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Chester Featherbottom's post in Fieds and Bitmaps - how to? was marked as the answer
Rotating the Projection does work.
Using a texture tag from another object is not a workaround, it's the exact workflow I described.
I can seem to move both texture and cloner without issue.
Shader_Projection.mp4
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Chester Featherbottom's post in How to convert texture into a vertex color tag? (+ point cloud rendering) was marked as the answer
The image I posted only has 1 particle per polygon, but if you must have 1 particle per point... you can easy create a Color Vertex Map from a Shader Effector as mentioned above. Scenefile
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Chester Featherbottom's post in Sequential renaming? was marked as the answer
$N
https://help.maxon.net/c4d/2023/en-us/Default.htm#html/TOOLCANAMING-MDATA_MAINGROUP.html?TocPath=Tools%20Menu%7CName%7C_____1
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Chester Featherbottom's post in Retain scale number was marked as the answer
Changing the Scale to Size will just show you units.
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I'm ssuming you're a new user @allenhanford and maybe you don't know the difference between the Object Tool and the Modeling Tool? When you scale objects in the viewports when you're in the Modeling Tool the object scale stays at 1... when you scale objects with Object Tool in the viewport it will change the object Scale Parameters. Grab a cube and try scaling with each of the different tools.
If you are a new user, don't feel bad... it's a common gotcha that seems soewhat specific to C4D.
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Chester Featherbottom's post in Assign Materials To Mograph (via Mograph Selections) was marked as the answer
So the first request was different materials by MoGrapgh Selections... and the principles behind moving to Spherical fields is pretty much identical. Bear with me @HappyPolygon as I'm going do a little extra explaining for any new users searching for this in the future.
It's worth noting that OP wasn't able to control MoGraph the way he wanted because he felt restricted to solid colors. Solid colors are actually your friend when it comes to MoGraph... more importantly... Black to White... which is the same as 0-1 (0%-100%). When you put 10 images in a MultiShader, the first one will be used on any clone that is in the range of 0->.1, the second .1->.2, etc (assuming it's in Color Mode).
So I have 4 materials I want to switch between in my cloner. So I start thinking in 4 divisions of 100%... 0-25%, 25-50%, etc... That way the cloner will use the first clone 0-25%, the second clone 25-50%, etc.
These divisions are ultimately "value divisions" and the reason why I call them that is because mograph takes the final "value" of the clone that can be determined by many factors including the Initial Cloner Color, Effector Weight, Effector Strength, and Field Opacity to name a few. This particular example starts everything at 0 and adds value through the Field Opacity, but there are many ways to get here..
You will notice that one spherical field will always dominate another when they intersect just as one color will dominate another depending on the layer order and blending mode. But now that we understand what we're doing with color it shouldn't be hard to see that we can simply rearrange the layers to change dominance or if we wanted even more specific materials where our spheres intersected we would simply need to divide our MoGraph values into more parts.
And if this makes sense in 2D... it holds true when you move to a volume.
Cheers.
MoGraph_Material_Fields.c4d
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Chester Featherbottom's post in What have I done to the Tags? was marked as the answer
You enabled "Vertical Tags" in the Object Manager.
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Chester Featherbottom's post in Cloner Snapping was marked as the answer
@muhchris The snap does work fine as long as you move your axis to the correct location, but there are some alternative approaches that may be helpful depending on your goal.
When you want to clone something between 2 given positions an alternative is make a starting object and an end object with axes that can be placed in specific locations and then clone between them in blend mode. If you know you need stairs "with exactly a 8" rise and a 10 run" it's better to create them how you have them, but if you're doing R&D and and just trying to get a sense of how many stairs "look right" a blend might be helpful.
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Chester Featherbottom's post in Moving all keyframes in timeline to the first frame. was marked as the answer
Depending on how many keyframes you have (or how fat your fingers are), clicking and dragging items around your timeline might be a little clumsy.
If you know exactly how many Keyframes you need to move you can select all your keyframes then click "Move/Scale"
[ Timeline (Dope Sheet) > Functions > Move/Scale ].
Leave Scale at 1 and set Move to -200.