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Hrvoje

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  1. Hrvoje's post in Stuck In A Loop was marked as the answer   
    I am afraid that you need to force quit to stop the process : /
  2. Hrvoje's post in Turning off an element controlled by an Inheritance effector was marked as the answer   
    @Freemorpheme
     
    Hide it with MoGraph selection. Select Fracture, use MoGraph selection brush, from MoGraph menu go hide selected, then you can keyframe the newly made effector (strength)
  3. Hrvoje's post in Use Random and Target effector on clones for slight rotation variation was marked as the answer   
    This shouldn't be problematic, here is a simple example, if I am missing something please attach a simplified scene file so we can see what the issue is
     
     
    rand_target.c4d
  4. Hrvoje's post in Smooth animation loop with IK Dynamics was marked as the answer   
    Not sure if you will be able to open the scene, but in that case:
     
    - Place a vibrate tag on your "BackBone_Auto_null"
    - Enable rotation, regular pulse and set the frequency as you see fit
    - Open timeline
    - Drag the BackBone_Auto_null into timeline area (most left) if it is not visible
    - In timeline menu go functions / bake objects and set the parameters accordingly ( disable create copy)
    - Hit OK
     
    > This will bake all to keys
     
    - Remove vibrate tag
     
    > Now you have keys for each frame and can create a loop from it
    Fish_test_manual_0002.c4d
  5. Hrvoje's post in Need make Xpresso system for control Clones was marked as the answer   
    Hi @Nikita Belik and  to the forum
     
    Can you attach the scene file please and maybe expand on description?  Hard to help otherwise - but it seems you want to assign weight to each clone by slider? Formula field would work as well, here is an example:
     
     
     
    formula_field.c4d
  6. Hrvoje's post in How to manage complex Scene Nodes without going crazy with spaghetti lines? was marked as the answer   
    Scene management and organization is name of the game 🙂
    As far as I can see, you are still on older version of C4D? Having the latest version would greatly help due to having access to functionality such as rerouters and floating I/O nodes. The other thing is, it is possible that your modular wall can be reduced in complexity depending on how it is designed given the version you are on. Nodes came long way from that point, some concepts you are using may even be obsolete.
  7. Hrvoje's post in Rocket Lasso's FUI Graph - Input Data Question was marked as the answer   
    RMB on the node itself and extract the ports, or, ctrl click the dots next to ports in attribute manager, that will expose them in node system.
  8. Hrvoje's post in Vertex map to poly selection? was marked as the answer   
    Sure it's possible 🙂
     
     
    vmap_selection.c4d
  9. Hrvoje's post in Realflow in R2025? was marked as the answer   
    Their page indicates that plugin should work with 2024 and 2025
     
    https://nextlimitsupport.atlassian.net/wiki/spaces/RFC4D3/pages/6258760/System+Requirements
     
    Best to contact them
  10. Hrvoje's post in Particles bug was marked as the answer   
    There is indeed little gremilin inside, most likely related to correction deformer. It does refresh on reload though so you can stil lbuild your setup. Scene attached (was missing in your post)
     
     
     
     
    particles.c4d
  11. Hrvoje's post in Exporting OBJ format convert textures to .tif !? was marked as the answer   
    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.
  12. Hrvoje's post in C4D 2024.5 outline spline (rounded caps) was marked as the answer   
    Hi Jeff
     
    You need to tessellate the spline with modifier. Simply drop a tessellate node after outline
  13. Hrvoje's post in Changing one polygon in cloner was marked as the answer   
    Tried Multishader?
    tower color_0001.c4d
  14. Hrvoje's post in Which field do I need? was marked as the answer   
    You can use an y point object as input for field. Load a spline into field list 🙂
  15. Hrvoje's post in Rotate halves of sections on the "Y" axis was marked as the answer   
    You can use glue with falloff. This will glue the pieces but break in middle will be preserved. Any other way dictates that you have multiple pieces which can't be rotated from arbitrary location via effector. Try the attached scene, could be what you are after
     
     
    Candy bar Break_glue_falloff.c4d
  16. Hrvoje's post in New Particles Compatible With Nodes? was marked as the answer   
    At this moment no, particles are OM based
  17. Hrvoje's post in Nodes Modifier result isn't updated anymore was marked as the answer   
    Thanks. That is a known issue that can happen on undo or some other actions, will be fixed.
  18. Hrvoje's post in MoSpline is always at Linear Type? was marked as the answer   
    Try using destination spline then : )
  19. Hrvoje's post in Scatter on a mesh - basic Nodes question was marked as the answer   
    Use transform geometry node. As mentioned, geometry by itself is not transformed at all, think of it as simply always sitting at 0,0,0 with no rotation or scaling applied. Transformations are applied by matrix which is position, scale and rotation alltogether. 
     

    clone_transform_geo.c4d
  20. Hrvoje's post in Working with a Cloner was marked as the answer   
    Spline onto which you are cloning has no intermediate points - try uniform. Possibly delete the last point and enable close spline, this gives nice results
  21. Hrvoje's post in Detect if a clone of a cloner is selected was marked as the answer   
    Here is a nodes setup which does it. Not sure how much you need outside towards MoGraph but it can be expanded. Scene will work in v2024.
    Note that there are some comments in capsule to describe what is going on
     
    laser_stuff.mp4 laser_stuff.c4d
  22. Hrvoje's post in SCENE NODES - Geometry collision and creation of new objects was marked as the answer   
    MoGraph base scene sent via pm, however, here is a node based setup that can be used. It generates geometry (sphere) on contact points with floor. I used a simple comparison for performance purposes, you can use geometry collision if you will use some irregualr mesh such as terrain. Once the contact is made, the sphere grows to set size in duration set in Monoflop. Scene is commented. This would be the gist of your intended effect. Hope it helps
     
     
    Keep_and_Grow_Collision_Value.c4d
  23. Hrvoje's post in Online Help takes too long to return results was marked as the answer   
    I guess it depends on your connection and server circumstances? Here it is quite performant
  24. Hrvoje's post in Exporting simulation for a home page hero animation was marked as the answer   
    Usually mp4 gives good compression and quality, you can export directly from C4D : )
  25. Hrvoje's post in Having difficulties with CMotion... Please help. was marked as the answer   
    You can drag objects into cmotion 🙂
    Simple scene attached
     
     
    cmtoion.c4d
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