Would really appreciate some support on this one, anyone with a solution? Sorry to bump this
Posts made by history-growth
-
RE: Rigid Body with Follow Position becomes dormant, why?posted in Question & Answers
-
Rigid Body with Follow Position becomes dormant, why?posted in Question & Answers
Hi! I'm trying to direct a scene with several rigid body objects taking the shape of a card house, falling down then rebuilding into a new shape.
I'm directing this with the Follow Position, Follow Rotation to force them into a new position but after they have stopped I can't activate them again.Anyone have a solution on how to set this up? I'm attaching a scene file for you to understand my setup and problem: 12-HouseOfAbstractCards-003.c4d
-
RE: Best way to UVW a sweep spline...posted in Question & Answers
Great. Thank you for your expertise.
-
RE: Best way to UVW a sweep spline...posted in Question & Answers
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...posted in Question & Answers
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...posted in Question & Answers
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?
-
Best way to light a screen for non-additive effectposted in Question & Answers
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?
-
RE: Constraint Aim - with restricted movement?posted in Question & Answers
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.
-
RE: Constraint Aim - with restricted movement?posted in Question & Answers
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.
-
Constraint Aim - with restricted movement?posted in Question & Answers
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?
-
How can I optimizing this setup with Xpresso? (Iteration and Hierarchy)posted in Question & Answers
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.
-
Split up a sentence into cloned Text objectsposted in Question & Answers
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?
-
RE: One word at the time from textposted in Question & Answers
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.
-
One word at the time from textposted in Question & Answers
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?"
-
RE: Text vs Text Spline in a Cloner...posted in Question & Answers
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?
-
Text vs Text Spline in a Cloner...posted in Question & Answers
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
-
Peeling an apple, with cloth?posted in Question & Answers
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?
-
RE: Simulation System and Compound Collision Shape....?posted in Question & Answers
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....?posted in Question & Answers
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?
-
RE: Bullet vs Simulation System RBD Follow Positionposted in Question & Answers
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....
