if I disable ALIGN CLONE in the Cloner it seems to work, but why would that have any effect on dynamics? Could this be a bug?

Posts made by MaverickMongoose
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RE: Dynamic Particle Clones
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Dynamic Particle Clones
Hi again, is it possible to generate clones from a particle emitter and have them be dynamic in the new simulation engine?
I swear this was possible before easily but I just can not get it to work
here's my project file: https://we.tl/t-1OXBmqFIuu
I put the rigid body tag on the object alone, it works fine.
Then I put it on a cloner that is generating the same objects from particles, and it doesnt work at all.
Again I thought this would be so simple in c4d, Im sure there's something super simple im missing.
Thanks again for your help
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RE: Animation Mode in Cloner
Thanks for that, that method works well, but if I make the effect happen from the center instead (attached cv4_2026_drs_25_mgta_11 v2.c4d), it doesnt work properly any more - the speed is all messed up.
Also I tried making the fields scale of your first file linear, but they still seem to move at different speeds (cv4_2026_drs_25_mgta_11 v2.c4d)
I've been struggling with this one all week, I watched all those Cineversity videos you suggested and tried a new setup (test 1 and 2 attached) but sometimes it works and sometimes it doesnt
Test 1 - the animation alone works great, but when i put it into a cloner it freaks out - seems to be something to do with the delay
Test 2 - is an almost identical setup, but works well, however if I replace the objects with the ones I want to use for production, it freaks out again like Test 1.I really dont get it.
Seems like it would be such a simple thing to do in C4D with Mograph - It used to be easy to do this kind of thing with just falloff before fields were introduced.
Any ideas? I'm about ready to give up on it.
Files: https://we.tl/t-DykuPMNtDQ
Thanks again
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RE: Animation Mode in Cloner
Thanks for that, problem with this method is that the rotatation speed seems to be different for each clone which also makes the delay different for each one, so not quite as controlled and uniform as Im hoping to get.
Its a shame the cloned keyframe animation from that cineversity tutorial doesnt work because that would be ideal.
I found another tutorial here https://youtu.be/UYJ2orFw95w that shows how it could be done by baking the animation as Alembic, and I've managed to get it closer here https://we.tl/t-UVSDQolAUv
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Do you think this method might work or should I give up on trying to clone keyframed animation and offset it with fields?
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Animation Mode in Cloner
Hi again Dr Sassi,
I'm now trying to create a mograph effect similar to this https://www.instagram.com/p/DKcExJrtJgW/
I've done a keyframe animation of the flip and midway a circle shape turns into a star shape (with track modifer for a little bounce)
I then tried this Cineversity setup to bring the keyframed animation through to the clones https://youtu.be/zuIMmId4oIU
But it doesnt seem to work in the latest version of c4d - reading the comments of that video it may be something to do with the RESET COORDINATES checkbox of the Cloner, but no matter what I try I cant get the animation to play correctly within a spherical field like the example.
I'm guessing I've just missed a setting somewhere, or maybe there's a limitation I'm not aware of - again it seems to be something that should be super easy to set up.
Here's my project: https://we.tl/t-39wpYDWzEM
Cheers
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RE: Field Force with Vertex Map
Great, if I just make the Field Force a negative value instead, it kinda does what I want. Thanks for that!
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Field Force with Vertex Map
Hi Dr Sassi,
Is it possible to use vertex maps with the Field Force?
I've made a growing round logo animation in a vertex map and I want some rocks to be attracted to the yellow part as it grows. I put the vertex field into the Field Force but no matter what I try it has no effect. If I put a spline or an object in there instead of the vertex map it works fine.
Heres my file, any ideas? https://we.tl/t-gpQg6TIRQ4
Also the FREEZE modifier in fields is the most frustrating thing ever, constantly breaks and needs to be readded - the clear and freeze buttons seem to do nothing as well which you would think would easily reset the Freeze, am I doing it wrong?
Do you know if its possible to grow the freeze from nothing? Im using a spherical field but I dont want it to start straight away, but I cant seem to grow from nothing.
Thanks again!
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RE: Dynamic Follow Attract
All good, turns out Set Absolute Velocity messes up the gravity, switched to Add to Velocity and increased the substeps and it's working good now - changing the object mass helped too, thanks for that!
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RE: Dynamic Follow Attract
Ooh thats an intresting setup too, thanks for that!
Just one thing though, if you look from the side in your and mine the sphere doesnt interact with the collider objects very well, often going through or floating above. Any idea why that is?
