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HappyPolygon

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  1. HappyPolygon's post in HSV to RGB was marked as the answer   
    There's allready a node in XPresso ...
     

  2. HappyPolygon's post in Voronoi - Target Destruction was marked as the answer   
    I took the project to apply what I said but it seems there is a simpler way...

    I also simplified the scene because I couldn't understand why you had baked the cloner...
     
    you can limit the influence of falling debris knocking down neighboring pillars by increasing the Triger Velocity Threshold (Dynamics Body Tag). The sphere is very fast so a small value won't deter the pillars from getting knocked down by it but the debris generated from it will have an even smaller threshold as part of the kinetic energy from the sphere is transferred to the pillars to overcome their inertia, so the debris (with the right value of Triger Velocity Threshold) won't have the appropriate velocity to trigger further destruction.
     
    Voronoi - Target Destruction Velocity Threshold.c4d
     
    I noticed some fractures that were not a direct hit from the ball did not fall down and because I haven't encountered something like this before so I used the fields approach...
     
    Voronoi - Target Destruction Fields.c4d
  3. HappyPolygon's post in Vibrate Node for Xpresso? was marked as the answer   
    I guess you could plug a color channel animated noise to any parameter with the right mapping of 0-255 to 0-1 but that would require SceneNodes.
     
    I don't think there is a faster way.
    There is a slower way if you relate parameters to a vibrating Field .... : 
     
     
     
    Or you can use the Signal plugin which I think does exactly that
    https://greyscalegorilla.com/product/signal/
     
  4. HappyPolygon's post in Issue importing was marked as the answer   
    Nevermind... it seems the model it self doesn't have assigned textures to it just assigned empty materials...
    But still it's weird that C4D insists on creating RS materials ...
  5. HappyPolygon's post in Import HUD from a different scene file? was marked as the answer   
    Yes that's what i'm telling you.
    Make your HUD of preference and in order to maintain it or to "transfer it" to an other scene just load the old scene using the Merge Object.

    Keep your template empty project of the HUD but after you merge an other scene to it don't forget to overwrite the older scene with the template.

    This is how I perceive your problem...
  6. HappyPolygon's post in Align to Spline issue while animating characters was marked as the answer   
    First of all your mesh and skin objects are lost in another universe... how did you do that ?


     
    After that I had to think like a game dev... so what do they do ? They put their animation meshes inside an invisible box and have the box just move, no bones no deformations. I did the same thing with just a Connect

    Is this OK ? character_path HP.c4d
  7. HappyPolygon's post in Soft Body Bullet Issue was marked as the answer   
    Ah ! sorry, didn't see the scene file and assumed the deformed thing was the plane ...

    Umm... you've mixed two different simulation methods.
    The Sphere has a tag from the Bullet system while the Plane has a Collider tag from the newer system. You'll never see the sphere collide with the floor this way

    But the weird deformation wasn't attributed to that. You had the "Self Collisions" enabled.
  8. HappyPolygon's post in Helmet simulation, cloth strap issues was marked as the answer   
    have you updated to 2024.2 ?
  9. HappyPolygon's post in How can I control the visibility of several animated softbodies? was marked as the answer   
    Control the weightmap of the objects using the field and then use the weightmap to control the transparency as a Vertex Map Shader
  10. HappyPolygon's post in Erase text on spline per character was marked as the answer   
    Wrong approach on distributing instances.
     
    You should have used the Spline Effector 
     
    Notice the order of Effectors applied on the Text 
     

     
    Untitled 4.c4d
  11. HappyPolygon's post in How to "follow" a deformer was marked as the answer   
    For me the simplest/fastest way is this.
    I've never used Cineware though so I don't know if it really helps you in AE
     
    hp.c4d
  12. HappyPolygon's post in How to manipulate FFD points ? was marked as the answer   
    Now that I think of it I might not need this... We have the Mesh Deformer which is the same thing but with polygonal objects on which I have access to points.
  13. HappyPolygon's post in Dynamic Sand imitation in C4D was marked as the answer   
    I wouldn't be surprised if that ad was revealed to be done with C4D...
     
    None of the rocks or any other element interacts with the ground or the sand.
    Sand look very simple. They used the exact same radius for their spherical particles with the water scene and made them bubbles instead. I don't think they used X-Particles or even Thinking particles... simple perfect Sphere MoGraph dynamics should do the trick...
     
