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Hrvoje

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Everything posted by Hrvoje

  1. @Eudes Fileti Professor, try this, it should work in your version : ) gravity_cage.c4d
  2. Hi Are you looking for help on how to achieve this or you didn't upload the scene file?
  3. Here is a simple PSD morph example. The joint is driving the biceps/triceps bulge, deliberately exaggerated for display purposes PSD_Morph.c4d
  4. There is no real benefit in using op nodes in capsule context
  5. Ha, cool. You can attach videos directly into posts. Also, if you can, share the file so we can see where the bottlenecks are of there is an alternative approach, it helps future development 🙂
  6. Yes, you can switch between ops like this Type in switch node has to be neutron::ObjectPackage Please keep in mind that you are using experimental scene node graph and nodes. Capsules (nodes mesh, nodes splice, nodes modifier) are mainstay of nodes in C4D and have polished features and workflows.
  7. Not sure if you will be able to open the scene, but in that case: - Place a vibrate tag on your "BackBone_Auto_null" - Enable rotation, regular pulse and set the frequency as you see fit - Open timeline - Drag the BackBone_Auto_null into timeline area (most left) if it is not visible - In timeline menu go functions / bake objects and set the parameters accordingly ( disable create copy) - Hit OK > This will bake all to keys - Remove vibrate tag > Now you have keys for each frame and can create a loop from it Fish_test_manual_0002.c4d
  8. Given your version my nodes solution will not work there. For your issue #2, use a sphere as a parent of field itself. You can create circular spline and use an align to spline tag and have the planet "orbiting". Also try using push apart effector with negative strength instead of plain effector, maybe that would give you better results
  9. Hi @Nikita Belik and to the forum Can you attach the scene file please and maybe expand on description? Hard to help otherwise - but it seems you want to assign weight to each clone by slider? Formula field would work as well, here is an example: formula_field.c4d
  10. @shanknitrate That is how dynamics work. Does this have to be dynamics or faking it is also an option? This could be setup using other approaches...
  11. @Eudes Fileti Which C4D version are you running? This would dictate what options are available for this..
  12. Hi and to the forum The issue is mixing the keys and dynamics. Dynamics are catching up to keyframes. Playing with execution priority won't help, you will loose dynamic behavior with IK tag dynamics. Instead of keys, rather use a vibrate tag with rotation. This will give you smooth action throughout any duration of animation, no need to create loops in timeline.
  13. Hard to say without a scene file, can you share the stripped down version?
  14. Scene management and organization is name of the game 🙂 As far as I can see, you are still on older version of C4D? Having the latest version would greatly help due to having access to functionality such as rerouters and floating I/O nodes. The other thing is, it is possible that your modular wall can be reduced in complexity depending on how it is designed given the version you are on. Nodes came long way from that point, some concepts you are using may even be obsolete.
  15. Hrvoje

    Help with looping

    @filip Ah, the koch curve 🙂 I did that a while back, pretty sure it can help you out with understanding LCV. Most likely it can be improved further. I have posted here in the nodes file pit https://www.core4d.com/ipb/forums/topic/117017-scene-nodes-capsules-file-pit/?do=findComment&comment=764103 As far as performance goes, depends how many points it generates after 10 iterations. It should be over 3 million, that is quite heavy for my machine
  16. Koch curve 🙂 Koch_Curve.c4d
  17. Hrvoje

    Help with looping

    @filip Hi and welcome to the forum Can you attach a scene file? Looks like you exported an asset..?
  18. @Peter Hebein The issue seems is that your alembic mesh has variable point count and it can't be baked to keyframes. Can you change how RealFlow export this?
  19. Yes, the setup works with selections, what I was referring to was that built in edge to line node is not.
  20. Answered here https://www.core4d.com/ipb/forums/topic/118894-converting-from-geometry-to-splines-in-a-node-modifier/#comment-764078
  21. @Ignash I see what you are after. Edge to line can't use selections, you need to build your own setup. Here is the setup 254_Edge_To_Spline.c4d A spline is built from active edge selection. Note that the spline is built with separate segments for each two points (simpler) but you can use connect object to have continuity as shown in scene.
  22. Most likely a bug, I would recommend you reach out to MAXON support
  23. @Ignash Starting from 2025.1 object importing is improved. You can create a nodes spline, in its input column add "object child" (either from asset browser or RMB on input column in nodes spline). This will provide you with the child object off the nodes spline object manager. Here is a simple example edge_to_line_simple.c4d As far as edge selection goes, I have no idea what you are trying to achieve. Edges are actually point pair selections and it is often much easier to work with points and the then use transfer node to change to edges. Can you post an example of what you are after?
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