Took a stab at it as I think I get what you are after. I believe that instead of using super complex multiple objects it is better to bake the "morphed" object which is source for splinewrap (made by matrix and inheritance trickery). This way you can simply clone the resulting mesh and offset the time with effectors. There is original setup from which I baked the input mesh and simple cloned grid with time offset in step effector. Hope that this is good enough to get you going :)
Knit_test.c4d
Folks, bonus lesson is in the works and will be available next week. For ones that are new to this concept, it simply means free additional lesson for this training which comes out periodically. This add extra value to training set :)
Hi
Your scene is very complex and this throws off people from helping you out. Additionally I am not sure what exactly you are after? It would be best to reduce your scene as much as possible and state the goal of what should happen so we can offer solutions...
Version 2 :)
Added ground detection on Y so it follows terrain. Hope this helps R20 people who need roll functionality. To use, simply load a ground and roll object in top null in object manager
Rolllllll.c4d
That's my little daughter and yes, she get the looks from her Mom
Re wheels: Yes, that would be nice to have...
@jed
Hope the plugin gets updated soon, seems people use it a lot. This is patched up and has some issues with undo and resetting...
Second request for rolling this week. I built this and works only on XZ plane but it seems right....
Currently it uses a simple sphere. Select the sphere itself and transform to automatically roll it. You can change the roll object in null user data link but then you will have to change iteration values for points of loaded object (best to do on frame 0 with all reset) or automate that too. There is an issue with undo or resetting but that can be solved also and I am low on time :)
EDIT: I edited the first post, was asked via pm for this
roll_0006.c4d
import c4d
from c4d import gui
def main():
c4d.CallCommand(5126) # Instance
# Execute main()
if __name__=='__main__':
main()
This doesn't work for you? :)
for your kind words, makes me genuinely happy if I managed to help you learn a thing or two!
OpenVDB is in works, however it could take some time to release it due to very busy schedule ahead of me now. Sometime in November seems reasonable...
Hm, maybe something got misunderstood then :)
The result node shows the exact angle by which plane is deformed in relation to world 0. That is exactly what you were looking for...?
Thank you very much, I really do put a lot of effort in trainings and want to create fluid experience for people.
Aaaaan I am not Russian although I am Slavic (Croatian) but your presumption is usual for people in the US :)
Never had the chance to meet Scott but I recall overhearing his name few times in relation to Houdini.
As far as I know, there were additional nodes added very late at cycle so the documentation didn't make it in time for translation. I am pretty sure it is a matter of days since German docs are already out.
Hi
This is a master class training set and you would need a good overall C4D knowledge, however, it is aimed to teach you some scripting if you nevr did it :)
Yep, that time flies so fast sometimes that I think it is "rigged" somehow
I wanted to mention that all files are commented so people can dissect setups easily, like this.