Chapter three, "Animation Techniques," are explored next. With CINEMA 4D there are different techniques and modules that are available for animation. There are basically two types of animation that are created. The first type of animation is a Simulation which relies on things like explosions or one thing running into another to affect the object. And then there is Keyframe animation where movements that are determined manually by conditions of parameters and objects.
When begin an animated scene you need to create the scene first and the animation later. But you need to decide what the keyframe will be early on to makes sure you get things correct. In this chapter you will step through the best way to set everything up so that when you are ready to animate, you won't have to go back and refit everything. One of the items that you will work with is creating a swinging pendulum that interacts with two stationary cubes.
Next you will work with particle effects. Particles are used when a large number of objects are needed and need to possibly animate them. This allows you to flow a river, or fill a stadium full of people, both of which you will do. Keep in mind he does not spend time on detailing the people in the stadium, but rather showing how it can be done.
Chapter four, "Character Animation," now looks at creating a model creature. While this is one of the most interesting, it is also one of the most challenging things to do. The MOCCA module of CINEMA 4D is used almost exclusively for this purpose. Here you will learn how to model a character, edit the UV coordinates with BodyPaint 3D and apply a texture to it. Then you will animate it.
The last part of this chapter you will take a journey into the world of game development. Through the use of Unity 3D software you will see how your character can be exported into a game engine and how to use interactively control it there.








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