Hrvoje
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Community Answers
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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
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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
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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.
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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
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Hrvoje's post in Changing one polygon in cloner was marked as the answer
Tried Multishader?
tower color_0001.c4d
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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 🙂
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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
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Hrvoje's post in New Particles Compatible With Nodes? was marked as the answer
At this moment no, particles are OM based
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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.
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Hrvoje's post in MoSpline is always at Linear Type? was marked as the answer
Try using destination spline then : )
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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
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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
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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
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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
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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
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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 : )
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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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Hrvoje's post in Selecting Multiple Keyframes in Timeline was marked as the answer
You can click hold and drag in empty area of powerslider (small timeline) and do multi selections, however, full timeline is much more versatile
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Hrvoje's post in Would this be possible with Scene Nodes? was marked as the answer
This can be done with Nodes.
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Hrvoje's post in Rigging Angel Wings - Bind only binds one Object was marked as the answer
To scale rigged characters use object mode
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Hrvoje's post in Create GUI Handles with Scene Nodes was marked as the answer
If you are thinking about handles like on primitives or deformers, not, that is not possible at the moment,
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Hrvoje's post in Disconnect node ? was marked as the answer
There is no vanilla disconnect node, but one can make his own 🙂
Explode_Polygons.c4d
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Hrvoje's post in Animate a rolling Triangle was marked as the answer
You can use nodes for that, here is some trickery, not math correct, Move on Z - hope it helps : )
Triangle_roll.c4d
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Hrvoje's post in Effector OP Scale Y parameter input? was marked as the answer
Use compose nodes : )
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Hrvoje's post in Control objects via fields without inside a cloner? was marked as the answer
Did you try Fracture instead of cloner? : )