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Hrvoje

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Everything posted by Hrvoje

  1. @Smolak I believe this is what you are after Cloner_0001.c4d
  2. @Smolak Take a look inside atom array asset, it shows how to handle this
  3. err. Not sure what you mean? 🙂
  4. Here is nice setup, analytical foam, originally done by Entagma in Houdini roughly ported to nodes. It is doable with nodes, quite performant. There are room for improvements but that would require even more complexity. 193_Analytical_Foam.c4d
  5. Keep in mind that only static values can be used with assert (for now)
  6. @LuBaphomet You have a couple of options here. One is using IK, constraints and parenting (haven't tried) or doing a math based rig. Here is a stab at it. It is all apcked in single mesh, you can check the graph for details. There are two sliders which do what you have been describing. Hope you can adapt it or transfer to your specifics. slide_fun.c4d
  7. @LuBaphomet Do you need this to be "classic" C4D setups with all the objects being separate entities, or a single mesh? How realistic this needs to be? I aks because this looks like something for nodes : )
  8. You can use glue with falloff. This will glue the pieces but break in middle will be preserved. Any other way dictates that you have multiple pieces which can't be rotated from arbitrary location via effector. Try the attached scene, could be what you are after Candy bar Break_glue_falloff.c4d
  9. Took a quick look. The issue is that you are breaking into to many pieces where you are aiming for just two? If you break in just two pieces you can rotate as intended. Simple scene attached Candy_break_quick.c4d
  10. Vertex map to define clone density on surface 231_Clone_map_density.c4d
  11. Love it! Could also be cheddar Bob : )
  12. Known issue - time dependent in import node : )
  13. @zeden Works here. What seems to be broken for you?
  14. Is this what you are after? Effector with modify clone and some changes to your setup are needed Radial Wipe_0001.c4d
  15. For that you will need to use inheritance effector, meaning, your clones have to have a source from which it will draw point positions and moprph the motion object. Usually this is another cloner with meshes in states which you want to morph too.
  16. Good morning, and welcome to the Black Mesa Transit System 🙂 Love the Freeman character, reminds me of being young and playinmg my favorite game
  17. Took a quick look. Maybe you just want to adjust your filed tolerance and remapping? 🙂
  18. Here is a free node which interprets particle data. This means you can import particle attributes into Neutron graph by particle group and do what you want with it : ) 228_Neutron_Particle_Import.c4d
  19. Maybe @Havealot can help answering this one since he is an simulation expert : )
  20. @Smolak Have you tried edge to line node as starting point?
  21. pm question: Here is a simple extrude along spline setup 🙂 142_Extrude_Along_Spline.c4d
  22. Simple target effector, but in nodes 🙂 223_Target_Effector.c4d
  23. Took a quick look and it seems you have to enable fk in controls to get the hips to move the arms. There are some ik/fk switches but I am not sure how functional they are, it would take a lot of time to dissect the rig itself. Make sure you change the display to show full hierarchy in OM, it will be easier to troubleshoot
  24. That is very nice and moody sequence you have there. Like the atmosphere 🙂
  25. At this moment no, particles are OM based
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