The issue is that your cloned object has its axis in center. Convert the cylinder to polygon object and move the axis at base. This will prevent them "exploding" since the will not intersect at start of simulation.
@mahmoud morsy
In the video vex code is shown. This can be translated into nodes as well. I would still suggest you explore jiggle defomer and possibly displacer prior to that
AI is just a tool, look at it as such. Fears of it replacing people is a bit misplaced, it will rather open up completely new technologies and markets driving up the need for people.
Here is Brick wall generator. More than enough to get one going and expand 🙂
Some controls are available
This setup will be built in next yt video by Rob
Brick_Core.c4d
@A P
That plugin is not helping 🙂
Here is a simple scene, hopefully it is what you are after. You can rotate the noise in displacer
disp_nosie_trans.c4d
Here is a simple nodes setup where modifier takes normals from one mesh and applies it to mesh it is modifying. Selection can be made in selection to indexes mode. Is this what you are after?
Normals.c4d
Oh, I see, you would need essentially double constraint, that looks quite difficult. Are the nulls always on mesh surface? Essentially transforming any null or mesh itself should transform whole setup, right?
Oh, I did not expect this to be available already 🙂
I am honored that I got the privilege to do the interview, thanks a lot to Rob
@LLS
That is a good test for AI 🙂
Here is quite elaborate setup - grid move. Clones are traveling along edges and they avoid intersecting with each other. Something that is not readily available in MoGraph
256_Grid_Move.c4d
You can generate various geometry types (including an instance if needed) using hair itself using generate tab. Check the attached simple example
head_hair.c4d
@Jakobwagner
There is a known issue where that node is not working correctly with modifiers. The reason is that it is meant to be used in object generation, not modification. If you use a spline capsule (which is a generator), then it works properly, see attached scene
test add point to spline_0001.c4d
I took just a part of the mesh due to scene being so heavy and used volume as emission type. This helped a lot in resolving the "streaks'. I would still go with proxies for this
@Julien
Scene is very heavy, can you possibly reduce it and reupload? I can barely navigate and see the issue, however, it looks like you are not happy with emission type? Either that or use a proxy object for emission