    For nice textures you should look at CG axis. I'm very satisficed with their work. 
     
    adv.c4d
     
    I used a lot in this example. You have RedShift, you should use it on the Pyro.
    Disable particles for faster preview.
  14. HappyPolygon's post in Tracer path with different length was marked as the answer   
    I don't think this is possible without Scene Nodes or plugin.
    The closest to a variable length is this but it's not random and very slow 
    tracerPath2.c4d
     
    I think Mesh-to-Spline can help you here https://rocketlasso.gumroad.com/l/mesh-to-spline-from-rocketlasso?layout=profile
    But I'm not 100% it will work on splines. You might need to contact Chris for that first and ask him.
  15. HappyPolygon's post in How to rectreate the Chladni plate patterns in C4D was marked as the answer   
    Chladni patterns.c4d
  16. HappyPolygon's post in How can I typecast the XPresso Python Node ? was marked as the answer   
    OK I'm just stupid. I didn't know you could change the Output ports' data type ...
     
    That M though is weird... maybe a bug of the interpreter
  17. HappyPolygon's post in Split spline to segments was marked as the answer   
    What about PolyFX ?
    Use it like a deformer on your spline. (Partial Polys Mode)
  18. HappyPolygon's post in Tracer Used to Create Timelapse Star Streak Effect was marked as the answer   
    Make a huge sphere and distribute nulls randomly on its surface.
    Put the Cloner under the Tracer.
    Make a Sketch&Toon Material, and assign it to the Tracer.
    Go to Render Settings -> S&T -> Lines and checl Splines.
    Render -> Mode -> Include and put the Tracer in there. Disable Background Blend.
    Animate the Sphere (simple rotate) to reveal star trails.
    Go to the material and set color to white and enable Opacity with Along Stroke. Render. If the opacity does not follow movement disable Invert from Along Stroke.
     
    star trails.c4d
     

  19. HappyPolygon's post in Rope pull animation, texture moving was marked as the answer   
    Somehow the Connect object was responsible.
    I broke it to two sweeps and the material stays fine. But broke the dynamic connections in the process.
     
    c4d_core_ material_issue.c4d
  20. HappyPolygon's post in How would you go about lighting this scene? was marked as the answer   
    Something like that
     
    rotating steps HP.c4d
  21. HappyPolygon's post in Move camera backward while keeping the camera movement animation was marked as the answer   
    1) Move the scene "bit away from the" camera (can't be done if the animation path is not close to a straight line but contains turns)
    2) Change "a bit" the camera Field of View (expect some slight differences)
    3) You can edit the animation path on viewport by selecting the Object Mode or Animation Mode.
       
    4) You can change an Animation Path to a Spline and vice-versa from the TimeLine window Menu. With a Follow Spline Tag you assign the spline to a new Camera as an animation Path.

  22. HappyPolygon's post in Procedurally Reveal/Move Dots on Grid was marked as the answer   
    While writing the previous one I had a better idea.
    I hacked a bit the procedure to make it compatible to R21's capabilities.
    go 2.c4d
     
    You won't have to manually keyframe every move but you will have to manually draw the paths.
     
    Procedural angular movement was an old problem I've been asking around here even to Rocket Lasso. For unknown reasons the Cell Noise in a Shader Field used under the Force Field won't do the trick.
     
    Someone (I think Srek) had written a Python Script for this Py Random Walker.c4d but it won't help you much in this case.
  23. HappyPolygon's post in How to create relief texture from an image was marked as the answer   
    If the Displacer Deformer does not work for you try the SubPolygon Displacement Channel from a Material. The only dissadvantage is that you won't have a viewport preview, but that's also an advantage. You can use a non-rendered proxy of the object using the Displacement Deformer if you need to take close-ups and always have a general awareness of the volume.
     

  24. HappyPolygon's post in Time Lapse in Cinema 4d? was marked as the answer   
    What ?
    You want to screen record C4D using C4D ?
    No C4D does not provide any screen capturing capabilities other than color picking.
    I think here is a way to record user actions but for animation purposes not screen recording.
    There's probably some good screen recording app that will record only when pressing mouse buttons or keys but I'm not aware of any.
  25. HappyPolygon's post in How to model the ends of this roll was marked as the answer   
    Yes, just enable bump and add a white color. It will automatically use it to cover the entire texture.
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