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Hrvoje

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Everything posted by Hrvoje

  1. pm request Random traveler. Object that ravels in random directions Graph is two levels but simple : ) Inside memory node Folks, I kindly ask you post your request directly here instead of pm 163_Random_traveler.c4d
  2. From brief glance it looks as the skeleton hierarchy is incorrect. You may want to significantly reduce the file size and scene complexity in order to get some assistance...
  3. You can click hold and drag in empty area of powerslider (small timeline) and do multi selections, however, full timeline is much more versatile
  4. pm request - simple follow rig (sphere follows through time) Simple graph 35_Follow_rig.c4d
  5. Per clone target setup with python effector. Each clone looks at it's respective target 213_Target_per_clone(MG).c4d
  6. Here is a gate setup 76_Gate.c4d
  7. Rubber band 57_Rubber_band(CA).c4d
  8. Pogo stick 43_Pogo_Stick(CA+XP).c4d
  9. Here is a setup which finds neighboring points Locator (null) is used to define where neighbors will be found Some simple control is AM Graph is relatively simple apart from closest points which is an default asset 98_Neighbors.c4d
  10. Works here correctly with newer version. Most likely a bug which was resolved. I attached the version with all meshes skinned, hope it helps 287846488_BeNotAfraid_0001.c4d
  11. If you are thinking about handles like on primitives or deformers, not, that is not possible at the moment,
  12. Here is a simple A -> B relationship in sphere radius (pm request) A_B.c4d
  13. Some more MoGraph fun : ) 34_Writing _text(MG).c4d
  14. Uv to Mesh is an asset, you can edit it if needed. Only way to use it as morph target is convert the mesh and use it as external target/ Maybe you can post a scene file?
  15. Some circular cutting 🙂 29_Laser_cut(XP+Cmotion+Dyn).c4d
  16. @Zerosixtwosix No programming base is needed, simply play with it and dissect the setups, it takes time and will involve understanding some programming concepts. Go node by node examine what it does. In above example I get a single distribution of matrices. Then the decompose node gets access to all arrays in whole distribution. For one set I move whole array upward a bit. Then with range node I iterate through all matrices in both arrays (get element nodes) and p[ipe them into build node which makes new array. All that is sent to spline assembler. Hope this helps : )
  17. @Zerosixtwosix Hm, maybe an asset where you could wire in 2 arrays and choose how they join would be helpful? Say you have these two arrays A,A,A and B,B,B There are multiple ways to join them A,B,A,B,A,B or A,A,A,B,B,B or B,B,B,A,A,A or any other method You get the idea : )
  18. @Zerosixtwosix You need to get elements from both array an build a new one, that would be the simplest approach. There are other ways such as inserting or concatenating but that can create nested loops which increases complexity. Scene attached. connect.c4d
  19. Updated as mesh primitive and includes formula nodes. Tad optimised too. If you have any suggestions for a capsule don't be shy : )
  20. Here is a fun one - Hilbert curve! Appears as a regular spline primitive in OM A single control for depth is available Graph is a bit more involved 86_Hilbert_Curve.c4d
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