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Simulation| Particles | Pyro | Scene file pit
Not particles or pyro, but still fun - field and volume based cheese 167_OpenVDB_cheese(MG).c4d1 -
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Animate cube to rhombohedron
Just googling and found some (hope exact) premise. All edges has the same length and angles between all edges are not right angles (not equal 90 degrees) PoseMorph should not be a good solution in this case since animation goes "linearly" from start point to end point and in this case movement is eliptical. Do you mean some crystal structures? -
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Animate cube to rhombohedron
Deformers are multiplicative when added on the same object. You need to add each new translation to the one before it. Use the Connect Object to freeze the object's form and then apply the new deformation. You can also use the regular Cube instead of the Extrude... I just kept going with it when trying to find the solution to this. Try this now the Cube is skewed from all 3 directions with no 90 degree angles You can use a Connect Object instead of the Edge to Spline plugin. It just helps me deal with the absence of the appropriate capsule. Rombocube.c4d Question: What does the Rhombohedron has to do with special relativity ? Or do you also teach other classes like analytical geometry ?1 -
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Animate cube to rhombohedron
Here is a nodes mesh version, should be math correct rhombohedral.c4d1 -
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Moveable displacement
Checked this topic? https://www.core4d.com/ipb/forums/topic/117430-boat-wake-in-c4d/#comment-752951 Maybe there are still valid plugins available. Do you really need to use bitmap at all? I presume this is because you need to have correct wake shape (kelvin wake). In such case bitmap will just be showing static deformation. Maybe you are better off with something animated, yet not physically correct (do a search in file pits, there is boat wake with fields). If you need correct, simulated kelvin wakes you are looking into custom solution, doable by nodes or python. This is quite a task since you need to include bow an stern wakes, take boat size into account, time and decay, that is a lot of math...
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