3.1 Creating a Paint Stroke
In this lesson you will learn how to use different settings and modifiers to create a paint stroke from our spline.
1.Introduction1 lesson, 00:30
2.Animation Using Splines2 lessons, 09:50
3.Animating Paint Strokes4 lessons, 37:20
4.Conclusion1 lesson, 01:16
3.1 Creating a Paint Stroke
Hi everyone, and welcome back to the Animating Paint Strokes in Cinema 4D course. So now that we have our path and our emitter set up, what we want to do is to trace the stroke. So the first thing that we want to do here is select our emitter. In fact, let's change and rename our sphere object to Emitter. And with the Emitter selected, we want to go to MoGraph, And Tracer. Now you will see that our Emitter is already selected in our Trace Link here. If you don't see the Emitter here, all you need to do is select the Emitter and drag it to the box here. But because we selected the Emitter when we created the Tracer, it's automatically in this Trace Link here, which is exactly what we want. So if we hide the spline like so, And if we click Play, you'll see now that we've got a massive mess of white lines here. So the first thing that we want to do to fix this is to change the size of our Emitter. So let's go for a Radius of about, Let's say 50, 50 centimeters, as this actually determines the size, or the thickness of the stroke, of the paint stroke. The next thing that we want to do is to select Tracer. And from there if we scroll down, we want to untick the Trace Vertices box. So now when we click on the Play button here, you'll see that our spline is now displayed as just one straight line, which is exactly what we want. The next thing that we want to do is we want to go and change the type of spline that we have, from Linear to B-Spline. Now what this will do, if we click the Play button, is it'll sort of try and curve the line a little bit more. You can see as we play, our spline is, our line is sort of, it's got these edges to it. It's got lots of corners to it as it tries to curve around the path. And to make it more curvy, what we want to do here is we want to go back to our attributes. And we want to go from, let's see, where is it, Linear, It's a type of spline. So from intermediate points, we want to go from to None to Adaptive. So if we scroll further up here, so you can see. So None to Adaptive, and we want the angle here to be 1. And this will help smooth out our spine a lot. So if we click Play, you can see our line is significantly smoother and curvier than it was originally. So let's go back to one. The next thing that we want to do, now you can see when we click on Play here, our stroke is sort of starting here. And it sort stays there, which is fine if that's what you want. But what we want to do in this particular tutorial is to get the spline, the line here, to follow our emitter, sort of like a tail. Now to do this, we want to go back to our Attributes. And we want scroll up here and change the limit from None to From End. So let's scroll here, limit from None to From End. And we want to put the Amount value to about 14. And now when we click Play, you'll see now that the spline sort of follows our meter. And it doesn't stay at the starting point as it did before. So it just sort of follows the movements of the sphere, like a tail. So now what we'll do is we'll create a second tracer by duplicating this. By holding Control on the keyboard and clicking and dragging the Tracer out, like so. And what we're gonna do from here is we're gonna rename these Tracers. So this one will be Paint_Long, and this one will be Paint_Short. And the reason why we're gonna do this is because one of the strokes is going to be long. And it's going to sort of contrast with the short stroke, hence making it into a sort of more random, more natural, and random look for our paint strokes. So select the short paint stroke, and let's put the Amount to about 5. And if we hide our long paint stroke like so, you can see that the line is a lot smaller than our long paint stroke, which is exactly what we want. So let's turn off the short paint stroke for now, and turn on the long paint stroke again. What we want to do now is we want to go up to this button here, which is Array, and we want to add Metaball. Now with Metaball, in fact let's put both of these strokes underneath Metaball. And if we click on Play now, you'll see that it's created this sort of random, blobby effect for our paint stroke. So from here we can group all of these things here. So select all of these things, press Alt + G on the keyboard, and rename this to Paint_Strokes. So now that we have the beginnings of a stroke, we can now move on to something little bit more exciting in the next stage. Which will be how to create some paint spatters. See you all there!