Havealot
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Everything posted by Havealot
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@HappyPolygon Not everyone in a software company is a programmer.
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Fix texture on a cloner object ("Straight" mode not working)
Havealot replied to Mantas Kavaliauskas's topic in Cinema 4D
Several things: a) I think the projection set in the material tag is irrelevant in your setup because you are using reprojecting with the UV projection node b) As I suspected the setup uses a distribution that is a result of effectors. Fix Texture "straight" uses the cloner distribution, which is not the state you want you clones to be in when prejecting. c) Last but not least I am not even sure redshift is even supporting the Fix Texture functionality I've attached a version that uses some hacks to kinda get there. Take a look, maybe that helps. In worst case you'll have to let go of keeping everything procedural and bake your projection into UVs for each clone. You can put them in a fracture object if you still want to use effectors for animation. Cloner_Pin_Texture_workaround.c4d -
Fix texture on a cloner object ("Straight" mode not working)
Havealot replied to Mantas Kavaliauskas's topic in Cinema 4D
I've just tired flat projection here and it worked as expected. Textures are stick when effectors are applied. Of course you have to adjust the scale of the projection to fit your setup if you don't want it to tile. Check your cloner without the effectors. As stated in the manual that is what will be used to stick the texture. I assume that's what you are missing. But hard to tell without the scene file. -
Fix texture on a cloner object ("Straight" mode not working)
Havealot replied to Mantas Kavaliauskas's topic in Cinema 4D
@Mantas Kavaliauskas Have you consulted the manual for this? https://help.maxon.net/c4d/en-us/#html/OMOGRAPH_CLONER-ID_OBJECTPROPERTIES.html?TocPath=MoGraph%7CCloner%20Object%7C_____3 "This method works with every projection type, except for UVW, camera and frontal mapping." Your setup is using camera mapping. That's why it doesn't work. -
Geometry is the mesh in the local space of the object. You are not using the matrix of the landscape object. Transform the points first before using it in the distribution node.
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Controlling loop length/duration when using Formula Field
Havealot replied to Mantas Kavaliauskas's topic in Cinema 4D
It doesn't only loop at 300. It loops at 60. The formula is "0.5 + sin( ( subfields + d) * f * 360 )", let's dissect it: - "0.5 + " you can ignore because it is always the same and therefore doesn't affect the loop period. - sin(e) is a trigonometric function of an angle. You can think of it as returning the y-coordinate of a point traveling around a circle of radius 1 for a rotation value. - Usually the rotation is provided in radians where 2 Pi equals a full rotation. The sin() function in C4D formulas uses degree though, so a full rotation is 360°. - The input to the function is the result of whatever is inside the brackets after the function, in this case "( subfields + d) * f * 360" - The subfields part you can ignore, because you setup isn't using any subfields, so it will always be 0 - So we are left with d * f * 360 - d returns the time scaled with the factor in the UI. Usually it would be 0 on frame 0 and than grow by 1 each second, but since you have set it to 10% it will grow by 1 every 10 seconds - f is the frequency and just acts as a factor (unless you animate it). In your setup it is set to 5. - * 360 is constant and is just used to get to the 360° for a full rotation. So by scaling "d" to 10% you made the animation 10 times slower and then by setting the frequency to 5 you made it 5 times faster. 0.1 * 5 is 0.5. Your sin(e) input will go from 0 to 360 degrees in 2 seconds. That's where to animation loop. You can make it faster or slower by changing f, d (by changing the percentage in the UI) or increasing / decreasing the "* 360" in the formula. If you had left d at 100% and f at 1 but use "0.5 + sin( ( subfields + d ) * f * 180 )", you'd get the same result. So you can change the loop period but not without making it faster or slower like you asked in your post. Hope that explains it. If you want to learn more about math you can find some awesome free resources online: - https://www.khanacademy.org/ - https://www.youtube.com/@3blue1brown Everything that is specific to C4D when it comes to formulas you can find in the manual: - https://help.maxon.net/c4d/en-us/#html/6194.html -
Controlling loop length/duration when using Formula Field
Havealot replied to Mantas Kavaliauskas's topic in Cinema 4D
@Mantas Kavaliauskas It loops at other intervals as well. The length of your loops will depend on the formula itself and variables you use. This is not a C4D related. It's just math. The question "how do I change period/length of the loop without changing the general look/design and speed of the animation?" does not make sense. What you are asking for is a clock with hands that rotate faster than usual but and hour should still be one hour long. That's not possible. If you want more control over your loop length use noises with a loop period. -
@Hrvoje Wouldn't it make more sense to do the transform on object level instead of at point level? And why not use a parabola shape instead of a cosine? That would result in a more realistic and pronounced bounce animation.
