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Showing content with the highest reputation on 05/16/2022 in all areas

  1. This is not the way to talk about anybody @thanulee !! I think Fritz is owed an apology. He has read your feedback, thanked you for it, asked you to elaborate, which you briefly did, and his latest response seems entirely reasonable to me. Why would you imagine he is pretending anything, and be so disproportionately hostile and rude about someone who is obviously trying to respond as helpfully as permissions allow ??! On a personal note - what incentive do you think this sort of thing offers developers to engage with the public if they are to face this unwarranted hurricane of piss when they do respond ?! Appalling behaviour ! CBR
    2 points
  2. Unfortunately the index port is still missing for the iterate collection node. You can use a second Index Iterator node, they'll iterate in parallel:
    2 points
  3. We moved one city over, to Bad Homburg. We really needed the space.
    2 points
  4. This is pure growth. We can't hire fast enough. We have already hired over 30 people this year. We have a brand new office space to fill 🙂 Cheers Dave
    2 points
  5. This is at step 8. The Axis Node Capsule can move the pivot axis of the rake anywhere inside the bounding box of the rake. It doesn't have to be the rake model itself, you can use a proxy cube and make the sphere fields and rake model a child of that and have the Capsule manipulate only the proxy. Frame 0, pivot point at -100% z-axis, make a half-turn from frame 0 to 50 frame 50, pivot point at +100% z-axis make a half-turn from frame 50 to 100 ... and so on Consecutive clock-wise or anticlock-wise turns will trace something like this The steps go R -> G -> B -> Y But interchangeable anti-clock-wise and clock-wise turns will trace a zig-zag line like this
    1 point
  6. Not even close... Here's what to do: Find or make a nice sand texture/shader an apply it on a plane with about 100x100 or 50x50 polygons. Make plane editable and apply a 50% intensity to the vertex map. Make 3 spheres and put them close to each other. */** Put a trio to each end of the fork. Manipulate the vertex map using the spheres as fields. Make the middle sphere adjust the vertex map intensity locally to 0% and the others to 100%. Use the Freeze filter to maintain the effect. Use the same vertex map to drive either a Displacer modifier or a Sub-Polygon Displacement material channel (simple white color). For the animation I would use the Axis Node to manipulate the pivot (object center) of the fork. *About Step 3 and 4 I think that even a single sphere can do the trick with a spline remapping. I'm not sure if a spline itself could drive the vertex map like that. ** Alternatively you could use no spheres at all. Just put a null and trace it. Use the trace object as a spline field with remapping.
    1 point
  7. Excellent - I would mark this 'solved', but honestly can't decide who deserves it more !! I thereby leave it to OP to decide, but if any topic deserves a tick, it's this one ! 🙂 CBR
    1 point
  8. Wow, solutions galore. Happy polygons tutorial shout was really clever with that step effector and the surface deformer which I did sort of try, quite a procedural approach, very flexible, and Nosemans joints in a curve, that sort of makes sense now. Its all been hurting my head a bit so obviously no clue on Cairyns math option. It was one of those things where I felt there should be a solution and once again thanks to everyone for helping out, Im well happy. Deck
    1 point
  9. @kwesoyour hunch about joints is on the right track, and your paper test shows the way to a solution. You need to create joints in the arc shape you drew on the paper. Here's a quick setup: Waffle cone Joints 01A.c4d
    1 point
  10. Hey @everyone, there has been some great help given here, but since the OP never talked about two scripts or the clipboard, I just wanted emphasize that the clipboard is not required at all for what you, @Lumes, want to do. Since a track, i.e., `CTrack` is derived from `BaseList2D` and therefore `C4DAtom`, you can simply copy a track with `C4DAtom.GetClone()`. You can then insert such track into another `BaseList2D` with `.InsertTrackSorted()`. The major problem in your feature wish lies in detecting the the currently active track(s). This is a problem because, there is more than one timeline manager (up to four can exist which do not share their selection state) and that you cannot access the content (tracks) of a timeline manager directly. What you effectively will have to do, is to iterate over the scene graph, to find all tracks in it, and then check track by track for each node if a track is selected in one of the TL Managers via `GeListNode.GetNBit(c4d.NBIT_TLx_SELECT)` where x is the TL number. There is more to explore, especially regarding how to select a target node to copy to, you could for example use a popup menu for that or selection states. But I just wanted to make clear that it is very much possible to do this in one script. If you have more questions, I would invite you to contact the Maxon SDK support at Home | PluginCafé (maxon.net). Cheers, Ferdinand PS: Without wanting to be rude, since I pay nothing for the service of this forum, but does this forum really not have inline code/typewriter emphasis? Or am I just overlooking the feature?
    1 point
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