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mikoian

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Everything posted by mikoian

  1. I want to do this (see also the image below). I have a building with a roof fractured with Voronoi fracture (also maybe using Hair to cut into even smaller pieces). I would have an Attractor (from Simulate->Particles->Gravity, or something like that...maybe a Plain effector?) which attracts those fractures from the roof up in the air, in a cone like shape (the pieces from the center would sit higher that pieces from the periphery of the roof). The attraction would be slowly. Then the attraction stops and those pieces fall on the ground quickly (maybe using a Gravity from Simulate->Particles->Gravity) and collide with the rest of the building and together shatter on the ground. But I am not sure how to proceed...I am using Voronoi fracture but it seems I can't use the Atrractor and Gravity with it (only other Mograph effectors, but I am not sure which ones). I don't have X-Particles, if that is you suggest me use. Any ideas?
  2. Here is the scene: https://www.dropbox.com/s/lje9ocimw1pk1z4/planet-destruction-3.c4d?dl=0 Although it looks kinda cool for the bigger sphere being knocked out.....
  3. I am using Voronoi fracture to fracture a sphere (with another smaller sphere). I am using also Connectors to keep part of the bigger sphere not breaking apart (only chunks I chose will break apart). What I didn't figure out yet is why the bigger sphere is not staying in a fixed position after impact...why, after the impact, starts to move in the direction of the smaller sphere (I know in real life it would move in an opposite direction if the mass of it is not big enough)? How to make it stay fixed? Gravity is set to 0 in my project (because I don't want things to fall down).
  4. I got the inspiration from Rogue One, but applied to the planetary scale...see the image attached. I managed to make some kind of initial shockwave but don't know yet how to make the rest of the explosion in steps so the whole planet will not blow up all at the same time. Maybe I should do it in segments...like having a cone cut from the planet's geometry - but still part of the planet (see the second image Spherical Sector) - and apply Voronoi fracture to it and blow it up after the initial shockwave? (I have to find out how to cut a geometry from another geometry) Then apply the Voronoi fracture to the rest of the planet and blow it up after the cone blow up?
  5. Yes, I want to blow up the entire planet pretty much...but I wanted the first frames to look like the first frames from the original video I posted above.
  6. You mean to use liquid on top of the ground? Not sure this part either: "remove the rim that represents the final situation of a deep crater before it flows back"
  7. How do you make that when you only have ground, not water :)?
  8. I don' have X-Particles but I do have Realflow...I just saw how to make a splash here (the thing is that I don't want to do this on Earth where is water...I was thinking of a kind of splash but on the ground): Edit: I found a tutorial for a TurbulenceFD shockwave but in another language:
  9. I understand, but still I have questions about how to produce that shockwave of fire and smoke...
  10. How to make something like this in Cinema 4D? Especially I am referring at the moment of the impact (the shockwave, then the debris rising into air around the impact). I have tried something (see below) using Voronoi Fracture and TurbulenceFD, but it is far from reality. The planet just doesn't break apart like that. Any ideas? Thank you.
  11. Thank you. You solution seem to made my issue easier to solve. I was also dabbling with the Blending mode (Spline and adjusting the spline, with some success but not 100% success). Now I have to see how to use your solution when a character changes directions...is there a possibility to modify the rig, in the sense that when the first animation stops the rig of the second animation to be fitted to the last frame of the first animation rig so the second animation starts as close to the first animation finishes? I tried but it seems only the first frame of the second rig remains modified, the rest not (how to make the second rig take in consideration the modification I have made to the first frame and apply it to the rest of the frames?).
  12. I managed to do something with Motion Clips...but I still have a small problem: if you look in this new example https://www.dropbox.com/s/vknz7j2sokmyx2r/Astronaut-new-Stop Walking-60fps-2.c4d?dl=0 you will see that the character's right foot is moving too fast when the transition is made from walking to stop walking. I am trying to match the walking character's rig with the stop walking character rig at the point of meeting (basically edit the second rig) but I have little success (the start frame of the second rig is edited but when I play it jumps back to the previous animation). Hope you get well!
