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Showing content with the highest reputation on 03/25/2023 in all areas
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Hi folks This topic will be used to frequently showcase examples of capsules/nodes setups. Primary intent is to use them for learning purposes. You can also think of them in terms of examples, snippets and prototypes. All scenes will be commented to reasonable extent to describe what is going on in particular setup. Please do not reply in this topic! If you have a question regarding particular setup please post separately. Hope it will help you get familiar with nodes and start making your own stuff 🙂1 point
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Sounds like an NFT plugin. Cairyn had one here https://cairyn.gumroad.com/l/CollieVariantGenerator And there was one similar here https://www.3dtoall.com/asset-juggler1 point
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Thanks, Martijn and Cerbera! very helpful. Now I know what I must learn. Best, ras.1 point
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There's a simpler way for this. You model your object the usual way and then you just put it under the Voronoi Fracture. If you use the Matrix Object in Grid mode as a Point Generator you get brick-like pieces. Then, using Effectors, Deformers or Capsules you can bevel the edges or distort the surface or whatever of each brick. If you need a custom brick, in the Cloner, go to Grid Mode -> Form -> Object. But it wont give you the LOTR results, it's used mostly for "voxelized" stylization.1 point
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Start by freezing the rotation of the bones. It's easier to control them that way. 1: You can then use xpresso to link rotation of the joints. 2: With a bird like this and this relatively simple joint setup. It's not that hard to animate it by key frames. Then you will also be able to offset the animation for a more fluid movement. 3: For a cyclical animation like this, it's also possible to use Cmotion for parametric, looping animation. It's a bit harder to set up if you've never worked with that, but re-timing and changing offsets is a bit easier than with key frames I've added a project with these options bird flying_v2.zip1 point
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Hi all We are proud to present first in line of our new trainings for CINEMA 4D 2023. The first in upcoming series is aimed at beginners. Trainings are in English, easy to follow and packed with valuable info. For more details check the description in store: https://www.core4d.com/ipb/store/product/40-vol1-introduction-to-c4d-2023/ Note: Link will work only for registered members Trainings are joint effort between me (Igor) and other CORE 4D members. We will also create content for Houdini using same female voice artist for consistency over whole training line - stay tuned!1 point
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Let's start with some MoGraph. Simple airplane route prototype with movable start and end location. Intermediate point is adjustable too. 01_Airplane_route(MG+constrains).c4d1 point
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Here is an example of simple particle emitter : ) It is a simple generator as shown in OM With some basic controls in attribute manager such as emitter size,birthrate count and speed Graph is simple for what is realized Viewport result In current form it is actually possible to build particle systems 165_Simple_Emitter.c4d1 point
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Here is a spline projection proto 🙂 Generator takes spline as input And you load a target into link slot Graph is quite simple It can be relatively easily expanded and made more robust 146_Project_Spline_capsule.c4d1 point
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Here is how to build a displacer. Obviously a reduced feature set but easily expandable since all nuts and bolts are there. In OM AM controls Graph Challenge would be to offer per axis controls 🙂 08_Displacer.c4d1 point
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Here is a simple parametric Lego primitive! It appears as a generator in object manager With some controls in Attribute manager Graph is not complex at all and revolves around creating a single piece which is "cloned". There are probably more efficient ways to make this but it is late 🙂 148_Lego_Primitive.c4d1 point
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Here is an interesting recursion setup. Doing this outside nodes is quite tricky. Generator takes input object and for each new generation places a scaled copy on the points of previous one Depth and scaling factor controls Here a cube with a depth of two Graph The core of the setup happens inside loop carried value node This is a nice example of using LCV node. Try expanding the setup to show different color for each generation! 40_Recursion.c4d1 point
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Here is geometry modifier capsule example. This, well, deformer is generating wave like motion of various type through any mesh (or spline). Has multiple controls for defining wave type, frequency, speed and amplitude Here is the main graph (double click the icon of modifier in object manager) But all the "magic" happens in Wave deformer group so here is the subgraph This setup can be expanded quite a lot, hope it gives you nice insight on how to build your own modifiers/deformers 32_Wave_Deformer.c4d1 point
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Here is an capsule generator which sorts input objects based on their size (bounding box) and spreads them in linear fashion. It can sort in ascending and descending manner. This example shows how to work with multiple input objects. Here is the main graph There is an "algorithm" for sorting which is separate group, here is the graph 105_Sort_Objects_By_Size.c4d1 point
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Here is an example how to rebuild align to spline as a capsule. Generator has link slot to load a target spline and child object is aligned Available controls Nodes that make it work Result in viewport As one can see, just a handful of nodes can actually make nifty functionality. Feel free to expand on this setup! 20_Align_To_Spline_capsule.c4d1 point