Here are some new ones :)
44_Polyfx(MG).c4d
45_Progress indicator(XP+Cmotion).c4d
46_Rainbow_Road(MG).c4d
47_Turtle_fun(MG)R20_fields.c4d
48_Spider_web(MG).c4d
49_Triangle_globe(MG).c4d
Unfortunately no. You will have to select point on each "sphere" closes to mesh. It is a bit of manual work but looks quite good at the end. You can get quite good results by playing with settings...
I noticed you are on R18, this is the first thing that popped to mind. This would be way easier with R20 fields :)
Important part of the setup is row count. That number must match number of clones in single row
Clone_move.c4d
Ah, just recalled that I did something like this before. Don't have that file anymore but I made a simple prototype. Simply load the scene and move the torus. For your scene this will require that you do some manual work, meaning first cloning the object as you need then converting the cloner, followed by manually selecting the points per object closest to mesh so you can belt them on driver mesh. Hope that example is good enough to push you in right direction
Cloth.c4d
I don't think you can pass with softbody unless you do a lot off reduction and caching, however, you may get good results with jiggle deformer. One of the issues is that you are cloning in surface mode which is not stable in this setup. Rather aim to clone on exact polygons or even don't use cloner and use real geometry so you can use jiggle...
Few more :)
38_Pipe_Heating(XP).c4d
39_NLA_motion_clip_rig(CA).c4d
40_Cmotion_quasi_effector(MG-Cmotion).c4d
41_Clone_surface_offset(MG).c4d
43_Pogo_Stick(CA+XP).c4d
That's a lot of cars :)
Multi instances are great. One can even create animated crowds with them. For example, one can create few variations of animated character and multi instances each of those to create huge crowds.
I would suggest that you try to avoid joints if possible. This will just complicate things where you can in fact pass with smart grouping and placement of nulls which will act as parents for pieces. The most important part is to figure out from where will all rotations come from in your shot. If you will need dynamics you could use approximation object and pass those to nulls in order to create realistic interaction. As another approach, you could try splinewrap or spline IK, but if that fails than you are looking in really complex rig with joints due to clasp and bracelet pieces interaction...
Unless I misunderstood you, so, you are trying to render non square shape into square shaped area - that won't work :) You either change the resolution and relation, meaning image becomes wider horizontally than vertically, or you zoom out enough to capture all relevant data in square area only...
It is absolutely fine, I just named them for clarity, not for any rights :)
Regarding inbox - yes, there is a limitation in system which prevents me from increasing it's size and I get huge amount off messages in short time spans. Will do a cleanup now.