martijnP
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Everything posted by martijnP
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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?
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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?
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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?
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@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.
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@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
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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
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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
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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
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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
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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
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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
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Start by freezing the rotation of the bones. It's easier to control them that way. 1: You can then use xpresso to link rotation of the joints. 2: With a bird like this and this relatively simple joint setup. It's not that hard to animate it by key frames. Then you will also be able to offset the animation for a more fluid movement. 3: For a cyclical animation like this, it's also possible to use Cmotion for parametric, looping animation. It's a bit harder to set up if you've never worked with that, but re-timing and changing offsets is a bit easier than with key frames I've added a project with these options bird flying_v2.zip
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I don't have Arnold for C4D, so i can't check this myself. Colors like that can be make with Mograph field colors. This tutorial shows how Arnold can render field colors:
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Here is a simple setup, I hope that helps. - I made a cyllinder, added 3 joints, bind them together. Added 2 keyframes to make it easy to check if its working. - Add muscle object. Set 2 anchors to 2 joints. Then placed the 2 endpoints of the muscle object so that the muscle is inside the geometry, and at a logical place. Fiddled around with relaxed compresswed and extended settings ( I disables autovolume and used the set button in extended and compressed states at different times in the animation) - Added MSkin after Skin object. muscle_test.c4d
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Thanks, That make it clearer for me how that works in the node system. I have a followup question: Is there a way to use a vertex map information to control the poke offset? Or anything other than the iteration index? I'm now using a noise with the iteration index as seed to make some variation.
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I love this answer. I'm not very good at understanding and using nodes yet, but as far as I can see now they do have a different usage than Xpresso. I do hope Xpresso stays around. I love where capsules are going, they are such a great addition to C4D. I do think the new nodes system has some ways to go yet to be user friendly. For instance the range mapper in Xpresso is from a user standpoint much more useful than the capsule/scene-nodes range mapper node
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Maybe this helps: I've made a point object (empty polygon object to which I added points manually). The deformer makes it into a sphere. Cloner object to put spheres on each point. If you want precise control over all the shapes and sizes, you can make as many child objects as you have points and edit them individually a Xpresso setup to move null objects to the position of the points that you can use for exporting 3d data. Chart-10_v2.c4d
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I don't know for sure if you can set an objects layer in Xpresso, but I don't think you can. For your 2nd question. You can animate the Enable-tick on the Xpresso-tag, so it only evaluates on the frames you enable it. Or you can make a 2nd Xpresso-tag that controls the enable-tick of the first one with some kind of rule.