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@Bennyp Support for scaling Rigid Body objects has been added with 2024.2: https://support.maxon.net/hc/en-us/articles/8658038724124-Cinema-4D-2024-2-December-11-2023
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Not knowing the lens is not a big problem usually. It helps the validate whether your solve is correct, but lenses aren't perfect, so letting the solver figure it out can produce more stable results, even though it comes up with a slightly off value for the lens.
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@Zulfikar Kaba I don't know what the issue is in your case, but maybe try with lower resolutions. The extra pixels are not going to help you much with the tracking result. Especially auto tracking is more stable with lower resolutions, that's what it has inbuilt downsampling.
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@bentraje As Fritz already pointed out, this is not what Scene Nodes does or how it interacts with the rest of C4D. You can use them as a generator, primitives or deformer, but it is not a nodal expression system like Xpresso. Scene Root is only relevant if you want to remain exclusively in Scene Nodes. Just out of curiosity: Why do you want to do rigging in Scene Nodes instead of in Xpresso?
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Rope Simulation connect rope to a mesh deformed Object
Havealot replied to Keith Vick's topic in Cinema 4D
@Keith VickWorks for me in 2024.1. Can you share the scene? -
@jbatista Can you elaborate on "Thigs like the spline editor separate window when you are working with fields"? I am not aware of any issues there.
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In the musical mograph thread I found that in your scenes was that you are using very high substep settings. This is what caused the gravity to stop working in at some point. That's not really a bug but a limitation of using 32 bit precision. The system uses 32 bits (Bullet is 64) for better performance. What happens is that the value changes per substep are becoming so small that 32 bits can't represent them anymore. This is also explained in the manual btw. Reduce the substeps and it will work as expected. For a simple scene like that (at least when it comes to the simulation aspect of it) you won't need them anyway. In the other thread I didn't spot any issues other than several pages of discussing weight vs. mass/density. In the musical mograph scene you are using a gravity of 3000. What would you expect to happen to your weight in this scenario? You may have an intuition for how heavy a ball of 20 cm radius of a certain material is. But do you also have an intuition for how heavy that would be if the mass of the earth was about 3x larger than what it is? If I missed any bugs in that thread, feel free to point them out. An as a general remark: There is software that simulates physics with a precision that can tell you whether your real world bridge will collapse or not. But it will be busy for many hours until you get the result. Any simulation is an approximation and has to decide whether it wants to favour precision or interactivity. The new simulation system in C4D does the latter. The idea is to mimic physical behaviour with high enough frame rates, that you can quickly do iterations to tweak the sim until you are happy with the result.
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@MJV 🤷♂️
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@MJV Can you be more specific about "disappointing new simulation solver"? What is it missing or not doing the way you expect it to do? @Cian McGrath Are you sending crash reports when you encounter them?
- 26 replies
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For terrains you may want to take a look at Gaea: https://quadspinner.com/ It's a bit more involved compared to TerraformFX, but it is far more capable and has very attractive pricing. Depends a bit on your needs though. It is probably not worth the learning effort if you just need a somewhat plausible landscape every once in a while.
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@Kim Hoffmann You should be able to bake the hair to alembic as well.
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- Simulation
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That or bake as alembic and use the time offset.
- 8 replies
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Happypolygon is on the right track. You can emit velocity from a collider geo (make sure to adjust the thickness based on your voxel size). Turn off all the other emissions (density, temperature,...), keep the strength at 100 (you can go a little higher depending on what you are after) and set the "Type" to "Set to Movement". Some of the density may make it through your "collider". If that bothers you enable density and with set 0 and add 0 or, if that doesn't cut it, emit negative density. In the end you should get something like this:
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@Belljones Any reason why you are using the old Soft Body system (bullet) instead of the new one?