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Optional module - Maxon Computer

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CINEMA 4D R11 Quickstart – MOCCA<br />

MOCCA also includes three very powerful tools: Morph, Vamp and Visual Selector.<br />

Like the PoseMixer tool, the Morph tag lets you create various facial expressions for your characters and morph<br />

between them. The difference is that with Morph, you no longer need to work with copies of the original mesh,<br />

as was required in Posemixer for R9. Your polygon object acts as the reference and a “base morph” (starting<br />

position for all following morphs) and “target morph” are created in the Morph tag. You select the morph target<br />

in the Morph tag and change the mesh...finished!<br />

You create another morph target for each additional pose and model the poses one after the other. All the<br />

expressions are stored in a single tag. Also, when using the Morph tool, there’s no need to worry if you have<br />

to make changes to the mesh after creating the poses. The poses will still work! Suppose you’ve created all the<br />

poses for your character, but decide it would look much better with a second nose. The Morph tool will still<br />

happily morph between the poses.<br />

Vamp gives you the possibility to transfer data from object to another, including selection information, Texture<br />

tags, vertex maps and UVs. You can even transfer facial poses from one character to another!<br />

Visual Selector is a great help with day-to-day animation. You load a render of your character into Visual<br />

Selector‘s background (or use Visual Selector‘s default character picture) and place your character‘s controllers<br />

onto the picture in the appropriate places. Visual Selector removes the need to keep looking for your character‘s<br />

controls in the Object hierarchy. Everything is now represented visually and you can, for example, select the<br />

foot controller by clicking on it directly in the picture. You want to move the eyes? No problem. Click on the<br />

controller for the eyes directly in the picture.<br />

You‘ll find the MOCCA commands in the main menu under “Character”, or you may prefer to integrate the<br />

MOCCA toolbar into the layout (as described for the Dynamics toolbar in the “Dynamics” chapter).<br />

If you’re new to the process of rigging characters, the following overview may help.<br />

As with a real human, your character needs a skeleton of bones (or in our case, joints) in order to be able to<br />

move around in the world. You place the joints inside the character’s mesh. The joints are linked to the mesh<br />

via a Weight tag and Skin deformer so that each joint knows which part of the geometry to affect.<br />

You can weight joints by selecting them and painting directly onto the mesh using the Weight tool. While the<br />

Weight tool is active, the mesh is displayed black and the currently painted weighting is shown in white. The<br />

joint now knows it should affect the white painted parts of the mesh only. In the active Weight tool mode,<br />

weighting is shown for the selected joints. Each joint has its own weighting.<br />

The joints must be arranged into a hierarchy in the Object Manager in a similar structure to the bones in your<br />

own body. In real life, when you move your upper arm, the lower arm and hand move with it because they are<br />

effectively children of the upper arm.<br />

Likewise, in CINEMA 4D’s Object Manager, the elbow and wrist joints must be children of the shoulder joint.<br />

If you move the shoulder joint, the child joints will move with it together with the mesh weighted to the child<br />

joints — even though the shoulder joint is weighted to the upper arm only.<br />

As previously mentioned, each child joint has its own weighting and moves the parts of the mesh not weighted<br />

to the shoulder joint.<br />

Don’t worry if this seems complex. All will be explained in the rest of this chapter.<br />

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