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Hrvoje

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Everything posted by Hrvoje

  1. Yes, it seems it exports in that particular format. Not sure if this is requirement of the format itself and if it can be in fact changed.
  2. @Joe W Using a spline and spline wrap would be way easier than IK
  3. Maybe @Havealot can help, that is his expertise
  4. Hrvoje

    UV islands

    Would be easier with example scene, to see where you are ๐Ÿ™‚ Explode mesh islands with get count node will give you that information No built in way as far as I recall at the moment. You will have to construct that
  5. Can you attach what you have so far? Also, does the boat need to change orientation according to waves? Presumably, when you say static you mean anchored but still responding to waves
  6. fit is so silly that it is fantastic! I can feel the heat. You are missing a pool though ๐Ÿ™‚
  7. Checked this topic? https://www.core4d.com/ipb/forums/topic/117430-boat-wake-in-c4d/#comment-752951
  8. Seems it is available here now : )
  9. @Smolak Experimental features are - experimental ๐Ÿ™‚
  10. @Sikorsky I have the setup built, it is indeed challening math, was really hard to translate it since I am not that math savvy. This resource seems interesting but there are numerous ones available after sweb search https://math.stackexchange.com/questions/213658/get-the-equation-of-a-circle-when-given-3-points The issue is that nulls can't be inputs, one has to use some objects, such as small cubes to depict controllers. There is a small bug preventing nulls which will be addressed soon, but regardless of that, given the interesting nature of this setup I asked if this can be made as an asset plugin for download and it will be available tomorrow. This way it will be available to all members instead of being burried in some topic.
  11. Not my area of expertise, but I would say this is a limitation for teture baking
  12. That is not easy, but certainly doable with nodes. Will give it a try over weekend, sounds like it would be a nice asset ๐Ÿ™‚
  13. Sounds like you need ray collision node. It can detect hit positions on the surface of the objects. This can help https://www.youtube.com/watch?v=Suhek6N81Nc
  14. Hi Jeff You need to tessellate the spline with modifier. Simply drop a tessellate node after outline
  15. Then you can build your own mesh using nodes. Can you post the details about the point cloud and what kind of mesh you are after? How should mesh be generated from those points?
  16. You can put outline spline into nodes modifier and get it to work in object manager It is designed to make point deformation easier, think deformers. Here is an example: Taper_Deformer.c4d You can create any deformer that pops to mind : )
  17. Ah, I see. The plane option can be considered as up vector and is best to be left in auto mode. What you want is better achieved by enabling a selection for the part you are interested in (inside or outside) then use transform geometry node and reference that selection. This will give you fine control
  18. Can you please attach the scene? Attachments seem to work here
  19. Hrvoje

    C4D July release

    Folks, we have new July release - 2024.5 https://www.maxon.net/en/article/maxon-one-july-release-includes-a-variety-of-beneficial-feature-updates New Features Modeling Split Command defaults to not keeping polygons in the source object Simulation Improvements towards auto generated connectors Translations of parent Connectors are applied in the local space Pin connectors inherit the orientations of the Rigid Body Gathering Connectors in a Null object and moving without affecting relative position Connectors now support Colliders simulation type Connectors support for Spring and Motor Object Spatial sampling location when using MoGraph tags now follow the movement of the connectors The default orientation of Ragdoll changed where the cone points vertically Volume Grid list inside of a volume fieldlayer to choose which grids to sample Particles Cloners and Arrays support Basic Particle Emitters and Forces Collider Modifier has an โ€œiterationโ€ parameter Surface Attractor splits out the strength parameters to Attract Strength and Follow Strength Surface Attractor adds a slider to impact the Object Velocity Strength influence on particles Field Sampling Variance parameter in particle simulation settings Particle Group and External Cache export and import scale support Reproduce Emitter colour options match the options in other Emitters types Math modifier input value field shows Degree units for operations Sin, Cos, Positive Sin, Positive Cos, in Constant source Mode Redshift When Redshift is enabled, Redshift Camera is created when using: Motion Tracking Camera Calibrator Camera Morph Camera Crane Motion Camera Exchange Alembic Points object can be imported as a Particle Group Options added to use custom Alembic export settings for the baking. Scene Nodes Split Node - Based on the Split Command Disconnect Node - Procedural version of the Disconnect command Align Nodes in the Nodes Editor Outline Spline Node - allows artists to procedurally stroke or offset splines Points Modifier - allows artists to use simple node networks to easily make your own modifiers/deformers General Improvements Undo History now accessible within the File Menu For Nodes people or ones that want to try, there is a Points modifier which is really great ๐Ÿ™‚
  20. For the math lovers - chrysanthemum spline 211_Chrysanthemum.c4d
  21. I see, that is still a bit cryptic. Add a new input on left input column, right click on the port and locate geometry port in object bundle under nested port category. This will give your geometry but you have to designate the parent port as linlk. Right clich and edit port, under advanced designate the scene port mode to link
  22. Modifier only modifies existing geometry, it can't change it's type. Think of it as a deformer. You need to use spline mesh or object group.
  23. pm request - analog watch setup. Setup converts input seconds to hours, mins and seconds watch.c4d
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