In this Tutorial, Tim Clapham from Luxx takes you step by step through the process of creating a Jigsaw Puzzle using MoGraph in Cinema 4D.
You will learn how to use MoGraph elements such as the Cloner Object and how various effectors can be used to control the generated clones.
Working with Release 13, Tim covers several of the newer features such as the XRef Object and the new Physical Renderer. However, throughout the process, options are presented to enable users of versions prior to Release 13 to complete the Tutorial.
Part 01 (42mins): In the first section of the Tutorial, Tim models a single Jigsaw Puzzle piece and then uses the Cloner Object in combination with various effectors to create an interlocking Jigsaw Puzzle.
This covers several methods of achieving the same result and examines the pitfalls of using one method over the other. Tim also demonstrates a technique to optimize the scene for smooth playback using the new Xref Object and also an alternative approach for users working with versions prior to Release 13.
Part 02 (20mins): In the second part of this Tutorial, Tim animates the reveal of the jigsaw puzzle using a Plain Effector combined with Falloff.
To break up the regularity of the wipe, Tim discusses a method of randomizing the weight of clones using effectors and shows how this can be used to control how much affect an effector has on individual clones.
In this section Tim also creates an animated camera with a brief overview of the timeline and F-Curve Manager.
Part 03 (27mins): In the third part of this Tutorial, Tim creates a Dynamic Simulation using the Jigsaw Puzzle pieces, breaking the puzzle apart in specific areas and then flying the camera through the center.
Due to the complex shape of the puzzle piece combined with the close interlocking which is an inherent feature of a Jigsaw, Tim discusses the collision methods used in the dynamics engine, troubleshooting problems and exploring the various solutions available. This includes an in-depth look at using alternative shapes as proxy objects used to calculate collision only.
Part 04 (29mins): In the final part of this Tutorial, Tim explores the new Physical Renderer. This covers the setup of depth of field and Motion Blur with the new Physical Camera.
You will create a selection of materials for your objects using various channels, shaders and illumination models, and create realistic lighting and shadows using Area Lights and shadows.
This section also includes the addition of further puzzle pieces into the environment, which covers the use of the MoGraph Selection Tag to limit the influence of effectors to specific clones.