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martijnP

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martijnP last won the day on January 28 2023

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HW | SW Information

  • DCC
    Cinema 4D, Houdini indie, Zbrush
  • Renderer
    Redshift
  • OS
    Windows
  • GPU
    GeForce RTX 2070

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  1. Indeed. I needed to re-download an updated installer and install that.
  2. I know Realflow is getting old by now. i have a working version in C4D R2023. I can't get it to install for R2024 or R2025. Does anyone know how to get it to work in newer versions of C4D?
  3. I've been scratching my head about the following: I'm using a Matrix object with a deformer as a base for a cloner. The clones in the cloner deform, (somewhat) related to to the deformer. This wasn't the case in previous versions of C4D, So I assumed it was a bug. I openend a ticket to let Maxon know. This was their response: The behavior you described in Cinema 4D 2023 was actually a bug, which has since been fixed. What you're seeing now is the correct behavior. One option you have—and this goes into **project assistance territory, which we typically don’t cover in tech support—is to deform some geometry, clone onto that deformed geometry, and then hide the geometry you’ve cloned onto. This way, the deformer won’t affect the cloned objects, but you’ll still benefit from the altered point positions of the deformed object. So apparently this is intended behavior. I haven't been able to come up with a situation where this would be useful. - I can't really see the logic in the way the clones are deformed. It's very different from deforming the cloner itself. - I haven't found a way to reset the initial/deformed scale of the clones. all effectors continue with this as the starting point Can anybody tell me the upside of this behavior?
  4. I have a question about redshift materials in the viewport: When I use metalness in a Redshift material it looks good in the material preview, but in the viewport it looks like it is only all reflective. Is there a setting I'm overlooking to change the viewport material preview? Or, is there a way to just use the color channel for preview, similar to the C4D standard renderer and materials?
  5. @Cerbera Yes, it's better than my first version, thanks for that. The biggest issue I had was around frame 170 the head turns almost 90 degrees and stays there and that still is there.
  6. @CerberaThanks for looking at the file. It still rotates and randomly twists, though. @HappyPolygonThanks, that helped me come up with this solution that seems to do what I want: I didn't use an instance object to clone the spline, but a MoSpline, with mode set to spline - I moved that upwards and used that as a rail spline in the Spline wrap. - Then I disabled the "rotation from rail" in the Spline wrap. It seems that it still uses the up vector for orientation, but it looks better on very vertical movements on the spline. Now it uses the dynamic animation but with (more) manual control over the twisting and orientation of the object. I'm not sure if this will work in all situations, but It's great for the thing I'm doing. snake_dynamics test2.c4d
  7. Thanks for looking at it. Around frame 170-175 there is a turn that turns the head about 90 degrees. and I'd like the whole belly of the snake (green part) on the ground. It now twists along the spline
  8. I have a dynamic spline and want to use that to spline wrap a snake on there. The snake is now rotating (z-rotation, along the spline) around the spline in ways that I seem to have no control over. I can't find how to control the up vector of the spline. In this case I would be happy if it turns upwards always. - I know it's possible to control rotation with a rail spline. But I have no idea how to get a rail spline working in an animated/dynamic setup like this. - I know I can control the rotation in the Spline wrap, but at the moment it is too erratic to counter-animate. Is there a way to get some more control over this? (C4D 2023.2) snake_dynamics test.c4d
  9. Thanks for checking. I'm using C4D 2023.2 - The red border is because automatic keyframing is enabled. I attached a version that works in R25. Polygon selections on parametric objects is a recent addition. TP_test_R25.c4d
  10. It's been a while since I've used thinking particles. I might be overlooking something. I'm generating Thinking particles with the matrix object. Is it possible for those particles to be affected by the wind, attractor, field force etc. Like the standard particles? Those forces together with fields are much more convenient to work with than the TP counterparts. TP_test.c4d
  11. I'm not completely sure why, but it seems to work if you group everything inside a null object pose_morph_psr_v2.c4d
  12. Ah yes, that is an excellent question. I am applying the pyro to the fragments. It looked like the smoke didn't inherent the speed from the fragments, though. So the smoke would originate from the place of the fragments, but not move with the direction of them. There is an option for velocity from movement, and if I set the strength high enough, it seems to do what I want. The smoke it following the fragments Thanks for pointing me in the right direction
  13. I'm trying to get the pyro to work as dust/debis/smoke for a breaking simulation. The way I got the smoke to follow the direction of the fractured parts is with a field force that is linked to a tracer object that traces the fractured parts. This works for the most part. As far as I understand this now is that the field direction comes from the tracer, but not the speed. Does anyone know how I also could get the speed of the fractured parts into the field force? I'm not even sure if this is the best solution for this, I'm experimenting. break-smoke-test.c4d
  14. martijnP

    Slow mo

    Have a look at "Time track" Maybe that is what you are looking for.
  15. martijnP

    Slow mo

    Seems to work here. Please try the attached project and see if that works on your system I'm in C4D R2023.2 timescale.c4d
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