Field Force
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Hi again Dr Sassi, hope the move is going well!
I had one more question on another effect I am trying to recreate here: https://www.instagram.com/p/B-KIuIJHFQr
(again from a Houdini Effect)I've managed to get something similar using the Field Force, however the balls are being pushed away from the field perfectly at first, but then it just stops working for some reason at the end and the balls to the left don't seem to be effected at all. Is there a setting I've missed in the Force maybe so all the balls are effected?
I know you're busy so just whenever you get a chance.
Here's my project file: https://we.tl/t-rg6h8aTLem
Thanks again!
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Hi MaverickMongoose,
Thanks for your patience! Very much appreciated, as well for the visual example
Please have a look here.
The Key is to use the Target Effector set to Repel and a Delay set to Spring working on it.
While all elements are on the same flat plane (otherwise, objects move in all directions.)Any other Effector is more for the scale or color of the spheres.
Let me know if you have any questions. I'm happy to look into it.
Cheers
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Thats great! The only issue is that I need them to be dynamic and as soon as I add a rigid body tag I get the same problem where the sim just stops evaluating correctly after a few frames.
I've attached your file with the dynamics update so you can see what I mean, its the same problem as I had before. Do you think it might be a Rigid Body bug?
Thanks again!
https://we.tl/t-aEgEr3bEVS
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Hi, MaverickMongoose,
Please have a look here:
CV4_2024_drs_24_MGtr_11.c4dThe critical element is the Spring, and one of its parameters is
Attribute Manager> Object> Breaking Stretch
With its partner "Value".Perhaps the Attributes> Scene> > Bullet> Expert> Steps per frame, including the parameters below, have to be adjusted.
Enjoy
Is that working for you?
All the best
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Not sure why but on my computer this new one goes crazy and sends balls all over the place?
The previous versions were almost perfect, only the effect stops calculating after a few seconds.
I wonder if its just my version of C4D or something, is it all working fine for you?
I've attached a video of what Im getting for all 3 videos, my original one, your first fix and your last try, is that what you see as well?
https://we.tl/t-FmM9G8loFO
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Hi, MaverickMongoose,
Thanks for the file.
Yes, the Simulation takes over when the Spring breaks and it gets wild.Please have a look at the two variations (without Spring):
CV4_2024_drs_24_MGtr_03.c4d
CV4_2024_drs_24_MGtr_04.c4dBoth versions have the
Attributes Manager> Dynamics> Trigger> At Velocity PeakThe example you sent before uses the Forces of the Simulation at 1.0, which means that the force put into the clone will show up strongly. Here came my suggestion with the Spring into the "game" to keep them in place (instead of using Forces) or set a Break Value to let the Simulation take over completely. The wild behavior came from the initial "pushing around."
Anyway, I hope I get your idea about the "Dynamic" effect a little better now. Remember, I have only a few lines here and do not have your vision of the final result. Dynamic can mean a lot; sometimes, the Delay set to Spring (75% +/-) will do that already, or Simulation/Dynamic takes care of that, while Art Direction gets much more complicated.
So, let me know how close I got it.
Also, take a look here: Sleep Strength and Timer
https://help.maxon.net/c4d/2024/en-us/Default.htm#html/TRIGIDBODY-RIGIDBODY_PBD_CUSTOM_START_GROUP.html#RIGIDBODY_PBD_TRIGGER_TYPE
This will explain why things "go to Sleep" after 60 frames; adjust it to a longer time, and the scene might become nervous for no apparent reason.Cheers
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Of course, I didnt think of deactivation! Thats what was doing it.
If I increase the deactivation frames way up it works perfectly (even in the original file I sent you with the field force) Works like a charm now!
You've saved the day again! Cheers
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You're very welcome, MaverickMongoose.
Great, I'm happy that it works like a charm now.
My best wishes for your project!