Great. Thank you for your expertise.
Posts made by history-growth
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RE: Best way to UVW a sweep spline...
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RE: Best way to UVW a sweep spline...
interesting technique! Using a Vertex Map with the Spline as input was a clever way of extracting the data needed, great.
Are you using the MoSpline to animate the Spline, is that what it's for? -
RE: Best way to UVW a sweep spline...
Hi Dr Sassi!
Thank you for the reply.
Here you can find the rnd file: https://www.dropbox.com/scl/fi/u992fksalrtm1er068wob/Spline-RND-01.c4d?rlkey=8849mir6m25ivgfv9xovicxjz&dl=0What I'm trying to achieve is a coherent mapping of the gradient throughout the entire spline including the caps.
Is it possible? -
Best way to UVW a sweep spline...
Hi everyone,
I'm looking to create a squiggly shape from a single spline bending and twisting. For this I need a even and uniform UVW on this object.My question is: what's the best way to create a uniform UVW on this sort of object?
When I create a (hand drawn) spline in the shape I want and render it with a Sweep giving me round caps on both ends it tends to make the ends much denser compared to the rest of the spline.Also tried generating a stright spline which I deformed with a Spline Wrap without any success.
Any ideas?
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Best way to light a screen for non-additive effect
Hi everyone,
I'm looking to create a screen, just a plane, that I want to set a light directly onto for a very sharp highlight. The screen material is set up with a bitmap going into the Base Color and also the Emission Color with the weight set to 1.2.When aiming the light to the screen the light is additive on the bitmap material - how do I set this up as a physical screen where the light would not have this effect but stil leave a highlight on the screen glass?
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RE: Constraint Aim - with restricted movement?
Dr. Sassi! Thank you - this is sort of exactly how I first thought of settings this up. The one thing I did not do is keeping the rotation value in a separate null and transferring it via xPresso Range Mapper to the object.
I believe this will make my scene work - thank you so much.
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RE: Constraint Aim - with restricted movement?
The Protection Tag sort of does the job but limits the incoming values as well. The best scenario would be to do this but with a broader incoming range.
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Constraint Aim - with restricted movement?
Hi everyone,
what would be a good way to restrict the movement of the Constraint Aim? What I am trying to achieve is an object looking at another object (with Aim) but restrict the movement to only a certain degree of movement.
My idea was to use Xpresso Range Mapper and drive the values from itself but I can't get the logic to work. I'm guessing it's due to the order of execution.Any ideas?
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How can I optimizing this setup with Xpresso? (Iteration and Hierarchy)
Hi everyone,
I'm looking for a way to calculate the height of several Cylinder objects from their individual distance to an object in the scene.
As I have set up the calculation right now I'm using the Distance node to calculate it on the main object but as I do want this to happen at the same time on all of the objects I need to set this up with Iteration nodes and I can't get that to work.
The effect I'm looking for is a dynamic linked behaviour where the cylinder objects are constantly shifting in height and pushing each other up and down at the same time.How would I set this up? Attaching my scene file.
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Split up a sentence into cloned Text objects
Hi!
I'm looking for a setup where I can take a defined string of text and split it up into multiple cloned Text objects.
For example, this string: "A long text that is about this long" would be split up into separate words and distributed on each clone instance in whatever mode I've set the Cloner to. Visible at the same time.How would I go about this?
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RE: One word at the time from text
Thank you Sassi. As always.
Although this is not the setup I'm looking for. I'll create a new thread with that exact problem.
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One word at the time from text
COPIED:
Follow up question from
https://cineversity.forums.maxon.net/topic/1064/text-vs-text-spline-in-a-cloner"What would be a good workflow to iterate text on a Text object in a Cloner. What I'm looking for is a way to have a full text and render each word in this text on each cloned Text. Guessing it would be a bit of Python?"
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RE: Text vs Text Spline in a Cloner...
Thank you Dr. Sassi!
What would be a good workflow to iterate text on a Text object in a Cloner. What I'm looking for is a way to have a full text and render each word in this text on each cloned Text. Guessing it would be a bit of Python?
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Text vs Text Spline in a Cloner...
Hi!
I want to render out several unique numbers using a Cloner. When I create two text objects going from 0 to 100 and put them inside a Cloner set to Clones: Blend they do not change when the text are create using the Text object. But when changed to Text Spline they do update.
Is this an intended behaviour or a bug?
I'm using 2024.3.2
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Peeling an apple, with cloth?
Hi everyone,
I'm looking into an experiment of simulating the peeling of an apple, where i want the the pieces of the apple skin to fall of in fairly big pieces.
I'm looking into doing this using cloth and a vertex map where the map right now affects a Turbulence and Tear Past map.
Really not the right route.Anyone in here have a suggestion on how to approach this? Or would it be wiser to just set this up manually not using cloth?
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RE: Simulation System and Compound Collision Shape....?
Hi Sassi!
Yes and no. As I understand Hierarchy Merge Level it seems as the right thing - take next level of objects into account for the simulation.
But with the Armchair 01 from the asset library it generates no result at all even with this option set to 3.
If I do put the object inside a Connect the Simulation does work but the physics is not realistic - the same setup with Bullet generates a much more realistic look. -
Simulation System and Compound Collision Shape....?
Hi!
Quick question: with rigid bodies in The Simulation System I can't find an option that calculates the entire chain of child objects as compound collision shape. This exist with Bullet - is there no way to achieve the same result?
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RE: Bullet vs Simulation System RBD Follow Position
Hi Dr Sassi. I came here to write the same thing.
2024.2 seems to have figured this out. Very good news!
Although I'm wondering if Sim System is stable enough for RBDs for production work if these kinds of bugs exists... only one way to find out....
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RE: Bullet vs Simulation System RBD Follow Position
Appreciated Dr Sassi!
Would be interesting to know the answer. -
RE: Bullet vs Simulation System RBD Follow Position
Thank you!
Can it be that Simulation System is better suited for keyframed animations rather than the Align To Spline tag?
Perhaps I should report this to Maxon...