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srakar

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    S
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    Rakar
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    Cleveland

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  1. Whoa, you were absolutely right - switching the order of the cloner and the sweep immediately fixed the issue. Thank you so much! I had no idea the order of un-grouped objects in the object manager could have an effect like that. I very much agree that it's impressive how many ways there are to do things in C4D. It's always fun to see how different people will approach the same problem. I'll definitely give your method a try after I finish up this project. Thanks again for your help!
  2. So I have a scene where I'm trying to animate an arrowhead that moves along the course of a sine-wave shaped spline as it is formed. I'm using a formula object spline with a sweep to generate the line itself. And for the arrowhead I have a cloner with 1 clone (the arrowhead) that should be following the course of the spline. I'm keyframing the Tmin property of the formula function so that the line is generated over time. On certain still frames, this looks great. The arrowhead is at the end of the spline and pointed in the right direction. However, once I actually hit play on the animation, it seems like the arrowhead suddenly has trouble keeping up with the end of the spline. It keeps falling behind for some reason. It appears that randomly changing a number in the cloner's transform section and then changing it back will suddenly make the arrowhead jump back to its correct position. But then when going to render, it displays the wrong "falling behind" positioning instead. Alternatively, I've tried animating the arrowhead using the "align to spline" tag instead, but that option doesn't seem to properly display the rotation of the arrowhead (even with tangential turned on). Does anyone have any ideas on how I could make this animate properly? Thanks!
  3. Hello, I'm currently experimenting with some hair effects in C4D R19 and I'm trying to re-create a technique that I found in a Maya tutorial. In theory, you create "hair cards" for use in game engines by rendering hair splines and projecting them onto low-poly planes. However, I'm running into a bit of an issue. To generate hair in C4D, you must sprout it up from a surface. Because of that, the roots are attached to that surface and always have a flat, straight look to them. If you take a look at the attached screenshot, the example on the right has hair strands with a nice fray on both ends. With the roots attached to a plane though, I can't seem to find a way to fray the top of my hair (the one on the left). I have tried messing around with both "Simulate > Hair Edit > Unroot Guides" and the Fixed Roots option in the actual hair's Dynamics tab, but I haven't been able to produce the results I'm looking for. Altering the curves in the kink, frizz, and clump tabs of the material don't seem to effect the roots either. Is there a tried and true method of altering hair roots that I'm missing? Thanks in advance for any advice you can give!
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