Jump to content

DoedelDave

Registered Member
  • Posts

    56
  • Joined

  • Last visited

Everything posted by DoedelDave

  1. Hey, thanks for the response. I checked the topic but it only gave me outdated plugins. The fields solution in the last post does not help me either unfortunately, because I have no moving mesh so the ripples would need to be formulaic somehow. Attached you can see how it looks right now. Only semi-happy with that. 240731_Watersim.mp4
  2. Hey GUIs, I need your help: I have a static mesh of a boat and a static plane and would like to use a deformer with fields / a vertex map to create moving, semi-realistic bow waves to simulate movement on water. The stack I tried so far is: - Formula field - Freeze (Grow) - Volume of the boat mesh but I am stuck here. Any pointers into the right direction? Thanks in advance, Dave EDIT: Seems this was the wrong forum, but I can‘t delete it, sorry!
  3. The plugin is free and I can confirm that it runs with 2023! You can name your own price. But agreed - 5$ is a fair price. https://karpik.gumroad.com/l/VeCmP Meanwhile I got inspired by your answer from earlier and found a workaround doing a deep dive into scene geometry nodes. Not exactly by cloning but it kinda works. Super interesting! I will try your solution once I am back to the PC. Thanks again for your efforts and playing cards with me!
  4. Holy… wow. Thanks for the in-depth suggestions - even with Yu-Gi-Oh nodes! I will try out those solutions later but already: Thank you for taking so much time out of your day to help a random stranger with a puzzle.
  5. Hey man, thanks for answering. This might make it clearer: preview.mp4 In this example the clones are scaling proportionally. I'd like them not only to squash / stretch when the polygon scales but ideally to have the same aspect ratio (on the X and Z) as their target polygon the entire time. That would mean 64 differently scaling cubes in this case. I hope this helped to understand what I am trying to achieve. Thanks, Dave
  6. Hey everyone, I have a cloner that clones onto the polygon center of an object. I'd like to be able to push the aspect ratio of each face individually onto the clones when I transform the faces. The regular scaling option in the cloner maintains the size of the object, not of the target faces. I am sure there must be a way to solve this in Xpresso, but I am not very good at it, so maybe someone has an idea on how to approach this? Thanks, Dave P.S.: I made this scene for simplification but in reality I am using the Divider plugin which creates an object with different sized faces each having their own aspect ratio. It's a great plugin btw: https://www.behance.net/gallery/89028573/DIVIDER-C4D-FRAGMENTATION-PLUGIN
  7. Now I have. I didn't get it to work. The effector worked as before: I can offset position, size, etc. but not time.
  8. Hey everyone, I have a MoSpline driven by a turbulence force and I‘d like to create one clone of it that is delayed / offset by a few frames. The cloner effectors don’t seem to work for this case. I could bake it to alembic, duplicate it and manually keyframe the frame value to offset it but I‘d like to keep it parametric. Any ideas? thanks!
  9. Thanks man! Really helpful! Any idea why this is needed? Cheers
  10. Hey everyone, I have a problem with transferring mocap data to a Mixamo character. Actually the movement itself works great but somehow the root is not moving in space with the source. Does anyone know why this happens? Thanks! David MIXAMOvsMOCAP.c4d
  11. It does! It had some faulty suggestions at first but you can ask it to do all kind of programming. It's still in it's infancy so it's a process of feeding it error messages back until it gets the code right. Got some great OSL scripts out of it already. Oh well, that seems like exactly what I looked for. Well hidden...
  12. I found the solution with a little help from GPT-4 and some experimenting. Here is the solution for anyone searching for it in the future: An Xpresso setup that takes the rotation of a Null -> Dividing by 3 -> Floor-Formula -> Multiplying by 3 -> Output to the rotation of my Second_Hand
  13. Hey everyone, I'd like to animate the second hand of a watch. The movement must not be completely smooth though but move in tiny increments (maybe 2° or so at a time). How can I achieve this in C4d? It seems there once was a Stop Motion Tag in Cineversity that was able to do this but it's not updated anymore. Thanks, David
  14. Hey @CBR, thanks for the reply. Regarding plane cuts: I‘d like to keep things parametric to have the biggest freedom when art directing. But yes, if everything else fails, I‘ll have to do it that way. And Voronoi: I answered Bezo to that suggestion already. Best, Dave
  15. @bezo Yes, that eyedesyn tutorial came to my mind too, but it does not seem to be the optimal solution here. I want to simulate the planes with cloth and give them thickness afterwards. When I simulate them with thickness already every surface reacts to the forces individually. Thanks for the suggestion anyway.
  16. Merry Christmas everyone, I'd like to get a bunch of cloned splines to form a crosssection on the XZ axis from a polygon object. Using a shrink wrap and a circle spline I get good results out of symmetrical objects. Asymmetrical objects not so much. How can I achieve a similar result from an asymmetrical object? Of course I could just cut it up, but I'd like to keep it parametrical. Glad for any advice. Thanks and have a great christmas! Dave CROSSSECTION.c4d
  17. Hey @kalugin, thanks for the super quick answer. What are the settings in the Spline Mask? Somehow it does not work for me.
  18. Hey everyone, I switched to the subscription based model recently so I am selling my perpetual license of Cinema 4d R25. I will cover the transfer fee. Feel free to make offers! Best, Dave
  19. Hey everyone, I've got the following situation: I built a rope with 2 Helixes (is that right?!) following a spline with a spline wrap. So far so good. I'd now like to clone said rope and simulate it. When I clone the spline and put it in the connect object, the Spline Wrap will not take it as an input. Does anyone have an idea? I attached the file for easier understanding what I would like to achieve. Thank you! Dave Ropes.c4d
  20. Well. I obviously like to take the hard route. Already had started when I read your post. Your solution works. Thanks for bearing with me.
  21. Sorry if I did not make myself clear. I want basically what I did for the selected planes for both loops of the step – no subdivision. I already started doing it by hand: Loop select -> delete -> Line mode -> bridge. But I am still sure there is a smarter way to do it.
  22. Hey guys, I feel seriously stupid right now: Whats the smart way of reducing the polygons on the step to one and removing the unneeded points around the whole letter? The hard way would be to select the polys -> collapse, select two points -> backspace. There must be a smarter way around doing this a 100 times for 10 letters. Thanks!
  23. For anyone interested: I found a way: Distributing the hair via UVs and a map, since the old UVs where still intact after converting to polys.
  24. Hello everyone, I have a surface (a head) I planted hair on and put that surface into a Voronoi with a random effector on it. Is there a way to make the hair follow this specific displacement? I know that it can follow deformed surfaces, but haven't found a solution for this yet. A thought would be to make the Voronoi editable but that would a) require me to do all the hair planting again and would be rather unprecise regarding the actual realistic positioning, Cheers, David
×
×
  • Create New...