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  • RE: Controlling Sweep End Growth with a Slider Control

    Thank you, Andy.

    I learned Xpresso node by node, playing with it.
    The typical suggestion would be:
    What is in the "wires", knowing the formats, Real, Integer, Vector, to start.
    Then pick some nodes and mess around. You know that everything has a learning curve, so take your time.
    When hitting a roadblock, please ask! I learn from questions as well. So, never a waste of time for me.

    Enjoy

    posted in Question & Answers
  • RE: Controlling Sweep End Growth with a Slider Control

    Hi ASeifried,

    Thank you for the file and for using Adobe Cloud.

    Here is your file back:
    CV4_2026_drs_26_XPpc_01.c4d
    Screenshot 2026-01-21 at 9.24.54 AM.jpg

    A short report of the changes:
    The font was not included; perhaps the size adjustment is not a fit for your font.
    I have set the 0-100 to 0-100% (Per-cent = 100/100). I used multiply here - x 0.01. A habit, as it is safer.
    Added a little Add> String to it as an idea, so you can do it with one Text Object
    The HUD element in the view can be removed with a right mouse click, and "remove'

    Let me know if something else is needed.

    All the best

    posted in Question & Answers
  • RE: C4D Particles Freeze then Resume Motion?

    Hi entry-newspaper,

    The non-cache workflow could be via Time Scale. This requires for Simulation that should not stop, a different Simulation Scene.

    Here is an Example:
    CV4_2026_drs_26_PAts_01.c4d

    The setup is done in
    Attribute Manager> Mode> Scene> Simulation> Scene> Time Scale.

    Is that working for you?

    Cheers

    posted in Question & Answers
  • RE: Pyro Simulation for Engine Combustion in Cinema 4D

    Hi Marijke,

    Thank you very much for the feedback.

    As mentioned, I just need a single geometry defining the Cylinder, which should be a small file. Hence, I expected a c4D smaller 1MB that can be attached here.
    I try not to be complicated here, sorry if that looks that way.
    For security reasons, we have limitations to download only from Dropbox, Google, Apple, Adobe, or Wetransfer, please upload the file to one of these cloud services uncompressed.

    All the best

    posted in Question & Answers
  • RE: the new boole generator

    Hi moebious0815,

    Thanks for the reply. So, in short, even with 68 bad polygons, you want the algorithm sort it out for you and provide a perfectly solved Boolean operation.

    Even some models are based on flat polygons, for example, not even producing a volume" (when you “explode” the collection, you see how unusable it is constructed).

    I get your expectation, all of that care to create clean models is not needed; it should work no matter what anyway. Sorry, there's nothing I can help you with.

    In short, you state that it is not working, which means you need to contact the Tech Support.
    https://www.maxon.net/en/support-center

    My best wishes

    posted in Question & Answers
  • RE: Pyro Simulation for Engine Combustion in Cinema 4D

    P.S.: Perhaps this is a good enough sketch to get some feedback about your target.
    My personal take:
    Theoretical there is a spark, then an explosion (all white, HDRI screen 4000+ Nits white 😉 ), and then nothing that an eye could perceive, as it fights with the after image and anything else is too weak to cut through. Before we even know it, there is the next one.
    So, I assume the stylized idea of it is more what one would expect, hence some rough texture, something that makes us feel that flames expand, and is slowed down to explore.

    CV4_2026_drs_26_PYcl_01.c4d
    Preview
    https://projectfiles.maxon.net/Cineversity_Forum_Support/2026_Clips_DRS/20260120_CV4_2026_drs_26_PYcl_01.mp4

    posted in Question & Answers
  • RE: Pyro Simulation for Engine Combustion in Cinema 4D

    Thank you very much, Marijke.

    I think the separation into several parts is a good idea.

    Which might also allow for the reuse of setups for each of the eight cylinders.

