Many choices here (Zagreb) including 4G/5G, cable, Adsl, satellite etc. Currently on optic connection, 200/100 for 25 euro from tcom. There is Gigabit connection available but that is pricey...
Essentially you are looking to check if object is in volume of another object.
If the solution is revolving around spheres then it is not problematic as per attached scene. Do note that this solution works for denser meshes where there are no large flat polygons since it relies on normals. Hope it helps π
InVolume.c4d
For simple case of two planes you can connect two planes with one controlling width, the other height then optimize them, however that is present in single plane primitive. If you want to do it on arbitrary geometry it is not really available at the moment. You could manually construct geometry but that would be very difficult...
No special reason, just easier given presented data π
Points are local so in order to get their transformed position one needs to multiply it with parent object matrix
Sure, you need object group for that so it acts like a generator. Here is an example
text_out.c4d
Note that this can get slow quickly since spline is drawn for each point for multiple objects which is not ideal. This would be better done on viewport level by drawing in openGL so that it is much faster π
Not sure what went wrong with the file but follow this procedure:
- Create object group by dragging it into object manager
- Double click on it's icon to open node editor
- Copy and paste all the nodes you have in your scene
- Connect Geometry op to output
- Extend children input of children op and add a new input
- RMB in empty space in graph and open resource editor
- Enable object mode for port
- Disable variadic
- Close resource editor (save database if asked, ignore errors if any)
- Click in empty space in graph
- Convert to asset and name as you wish
Now you should have a saved capsule that works.
Not as trivial if you don't want to use keys as @Cairyn already wrote. I suspect there is some fancy math to make this awesome π
There are few problems here if I assume correctly what you are after:
1. No keyframes
2. Object has to eventually stop it's motion which is driven parametrically (by time). That assumes that after some duration movement should stop and time value which is a "driver" has to be preserved otherwise the time will simply keep moving the object
3. Gradual slowdown. This can be done by remapping duration to output multiplier
I attached a scene that does this, hope this is what you are after, couldn't think of anything better.
In memory node you set duration. For more complex decaying with more options you can use spline mapper for multiplier but this involves more work or maybe different approach
decay.c4d
I presume you want smooth movement across surface. Here is an example which uses ray collision and interpolation node (which prevents abrupt changes)
This would be equivalent to clamp constraint, hope it helps π
106_Clamp_Constraint.c4d
In your screenshot it is visible that you are connecting container to data type. Distribution should go to container and the setup can be simplified π
Here is the scene
extrude and follow_0001.c4d