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deck

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Everything posted by deck

  1. This is a bit of a complex file for me, but to make it work on my machine in R18, and by working I mean the balloons move up when the controller does, for that to happen I had to lower the thresholds in the deactivation tab of the dynamics, doesn't seem to need to be zero but it also seems different weather or not you play it in from frame zero. It seems when coming in from zero it has time to deactivate but when playing in from say 1250 balloons are still moving so the dynamics are still activated. I think thats what's happening tho Im no expert on the inner workings of C4D dynamics. Deck Try turning both linear and angular damping to zero if in doubt, should play from zero then, at least it does on mine. Dolly Balloons 02.c4d
  2. No worries. Will probably make your dynamics a lot slicker too with many less polys to move about. Deck
  3. I dont know about all the redshift and material stuff playing ball but a work around for you may be to use the inheritance effector ( seems to be my goto answer for many mograph issues ) and set up a simple cube or at least a 1 piece model of the cassette, but anyway, do the dynamics with that and have a non dynamic cloner for the cassette that just follows the PSR of the dynamic one, hope that makes sense. Ive put an example with just ten cassettes in your file below. There is an odd moment when the dynamic clones flash up, but if you cache the dynamics that all disappears. Had to take out some of your cassette parts to make the file small enough to upload here. Deck REDSHIFT CAMERA MAP_0002.c4d.zip
  4. Heres a link to CV VR cam, but I think cinema has a native VR cam nowadays. I think the rick barrel video goes into safe zones for objects ( not too close to camera ) and a few other technical things. Essentially just rendering panoramic images from cinema. Deck CV-VRCam [Video Tutorial Playlist] - Cineversity Training and Tools for Cinema 4D.webloc
  5. This is a problem that pops up quite a lot when your clones are packed close together like that. The key to fixing it is using the movement from another cloner and transferring that to your rings with the inheritance effector. So with the second hidden cloner you lay them out so its easy to use effectors. Normally you can just use the inheritance effector as you often want to move the clones to a new position but in this case you only want the y position, inheritance cant do that but the re effector can, so add the inheritance to the re effector list and in the re effector parameters you can turn off X and Z living only the y. Deck edit, there's probably a better slicker way to do it with R25 and nodes etc. C4D_Issue_Forum_0001.c4d
  6. A stack of deformers can get you to a good start, infinitely adjustable too. Bottom went a bit astray on this one but gives you the idea. Deck Botle wrap test A.c4d
  7. Thanks for that Eikonoklastes, Im afraid I dont do Houdini so its all lost on me. Ive been experimenting in my spare time and Ive managed to get the displacement route working quite well, Ive not had a chance to find the best solution for bending the actual waffle geometry. The C4d surface deformer flattens everything to the surface, so I think it will be. case of creating the correct topo for that in the flat and then extruding the bumps once it has been rolled up. Not had a chance to try that tho, or the joints option. Cant get my head around nodes, probably a good thing I will be with my R18 for the forseeable future. Cheers Deck
  8. Cheers Igor Being Houdini I couldn't really follow it as my only 3D experience is with cinema, I think I almost understand the concept, I do understand UVs and unwrapping etc. I think it could be one of the many things Im happy to not understand but still use. Deck
  9. Thats a nice cone from Eikonoklastes, I have to say I have never come across this concept of "projecting to UV ? " if thats what it is called, the chap in the video that happypolygon posted was also using a similar method. Is there a tutorial out there somewhere that explains it all, I dont need the cone for my job any more but feel I have to conquer it for my personal satisfaction, also making ice cream is quite fun. Cheers Deck
