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Everything posted by Aggrotech
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Yes, of course, this looks better, but in this case, we see that the animation switches, and each subsequent contact with a clone triggers the death animation not from the beginning of the timeline. Moreover, the animation doesn't play to the end, and the clones just disappear. Ideally, it should work like this: the field touches a clone - the death animation plays from beginning to end, the field touches another clone - the death animation plays from beginning to end, and so on with each subsequent contact.
- 7 replies
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- Simulation
- Fields
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Do you mean the object's morph specifically? What if it's bone animation? Is there a visual example of using the inheritance effector in a similar case? Thank you
- 7 replies
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I once created a setup for a basic explosion that occurs upon collision of objects, but the lack of necessary knowledge and a full understanding of how everything works leaves me stuck Xpresso Value Converter Node & Animation Switch.c4d
- 7 replies
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I mean a more complex question about triggering an action after a collision. Something like in this video: https://vimeo.com/125779511. So my question is, is it possible to trigger the start of a character's animation when it touches a field, similar to the example where the specific object of the cloner disintegrates upon contact with the sphere? I understand that this probably requires Python or Expresso, but programming is difficult for me.
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Hello, could you please tell me if it's possible to make the death animation of each character start playing exactly at the moment of touching the field? Thank you example.mp4 Radial Wipe.c4d
- 7 replies
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For example, we could create realistically scattered piles of snow or sand and easily remove them using the 'kill' modifier test 1.mp4
- 8 replies
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Yes, I understand what you mean, but considering the numerous new possibilities, I would like the simulation to also affect the new particles, as it was with the Emitter (Legacy). Something like how the new particles repel from objects using the collide modifier only among themselves
- 8 replies
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I made this setup. However, the problem is that in the viewport it works fine, but when rendering, the spheres follow the particles, which behave very strangely after adding the Rigid Body tag to them. 1 Viewport Render.mp4 2 Standart Render.mp4 New Emitter Self Collision.c4d
- 8 replies
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Hello, in the new particle system, is it really impossible to create particle collisions with each other?
- 8 replies
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Thank you so much. I've figured out the working principle, this setup is exactly what I needed
- 4 replies
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Thank you very much for the response, but I don't fully understand the principle at the moment because I haven't worked with MoSelection before 😔
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Hello, I have a question. In this setup, the ball destroys blocks. When they are destroyed, they affect those that the ball has not touched. How can I make it so that the flying pieces of blocks bounce off those that the ball has not touched? Essentially, I need to make the blocks Rigid Bodies for the ball but Colliders for each other. Is it possible to do this with XPresso or another method? Thank you in advance. test.mp4 Voronoi - Target Destruction.c4d
- 4 replies
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No, not yet. I thought maybe I'm missing something.
- 6 replies
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Hello, does anyone know why, when you enable redshift motion blur, it affects rigid body or particle physics even regardless of whether the animation is cached? Is there a way to fix this? Example.mp4 Test Scene.c4d
- 6 replies
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Hello, I'm trying to create clothing for an animated character. The animation itself consists of a sequence of Motion Clips. I created the clothing using Dress-O-matic for the T-Pose, and overall, everything turned out well. The only issue is that problems arise when the character is in motion. My question is, is it possible to create cloth animation in Cinema 4D, specifically for an animated character, without using third-party programs or plugins, and achieve maximum quality? Character Test.mp4
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Perfect! Thank you so much 😊
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Is it possible to create a simulation where the voronoi parts left in the air will also fall to the floor? Voronoi Test.mp4 Voronoi Test.c4d
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Thank you so much, awesome 😇
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Yes, I set these parameters in the scene that I attached above, but as you can see, something still affects the ball
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Hi, is it possible to create settings at which the object will forever bounce off the collider body without losing energy? Maybe with Xpresso Ball.mp4 Ball.c4d
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I created a character by the cloner. On the left created by the object cloner, on the right by the grid cloner. On the left, shader effector works correctly, pulling up the color from the texture, but not on the right. It is possible to do somehow that the texture is pulled up to the character in the grid cloner, since in it the instances of the cubes are located correctly and in the left randomly according to the surface of the source. Thanks. 1978135791_HWClonerShader.c4d
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Perfect, you are the best. Thank you so much again. Scale also works if you just reduce the max value in the clamp.