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Hrvoje

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Everything posted by Hrvoje

  1. Hrvoje

    Slowdown

    Not as trivial if you don't want to use keys as @Cairyn already wrote. I suspect there is some fancy math to make this awesome ๐Ÿ™‚ There are few problems here if I assume correctly what you are after: 1. No keyframes 2. Object has to eventually stop it's motion which is driven parametrically (by time). That assumes that after some duration movement should stop and time value which is a "driver" has to be preserved otherwise the time will simply keep moving the object 3. Gradual slowdown. This can be done by remapping duration to output multiplier I attached a scene that does this, hope this is what you are after, couldn't think of anything better. In memory node you set duration. For more complex decaying with more options you can use spline mapper for multiplier but this involves more work or maybe different approach decay.c4d
  2. I presume you want smooth movement across surface. Here is an example which uses ray collision and interpolation node (which prevents abrupt changes) This would be equivalent to clamp constraint, hope it helps ๐Ÿ™‚ 106_Clamp_Constraint.c4d
  3. Hrvoje

    Slowdown

    Seems that effectively you are looking to "decay" a value?
  4. Please share a scene file and update your profile please ๐Ÿ™‚ Did you set the type in geometry property set mode to normal?
  5. Meanwhile why not ask questions, we will be happy to help ๐Ÿ™‚
  6. Data type is set automatically with incoming array, there is no need for user intervention
  7. Folks, this can also be done with nodes ๐Ÿ™‚ boundary_cloning.c4d
  8. You can use edge to line node
  9. Please attach the scene and texture ๐Ÿ™‚
  10. In your screenshot it is visible that you are connecting container to data type. Distribution should go to container and the setup can be simplified ๐Ÿ™‚ Here is the scene extrude and follow_0001.c4d
  11. Ah, should have made a screenshot, sorry ๐Ÿ™‚ Select the node and run the command. Outline of node will change
  12. Hrvoje

    Core4D shop

    There is a backend issue which prevents us, it is being worked on
  13. Just reconnect, automatic iterate collection node will be made
  14. By using material parametrization one gains access to parameters of the single material node in the scene nodes. For texture you have to designate the node in material nodes as "start" node then update the parameters of parametrization node. This will then give you parameters of that node
  15. Are you opening in R25? You should get this Try hovering over viewport and pressing "A" to trigger refresh, works here...
  16. Sure, here it is ๐Ÿ™‚ There is a small refresh issue when you move your null which will require you to press "A" on your keyboard. If you move the cube itself it is ok. Basically points of any geometry are in local space, meaning you get local point positions from geometry ports. To make points global you have to multiply with the matrix (transform all points with matrix of object which carries the points). Effector_node_0001.c4d
  17. Use material parametrization node. It will allow you to access parameters of node from node material which you designated as start node. Here is a simple scene mat_param.c4d
  18. Use connect node. You can use named selections inside nodes plus some keywords such as "active", "all". Here is a scene that can help selections.c4d
  19. Setup works ๐Ÿ™‚ The problem is that your cube is transformed and setup acts on non transformed points. You have to get global point positions by multiplying the matrix with each point
  20. aboard! We have few Bjoerns already ๐Ÿ˜‰
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