  10. Hi Everyone Lucky for me the client didn't wanna go with actual geometry so I never had to present the option, at the same time I haven't really had time to check all the solutions as Ive been working on other parts of the project ( low end modelling for 3d milling ). The video from happy polygon wasn't quite the solution it looked at first as the chap went on to achieve the actual waffle texture with displacement and I would have needed actual geometry. Also had some trouble wrapping it fully around. First time I have ever come across the use of a slice greater than 359 degrees. Ive just downloaded Cairyns file which looks fantastic, I feel a bit guilty cos I haven't read the explanation, but I was thrown out of the math class at school and told to do arithmetic so just looking at the math part makes my head hurt. I wanted to be able to roll the actual waffle geometry and would need to iterate thru various edge styles as Im never happy. Cairyns scale stays really nice across the cone so I guess you could build it in the round. I haven't tried applying the python to other geometry yet. The Houdini result looks nice and thank you Igor for the offer but I won't be needing it now. I think there are a couple of solutions here but I may not have the skills to implement them properly, I think if I had to do it and Cairyns didn't work then I would probably have gone down the joints road as Ive had a little practice with that and sort of understand what's going on tho seem to have forgotten everything I knew about weighting. Thank you all again for the efforts, glad to have provided you all with a little entertainment. Cheers Deck
  11. Wow, solutions galore. Happy polygons tutorial shout was really clever with that step effector and the surface deformer which I did sort of try, quite a procedural approach, very flexible, and Nosemans joints in a curve, that sort of makes sense now. Its all been hurting my head a bit so obviously no clue on Cairyns math option. It was one of those things where I felt there should be a solution and once again thanks to everyone for helping out, Im well happy. Deck
  12. Morning Members, and thank you all so much for applying your collective and not inconsiderable brain power to this conundrum. I am really pleased that I wasn't just having senior moment with the bend deformer and that it is a legitimate problem. I think time and budget will dictate that I will have to go for an alternative solution, which will probably be a vinyl wrap with an image of the texture that can wrap around a smooth cone. The end result is for a giant cone on top of a van which will be milled from a block of foam, as the waffle texture will also take a lot more milling time I think my client would probably swerve it anyway and go for the wrap version, but I wanted to at least offer the option if it was possible. Luckily I haven't made any commitments at this point so I can at least go forward having not dug myself a big hole ! Even after reading all of the previous posts it still "feels" like it should be a simple thing. I certainly dont want to get into dynamics with it and my joint skills are pretty basic. No doubt I will revisit the issue when time allows. Thanks again Deck
  13. That was interesting. But I was comparing it more to just rolling up a paper cone in your hand which seems a really straight forward process of just rolling at a bit of an angle. I’m constantly amazed at how difficult some apparently simple things can be in 3d deck
  14. Hi cbr yes I’m cool with diamond pattern. The circle makes sense but wouldn’t that still roll up as a cylinder and then present the same stretching issues when using the angle option or tilting the bend deformer Im on my phone at the mo so haven’t tried it yet. cheers deck
  15. Waffle style is what we are talking here. I can make the square pattern ok, Ive done that before and used a taper to make a cone, but its a bit of a cheat as the squares get smaller as you go down the cone, in that case the pattern only went half way down on a sort of artificial waffle, this time I need that natural look like the grab. I thought it would just be a case of rolling it up with the bend deformer at a squiffy angle, but I cant seem to make it work without the mesh scaling at top and bottom. Tilting the bend deformer over seems to have the same / similar effect to using the bend deformers angle option. Seems its such a simple thing to do in the real world by just rolling it up in your hand, I feel I must be missing something. Any ideas much appreciated, R18 friendly. Deck Hope Im in the right spot, is there still a modelling section / forum Cone roll test 01.c4d
