6:20, I know why it bounces! I've been working on the math behind scaling loops for about 1 month now. I've even hired a mathematician to help me. I'm putting it all together in my next video but basically, you have a logarithmic spiral. The spiral has a center that you're familiar with but also an axis-an imaginary line that goes through the center. In a 2D spiral, it's easy to find. It pops straight up out of the plane. In 3D it's a much harder problem. But once you know it, you can rotate the whole spiral around that axis and it won't bounce. It involves some complex rotation matrix manipulation but I'm planning on releasing some code so anyone can do it. It uses Blender and python but it should be easy enough to translate into other 3D packages. I love your work and I hope it helps.
Dude, these looping tutorials are fucking awesome. The content and how you present it is outstanding. This is totally the kind of thing I would pay for. Thanks for putting these up on UA-cam for free. You're a champ!
5:30 I know you're joking but there is a math solution. It's an exponential function. Your factor is 3 so use this expression to drive the scale: 3 ** [(1 / animation length in frames) * (frame - 1)]
first of all I want to tell you that your work is exceptional, being a beginner in the world of 3D and particularly in cinema 4d I tried to reproduce the scene but I admit that I encounter some difficulty: 1-instances of animated models appear at the start of the scene but not at the end 2-lighting difference of the scene between the beginning and the end
@@TB-cq3tl but here the camera does not move but here is the answer of shapiro (The lighting can look different because the amount of" bigger instances "and" smaller instances "will appear to be different (and therefore cast different lighting / shadows), depending on if you are at the beginning or the end of the animation. So, one thing you could do is take the biggest instance of your scene, and (once it's out of the camera's field of view) use an octane tag to animate the visibility to 0 by the end of the animation, so it no longer casts a shadow (or adds new lighting) at the end of the loop. If it still looks off, you could try adding one more smaller instance / level inside. It might just take some playing with it to figure out the best way to solve it in your case, but the main idea is to try to match the number of "scene instances" you see at the beginning and the end. Or, if you are lazy like me , you can make it so the lights flash, or blink, or change color throughout the video, so tha t when they change at the loop point, it doesn't seem like an error :)")
Hello: Great work. Thank you. I am still learning and use Cinema 4D Light (R25.121) and cannot seem to find the polygon pen. Question: Does the Light version offer the polygon pen tool for users? With thanks and appreciation.
Great tutorials! Love the loops youve created, and your explanation is great. Its bugging me that mathematicians cant even explain scale. Thanks for putting these out, cant wait for you to share more knowledge!
Thanks so much! My comment about scale was a bit tongue-in-cheek, I'm sure there are mathematicians out there who could figure out the exact formula that we would have to use to make that line perfect 😬 The only clue I have is that in After Effects, when you want to make scale keyframes, you have to choose "exponential scale" to make the motion perfect.... hmmm....
hi shapiro! thanks for the tip, it help a lot, btw u was trying to figure out how did u model the relativity 3d model, im having a hard time trying to model it, it will help just to see the model to have a visual queue, thanks again, u earned a subscriber!
Love this series mate absolutely priceless information 👌 a side note: how did you add the subtle animation to the palm trees? Was this done with a simple bend deformer or were these rigged? Amazing stuff mate!
I love the tutorial! I'm having trouble though with my playback cycle having a delay when it gets to the end of my timeline and then goes back to the beginning. Would you or anyone know how to resolve this issue. Using Cinema 4D R21 by the way.
Thanks! The lighting can look different because the amount of "bigger instances" and "smaller instances" will appear to be different (and therefore cast different lighting/shadows), depending on if you are at the beginning or the end of the animation. So, one thing you could do is take the biggest instance of your scene, and (once it's out of the camera's field of view) use an octane tag to animate the visibility to 0 by the end of the animation, so it no longer casts a shadow (or adds new lighting) at the end of the loop. If it still looks off, you could try adding one more smaller instance/level inside. It might just take some playing with it to figure out the best way to solve it in your case, but the main idea is to try to match the number of "scene instances" you see at the beginning and the end. Or, if you are lazy like me, you can make it so the lights flash, or blink, or change color throughout the video, so that when they change at the loop point, it doesn't seem like an error :)
@@shapiro500 thanks man! Meanwhile I went for the lazy version but I will try the other tricks you've mentioned! One more thing, do you have patreon or any other website where you sell your projects?
Hi, I am having a hard time with the lights. I am using the emission material as you suggested but my first frame seems to have different light as compared to the last frame which ruins the seamless loop. It seems that lights in each section get emitted to the other sections and accumulates at the last scene (frame). Any idea how to avoid that? Anyway to confine the light in each section? Thanks a bunch!
