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Hrvoje

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Everything posted by Hrvoje

  1. Here is a version where goal is kept and both sides can be transformed, rotation happens in direction where one would expect (use the goal null). Not sure if that is what you are after, and if so, you will need to elaborate a bit 🙂 overextended mechanical joint_0003.c4d
  2. @Exitaph Is this what you need? overextended mechanical joint_0001.c4d
  3. Hi there! I believe this can be setup without IK, rather with some nulls and proper hierarchy. Would be easier if you can share the scene file?
  4. Not particles or pyro, but still fun - field and volume based cheese 🙂 167_OpenVDB_cheese(MG).c4d
  5. Here is a nodes mesh version, should be math correct rhombohedral.c4d
  6. Checked this topic? https://www.core4d.com/ipb/forums/topic/117430-boat-wake-in-c4d/#comment-752951 Maybe there are still valid plugins available. Do you really need to use bitmap at all? I presume this is because you need to have correct wake shape (kelvin wake). In such case bitmap will just be showing static deformation. Maybe you are better off with something animated, yet not physically correct (do a search in file pits, there is boat wake with fields). If you need correct, simulated kelvin wakes you are looking into custom solution, doable by nodes or python. This is quite a task since you need to include bow an stern wakes, take boat size into account, time and decay, that is a lot of math...
  7. Faking it can be done with tutorial above using multitude of tools you have at disposal. I think it would be quite interesting to have a physically correct rig for this 🙂
  8. The Classic - Carpet roll! 120_Carpet_Roll(MG+XP).c4d
  9. Lava lamp with scene file, attachment is missing in one of the posts above : ) 18_Lava_Lamp.c4d
  10. Pm request - point in polygon. This is the simplest way to detect if point is inside any polygon. Test location must intersect with polygon on all axes for result to be true 247_Point_in_polygon.c4d
  11. Welcome back, nice to see you here again 🙂
  12. I am afraid that you need to force quit to stop the process : /
  13. You can reference into graph as classic object. Geometry port is under "op" group port. To import use ctrl+drag from object manager into graph, that will create a copy of geometry in the graph itself.
  14. @DasFrodo You are getting just geometry from the cubes without transforms (matrix), transforms are needed.
  15. You can't reference objects from OM, it needs to be created in the scene nodes context which is, again, experimental, so expect issues 🙂
  16. Rmb and convert to op in scene node context
  17. If you save a primitive as op it will be displayed in primitive type menu. Bear in mind that op mode is scene nodes which is experimental
  18. Grow weights with nodes - shows how to use memory node for effects like this 251_Grow_Weights.c4d
  19. Simple particle packing. Particle node modifier is used : ) 12_Particle Packing.c4d
  20. Scene nodes are experimental, expect issues to arise. For attachment system to work one needs to be subscribed member. Afaik that is one of the rare restrictions forum has for non subscribed members, site costs to run and maintain.
  21. Getting a point selection into node system would be fist thing that pops to mind. Then, one could connect the points based on angle, distance, or check for intersecting segments - haven't tried it though 🙂
  22. @Eudes Fileti Maybe you missed my second scene in above reply? That is projected lines which is independent of topology. As far as topologically based one goes, that would be using mesh points to construct a spline using any available method
  23. @Eudes Fileti Modeling the saddle should not present a problem. First thing that pops to mind is bezier object, here is an example bezier_saddle.c4d Unless you need real, mathematically correct saddle surface? Also doable, but requires some effort. The animated lines solution depends on some details. Are the lines to follow actual topological structure of the mesh or they can just be projected? If they can just be projected then projection deformer with a swept triangle spline (animated sweep end) should do bezier_saddle_0001.c4d Hope it helps 🙂
  24. @Freemorpheme Hide it with MoGraph selection. Select Fracture, use MoGraph selection brush, from MoGraph menu go hide selected, then you can keyframe the newly made effector (strength)
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