Here is a setup which finds neighboring points
Locator (null) is used to define where neighbors will be found
Some simple control is AM
Graph is relatively simple apart from closest points which is an default asset
98_Neighbors.c4d
Works here correctly with newer version. Most likely a bug which was resolved. I attached the version with all meshes skinned, hope it helps
287846488_BeNotAfraid_0001.c4d
Uv to Mesh is an asset, you can edit it if needed. Only way to use it as morph target is convert the mesh and use it as external target/ Maybe you can post a scene file?
@Zerosixtwosix
No programming base is needed, simply play with it and dissect the setups, it takes time and will involve understanding some programming concepts. Go node by node examine what it does. In above example I get a single distribution of matrices. Then the decompose node gets access to all arrays in whole distribution. For one set I move whole array upward a bit. Then with range node I iterate through all matrices in both arrays (get element nodes) and p[ipe them into build node which makes new array. All that is sent to spline assembler. Hope this helps : )
@Zerosixtwosix
Hm, maybe an asset where you could wire in 2 arrays and choose how they join would be helpful?
Say you have these two arrays
A,A,A
and
B,B,B
There are multiple ways to join them
A,B,A,B,A,B
or
A,A,A,B,B,B
or
B,B,B,A,A,A
or any other method
You get the idea : )
@Zerosixtwosix
You need to get elements from both array an build a new one, that would be the simplest approach. There are other ways such as inserting or concatenating but that can create nested loops which increases complexity. Scene attached.
connect.c4d
Here is a fun one - Hilbert curve!
Appears as a regular spline primitive in OM
A single control for depth is available
Graph is a bit more involved
86_Hilbert_Curve.c4d