Hey Alex! The lighting can look different because the amount of "bigger instances" and "smaller instances" will appear to be different (and therefore cast different lighting/shadows), depending on if you are at the beginning or the end of the animation. So, one thing you could do is take the biggest instance of your scene, and (once it's out of the camera's field of view) use an octane tag to animate the visibility to 0 by the end of the animation, so it no longer casts a shadow (or adds new lighting) at the end of the loop. If it still looks off, you could try adding one more smaller instance/level inside. It might just take some playing with it to figure out the best way to solve it in your case, but the main idea is to try to match the number of "scene instances" you see at the beginning and the end. Or, if you are lazy like me, you can make it so the lights flash, or blink, or change color throughout the video, so that when they change at the loop point, it doesn't seem like an error :)
When I've done this kind of loop, I've usually avoided an HDRI, and just lit it using lights in the scene, or a light near the camera. When you use an HDRI, the "scaling-up" causes the outermost scenes to get in the way of the light from an HDRI so it can be tough to make it loop, since you'll be getting new shadows that will make the scene look different at the start and the end. There are a few ways to solve it, but this might be the most straightforward: you could take the biggest instance of your scene, and (once it's out of the camera's field of view) use an octane tag to animate the visibility to 0 by the end of the animation, so it no longer casts a shadow at the end of the loop.
6:20, I know why it bounces! I've been working on the math behind scaling loops for about 1 month now. I've even hired a mathematician to help me. I'm putting it all together in my next video but basically, you have a logarithmic spiral. The spiral has a center that you're familiar with but also an axis-an imaginary line that goes through the center. In a 2D spiral, it's easy to find. It pops straight up out of the plane. In 3D it's a much harder problem. But once you know it, you can rotate the whole spiral around that axis and it won't bounce. It involves some complex rotation matrix manipulation but I'm planning on releasing some code so anyone can do it. It uses Blender and python but it should be easy enough to translate into other 3D packages. I love your work and I hope it helps.
Dude, these looping tutorials are fucking awesome. The content and how you present it is outstanding. This is totally the kind of thing I would pay for. Thanks for putting these up on UA-cam for free. You're a champ!
Couldn't agree more. Thanks Shapiro!!!
My almost-2-years old son enjoys your penguin loops. I enjoy your tuts! Thanks for these. Great work
Amazing technique, brilliantly explained, Beautiful result, thank you.
Thank you. This will keep me sane for another week of quarantine
Great series! Thank you! Doing a light pass to animate the flickering in post is a great idea!
You're an inspiration, it's been a long time since I've felt inspired to create my own animations.
5:30 I know you're joking but there is a math solution. It's an exponential function. Your factor is 3 so use this expression to drive the scale: 3 ** [(1 / animation length in frames) * (frame - 1)]
Fantastic! I had seen your looping animations and hoped you had explained how to do it. Wish granted, thank you!
Thank you so much for this amazing tutorial !!! cheers from Belgium
Big up! Love your work and thanks a lot for giving a behind the scene. Keep going!
first of all I want to tell you that your work is exceptional, being a beginner in the world of 3D and particularly in cinema 4d I tried to reproduce the scene but I admit that I encounter some difficulty:
1-instances of animated models appear at the start of the scene but not at the end
2-lighting difference of the scene between the beginning and the end
He talks about the lighting part in the previous vid. Basically you want to parent your lighting to the camera so it moves with it.
@@TB-cq3tl but here the camera does not move but here is the answer of shapiro (The lighting can look different because the amount of" bigger instances "and" smaller instances "will appear to be different (and therefore cast different lighting / shadows), depending on if you are at the beginning or the end of the animation. So, one thing you could do is take the biggest instance of your scene, and (once it's out of the camera's field of view) use an octane tag to animate the visibility to 0 by the end of the animation, so it no longer casts a shadow (or adds new lighting) at the end of the loop. If it still looks off, you could try adding one more smaller instance / level inside. It might just take some playing with it to figure out the best way to solve it in your case, but the main idea is to try to match the number of "scene instances" you see at the beginning and the end. Or, if you are lazy like me , you can make it so the lights flash, or blink, or change color throughout the video, so tha t when they change at the loop point, it doesn't seem like an error :)")
thank you very much man that's really great tutorial of loops and a lot of knowledge on that, thanks for sharing all of this series :D
Hello: Great work. Thank you. I am still learning and use Cinema 4D Light (R25.121) and cannot seem to find the polygon pen. Question: Does the Light version offer the polygon pen tool for users? With thanks and appreciation.
Legend! Thanks man appreciate it so much. that part when the input have to 0.6666666666666 just made me laugh out loud! Thanks again!
Great tutorials! Love the loops youve created, and your explanation is great. Its bugging me that mathematicians cant even explain scale. Thanks for putting these out, cant wait for you to share more knowledge!
Thanks so much! My comment about scale was a bit tongue-in-cheek, I'm sure there are mathematicians out there who could figure out the exact formula that we would have to use to make that line perfect 😬 The only clue I have is that in After Effects, when you want to make scale keyframes, you have to choose "exponential scale" to make the motion perfect.... hmmm....
these are so, so awesome.
