Thank you so much for your constant help! I'm sure it's incredibly obvious, but I'm still learning my way through C4D. Believe it or not, I'm trying to figure things out on my own as best I can, but there are some things that I just don't know how to frame properly to know where to look. Aligning the workplane to an edge works perfectly, so again, thanks!

Latest posts made by Balakay612
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RE: Snap perpendicular to originating edge, not secondary edge?
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Snap perpendicular to originating edge, not secondary edge?
Hi there. I'm trying to use the knife tool to cut perpendicular to an existing edge when I begin the cut at that edge. Right now, the only thing I can manage is snapping perpendicular to the secondary edge; that is, the edge at which my cut would terminate. Is there any way to reverse this behavior? I'm attaching a marked up screen shot. I imagine this is probably extremely simple and I'm just not thinking about it properly!
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RE: Align an object to the normals of another object's components?
I'm going to have to take a closer look at that! I am terrible with math, but I love learning how to use it for stuff like this, so I'm going to study that project file you attached. Thank you!
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RE: Align an object to the normals of another object's components?
Yeah, that's just about it -- it's close enough to help me accomplish what I'm trying to do, so thank you! More specifically though, let's say there are four polys that share a central point: those polys all have slightly different normals because of how they were created as part of a sphere. Is there any way to get, say, the average of the polys' normal to use as the placement orientation? What I had to do was cut the polys, paste them back, flatten their scale on the local z axis to effectively give myself the averaged normal, then place the cylinder, then paste back the original polys and weld them back as part of the original sphere. That works, but if there's a better way accomplish that goal, I'm all ears! Thanks for the response!
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Align an object to the normals of another object's components?
Hi there. This is probably a super basic question, and I'm not even sure if I'm framing it properly, but I have an object with some polygons aimed at an arbitrary axis. I have another object that I want to align/orient perpendicular to those polygons, but I'm not sure how to do that.
Let's say I want to put a bolt head on an arbitrary point on an overall spherical shape: how would I ensure that the bolt head is perpendicular to the normal direction of the point (or poly) on which I wish to place it? Thank you!
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RE: More than one Pyro Output causing problems across volumes?
Maxon support suggests that I'd need a separate simulation scene for each pyro output in order to render correctly. If that's true, is there any way to link different simulation scenes to that the outputs can interact? Meaning, I wouldn't want smoke from scene A not to mix with smoke from scene B, for example.
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RE: More than one Pyro Output causing problems across volumes?
Thank you for your help. I'll check support and see what's going on there. I'll also do another test with various pyro volumes with white color and attempt to color through the scatter property and let you know what I find. Thanks again!
Edit: Still getting the weird blending effect by just using scatter colors in each volume. I've opened a support ticket, so we'll see if they have any better information. Thanks again!
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More than one Pyro Output causing problems across volumes?
Hi there. I've been struggling with this question for a while now, and hopefully someone here can help me wrap my brain around it! If I have a scene with multiple Pyro emitters, and if I create multiple Pyro Outputs (because of Scatter or Absorption differences, e.g.), every Pyro emitter acquires a blend of properties from however many Pyro Outputs there are. If I have, say, an emitter with color enabled and set to green, and if I have the color input in a Pyro volume mapped to color, I get what I expect. However, if I add another Pyro Output and assign it a different Pyro Volume (let's say this one has Scatter set to 1 whereas the other had it set to 4), my rendered output will look like both volume materials are fighting for jurisdiction over a given emitted volume. I'll attach some images.
What I can't figure out is if there's a way to restrict a particular emitted volume to receive material (Pyro Volume) effects from a specific Pyro Output. I'm probably not explaining it very well. I'll attach a scene example as well.
Thanks for any help!
[Edit: I didn't include the cache for the simulation, but it's small enough and should be simple to cache.]
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RE: Is a particle emitter set to "Shot" able to be re-used on different frames?
Hey that works great! Thanks for the reply!
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RE: Simple scaling question
I'm far from knowledgeable, but I downloaded your file and messed around with it, and on the Step effector, under Parameter > Transform, I changed Transform Mode to Remap, and the direction of the scale reversed. I'm not sure how/where to tweak the results of the Remap, but maybe that's a place to pick up?