Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 09/20/2023 in all areas

  1. As a personal side project to provide more information on Scene Nodes to everyone interested i started a small page. https://nodebase.info Feel free to request topics that should be covered
    2 points
  2. Chladni patterns! 202_Chladni_Plate.c4d
    2 points
  3. Hi Mesh, AWESOME. Didn't know about that trick. That solves it. And @Cerbera thank you for you thoughts as well. 😉
    1 point
  4. Theres no need to mess around with mesh deformers. Just go to the rigid body tag, then under the collisions tab you will find a 'Shape' option, set this to 'Another object'. You can now drag your low poly car into the box below and c4d physics will use the collisions of the low poly car to move the high poly one.
    1 point
  5. Yeah, I don't think that is gonna be as easy as 'throw a mesh deformer in the group and chuck the cage in an emitter'... I suspect the problem is that the emitted cages don't exist at the time you must bind / initialize them to the high res model. Now, with a cloned setup we can circumnavigate that problem by duplicating the high res cloner for a low res equivalent, and then using correction deformers / connect objects to make one deform the other as a whole, but not sure that is possible with an emitter. Here's the procedure for the cloned dynamics - perhaps you could try something similar with the emitters, though for some reason I don't like your chances... Look forward to hearing what everyone else has to say about this... CBR
    1 point
×
×
  • Create New...