  16. Maybe Nosemans edge to spline plug in could be helpful, Im not familiar with it as Im back on R18 but as I recall it generates splines in real time if we can call it that. Deck
  17. I generally use smart objects when placing my renders in pshop, you can then either open it up and manually replace / adjust the contents or even link to the smart object in the same manor you would in AI or Indesign. Also once a smart object you can add filters and whatnot that can be turned on and off or readjusted as well as the usual layer effects for drop shads embosses etc. Having said that I dont know AE very well at all so cant judge that aspect. Deck layer comps another really useful thing in pshop
  18. Could you just have a before and after object, one with the bite part and one whole object , or bitten object and bite piece still in place. But once you have two objects set up you could then maybe use some sort of alpha / transparency on the bite part to hide it and reveal the perfectly modelled and textured bitten piece underneath. Post caught my eye as I was doing similar with breaking biscuits, or tried at least Deck
  19. The problem is with your sample distance in the visible light settings, you currently have it set to 25cm ( possibly default ) but your engine is about 200meters long and the jet thing twice as long, so set your sample distance to 5000 cm and it will work. My previous method simply made the model small enough to work with the 25cm sample distance. Deck
  20. regardless of that you need to make the object smaller, your object ( I think ) is so big some of the numbers in the visible light settings just dont work at at hat scale, and so if you press "scale project" and set kilometres to change to Cm then the object is made smaller and the light now appears. I cant say exactly the reasons, just that it works. There may be also other methods that work. Deck
  21. Seems to be a scale thing, your project scale is huge, dont think its anything to do with camera focal lengths. If you go to scale project and scale kilometres to centimetres you get a result like the grab below. Centre of your object is way off too, was tricky trying to find it and navigate the scene Deck
  22. Do you have render instances checked ? that needs to be off. I cant remember if the cloth tag needs to be on the object or the cloner. Deck
  23. I did have a look at the mil file in a text editor but couldn't see any path references, will paste that below. installing blender is a sidetrack and possible risk Im not willing to take at the mo with deadlines looming etc but I may well look into blender when time allows. Thanks again Deck the MTL file means nothing to me as Im not a coder / programmer but thought I may recognise paths. # 3ds Max Wavefront OBJ Exporter v0.97b - (c)2007 guruware # File Created: 10.01.2022 12:56:55 newmtl wire_000000000 Ns 32 d 1 Tr 0 Tf 1 1 1 illum 2 Ka 0.0000 0.0000 0.0000 Kd 0.0000 0.0000 0.0000 Ks 0.3500 0.3500 0.3500 newmtl wire_028028177 Ns 32 d 1 Tr 0 Tf 1 1 1 illum 2 Ka 0.1098 0.1098 0.6941 Kd 0.1098 0.1098 0.6941 Ks 0.3500 0.3500 0.3500 newmtl wire_088144225 Ns 32 d 1 Tr 0 Tf 1 1 1 illum 2 Ka 0.3451 0.5647 0.8824 Kd 0.3451 0.5647 0.8824 Ks 0.3500 0.3500 0.3500 newmtl wire_027177027 Ns 32 d 1 Tr 0 Tf 1 1 1 illum 2 Ka 0.1059 0.6941 0.1059 Kd 0.1059 0.6941 0.1059 Ks 0.3500 0.3500 0.3500 newmtl wire_224086086 Ns 32 d 1 Tr 0 Tf 1 1 1 illum 2 Ka 0.8784 0.3373 0.3373 Kd 0.8784 0.3373 0.3373 Ks 0.3500 0.3500 0.3500 newmtl wire_166229229 Ns 32 d 1 Tr 0 Tf 1 1 1 illum 2 Ka 0.6510 0.8980 0.8980 Kd 0.6510 0.8980 0.8980 Ks 0.3500 0.3500 0.3500 newmtl wire_091171234 Ns 32 d 1 Tr 0 Tf 1 1 1 illum 2 Ka 0.3569 0.6706 0.9176 Kd 0.3569 0.6706 0.9176 Ks 0.3500 0.3500 0.3500
  24. Thanks for the tips guys, I dont have blender so won't be able to try that one. Ive put it off for the moment but its only for a visual so I probably won't have to get into too much normal and bump stuff which will cut the operation down somewhat. between checking them in bridge and looking at the screen grabs from turbo squid I think I can move forwards. Cheers Deck
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