Palm snap on the forehead! Of course! I knew I was trying to make this too complicated.
Thank you Sassi!!!!!
Palm snap on the forehead! Of course! I knew I was trying to make this too complicated.
Thank you Sassi!!!!!
Thanks! It does reverse the order, but not the order of the animation, in other words I'm still not getting a movement from small to large
I'm realizing that I might need to deal with a step effector with "visibility" checked on and a linear field, gonna explore that
Hello
I feel like I'm missing some super obvious thing, but I'm stuck here with this simple stack of clones that are being scaled down by a step effector. I want the clones to appear from the smallest to the biggest, but whichever way I try this, I always end up with the order being off.
It would be like smallest clone first - > largest clone last....
Here is my file, sorry if this is super obvious...I feel like the answer is on the tip of my tongue.
https://www.dropbox.com/scl/fi/hhnp4liqhkbcvy9d7l2dk/ScreemGrow.c4d?rlkey=wgfi1wgdj3xco5a3dwyfkicxw&dl=0
Oh and apologies for a maybe very obvious question, but how is the tracer working with the point selection?
Thanks!
Thanks you Sassi! That's fantastic, it really works perfectly!
I was wondering, as a follow up, if this kind of thing could be setup with Nodes to create a more procedural approach? I can still of course make all kinds of changes here, but just wondering if Nodes offer that kind of functionality ?
Thanks again, I can definitely get started with this approach!
Hello!
I'm trying to create a sort of "pyramid" effect"
I have a series of planes cloned, and scaled down with a step effector.
What I'd like to do is have a spline follow the "edge" of the pyramid, like an edge, but that would evolve dynamically with the movement of the planes (so if they scale down or move, the spline follows).
This C4d file has a doodle that shows what I mean, but I also put it here as a screenshot. The idea would be to have all four "edges" of the pyramid drawn.
https://www.dropbox.com/scl/fi/qs9wun0ctxykjop70gdfi/ConeLine.c4d?rlkey=hcoe9841mlgymf3z33c1fckpc&dl=0
Thanks for any suggestions!
This is a fantastic solution! And so customizable! Thank you so much Sassi.
The scene is very speedy and responsive.
Thank you again!
Yes, that makes sense
Could you help me with a rendering issue? I tried this with the standard renderer and Cel Render, as well as with the wireframe render in RS, but I'm still getting a lot of hidden lines appearing in my render.
Here is my file, this is specifically with the method that was put in place by Jonas Pilz in the video you sent, which is quite handy because I can just save the node modifier and add it to different things. I followed his recommendation of adding a multiply node to avoid these diagonal subdivisions from appearing, but even though they don't appear in the viewport, they are still there in the render.
https://www.dropbox.com/scl/fi/05lwkiyrlj3xbvcz1juoo/QuadTreeNodeMod_Wireframe_CV.c4d?rlkey=1bfc9mhgfwvfejig4tkq22jxz&dl=0
Thanks for any suggestions!
Hey Sassi, I think this technique could work. How did you select that polygon? I suppose it would be possible to just stop the animation at a given point and extract it?
In the video you shared with Jonas Pilz and Noseman, their setup allows for selections, but these selections are of each level of subdivision. Would there be a way to extract a single Polygon (or group of polygons) from that selection?
Thanks!
Ah got it! Thanks Sassi, that's super interesting.
I do have a follow up question though, with any of these setups : do you see a way to "lock in" to any of the subdivisions individually? I'm trying to create an effect where everything is moving and subdividing, but one polygon "stops" and I can use 4 points to connect splines to it, or extrude it?
Thanks!