
Hrvoje
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Everything posted by Hrvoje
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C4D 2025 Limit effect of attractor force to one emitter
Hrvoje replied to David Raizman's topic in Discussions
Make the attractor a child of emitters particle group, that way it will affect only those : ) -
Spline filling/cutting effect. A spline is filling within boundaries of another spline (pm request) 163_Spline_Fill.c4d
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Fully functional scorpion rig. Remove cmotion walk to have possible rig 58_Scorpion(CA+CMotion).c4d
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Here is a plasma/electric ball. Particles stuff is really nice π 01_Plasma Ball.c4d
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@DPH You can do simple grade doors with splinewap and cloner, here is an quick example garage_doors.c4d
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How to Subtract Position values in Hierarchy node A from Hierarchy B?
Hrvoje replied to Scott Williams's topic in Cinema 4D
@Scott Williams Can you post a scene file? Also, does it have to be Xpresso? (Nodes?) -
Depends which garage doors and how realistic it should be? Wrapping a model on spline or cloning pieces then offsetting them would work, but best to upload an example of which door. For the car, that is rather simple. If wheels need to turn that can be done with simple rotation rig, do a search for wheel on forum and you can find examples
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That is quite cool π Usually dynamics can be unstable so for things like this a non dynamic rig is better option since it is predictable and art direct able. Have you tried to set up a rig as well?
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Happy holidays folks!
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Sure it's possible π vmap_selection.c4d
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Time to revive this thread, here is a fun one π 12_Butterfly.c4d
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@BlastercastG Not a rendering guy myself, but maybe post a simple scene file? That makes it easier for members to help out
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Tried Tracing with tracer? Looks doable if you trace a cloned spline or extract edge loops from deformed mesh
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Here is how to calculate smooth tangents in nodes. Setup is interesting because it shows some previous/next iteration techniques which are widely applicable π 237_Calc_smooth_tangents.c4d
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@Smolak Update to latest 2025.1 In case some of you didn't know, Donovan is very capable with nodes, given his position he couldn't avoid it π
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Sent a bugreport to Maxon? Drivers up to date?
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@zeden Is this in scene nodes or it can be in capsule? Both are possible but with new object inputs it is really easy, here is a quick example multi_obj_delete_components.c4d
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Depends what you do. If you are rendering a lot then gpu performance is more important. Regarding motherboards, it is pretty much all the same except for people that are enthusiastic about that - same factory, different brand logo π. If you are into silent environment then check aftermarket cooling, such as Noctua. Also, this can help https://dropandrender.com/cinebench-benchmarks/
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All nodes capsules, both nodes mesh and spline, selection and geometry modifiers can now easily ingest input objects. Objects can be ingested into graph as a child or link. object. Additionaly, whole linear hierarchies can be imported via object children and object links. For example, you can now subordinate some objects under nodes mesh and use them as input in robust way. The principle is the same as you would put a mesh under subdivision generator, spline under sweep or some objects under volume generator, child objects are simply available for processing. In case of a link, think link slot which cloner has when set to object mode, target for constrains or similar. In case of links, think list of effectors or fields. Here is how you add them to Capsuies Once the capsule is processing the input it will change color to generator color to indicate that In case of link or links it is the same as in rest of C4D This eases up referencing and ingesting objects to great extent, absolutely love it π
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Here is a setup which showos how to do particle to particle collision. Although there is no real collisions available at this moment, some modifiers can be adjusted to do a very convincing job π Bubbles.c4d
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Love Noseman, he is even more fun in person π Personally, I am the happiest with proper object inputs for capsules, that is a big feature for me
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Known issue, unfortunately that is the way collision deformer was created back then. You could fake it by creating 6 hidden collision cubes around the sphere to get the collisions you are after, or take a look at this nodes rig https://www.youtube.com/watch?v=TR3h6msfiyQ&t=668s
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Took a quick look, but it is clear that joint structure is not the same. You will need to export from Cascadeur app (never used it) C4D compatible structure. Their website says that support C4D, so look at the docs π