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Hrvoje

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Everything posted by Hrvoje

  1. Have you checked this topic? https://www.core4d.com/ipb/forums/topic/117430-boat-wake-in-c4d/#comment-752951
  2. Someone asked how to get particle data into nodes graph, here is how 228_Neutron_Particle_Import.c4d
  3. Yes, you can use rope dynamics with fixed points, however, usually dynamics are not used with these types of rigs, depending on the shot need. Handbag straps are quite rigid and for them to be fully art directable dynamics are often an overkill.
  4. This is very interesting, thanks a lot for sharing. Would love to see an update for this topic
  5. Yes, it seems it exports in that particular format. Not sure if this is requirement of the format itself and if it can be in fact changed.
  6. @Joe W Using a spline and spline wrap would be way easier than IK
  7. Maybe @Havealot can help, that is his expertise
  8. Hrvoje

    UV islands

    Would be easier with example scene, to see where you are 🙂 Explode mesh islands with get count node will give you that information No built in way as far as I recall at the moment. You will have to construct that
  9. Can you attach what you have so far? Also, does the boat need to change orientation according to waves? Presumably, when you say static you mean anchored but still responding to waves
  10. fit is so silly that it is fantastic! I can feel the heat. You are missing a pool though 🙂
  11. Checked this topic? https://www.core4d.com/ipb/forums/topic/117430-boat-wake-in-c4d/#comment-752951
  12. Seems it is available here now : )
  13. @Smolak Experimental features are - experimental 🙂
  14. @Sikorsky I have the setup built, it is indeed challening math, was really hard to translate it since I am not that math savvy. This resource seems interesting but there are numerous ones available after sweb search https://math.stackexchange.com/questions/213658/get-the-equation-of-a-circle-when-given-3-points The issue is that nulls can't be inputs, one has to use some objects, such as small cubes to depict controllers. There is a small bug preventing nulls which will be addressed soon, but regardless of that, given the interesting nature of this setup I asked if this can be made as an asset plugin for download and it will be available tomorrow. This way it will be available to all members instead of being burried in some topic.
  15. Not my area of expertise, but I would say this is a limitation for teture baking
  16. That is not easy, but certainly doable with nodes. Will give it a try over weekend, sounds like it would be a nice asset 🙂
  17. Sounds like you need ray collision node. It can detect hit positions on the surface of the objects. This can help https://www.youtube.com/watch?v=Suhek6N81Nc
  18. Hi Jeff You need to tessellate the spline with modifier. Simply drop a tessellate node after outline
  19. Then you can build your own mesh using nodes. Can you post the details about the point cloud and what kind of mesh you are after? How should mesh be generated from those points?
  20. You can put outline spline into nodes modifier and get it to work in object manager It is designed to make point deformation easier, think deformers. Here is an example: Taper_Deformer.c4d You can create any deformer that pops to mind : )
  21. Ah, I see. The plane option can be considered as up vector and is best to be left in auto mode. What you want is better achieved by enabling a selection for the part you are interested in (inside or outside) then use transform geometry node and reference that selection. This will give you fine control
  22. Can you please attach the scene? Attachments seem to work here
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