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martijnP

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martijnP last won the day on January 28 2023

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HW | SW Information

  • DCC
    Cinema 4D, Houdini indie, Zbrush
  • Renderer
    Redshift
  • OS
    Windows
  • GPU
    GeForce RTX 2070

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  1. I have a question about redshift materials in the viewport: When I use metalness in a Redshift material it looks good in the material preview, but in the viewport it looks like it is only all reflective. Is there a setting I'm overlooking to change the viewport material preview? Or, is there a way to just use the color channel for preview, similar to the C4D standard renderer and materials?
  2. @Cerbera Yes, it's better than my first version, thanks for that. The biggest issue I had was around frame 170 the head turns almost 90 degrees and stays there and that still is there.
  3. @CerberaThanks for looking at the file. It still rotates and randomly twists, though. @HappyPolygonThanks, that helped me come up with this solution that seems to do what I want: I didn't use an instance object to clone the spline, but a MoSpline, with mode set to spline - I moved that upwards and used that as a rail spline in the Spline wrap. - Then I disabled the "rotation from rail" in the Spline wrap. It seems that it still uses the up vector for orientation, but it looks better on very vertical movements on the spline. Now it uses the dynamic animation but with (more) manual control over the twisting and orientation of the object. I'm not sure if this will work in all situations, but It's great for the thing I'm doing. snake_dynamics test2.c4d
  4. Thanks for looking at it. Around frame 170-175 there is a turn that turns the head about 90 degrees. and I'd like the whole belly of the snake (green part) on the ground. It now twists along the spline
  5. I have a dynamic spline and want to use that to spline wrap a snake on there. The snake is now rotating (z-rotation, along the spline) around the spline in ways that I seem to have no control over. I can't find how to control the up vector of the spline. In this case I would be happy if it turns upwards always. - I know it's possible to control rotation with a rail spline. But I have no idea how to get a rail spline working in an animated/dynamic setup like this. - I know I can control the rotation in the Spline wrap, but at the moment it is too erratic to counter-animate. Is there a way to get some more control over this? (C4D 2023.2) snake_dynamics test.c4d
  6. Thanks for checking. I'm using C4D 2023.2 - The red border is because automatic keyframing is enabled. I attached a version that works in R25. Polygon selections on parametric objects is a recent addition. TP_test_R25.c4d
  7. It's been a while since I've used thinking particles. I might be overlooking something. I'm generating Thinking particles with the matrix object. Is it possible for those particles to be affected by the wind, attractor, field force etc. Like the standard particles? Those forces together with fields are much more convenient to work with than the TP counterparts. TP_test.c4d
  8. I'm not completely sure why, but it seems to work if you group everything inside a null object pose_morph_psr_v2.c4d
  9. Ah yes, that is an excellent question. I am applying the pyro to the fragments. It looked like the smoke didn't inherent the speed from the fragments, though. So the smoke would originate from the place of the fragments, but not move with the direction of them. There is an option for velocity from movement, and if I set the strength high enough, it seems to do what I want. The smoke it following the fragments Thanks for pointing me in the right direction
  10. I'm trying to get the pyro to work as dust/debis/smoke for a breaking simulation. The way I got the smoke to follow the direction of the fractured parts is with a field force that is linked to a tracer object that traces the fractured parts. This works for the most part. As far as I understand this now is that the field direction comes from the tracer, but not the speed. Does anyone know how I also could get the speed of the fractured parts into the field force? I'm not even sure if this is the best solution for this, I'm experimenting. break-smoke-test.c4d
  11. Have a look at "Time track" Maybe that is what you are looking for.
  12. Seems to work here. Please try the attached project and see if that works on your system I'm in C4D R2023.2 timescale.c4d
  13. Start by freezing the rotation of the bones. It's easier to control them that way. 1: You can then use xpresso to link rotation of the joints. 2: With a bird like this and this relatively simple joint setup. It's not that hard to animate it by key frames. Then you will also be able to offset the animation for a more fluid movement. 3: For a cyclical animation like this, it's also possible to use Cmotion for parametric, looping animation. It's a bit harder to set up if you've never worked with that, but re-timing and changing offsets is a bit easier than with key frames I've added a project with these options bird flying_v2.zip
  14. Without a project file it's hard to pinpoint the problem. Are you using the Character object with the Mixamo control rig? Joints don't need to be in the same hierarchy to work. You can try attaching the extra joints with a constraint tag and add them to the weighting tag manually.
  15. I don't have Arnold for C4D, so i can't check this myself. Colors like that can be make with Mograph field colors. This tutorial shows how Arnold can render field colors:
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