lets say that i have a baked rolling animation can I make it moving along a spline, or its cant be done, see the pic, I want the cube to move on x axis and then down on y axis? while its rolling?
https://imgur.com/a/S7OtzR4
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RE: Alembic animation in Cloner – instance count issue + time offset per cloneposted in Question & Answers
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RE: Alembic animation in Cloner – instance count issue + time offset per cloneposted in Question & Answers
As far as I know, it's a rolling cube animation that was baked into an Alembic, and later the end frame of the Alembic was changed.
To be honest, I'm not sure how that was done or exactly what the creator meant when describing the process. -
RE: Alembic animation in Cloner – instance count issue + time offset per cloneposted in Question & Answers
Thank you so much.
Is it possible to make the Alembic follow the spline direction? while its in the cloner?
Also, could you take a look at this animation and give me some tips?
https://www.instagram.com/p/C3Xxie8NBqO/
Best, -
RE: Alembic animation in Cloner – instance count issue + time offset per cloneposted in Question & Answers
Here is the file. I thought the C4D file would contain it as well.
https://drive.google.com/file/d/1zO9CBRcUZ0XUtyirGHFxj4Ot8ThSTkPB -
RE: Alembic animation in Cloner – instance count issue + time offset per cloneposted in Question & Answers
Thanks a lot, Noseman.
I’m using clone index with the Spline method, and it seems to work. However, I can’t offset the animation for the cubes. Also, if I try to extend the animation beyond frame 90, it stops. What should I do?
Just to clarify, I want the cubes to start rolling from point A with an offset, and then come to rest again when they reach point B.
I’m trying to achieve something similar to this animation by Oscar Pettersson:
https://www.instagram.com/p/C3Xxie8NBqO/If you have any idea that could help me achieve something similar, I would really appreciate it.
Alembic animation_0002.c4d -
RE: Alembic animation in Cloner – instance count issue + time offset per cloneposted in Question & Answers
Hi Noseman, Thanks for your help,
But I cant find the "Clone index using Splines" Folder ? -
RE: Alembic animation in Cloner – instance count issue + time offset per cloneposted in Question & Answers
Sorry, this is the project file. Also, I figured out why the Alembic file wasn't working properly. The issue was that I forgot to enable Global Coordinates when exporting the Alembic file.
Alembic animation.c4dMy goal is for each cube to start its animation one after another without overlapping with the previous cube, so that all cubes eventually move from point A to point B and stop in their final positions.
I tried using a Step Effector to offset the animation timing, but the clones are triggered according to the Grid Cloner's default indexing order (row by row). What I need is a different trigger sequence, so the cubes animate in the order I want rather than following the default clone numbering.
order:8 → 7 → 6 → 5 → 4 → 3 → 2 → 1 → 0
What I actually need is for the animation to be triggered by columns instead of rows. For example:
8 → 5 → 2 → 7 → 4 → 1 → 6 → 3 → 0
(top to bottom in each column, then moving to the next column).
Is there a way to customize the clone index order or create a custom sequence for the Step Effector's Time or is there a better approach for creating a custom animation sequence with Alembic clones?
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Alembic animation in Cloner – instance count issue + time offset per cloneposted in Question & Answers
Hi everyone,
I’m working with an Alembic animation inside Cinema 4D and using a Cloner to duplicate it.
At first, only one instance was visible. After changing the Instance Mode, I managed to get 8 clones arranged in a grid, but I was expecting a total of 9 instances.
Another issue I noticed is that during playback, an additional “ghost” or missing-looking cube appears in the middle of the animation, which makes me think one instance might be missing or not properly evaluated.
My main question is about the animation behavior:
I would like to offset the animation timing for each individual clone so that the motion plays in a staggered or randomized way, instead of all instances being synchronized.
Is this workflow possible in Cinema 4D 2026, and what would be the recommended way to achieve it?
Any guidance would be appreciated.
Thank you!
https://imgur.com/a/y6ZxTKz