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southpaw

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Everything posted by southpaw

  1. If understand you correctly, you need to drive the "to" parameter of the Spline Wrap with the "Position" parameter of the "Align to Spline" tag (As both use 0-100%) Also set the mode in the Spline Wrap to "Fit" rather than "Keep Length". Scene file is atached, hope this helps. Sphere with boole rotate along spline_0001.c4d
  2. Thanks for taking the time to view it Igor, I can assure you there where no drugs involved 😉
  3. Just wanted to share a recent personal project, exploring the creation of complex geometric designs from a single animated object. Pretty simple, just playing around with Mograph cloners. Rendered with Cycles4D, post production in After Effects. https://www.philrichards.co/work/project-one-6xh4f-dxrsd Here's a few stills,
  4. @Jops I've definitely learnt more about the memory node thanks to this thread, I was aware if it, but didn't really undertand how to use it.
  5. Really clever stuff jed 🙂 Thanks for sharing.
  6. Here's a variation using the Time Offset feature of the Step Effector, as with Jops' example, you can adjust the spacing in the Step Effector's position parameters. But this version uses the Time Offset function as a delay. Step Effector-Time Offset.c4d
  7. I think it's the Memory node but I can't be sure. You can the moInstance object from the Mograph menu to create these effects. The docementation expains quite well how to use it, but basically you would select the text object, then add the moInstance object and animate that.
  8. Fantastic work, love the facial expresssions. Thanks for sharing 🙂
  9. A test piece for a faux title sequence, re-adapted from a previous commercial project produced for ITV (UK based TV channel). Produced mostly in C4D, the rotations of the planets were calculated via xpresso, I found the orbit times foreach planet on Wikipedia, then set up the expressions for each planet's orbit time. (A collegue helped me with the math). Finally the animation was exported as Alembic, then shaded and rendered with Blender/Cylces, composited in AfterEffects. Just a bit of fun really, trying to explore a workflow between C4D/Blender. Screen shot of the the Xpresso to rotate the Earth mesh. The other plants follow the same set-up, with a change in the 'Days to Orbit' node.
  10. It's an interesting question, as Fastbeen mentions, alot of depends on your client base or the studio your working at. I often to listen to similar debates on a youtube channel called 'artcafe', hosted by Maciej Kuciara, a concept artist whom has worked on numerous hollywood productions. His argument often talks about kit bashing (painting over photo reference) in concept art, and wether or not that is cheating. (Not the main focus of his channel but often comes up in conversation with the guest artist). He states that, as long as you have an understanding of the fundamentals, then it's not a problem. If the client wants to see the chareacter from another viewpoint, you know enough about drawing to re-construct the character as requested. He often talks of the 'old days' when kit bashing was frowned upon and seen as cheating, where-as today, with deadlines becomoing ever shorter, kitbashing is the norm. For me, working as a freelancer, I think that when comes down getting paid for the work you take on, then use whatever you can to keep the client happy. I use personal projects to challenge myself and learn from, then I intergrate/adapt those skills when on a commercial job down the lne. In my experience, the client's main concern is that it's done on time and on budget, and looks or excees what they envisioned.
  11. That partly explains the mess I got into, aside from my crappy Xpresso setup. Thanks again for the explanations.
  12. Ah thank you @jed, I knew there was a way to interate througth the spline points, but I've always found iteration in Xpresso a little confusing. I didn't understand that I needed to re-use the spline object & point nodes in order get the count and then use the index, so your file is a great help in understamding this. Thanks again for you help 🙂
  13. I have a rough working solution using a condition node, new scene file is attached. But this means I still need to enter the spline index values manually into the condition node. Which is fine for 2 or 3 but i'm looking for a more automated solution. There should be a way to do it using the iteration node to loop though the spline index points, and check which are even or odd, then set the position of say the even point indices to that of a null. If anyine has any ideas, please let me know. Xpresso controlled Spline Points 001.c4d
  14. I have a six point spline, and i'm reying to set every Nth point to match a null object. So for instance, set points 0,2, and 4 to the position of a Null. I've tried using iteratiing through the spline points, and using the Modulo node to select every other spline point, but am unable to set the Xpresso up correcly. I've added a scene file, and and image for reference. Any help would be much appreciated. EDIT: After some research, I think it I should be using something along the lines of a Compare Node to evaluate the MODULO of Spline Point Count/2 ==0 to find the even number indexes, but still can't it to work properly. Xpresso controlled Spline Points.c4d
  15. For anyone who is thinking about purchasing XParticles, Insydium are having a half price sale for NAB. Here's the link to the page on the Insyduim website: https://insydium.ltd/news/nab-2019/
  16. Ah yes, now i understand, thanks again for you help :) This was driving me nuts!
  17. Thank you so much HSredelic, I've been trying to crack this for a while now. The only thing I don't understand is the need to subtract 1 from the frame node? I thought it gave the current frame, which should be zero, and so give condition node false or zero as a result. Could yo explain how you came up with that idea please? Thanks again for all you r help.
  18. I'm trying to control a vertex weight map over time via xpresso. Initially all points should have a weight of zero, then each point has it's wight set to one over time. The problem is all points are being set except for point zero. Which seems to have a weight of 100% I've attached some screen shots and the scene file. Any suggestions would be much appreciated. Vertex Map-Point Iteration.c4d
  19. southpaw

    Random Walk

    @jed, Thanks very much, it's much appreciated. They will most likely be way over my head, but i'll take a look and learn what I can from them.
  20. southpaw

    Random Walk

    @jed Many thanks for your reply and breakdown of the script logic. I'll definitely take a look at the links you've recommended. I didn't know about the drag/drop functionality, thanks again! I'm finding it a challenge to understand much about getting started in C4D Python from the documentation, but will persevere.
  21. southpaw

    Random Walk

    Thanks for sharing the source file. The comments are very helpful. I'm trying to learn some Python, which isn't too bad as I have a basic Python book which explains the concepts. Where it all falls apart for me is where to start in the C4D Python API documentation. Do you have any suggestions about where to look first? Or is it a case of learning more Python first? Also, regarding the source file you posted, how do you control the speed at which the circle moves to it's new position? I understand that the code finds a new vector every 2 frames, and that the previous position is incremented with " pos += v ". Is this value incremented on every frame? If it only has 2 frames to reach it's new location, then how does it reach the maximum distance set by the "limit" variable in time before a new vector is calculated.
  22. You can use the "Instance Object" from the Create/Modelling menu. That way, when you change the parameters on the original spline, the rest of the instances will update automatically. (So you would have the original spline and 39 instances, based on your description of the project). Once the instances are set up, you can right click on the original splines attribute in the the Attribute Manager and select "Add to HUD". For instance, you could add the Interpolation type to the view port, and then control it form there. (See attached image on where to find HD in the documentation). There's also the "Render Instance" option in the Mograph Cloner settings (Attribute Manager), which usually helps to speed up heavy scenes.
  23. A wonderful piece, lovely compositions and story telling. Thanks for sharing :)
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