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Reviewer Barry Croucher
Review date January 2006
Software Cinema 4d R9.5 Core application
Developer www.maxon.net
Price

$695 £424 (ex VAT)

 
Hexagon
Introduction and interface

Cinema 4d is a huge and complex modular application, thankfully all the modelling features are contained in the core application which makes it very affordable and easier to learn than the full Studio bundle! You can always upgrade or add modules later. The core application is still a complex piece of software though and the default interface can be daunting.



Luckily Cinema has some tricks up it’s sleeve to make it more user friendly! It’s the most configurable interface I have ever used, it’s default setting is icon based but you can replace the icons with words if you want or even have both. Everything is user configurable so if you want to create the most stripped down modelling environment with all the commands and features that you don’t use removed it’s easy to do. All interface configurations are available from a menu so you can be back in the default modeller GUI or any other custom set-up in one click.
If you wanted you could have a special layout for box modelling, another for spline modelling and another for poly by poly. Maybe that would be overkill though! Finally, since version 9.5, Cinema has also has a full screen mode, press shift+tab and all you see is the viewport, it’s almost like working in Wings or Silo, fantastic! Tools and functions can be accessed through the menus, buttons, shortcuts, a contextual right click menu and a general pop-up menu, (insert pop-up menu image here) phew!

There is also a user configurable head-up display where additional information and functions can appear. It’s all a bit overwhelming at first but you don’t have to use all these features and if you don’t most are invisible. It’s best to get used to Cinema, decide how you want to use it and then you can configure in almost any way you choose!

Navigation and selection

Navigation in Cinema is smooth and fast, user preferences give you the option of using openGL or software acceleration so if your computer has lack lustre graphics performance C4d should still run well. Like many applications, Cinema has controls for panning, zooming and rotating at the top of each viewport. There is also a button to change from multiple viewport to single and back. I find moving my cursor to the top of the screen interrupts workflow but happily Cinema has shortcuts available too. The default settings (on a Macintosh anyway!) are alt+LMB to rotate, alt+MMB to pan and alt+RMB or scroll wheel to zoom. If you click the middle mouse button you change from multi to single viewport and back. Nice! Selection is achieved by the usual point and click method and you also have a choice of marquee and lasso selection tools. You can also add a selection tag to objects, this allows you to define a collection of vertices, edges or polygons for easy selection of particular features.
Parametric modelling

The most basic type of modelling in Cinema uses primitives. These are initially created as parametric objects which are defined by mathematical functions rather than polygons and points. This means that initially the cannot be edited but many of their properties can be adjusted very quickly, these include resolution, size and how sharp or rounded edges are. Once you have created some objects you can further modify them by using a variety of generators and deformers. Let me try and explain how these work. In most applications if you want to mirror a model you use a mirror command of some kind and it creates a mirrored duplicate of your mesh.

In Cinema you create a symmetry object and make it the parent of the object you wish to mirror. It sounds over technical but it's actually very powerful because it means that your original object is completely unaffected even if your using an explosion deformer to blow a model into tiny pieces if you turn off the deformer your original model is still there safe and sound! Combining primitives and deformers and generators is a surprisingly flexible and fast method of modelling objects which are fairly geometrical in shape though it’s not of much use for modelling organic shapes or more complex man made objects like cars for instance. The camera lens shown here is entirely modelled using primitives and Cinema’s deformers and generators.
Spline Modelling

The next weapon in Cinema’s arsenal is splines. These are extremely versatile and easy to use. You can create your splines in a variety of ways, there are a number of spline primitives available including arc, circle, helix, square and many others that can be created in a single click. You can also create any shape you want from scratch using a variety of drawing tools but I imagine most people will use the linear tool (for angular splines) or the bezier tool (for curvy splines) for most spline drawing. Once you’ve created your spline you can use it with Cinema’s powerful generators to create a polygon mesh. At this point we come up against some of Maxon’s bizarre naming conventions! The generators that are used with splines are called things like Lathe NURBS and Sweep NURBS, Cinema’s subdivision surfaces are called HyperNURBS! None of these have anything to do with NURBS modelling so why Maxon decided to use the term is beyond me, it’s caused endless confusion for many people! You use these generators to make things like pipes and cables using the extrude or sweep NURBS, glasses bottles and other radially symmetrical objects using the Lathe NURBS and more irregular shapes using Loft NURBS. I’ve included an image of a quick model of mountains I created with splines and the Loft NURBS object to give you an idea of how it’s set up in the object (scene) manager.


It’s also a good example of another advantage of Cinema’s generators. These generators (and deformers) update interactively so once you have your model set up you can select individual splines and adjust them just like a control cage in SDS modelling, the mesh will update in real time. It’s a pleasure to use!

Poly modelling


If you favour point to point or poly by poly methods you have all the usual options, you can clone (duplicate) points or create points from scratch and make polygons from them either with the make polygon tool or using a very fast method using the bridge tool. You can also of course extrude edges.

If want to box model you’ll have to convert the parametric primitives to polygon objects then it works just like most modellers. You have all the usual tools for moving, extruding, cutting and connecting and all work smoothly and predictably. Tapping the space bar switches between the current tool and a selection tool and back which is a nice workflow enhancement. One tool which is worth pointing out is the knife tool which has been beautifully designed to do the job of knife, connect/split polygon and split loop/bandsaw all with interactive preview! As I mentioned above Cinema’s subdivision surfaces are oddly named HyperNURBS, to use SDS just drop your polygon mesh onto a HyperNURBS object in the object manager.

Conclusion

Cinema’s modeller has been beautifully thought out, it’s smooth and fast and can be adapted to work in the way you feel most comfortable. It’s not perfect, I wish that the magnet tool would work work in auto switch mode or tweak mode but that’s not a big deal really.

The object manager can get pretty crowded and confusing but if you’re organised it works very well. One word of warning if you’re considering a second-hand copy or a free version. The modeller prior to version 9 did not work with n-gons, as a consequence it would automatically triangulate polygons with more than 4 sides. I find it takes me as long to sort out this triangulated mess as it does to achieve any real modelling.

My advice, if you’re buying Cinema make sure it’s version 9 or later!

Barry Croucher January 2006