Thank you, I no idea about the Cluster modifier.
Right now i made to work with a rig and a jiggle effector for the main shape and the side panels are Cloth objects connected to the cached main mesh.
Thank you, I no idea about the Cluster modifier.
Right now i made to work with a rig and a jiggle effector for the main shape and the side panels are Cloth objects connected to the cached main mesh.
@Dr-Sassi
This last version, with the animated splines, is a great idea! Looks like the most art-directable approach.
Thank's a lot!
@Dr-Sassi
Yes, that reference is exactly what I'm after. I can't share more because of NDA
but it s a car airbag.
Thank you for the sketches. I really need to look into the rigging approach. That s the only one I haven't tried.
The Pose Morph + Balloon kinda works, but as I morph with a linear field for ex, the cloth doens t handle well the transition period and in the final pose i don t need the cloth anymore. With a Jiggle deformer worked better.
I need to see how I can animate a joint rig that will roll inside but keeping the start and end of rig fixed 
Hello, I'm struggling to simulate an airbag inflating in slow-ish motion.
The tricky part of the motion is that it unrolls from the packed position to the final inflated position
I have the model in final position and I tried:
None of these really worked 
If anybody has any ideas, pls share
After some more debugging it might be related to the output filename
Hello,
We have a strange problem on the farm running Deadline 10. I will try to explain it as detailed as I can.
When submitting a scene with multiple takes, at some point, one take just stops rendering and the Deadline Client just gets stuck on that frame and the only info in the log is the one below:
2024-06-12 06:58:09: 0: STDOUT: CRITICAL: Stop [ge_container.h(556)]
2024-06-12 06:58:09: 0: STDOUT: CRITICAL: Stop [ge_container.h(556)]
2024-06-12 06:58:09: 0: STDOUT: CRITICAL: Stop [ge_container.h(556)]
2024-06-12 06:58:09: 0: STDOUT: CRITICAL: Stop [ge_container.h(556)]
2024-06-12 06:58:09: 0: STDOUT: CRITICAL: Stop [ge_container.h(556)]
2024-06-12 06:58:09: 0: STDOUT: CRITICAL: Stop [ge_container.h(556)]
C4d version is 2024.4.0 and RS is 3.6.01
Any info on how to avoid this or what causes this would be really helpful.
Thank you
Hello Dr. Sassi,
Yes, thank you for the explanation. It makes more sense now. I will pay more attention to these parameters.
https://we.tl/t-rCw5Alnz87 here s the scene I tested on made in 2024.4
Thank you
Hello
I'm having some troubles with the vertex maps and don't understand if I'm doing something wrong or or it s a bug. I get this stepping effect when adding a decay modifier on the edge of a growing vertex map. Any idea on why this happens? Thanks a lot
PS: this is 2024.4 but tested in 2023 and the same