How to Keep Clones from Going Through the Camera in Cinema 4D

July 15, 2010

In this quick tip, I show you how to keep clones and particles from intersecting your camera during physics calculations.

Quick Render Just For Fun

Tutorial Focus:  , , ,
Software:  ,

  • I haven’t fired up Cinema yet to try this, but seems like you could also use a cone with the pointy end pointed towards all the spheres and have it bit really skinny, then it would sort of slightly redirect the rolling spheres if you wanted to avoid them bumping the camera at all.

  • I did this the other day on an animation im uploading now. I used an invisible sphere to help explode a glass to make it look a little more realistic.

  • Nick – that’s a great solution to a problem I didn’t’ even know I had 🙂 Awesome.

    While we’re on the subject of cameras, I have a suggestion for another quick tip and/or tutorial: working with depth of field in C4D.

    I’ve always had problems with getting good DOF results (anti aliasing, depth passes showing up where I don’t want them, etc). I’d be curious to hear yours and others’ thoughts on this.

    • DOF in C4D is verry render intensive and it’s easier achieved in After effects. It’s also easier adjustable in AE.

      I usualy just export a depth pass. I do have issues with motion blur exporting because i do not have a plugin for this.

    • I should have been clearer – I always render a depth pass, but tips on how to do it properly (and composite inAE) for different circumstances would be a great thing to see.

      For motion blur – I use Real Smart motion blur. Great plugin.

  • “I am the Gorilla” and at the same time giving us the finger? haha =)

  • a good way to move the sphere instantly to the camera’s position would be to create the sphere, select it, click functions / transfer, and click the camera. just an easy trick thaz all.

  • Awesome quick tip… Glad you’re feeling better dude!

  • Cool tip! Very usefull to immerge the camera ( and the watchers ) into a big colorfull explosion!! wouhouu

  • Very good solution, when ever i had this problem, i made an plane in front of the cam and made a composition tag, but this is faster :] I just rendered these 2 projects today:
    yeah looks very ugly, but i think this is not so bad:
    I just played around with the awesome Ivy Generator Plug-In and Vue 7xstream 😉

    PS: Sry for my bad english i’m from Germany xD

  • well.. very great again 😀

  • i finaly got my new pc able to run C4D properlly and when i see tips like that, you can’t imagine how exited i’m to start learn C4D!

  • I thought I was just being lazy when I was doing the same thing. I use a cube and have the corners pointing outward so that objects just move to the side. Glad to see I’m doing it in a way that isn’t just plain wrong. Cheers

  • What about a tip to prevent clones and particles from intersecting in each other??

    That one would be cool!

  • Hi nick! great tutorial..

    nick, you have a macbook 13 inch?

    please answer i have this dude…

  • Hey Nick,

    thanks for that little quick tip, I’m sure it will help quite some people to make their animations even sexier.

    Naturaly I tried to experiment a bit with MoDyn and cameras, as this is an awesome way to add real camera movement to the otherwise very CGheavy looks of motion graphics.
    Simply making the camera child of the Mesh I quickly sew together didnt work to well for me though. The camera was not updating, neither in the viewport nor in the in the render.

    The reason for that was, that the Mesh I build didnt actually move, neither did the fracture object I put it in. The movement we see in the viewport and the renderer is a simulation wich is calculated seperatly.
    So if you want to bind your camera to a mesh that is reacting to MoDynamics you need a little Expresso.

    I uploaded a little screenshot from my setup, wich worked just fine.

    Hopefully that’ll save someone a few minutes and hairs.

    best regard

  • ???? ?? ??? ????? ?????? ?? ????? ^_^

  • After you make the sphere , if you go to cameras -> link active object

    then you start moving the sphere itself as a camera

    I believe its much easier way to put it in the place you want 🙂

  • That’s really quick tip Nick. And you are not look sick at all in the video. I’m happy for you man. 🙂

  • This is what I have been working on, got exited about the particle stuff so made this:

  • Nice one, Nick.

    You totally rockin’, dude!

    Greets from Germany

  • Hey, Nick
    keep up the good job !!!!!!!!!!!
    I was wondering if you can do a tutorial on modeling in
    Cinema 4d from a reference image.

  • Just in case, someone is interested. One can turn on and of both “traffic lights” at the same time when holding “alt” while clicking. Nice tip btw!

  • What is the diference between use the traffic lights do turn off the sphere in the render and use a composition tag (seen by camera) off?

    • There are many ways to skin a cat.
      At first glance I’d say, the traffic lights are a more accessable and intuitive way of hiding objects. While the compositetag does the same job, its best suited for more precise adjustments of the way your scene interacts with an object. It also doesnt hide the object from your viewport, wich can be quite unconvenient.

  • Great Tip!

    Current animation I’m working on-
    -Lit with GSG Light Kit

  • On a related note, I use a quick Xpresso script when I want the camera to actually behave as a physics object and be affected by collisions and so on.

    For example I used it here:

    This is all off the top of my head but… First I created a cube, added it to a cloner with just 1 clone, added rigid body tag. Then I added an Xpresso tag. Then I configured the Xpresso tag with these nodes:

    1. The cloner object (just drag it from the object tree), add an “Object” port on the right

    2. A MoGraph Data object (New Node->Mograph->Data), create out ports for Global Position and Global Rotation

    3. The camera (again drag it in) and connect the position & rotation from the MoGraph Data

    It’s that simple, now the cube will be affected by MoDynamics, and the camera will simply follow the cube. Don’t forget to make the cube invisible as in GG’s tutorial.

    If anyone’s interested I could probably make a screencast of this.

    • I was thinking about that after Nick talked about cracking the glass. I was trying to figure it out in my head how to create it in xpresso, nice.

  • A little modynamics problem I had fun solving…

  • I’ve been using the “invisible colliders” trick to blend interaction with live footage, check game:

    I use invisible planes and colliders to direct the motion and destruction of a few CG objects. You may recognize a few of the tricks (thanks Nick!).

    p.s. the site is still under construction.

  • Here’s what I was playing around with and decided to make a video of…

    Kind of a self challenge. It would be cool to get a group of people to come up with their own versions or possibly expand on it.

  • Cool tut 🙂 I found another use for invisible objects, smashing through things!
    Here’s something I threw together:

  • there is any similar effect in after effects?
    can do something similar?


  • Nice quick tip Nick!

    Here’s a project for DB Schenker Logistics me and my brother did. Contains Mograph and Cinema 4D stuff as well as the awesome lights of the GSG Light Kit!

  • You are a genius man! Simple stuffs but really creative and cool.

  • Nice tip nick!
    Thanks a lot!

  • Is it possible to give me your opinion, my friend

  • Hi I am writing from Colombia is the first time I dare but there is something that is causing discomfort when I export to after effects and I pass the camera + light comp let me know if I can say how to make me not go this component I’ve tried many ways but always comes in after thanks


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