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  2. Yup, that's my finding so far as well. I just resorted to grouping the entire material node tree and having that group in a material as the only node. It's a bit more tedious to edit but at least I don't have to open the Node Editor and then click the node to get to the attributes. Now it's visible in the "Surface" category of the material.
  3. Hi there, for an upcoming show i need to animate an already rigged fire-dragon in c4d. I'm not a character specialist, I know some are really proficient with this whole field and would do in a couple hours, if not minutes, what would take me days... Best would be to create a couple motion-clips with the different moves required, that I could later adjust/edit. I have a budget for that, but it must me done next week. Please provide reference work, i need someone experienced. Looking forward ! Julien
  4. Today
  5. Thank you bezo ! completely missed the step effector for that... And good to know about mospline, I never used it ! Cheers
  6. Very difficult to say without trying stuff first. It helps tremendously to have your scene file in trying to help with things like this... Can you upload it ? CBR
  7. Yesterday
  8. I'm interested in making the new particle system follow a dynamic moving mesh. Currently I'm using a cached cloth simulation within a mesh emitter to source the particles they're using a follow spline with a spline I made by using a surface deformer. It's an alright approach however they don't fully follow the surface exactly some particles will clip through which I don't want, is there a better way of doing this?
  9. You can try pushing the ports into groups which will then give them separate tabs. I think it's been somewhat broken/confusing for a while. Things just don't quite work right. For instance you can create groups and rename them but the names don't stick outside of the resource editor. Edit: I never found a way to have the Inputs automatically appear in the Attributes Editor for the Material. It would be so much nicer to expose those at the material attribute level than having to go into the material and then click on the node group to expose the tweakable inputs. Maybe it does work that way and I am just clicking wrong or exposing it improperly. You have to do some strange work arounds like edit the port (right click on it, Edit Port) then give it a new Group Identifier) Then go back into the Resource Editor and make a groups with the same group identifier names. the drag the ports into those named groups. You can also expose the parameters outside of the shader with a User Data tag but it's a bit more work to set up and can't be saved to the asset library as the material and the user data tag are separate.
  10. Last week
  11. I mean it's doesn't really matter 😛 just wasn't sure where exactly to put it but I think it's fine.
  12. I asked for a RedShift category but the forums' backend isn't that stable for such changes...
  13. Wanted to post this in the "Nodes" section but there is no "Material" Tag there, so I thought I'd fit better here 😉 I'm trying to create a universal material that I can use for multiple metals with controllable parameters like the strength of the anisotropy effect, etc. This works really well so far, except I can't get the parameters to expose well in the Attribute Manager. This is how I can edit the material in the Node Editor: Everything there is working as expected. I can change the settings and the material changes accordingly. I would like to avoid going INTO tha material an clicking on the inputs though. This is what I get when I group ALL the nodes in the material, set it as "Start Node" and select the material: So, so close, and yet so far... it seems like the material lists ALL input attributes... for every single input attribute, again and again. Is this intended behaviour or what am I doing wrong?
  14. Thanks, that makes sense though I naivly thought that without any displacement to the voronoi-ed object parts there would also not be any cracks visible. Or that i could somehow limit the area where the cracks appear.
  15. Here is a version where goal is kept and both sides can be transformed, rotation happens in direction where one would expect (use the goal null). Not sure if that is what you are after, and if so, you will need to elaborate a bit 🙂 overextended mechanical joint_0003.c4d
  16. Hard to make animation if we can not imagine start/end state. Can you please show how it looks when opened/closed? Its some door/cover whatever animation? Needs to be used IK? Simple FK not enough? I can not imagine if first cylinder needs to be rotated only up or down too...
  17. With spline it should be even simpler. Spline itself should contain (with mospline helper) the same point count as your images. Step effector distribute multishader along spline points. For targeting clones should be used multiple ways (target effector, rails (as in my exmaple)) Small animation from outside attached. clone sorting_along_spline.c4d
  18. Hmm, not really. This is essentially the same as the second set of joints in my original scene file. The end of the joint chain is able to drift away from the goal. And the elbow doesn't move.
  19. Yep, came here to say exactly what HP did. Single frame swap-out with unsplit version is traditionally how this is handled. CBR
  20. You can't have both the object fractured and light behave as it wasn't fractured. That's how materials behave in reality. If there's a crack on your plate or glass of water no matter how opaque the glass it's still visible. The only solution is to disable the Voronoi Fracture object. As long as you don't need to shatter your object keep it disable and enable it the moment it needs to crack open.
  21. I need some help with this one please. I have an object with voronoi applied but not yet expanded. The object has a texture with subsurface scattering. In the render the seams show up. How can I prevent this from happening? Any tips? Cheers Phillip test.c4d
  22. Thanks for your reply, i forgot to mention that I need to distribute the clones in Object mode along a long spiraling spline. I guess it makes the use of any field more complicated...
  23. @Exitaph Is this what you need? overextended mechanical joint_0001.c4d
  24. Here's the simple test scene from my screenshots. overextended mechanical joint.c4d
  25. For clones in grid mode needs to be adjusted U transform coordinates of effector. See help for multishader. In your simple example I would use simple cloner in linear mode and offset (up and to the left) last ten clones with plain effector/linear field clone sorting_0001.c4d
  26. Hi there, i must distribute a couple hundreds photos/textures on planes in a cloner, but none of them must appear twice. It just drove me mad to see it was impossible to do. I guess I shouldn't use the random effector but what solution is there to simply distribute a multishader with x layers to a corresponding number of clones ?? I made a simple file here : https://fromsmash.com/c4d-Clone-sorting As you can see, no matter what combinations of options you tick in the random effector (random mode, synchronized, indexed...) none of them provide a distribution of all the number only once. Actually I don't even need to randomize, i just need the multishader to be applied to all the cloners, because it would take too much time to do all this manually, also because i need many different cloners with different materials with multishaders. Any help would be greatly appreciated !
  27. Hi there! I believe this can be setup without IK, rather with some nulls and proper hierarchy. Would be easier if you can share the scene file?
  28. Hello! Longtime user but first time poster. I'm having trouble coming up with a solution to this type of mechanical arm. As you can see the hinge is not aligned with the two ends, making it technically hyperextended. I need the two ends to remain perfectly fixed at their goals without drifting off because their driven by other moving objects that they're connected to. As pictured, a normal IK chain with the joints at the physical pivots wont work because it'll bend backwards. I've tried a few different workarounds similar to the one pictures but with no real success. My rigging skills are intermediate. Has anyone else had to solve this type of geometric puzzle? I've searched everywhere if others have had this issue but this is a very unconventional type of hinge. Thanks!
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