I'm afraid there's no "easy" way to achieve it without spline by spline clone-scaling.
This would require a complex advanced distribution or some sort of Python Effector.
Sorry.
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RE: Clone along splineposted in Question & Answers
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RE: Clone along splineposted in Question & Answers
This can't be done automatically. Here's a semi-automatic workflow:
In the Spline Beads, set the "Fill Gap" to None. This will stop generating the small object at the end.
Set your Gap to the desired length.
Then, start scaling your clone on the Z Axis (that is the axis aligned to the Spline) until you have the count you want.
Maybe a custom Distribution could be made but I would like to know exactly your use-case to make sure it works.
Are you just planning to clone simple objects like cubes? -
RE: Object orientationposted in Question & Answers
I see what the problem is the camera perspective view of the page. All good thank you!
I'm glad you found the issue.
Good luck with your journey! -
RE: Clone along splineposted in Question & Answers
Try the "Spline Bead Distribution" from the Advanced Distributions in the cloner.
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RE: Object orientationposted in Question & Answers
@attempt-advertising
I'm sorry but without some sort of visual reference or the file I'm unable to help... -
RE: Spacing between the instances is not uniform.posted in Question & Answers
The "Even" Distribution is correct because it measures the Spline distance between each clone.
Here's one way to do it:
Clone using Linear mode.
Use Spline Effector to place them on a flat Helix
Use a Step Effector to Raise them to the level you want.https://www.dropbox.com/scl/fi/pz7s65lu2tq4m8pk6o8x9/clone-on-helix-Fixed.c4d?rlkey=bmh6dgp5juiuewrqszkk30ds1&dl=0
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RE: c4d2026.3 UV terraceposted in Question & Answers
Anything the UV Terrace did should be part of the Weld Tool.
If not, please tell me what you're trying to do so I can try and help. -
RE: Shoot particles from audio driven splineposted in Question & Answers
I added a Vertex Map on the Spline with a Box Field. I am using that Vertex Map in the Spline Emitter to ONLY emit from the parts of the spline that are outside the Box Field.
https://www.dropbox.com/scl/fi/5cofbyyq73l2qbszk10tj/sound_base_ctrl_single-Velocity-Math-Vertex-01A.c4d?rlkey=7oogulihz5io9s5zpyekdnt9n&dl=0
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RE: Shoot particles from audio driven splineposted in Question & Answers
One way is to use a Math Modifier in the Particle Group set to Fields that uses the same Sound Field to Add velocity on the Y Axis
https://www.dropbox.com/scl/fi/mzoawqf2if5mlpwzifbvt/sound_base_ctrl_single-Velocity-Math-01A.c4d?rlkey=1e18dwwdh76jgp84gmyvbpy2e&dl=0
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RE: Shoot particles from audio driven splineposted in Question & Answers
I'm afraid I'm not sure what you want to do.
You don't want emission at 0% sound and want emission at 100% sound. What happens from 1-99%
Some sort of reference video would be helpful... or a series of still frames to show the progression