Jump to content

Johnny Maunason

Registered Member
  • Posts

    14
  • Joined

  • Last visited

Profile Information

  • First Name
    Dag
  • Last Name
    Månsson

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Johnny Maunason's Achievements

  1. Thank you very much for the quick help @Havealot, that did the trick!
  2. Hi, I have a bunch of planes laid out in a grid pattern, which all have the center axis point set to the bottom left of their respective geo. What I want to do is be able to have these planes scale down towards their center point and control the scaling with Fields. If I chuck these in a Fracture object and use a Plain effector Mograph seems to only be able to scale towards the center of mass, and not their actual axis. Is there a way to make this happen? It feels like it should be an easy fix, but I can't for the life of me figure it out, so I would really appreciate some help! Scale_Clones_to_Individual_Axis_v01.c4d
  3. Hi, I have a very basic setup with a Mospline in Simple mode being affected by Wind and Gravity forces so it gently sways around, easy peasy. The thing is that I need to seamlessly loop this animation eventually, but as far as I know there is no built in loop functionality in the forces. So I thought I would cache the Mospline animation and see if I can do a loop that way somehow, but caching it is not working unfortunately. Is it possible to cache Mosplines at all? And primarily, is there a way to loop this "simulation", preferably without baking to Alembic or making the setup way too convoluted? MoSpline_Wind_Cache_Issue_v01.c4d
  4. Hi Mike! That sounds like the solution to what I'm trying to figure out. Any chance you could share some pointers on how you set this up? Or even a scene file perhaps? 🙂
  5. Thanks for the help on this Cerbera! I ended up using a dynamics solution with a flat extruded shape using a really rough version of the spline needed. With a plane as collider underneath I could then just let this fall down and kinda shrink wrap around the cogs, quickly giving a perfect shape. Then I just made it editable and Edge to splined it and all done. A pretty convoluted solution but probably slightly more exact and made iterations less painful 🙂
  6. Oops, updated that now, currently running R23 so I do have spline pen. Is there a trick to be used with it perhaps? Thanks!
  7. Hi all! Please excuse if this is not in the right forum, kinda hard to pin down where it belonged 🙂 I'm trying to create a drive belt that is supposed to run around a set of cogwheels. For this I need a spline to wrap geo onto that runs the full course in a physically accurate way, as described by the red stroke in the top image in the attached PNG. Since I will need to make several of these setups and probably will need to tweak them alot along the way it would be great to figure out a way to create these splines without having to redo them manually every time. I have tried a Cloner set to Blend, containing two splines each, sitting inside of a spline mask set to Union. This almost works, but when I combine these setups in another spline mask it starts giving unpredictable results and also the whole setup quickly becomes quite clunky. Does anyone have an idea of how to do this in a more efficient and/or flexible way? Or even a plugin maybe? I've been looking around but to no avail. Many thanks in advance for any pointers!
  8. Somehow I completely missed your replies before, but thank you! I ended up solving it through baking the whole thing as an Alembic, which works just fine. My guess is that S&T can't handle the boolean properly, or I have just overlooked something 🙂
  9. Hi, I have a very basic boolean setup consisting of a sphere from which a cylinder, with its slice animated, is subtracted, creating a pacman like effect. This setup works just fine but when I try to render it in Sketch and toon, whatever i try, I only get the outline. I have tried activating all of the different line settings, changed culling, put the boolean under a connect object etc, but I still just renders it as a single sphere, and seems to ignore the subtracted slice, along which edges I need to also have lines drawn. Does anyone know why this might be?
  10. Hello! I'm trying to figure out how to make a shader that can create a greyscale map based on how much an object is illuminated by for example a spot light. Any ideas on how to achieve this? Creating a vertex map could also work, but other than some clunky X-particles workaround I can't come up with a solution for that either. Feels like I might be overlooking something obvious..? Thanks in advance for any help on this!
  11. Thanks a ton Hrvoje! That helped indeed, and led me to solving my color problem in my actual X-particles setup through emitting all the needed particles at frame 1, and then trigger their movement a few at a time. The simulation now works well running in the viewport, but when I try to render it with the Standard renderer it fails within a few frames every time. If I lower the amount of shapes alot it renders as expected but that is unfortunately not an option. I guess I'm using the Spline wrap and the Fracture object in a combination that is not meant to be perhaps. Is there maybe a way to bake out the whole sim to be able to render it properly? Or any kind of workaround? I finally got the result I've been after for quite some time and now I can't get it rendered, frustration galore.. :)
  12. Hello! I'm spline wrapping a capsule onto a bunch of tracers eminating from some particles. The capsules sit in a Fracture object to make them separate objects to able to use the Mograph toolset on them. It's mostly working as expected, but when I try to use the Mograph Multi Shader to assign a random color to the capsules they behave erratically and some are flickering between the colors occasionally. All I want is for the capsules to have a random color set from within a given color range and keep that color forever. Hopefully there is a tweak to the current setup that will solve it? Or if not I'm open for other solutions, just hopefully without having to duplicate the setup a bunch of times or so. Anyone know how to fix this? Thanks in advance! Fracture_SplineWrap_Random_Color_01.c4d
×
×
  • Create New...

Copyright Core 4D © 2023 Powered by Invision Community