70 All 72 Apply Mode 72 Average 72 Bandwidth 75 Clamp Output 73 Compression 74 Falloff 72 Filter Shape 74 Frequency 75 Frequency Color 74 Frequency Graph 74 Left Channel 75 Lower Cutoff 73 Minimum / Maximum 71 Peak 72 Play 75 Right Channel 75 Sample Mode 72 Scrub Sound 75 Sound File 71 Start Offset 72 Step 72 Strength 71 Switch 73 Use Filter 74 spectacular
7 Nodes - MoGraph Reference Manual • 139 Trace Paths 95 Transform Tab 30 Animation Loop 31 Color 30 Display 30 Orientation 31 Rotate clones uniformly 30 Time 30 Weight 30 U UVW-Mapping in MoGraph 52 V Vertex Normal 102 virtual spline copies 105 Visibility 132 visibility 128 W weighting 129 Words 92 Word Letter Index 91 X XPresso Nodes 127 XPresso setup 127, 132 XPresso Tag 85 XY-plane 99