Hrvoje
-
Posts
13,187 -
Joined
-
Last visited
-
Days Won
120
Community Answers
-
Hrvoje's post in Nodes Modifier result isn't updated anymore was marked as the answer
Thanks. That is a known issue that can happen on undo or some other actions, will be fixed.
-
Hrvoje's post in MoSpline is always at Linear Type? was marked as the answer
Try using destination spline then : )
-
Hrvoje's post in Scatter on a mesh - basic Nodes question was marked as the answer
Use transform geometry node. As mentioned, geometry by itself is not transformed at all, think of it as simply always sitting at 0,0,0 with no rotation or scaling applied. Transformations are applied by matrix which is position, scale and rotation alltogether.
clone_transform_geo.c4d
-
Hrvoje's post in Working with a Cloner was marked as the answer
Spline onto which you are cloning has no intermediate points - try uniform. Possibly delete the last point and enable close spline, this gives nice results
-
Hrvoje's post in Detect if a clone of a cloner is selected was marked as the answer
Here is a nodes setup which does it. Not sure how much you need outside towards MoGraph but it can be expanded. Scene will work in v2024.
Note that there are some comments in capsule to describe what is going on
laser_stuff.mp4 laser_stuff.c4d
-
Hrvoje's post in SCENE NODES - Geometry collision and creation of new objects was marked as the answer
MoGraph base scene sent via pm, however, here is a node based setup that can be used. It generates geometry (sphere) on contact points with floor. I used a simple comparison for performance purposes, you can use geometry collision if you will use some irregualr mesh such as terrain. Once the contact is made, the sphere grows to set size in duration set in Monoflop. Scene is commented. This would be the gist of your intended effect. Hope it helps
Keep_and_Grow_Collision_Value.c4d
-
Hrvoje's post in Online Help takes too long to return results was marked as the answer
I guess it depends on your connection and server circumstances? Here it is quite performant
-
Hrvoje's post in Exporting simulation for a home page hero animation was marked as the answer
Usually mp4 gives good compression and quality, you can export directly from C4D : )
-
Hrvoje's post in Having difficulties with CMotion... Please help. was marked as the answer
You can drag objects into cmotion 🙂
Simple scene attached
cmtoion.c4d
-
Hrvoje's post in Selecting Multiple Keyframes in Timeline was marked as the answer
You can click hold and drag in empty area of powerslider (small timeline) and do multi selections, however, full timeline is much more versatile
-
Hrvoje's post in Would this be possible with Scene Nodes? was marked as the answer
This can be done with Nodes.
-
Hrvoje's post in Rigging Angel Wings - Bind only binds one Object was marked as the answer
To scale rigged characters use object mode
-
Hrvoje's post in Create GUI Handles with Scene Nodes was marked as the answer
If you are thinking about handles like on primitives or deformers, not, that is not possible at the moment,
-
Hrvoje's post in Disconnect node ? was marked as the answer
There is no vanilla disconnect node, but one can make his own 🙂
Explode_Polygons.c4d
-
Hrvoje's post in Animate a rolling Triangle was marked as the answer
You can use nodes for that, here is some trickery, not math correct, Move on Z - hope it helps : )
Triangle_roll.c4d
-
Hrvoje's post in Effector OP Scale Y parameter input? was marked as the answer
Use compose nodes : )
-
Hrvoje's post in Control objects via fields without inside a cloner? was marked as the answer
Did you try Fracture instead of cloner? : )
-
Hrvoje's post in Look At Op in Object Group was marked as the answer
There is an refresh issue. Additionally in the classic import node you have to change to local or global transforms. If you then move the null and press "A" on your keyboard it will force viewport refresh. If you animate the null it will work (with Time dependent enabled in classic op node)
-
Hrvoje's post in R26 slower than R23????? was marked as the answer
You can send a bugreport and mark it as confidential. That way it is ensured that your scene is handled solely by Maxon specialists for purpose of debugging and profiling.
-
Hrvoje's post in Corner Selection was marked as the answer
Maybe this would be better approach. You locate a corner point and select a polygon face from it. Works on 2d planes. If you will use 3d mesh (such as cube) you will need to change comparison in the setup to accommodate for that. Hope it helps 🙂
Corner Selection_0001.c4d
-
Hrvoje's post in limit selection was marked as the answer
Here is a quickie with simple area calculation. If all your polygons are quadrilaterals it will work 🙂
poly_area_selection.c4d
-
Hrvoje's post in Commander doesn't show the Scene Nodes Generator? was marked as the answer
Asset browser / Nodes tab / Asset construction / Object group
Drop into OM, double click on icon to enter graph - have fun 🙂
-
Hrvoje's post in Doesn't the Blue-noise distribution work with splines ? was marked as the answer
It needs a surface (surface scaled blue noise), splines don't have one 🙂
-
Hrvoje's post in Can Scene Nodes achieve this ? was marked as the answer
Yes, it is doable but it is not trivial. Also, I don't see a reason why this shouldn't be doable without scene nodes. Basically it is a bunch of splines wrapped to another spline 🙂
-
Hrvoje's post in Can SceneNodes handle simultaneous Selection editing ? was marked as the answer
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