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Dynamic Follow Attract
Hi again,
Quick question, I'm trying to make a sphere roll around a scene and dynamically interact with objects on the floor.
I first tried using Follow Position and Rotation in the Rigid body tag of the sphere and have it align to spline, but it doesnt roll very well noor does it interact with objects on the floor very well.
So I thought using a Field Force to attract the sphere to a moving object might work better - and it kinda does, however it slips and slides a bit (despite huge Friction values) and it goes though the objects constantly, and just doesnt look very realistic at all.
Here's my project file, is there a better way to set this up, or have I missed a setting in the field force somewhere? https://we.tl/t-UYwXxNVbh9
Thanks again!
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RE: Fields decay problem
Thanks again for that, I think I get it now, works great!
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RE: Fields decay problem
This work perfectly! Thanks for that. Havnt quite got my head around how its working but Ill have a deeper look, again I wouldnt have thought of this setup!
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RE: Fields decay problem
Thanks for giving that a crack so late, thats a really cool method!
I've run with that but it looks kind of abrupt in the render, so i really want to add a little decay or delay.
i've managed to get it really close here: https://we.tl/t-SRPR92ZXX6
rather than fading off from the shapes falloff which looks really obvious, I really like the decay how different clones fade back to black at slightly different times in this one.
But toward the end of the animation it stops turning them white, Im guessing because those ones already turned white earlier they cant be turned white again. It seems like it should be so simple to grow on and grow off when contacted with a slight decay but i cant get the blending right.
Also the issue with some clones not being effected was because of Rigid Body Deactivation, I always forget about that, wish it wasnt on by default!
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RE: Fields decay problem
Ive also noticed some of the clones dont push away when in contact with the cylinder, any idea why that is?
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Fields decay problem
Hi Dr Sassi, hope you're having a great weekend!
I've got a super simple dynamics scene where a sphere goes though a bunch of clones and pushes them appart, I now just need the material of the clones it comes in contact with (full clone not partial) to change color.
This is pretty mush the kind of thing Im trying to achieve: https://www.instagram.com/p/DFfihSotYd-/?hl=en
I tried feeding some fields through to a VERTEX COLOR TAG - a FREEZE to make it 'grow' across the full clone when in contact, but I then to fade away I thought a DECAY on top would work. But on top of the FREEZE it does nothing.
Here's my file so you can see what I mean: https://we.tl/t-BrnqIKOlRH
Without the grow it works well, but I want the grow so it engulph the full clones, so no material is half on any clone.
I find fields super confusing, never seems to be as straight forward as Id expect.
The other issue I get with this scene is that it crashes constantly, no idea why, seems so simple. Only thing I did was change the SUBSTEPS and COLLISIONS a bit for more accuracy.
Thanks again
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RE: Make liquid keep shape
Thanks for this, I gave up on liquid sims in the end and did it with deformers. The liquid system seems quite limited at the moment, early days I guess. Thanks for your help though!
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Make liquid keep shape
Hi again DR Sassi,
I've hopfully got 1 last question about liquids for you!
I'm trying to pour some icecream onto a plate by swirling an emitter.
It works ok, but do you know if theres a setting I can use to make the stream of icecream keep its shape better? The emitter is a star shape and I'm trying to get that classic soft-serve icecream look, not a big blob like Im currently getting.
Here's my attempt so far: https://we.tl/t-eI5ILJ20ZN
Thanks again!
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RE: Particle Mix Animation
It might be that liquid sims created in c4d 2025 go crazy in 2026. I just know that when I run the same file in each version the particles in 2026 just shake uncontrolably.
Here's a video showing it, exactly the same file open in each: https://we.tl/t-hjoXhyfScF
I'll just go back to 2025, always a bit risky to upgrade mid job;) -
RE: Particle Mix Animation
Hi Dr Sassi, I ended up trying my scenes out back in c4d 2025 and it works fine, it looks like the liquid simulation system is very buggy in 2026. I tried multiple old scenes and they all go crazy in 2026.
I reported it to Maxon but as usual they just brush me off.
Thanks heaps for helping me trouble shoot this, Im close to getting in finished now!
have a great weekend!
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RE: Particle Mix Animation
Thanks again for that, I played around with the particle sizes and ended up scaling up the whole scene which kind of fixed it.
But one thing I cant seem to fix is some particles randomly popping and shaking up and down.
It must be a sim quality setting or something but again, no matter what I try it wont stop shaking.
Here's my file and a video showing the problem, any ideas? So close to finishing this one!
https://we.tl/t-4ezMdO6nuc