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csbeltram

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Everything posted by csbeltram

  1. Thanks for the sample file@Hrvoje. Yes, I'm afraid the rabbit hole is deeper than I have time for right now. I've never looked into the Python effector. I understand what needs to happen programmatically, but just don't have the knowledge on exactly how to execute it right now. Again, I'm sure I can make several "random" chains, maybe animate them on a point level, then create a growing tunnel of chains with a cloner and plain effector controlling their time offset.
  2. Thanks @Cerbera. What are your thoughts if it didn’t have to rotate direction? A big question had was how to make one clone butt up against the previous clone. The amount of time I’m putting not researching this I could hand make 30 different ones and throw them into a cloner. 😂
  3. Hello, I'm wanting to make several "chains" of growing squares procedurally with MoGraph or XP. Basically, One square grows out to a random size, then a second square grows out from that one in a random size, then a third, fourth, etc. (See attached content) And then I want to grow multiples of these. Each with random paths and sizes. Thank you for any thoughts you may have.
  4. @Voytech Thank you again so much. This is perfect! Not sure why I'm trying to make it so much harder than it actually is. 🤣
  5. @Voytech - Thank you so much! I knew there had to be a simple solution I was missing. This worked great. So here's another question then. Suppose I want to trigger them with a Ghost Dynamic object. Is there a way to not have the shader effector keyframes affect it till it's triggered by the ghost object? So it could be more art directable? @Havealot - Thank you for the suggestion. I was wondering if there could be something in R21 that would help. Unfortunately the powers-that-be haven't sprung for the upgrade.
  6. Hello, I'm trying to set up a dynamic cloner grid where each clone starts at the ground and has a random initial velocity so they all "jump" at different speeds. I've poked around in xpresso with no luck. Any help would be appreciated. Thank you.
  7. Hello, I can't seem to figure out the workflow. In RealFlow 10, I animated low-poly blueberries dropping into yogurt. I set up the blueberries to drop in and float as rigid dyverso objects. (This is the right method, correct?) I saved the SD and mesh out and I can bring everything into C4D just fine. However, my problem is that now I want use high-res geometry within C4D and replace/parent/mesh deform the high-res in place of the low-res. The "Create Motion Keys" button doesn't seem to be the correct method. It just creates one static keyframe across all frames. I'm assuming because it's technically driven by rigid dyverso (i.e. particle/mesh data) rather than actual transform data. Renaming the high-res object to the same as the low-res and replacing the SD Importer animation node doesn't work either. It freaks out. I'm assuming for the same reason that it's mesh/point data driven by particles. Is there a way to do this other than re-simming with high-res in RealFlow?
  8. Thank you @Cerbera. That worked great! I had played with the scale after Extrude Inner, but I guess I didn't get the right combination. Appreciate it.
  9. Hello, I've been looking around the web and hope I just missed a method or script or plugin that can do this. I'm wondering how I can have a selection of polygons to subdivide only to it's center point. I would call it a radial subdivide? Like the top of a cylinder. I've tried the Extrude Inner and scale to where the points are very close, and then join them using Optimize. That works okay for a single polygon, but I want to do it to an entire mesh. Here's a visual example. Any thoughts? Thank you!
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