The long awaited Animating Ivy in Cinema 4D Part 2 tutorial is here, I apologize for taking such a long time to get this one recorded. But here it is, lets just jump right in.
What I cover in this tutorial is how to animate ivy growing in Cinema 4D. You could use this to have ivy grow up a wall, across the floor, in between objects, anything you want really. Take a look at the tutorial below or read on to see how this can be accomplished.
You can download the Ivy Grower Plugin right here.
This plugin is free to download brought to us by the incredibly talented Kuroyume over at Kuroyume’s Development Zone. Seriously, check out his site, there is a lot of cool plugins there aside from just the Ivy Grower plugin – The guy is good.
For instructions on how to install the Ivy Grower plugin just take a look at this post where I will show you how to install Cinema 4D plugins on both a PC and a Mac.
Animating the ivy to grow is fairly easy, there are a few gotchas that can trip you up but for the most part this is pretty straight forward. What you’ll need to do is simulate and grow your ivy just like you normally would with this plugin – The only thing different that you will need to do is click “Create IG Spline” in the plugin attributes, IG Spline is a special spline created by the plugin which stands for Ivy Growth Spline, what this spline allows you to do is animate the growth of the spline itself.
The next step is to add a circle spline (or any spline shape you want) to the Sweep Nurbs that was created to create your ivy branch thickness, you can then animate the IG Spline to get the branches growing. After this what I do is take all of your ivy leaves instances and put them in a fracture object – for whatever reason instance objects and fracture objects dont’ seem to play very nicely together so what you’re going to have to do is select all of your instance objects and turn off “instance.” Once all of these are changed go into the attributes of your fracture object and change the type to “Explode Segments & Connect” this will make your leaves look normal again.
To get these Ivy leaves to scale up we’re going to need an effector to do the job for us, I have the best luck with the shader effector. Create the shader effector and then make sure that it is effecting your fracture objects (in the fracture object attributes click on the effector tab and just drag and drop the shader effector in there) In the shader effector attributes lets change the scale to a -1 and then in the falloff tab let’s change it to linear. A big yellow box pops up and if we start dragging it around you can see it starting to work – what you’ll have to do is rotate this box and animate the position of it in conjunction with the animation of the ivy branches the growing effect.
There are a couple of things that I forgot to mention in the tutorial that I will list here. First off in your Sweep Nurbs you may want to change the branch thickness scale, what this will do is give you a thinner branch at the ends and a thicker branch in the middle and beginning of the spline. To change this go into the Sweep Nurbs attributes and in the object tab click on details – see the screenshot below to see what I mean.
By turning off instances in the instance object itself you aren’t going to be able to use the technique in the first tutorial, if the object is no longer an instance than you can’t animate it with a formula effector, so what you might have to do is animate the leaves growing on and then make them animate the options turning them back into instances to get them blowing in the wind again – or just have two separate set ups and just hide one and show the other. It’s defiantly do-able to have both of these techniques working at the same time, but unfortunately it isn’t just a single click of a button.
If you missed part one of this tutorial, don’t worry – I have a link right here to where you can watch part 1
As always feel free to leave any questions, critiques, or comments below.