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    C4D Particles Freeze then Resume Motion?

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    • E
      entry-newspaper last edited by

      Morning!

      I'm exploring adding a particle effect, to a client project I'm about to start. Simply put; I'd like to create a simple (C4D) particles explosion, freeze those particles for a few seconds as the camera tracks around (think The Matrix), then resume the particle motion. The only solution which immediately comes to mind, would be to cache the particles, the simply create that time effect within the alembic controls. But that's a little awkward - having to constantly bake, tweak, and redo. Is there a particle control object, like the math object, which can do this kind of thing?

      Thank you!

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      • Dr. Sassi
        Dr. Sassi last edited by Dr. Sassi

        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

        Dr. Sassi Sassmannshausen Ph.D.
        Senior Trainer, Maxon Master Trainer, L&D - Strategist
        Cinema 4D mentor since 2004, Member of VES, DCS.

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        • E
          entry-newspaper last edited by

          Ah, yes. Thanks! That's certainly another way to go. So I guess, at the moment at least, there really isn't a true particle tool or object, which would handled time remapping directly inside the particle engine?
          I like that your proposed solution, allows for normal time-line key-frame controls. But if I were to go the cached simulation route, with the time-remapped alembic file; do you know if there is a method to also use the timeline for those controls? The time-remapping curve is a little limiting, being that it operates in a percentage of the motion.

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          • Dr. Sassi
            Dr. Sassi last edited by Dr. Sassi

            Hi entry-newspaper,

            I have not found anything that is easier to set up than to use the cache option. Even simple store Velocity actions and replace it for the time being with Velocity zero will not work, as new particles can be created during that time. I might miss an option with Memory nodes, but that is how far I got.

            Here is a little example, at 30 the velocity is recorded, at 60 the particles are stopped via velocity set to zero, at 90 the values are applied back from the recordings – note that the constant grow in numbers leaves many pixels out after the recording during frame 30.
            CV4_2026_drs_26_PAsp_01.c4d

            However, please feel free to suggest/request a Particle Scene Freeze Node: “Share your Ideas” here
            https://www.maxon.net/en/support-center

            Cheers

            Dr. Sassi Sassmannshausen Ph.D.
            Senior Trainer, Maxon Master Trainer, L&D - Strategist
            Cinema 4D mentor since 2004, Member of VES, DCS.

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            • E
              entry-newspaper last edited by

              Thank you for the follow-up, Dr. Sassi. At the moment, I chose to employ your time scale method, being that I needed to have more unified control over that and the other non-simulated action in my project. I think it will generally work - although I am realizing that because I'm easing the objects to a stop, there is some overlap where the particles don't entirely honor the various collision tags. I think there's not much of a way around it - short of creating one ENTIRE animation at full speed, then caching and time-remapping that resultant alembic. But honestly, too much effort; as it it stands now, the effect still looks cool, and is much easier to tweak as I'm still refining.

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