Well done dude.
Awesome, thanks for sharing
hi shapiro! thanks for the tip, it help a lot, btw u was trying to figure out how did u model the relativity 3d model, im having a hard time trying to model it, it will help just to see the model to have a visual queue, thanks again, u earned a subscriber!
You just earned a sub Bro, AMAZING work.
absolutely insane stuff man, thank you!!!
Great. Thank you so much.
Finally. Keep em coming boss :D
very dope content bro , much love
Absolute Legend! Thank you. Definitely trying this out :)
Thanks for the laughs
Amazing dude!
Amazing dude, Thanks a lot.
Love this series mate absolutely priceless information 👌 a side note: how did you add the subtle animation to the palm trees? Was this done with a simple bend deformer or were these rigged?
Amazing stuff mate!
Thx! It's fantastic!
awesome! thank you so much for this! :)
Breaking the laws of c4hysics!
man this is so cool 😍
Thanks man appreciate it so much......Amazing...
Sorcery ❤️
Thanks!
Ahhh... thanks 🏆👌
I love the tutorial! I'm having trouble though with my playback cycle having a delay when it gets to the end of my timeline and then goes back to the beginning. Would you or anyone know how to resolve this issue. Using Cinema 4D R21 by the way.
good overview, but wish you went over the texture part step by step so we could get the same result.
HI! Nice tutorial! I have a problem with the lightning, the first and the last frame have different lightning! How did you tricked that?
Thanks! The lighting can look different because the amount of "bigger instances" and "smaller instances" will appear to be different (and therefore cast different lighting/shadows), depending on if you are at the beginning or the end of the animation. So, one thing you could do is take the biggest instance of your scene, and (once it's out of the camera's field of view) use an octane tag to animate the visibility to 0 by the end of the animation, so it no longer casts a shadow (or adds new lighting) at the end of the loop. If it still looks off, you could try adding one more smaller instance/level inside. It might just take some playing with it to figure out the best way to solve it in your case, but the main idea is to try to match the number of "scene instances" you see at the beginning and the end. Or, if you are lazy like me, you can make it so the lights flash, or blink, or change color throughout the video, so that when they change at the loop point, it doesn't seem like an error :)
@@shapiro500 thanks man! Meanwhile I went for the lazy version but I will try the other tricks you've mentioned! One more thing, do you have patreon or any other website where you sell your projects?
@@DeZeroTrei I don't currently, but I'm considering it for the future!
Damn I wish there was an explanation for using the light passes in AE .
All you gotta do is put them on top with an "add" blending mode! This tutorial really helped me: vimeo.com/404541700
I have one comment: u rock!
Hi, I am having a hard time with the lights. I am using the emission material as you suggested but my first frame seems to have different light as compared to the last frame which ruins the seamless loop. It seems that lights in each section get emitted to the other sections and accumulates at the last scene (frame). Any idea how to avoid that? Anyway to confine the light in each section? Thanks a bunch!
Hey Alex! The lighting can look different because the amount of "bigger instances" and "smaller instances" will appear to be different (and therefore cast different lighting/shadows), depending on if you are at the beginning or the end of the animation. So, one thing you could do is take the biggest instance of your scene, and (once it's out of the camera's field of view) use an octane tag to animate the visibility to 0 by the end of the animation, so it no longer casts a shadow (or adds new lighting) at the end of the loop. If it still looks off, you could try adding one more smaller instance/level inside. It might just take some playing with it to figure out the best way to solve it in your case, but the main idea is to try to match the number of "scene instances" you see at the beginning and the end. Or, if you are lazy like me, you can make it so the lights flash, or blink, or change color throughout the video, so that when they change at the loop point, it doesn't seem like an error :)
@@shapiro500 Thanks for the response! I was struggling with that too but with the octane tag on one of the instance did the trick!
I need to seriously study all of this. There's absolutely no way I can start with the maths heavy ones. XD
And thanks for sharing with the community. Much appreciated.
Dooooooooooope!!!!
👏👏👏
Is there any way to iluminate the scene constantly with and hdri?
When I've done this kind of loop, I've usually avoided an HDRI, and just lit it using lights in the scene, or a light near the camera. When you use an HDRI, the "scaling-up" causes the outermost scenes to get in the way of the light from an HDRI so it can be tough to make it loop, since you'll be getting new shadows that will make the scene look different at the start and the end. There are a few ways to solve it, but this might be the most straightforward: you could take the biggest instance of your scene, and (once it's out of the camera's field of view) use an octane tag to animate the visibility to 0 by the end of the animation, so it no longer casts a shadow at the end of the loop.
@@shapiro500 oh you are the best!!! Many thanks!!! i will try...