  13. I watched and re-watched your video but I still seem to be stuck to make a model with an animation take another animation (walking, then stopping)...I attached my original C4D file to have a look, if you want: https://www.dropbox.com/s/f113460fl269hqk/Astronaut-new-Stop Walking-60fps-1.c4d?dl=0
  14. Hi, I have a character in the t-poze which I imported in Mixamo and animated as walking. Of course, Mixamo generated a rig and did the animation automatically. The same character I animated as stop walking. Now I want to merge these two animations of the same character in C4D. I am using the Retarget tag as described in this video: The rigs are identical, because it was the same character animated in two separate ways (walking and stop walking). See the image below. At the start of the animation the first character comes from behind (see Start). When the first character (which is the main character so it has model and textures) meets the second character (which is just the rig with stop walking animation) they combine in a weird way and the rig of the first character walking (which is the main character) is messed up - see Finish and also see the Result of the mess). Why this happens? The rigs are identical and I followed the exact steps in that video. I looked in the rig hierarchy for both and they look the same there (no change after messing up). Thanks.
  15. Here is what I managed to get so far. I have now to add some rocks on the ground and I have to see how to do it procedural (and not by hand). In the first image you see before and after. In the second image you see what I have done. In short, I used several noises: a regular one, Hama, Luka and Wavy Turbulence. Every one of them have almost the same settings with variations (see Hama). In between the Noise (regular noise) and the rest of them I used a Terrain Mask with Slope Masking...so on the mountains and craters slopes it will show a smoother noise (which is the one below Terrain mask) and on the flatter terrain it will show the rougher noises (the ones above Terrain Mask). See the settings there. Maybe I will fine tune even more but it looks better, I think, than the smoother surface I had so far.
  16. Not the viewport but render. I increased from 1cm to 100cm and still can't see the change (except some details disappeared). Even when I go to close up. See the image below. As for those 250 frames, this is a part of an animation that's why. EXR format is used in VFX industry as standard format. And I am using an online render farm for rendering the animation :) (and it's not that expensive for 250 frames).
  17. I tried the Bump an Displacement on my scene and I don't see any modifications. Attached you have my default scene: https://www.dropbox.com/s/d01xb3xdl2mkhyz/Moon-Landscape-Quads_scene8-1.c4d?dl=0
  18. Yes, the camera sometime will get closer to the ground. I will take a look at what you sent me :).
  19. Looks like I have to learn yet another program...I barely started with C4D :). So what are you saying here I have to figure it out...if you know a tutorial somewhere that would be appreciated. --------- Remember that to use a normal map your object needs to be editable (non primitive) and that you can use a Greyscal noise in the normal channel by using the Normalizer effect. Finally you can always get ready made maps from Substance Share (for free through the use of the free Substance Player). Mind you you are going to need a well laid and relaxed uv map for your landscape with high res if you decide to go the normal map way ---------
  20. See the image below...the first one is made in Cinema 4D. I used a environment scene which I got from here https://www.cgtrader.com/3d-models/exterior/landscape/large-scale-moon-environment-craters But how to make it more realistic? The second and third images are actual lunar surface images, taken from the Moon. It looks more sandy, matte and I am not sure how to replicate that in Cinema 4D. The user Fastbee suggested using textures like here https://www.c4dcafe.com/ipb/forums/topic/105828-footprints-on-lunar-surface/?page=2 and I used that under the astronaut. On small surfaces and from some distance it looks ok I guess. But how about large surfaces, like the whole scene? Thank you.
  21. How to make a rocket engine exhaust look like in the image below? Now I am using Black body as Color for Fire Shader...and I see there is the Manual mode...I tried it but I don't get the result I want. Any idea? Thank you.
  22. Not sure how this works...is this how it suppose to look? (see the image...that pink spot is the separate high geometry plane which has the footprint done with Collision deformer)
  23. And all these techniques only to get some footprints working :) ...
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