Will do, thanks. I pivoted to a different solution for the job. But I'd still like to know, so I'll post an example file as soon as I can free up time.
Latest posts made by entry-newspaper
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RE: Soft Body - Return to Original Shape?posted in Question & Answers
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Soft Body - Return to Original Shape?posted in Question & Answers
I want to have a soft body be impacted by a collider, and have the resultant waves propagate for a time.
But then I want the shape to return back to the original shape. I want to be able to direct that return, with precise key-frames.How would I do this?
Thanks!
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RE: Need Help with Jiggle Deformerposted in Question & Answers
Thanks, I'll try that again. Pretty sure I already had, but maybe I need to try adjusting more of the parameters, in order to see the effect.
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RE: Need Help with Jiggle Deformerposted in Question & Answers
Okay, thanks! C4D looks to play the occasional joke, I see...
But, if you happened to crack open my scene, where would you position the deformer?
I'm not seeing any results, when I add it in various positions. -
Need Help with Jiggle Deformerposted in Question & Answers
Greetings!
I am trying to create a simple (deformer-based) effect, where an object is going to fall into liquid, and create a simple radial ripple. I'm attempting to use the Spline Deformer to create one ripple, and then I'd like to utilize the Jiggle Deformer to create an "echo" of that ripple so that there are many smaller ripples after.
But anywhere I try and apply the Jiggle, it tells me "Invalid Hierarchy".
How would I employ that in my simple example scene?
Also, I'm very much open to any other suggestions as to how to go about making a "simple" water ripple; I'm not tied to the spline deformer route, by any means.
Thanks
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RE: Constraint Tag Issues...Need Help Please!posted in Question & Answers
Hey Noseman,
Thank you, and my apologies, I normally would have done so. But I was a bit rushed, and I actually tracked-down one of your excellent quick tip videos, regarding creating quick (Add Transform Constraint) constraints, and that got me thinking that the "transform" option might work better than the "clamp" or "parent" options, I had been fumbling around with.
So I think I'm okay for my current deadline, but I'll circle back soon, with a sample project, to see whether there are more elegant solutions to my problem; as it stands, I'm key-framing a number of parameters ON then OFF, to achieve the effect. -
Constraint Tag Issues...Need Help Please!posted in Question & Answers
I have a project where, in simple terms, I need to have a tube impact a sphere, and then have the sphere stick to the tube.
Seems like this should be a simple task with the Constraint Tag - using Clamp.
However, as is almost always the case with that tag, the results are a pain to achieve. Whenever I reset the animation to the first frame, the sphere almost always winds up some improper position.I'm specifically toggling the tag's "Enable" feature off, then on, at the moment of impact. So ahead of that enabling, the sphere should be receiving no effect from the tag, right? But it does.
There must be a sure-fire way to make these kinds of common tasks work 100% with the constrain tag, right?
Help, please!
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RE: Need Help with (UV's) Property Transferposted in Question & Answers
Anybody? I can't be the only one who needs to make something like this work.
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Need Help with (UV's) Property Transferposted in Question & Answers
I need to unwrap the UV's on various client product CAD files. That process works much better (especially as I'm using FD Toolkit to help) if I perform that task with a relatively low-poly model. Great. I can do this.
However...
I need to use much higher poly models, for the actual rendering work.
So, I'm trying to use the Property Transfer tool to move the unwrapped UVW map, from the low-poly model, to the high-poly model. Things get messy from there. The UV's do seem to come across correctly, but I'm also stuck with weird artifact issues, around some of the model seams.
I'm attaching the most simply, stripped-down, example of two pieces. One is the low poly (source) and one is the high poly (target).
I hope someone can shed some light on this, for me.
https://spaces.hightail.com/receive/IPq6ilHP4Z