    I’m sure you have made up your mind on how to present the work, but I'm not clear how the video will show it (the engine block transparent and the full pipeline of gas and fumes as a 3D inside, or the block cut in half, which would also make sense with a straight engine)

    The key decision would be to render each part of the four strokes out and composite them, while perhaps blending or using masks to get the best effect.

    Particels can be used as Pyro, perhaps creating an easier way to direct Pyro.

    Another pointer would be, even given the lower rpm of these older engines, the speed at which all of that happens is not low, meaning that most realistic representations would use a lot of motion blur, making everything perhaps even easier, while applied in post.

    One "hack" is the Destructor Setting, avoiding the collision calculation and using the outsed of the Cylinder as Destructor. Perhaps worth a consideration.
    https://www.youtube.com/watch?v=_c-mARL7JNA
    https://www.youtube.com/watch?v=u22q06-7oXA

    As a side note, in the late '90s we had a Rally (Kitzbühl) with the collection of the EFA Automuseum/Amarang cars, and I think we had a Horch 8 in the mix, but I haven’t seen the engine back then.

    If you could just copy one cylinder, so I can get the size, etc. The inside polygons where the explosion will sit, and the head with the valve openings, no valves needed. I will replace them here, then share as C4D. I hope that is comfortable for you.

    All the best

    posted in Question & Answers
  • RE: Making a coin rotating along a rotating Sweep

    Hi shoot-laugh,

    With "its rotation," you mean the pathway (blue in your image) or the rotation of the coin, like a rolling tire.
    Make the Path (in a copy) editable, and use one of its border edges as a new guide. Select the edges and then Main Menu> Mesh> Edge to Spline.
    I would use the middle edge of the path to harvest as well as a Spline in the same way, so they are in "sync."

    Now you can set up three Nulls:
    One that is where the coin touches the path
    Second, the same as the first, but a little bit ahead of the first.
    Third, the Null that follows the outer edge of the path.

    These three create a triangle, which is stable. All three are animated based on Align to Spline, while the second one is a little bit ahead (+3%)
    If the first one is animated, the second and the third can use the data in XPresso, so you have to care on end only about only the first.
    The first one receives a Target Tag. The Target and Up Vector inside the Target Tag are based on Null 2 and 3.

    The outer edge-based spline can now also be treated as a “Rail”. Meaning the coin leans into a curve, or for dramatic effect, leans out of a curve, based on moving the Spline up or down a little bit.

    With that set up, the First null can now receive the Coin as a child.

    Is that what you are looking for?

    Let me know if that needs more data on your side. I'm happy to share, but if you can share teh path set up, it would be easier. (Just the path as c4d file. Thanks.)

    Cheers

    posted in Question & Answers
  • RE: Xpresso : distance traveled

    Hi Pitchi,

    Thanks for the file. 🙂

    I added the needed changes, but I'm not sure how the editor view can create stable data, as the nature of the editor view is to constantly update.

    I would use Cappucino to record what you need, if we focus on rendering and sharing the result. Then use a Tracer and follow the Null. In XPresso you can measure the length of the Spline, which might be more accurate than to use previous position. The distance between two points is the shortest possible distance, but how about moving in an arc?

    Here is the file back, I used User Data to create a simple and intuitive Variable/memory. The value is reset on frame zero.
    CV4_2026_drs_26_XPtd_01.c4d

    All the best

    posted in Question & Answers
  • RE: the new boole generator

    Hi notice-world,

    Thanks for the file.

    Please select your city model and use the Attribute> Mode> Modeling> Mesh Checking.

    Screenshot 2026-01-20 at 9.34.37 AM.jpg

    You might notice that the model has severe problems: 68 bad polygons. The algorithm can't operate on that.

    More about this in detail:

    https://help.maxon.net/c4d/2026/en-us/Default.htm#html/DMODELING-MESH_CHECK.html#MESH_CHECK_POLY

    The problems need to be fixed first. It looks like a CAD model, and my tip would be to check if the export from that software can be improved.
    There is no simple "repair", I tried a few first aid options, but none can deal with this.

    All the best

    posted in Question & Answers