Do you get a day off? You're always there when we need you (which is nice) but must come at a price.
Posts made by MFVis
RE: Dynamic Chains and friction effects
Ah! Of course. It is a physics engine after all, so it would naturally follow the rules. I was so taken with playing with the beautiful dynamics that I missed the obvious solution. Nice and simple step-wise approach with an end product of exactly the right curvature. In first iterations I attempted to use a rope tag and wrap the chain that way, but couldn't figure out how to get the links to alternate rotation - voila Formula - so that's what it's for! I am simultaneously energized by the unlimited cosmic power and demoralized by my small brain to hold it all.
The Simulation with Stickiness - would that be the one with spaghetti by Jonas Pilz?
Dynamic Chains and friction effects
I followed a most excellent tutorial from our good friend RocketLasso on how to make a dynamic chain system. It works brilliantly (as usual for anything from Chris Schmidt). And then I got to tinkering with it Model attached.
I'm looking to make an end-state mesh that I can print (via the volume mesher). The object is to get the chains to wrap around the sphere barber-pole fashion, and when they get to the sweet spot, export current state to object and I'm on my way to the printer.
So I added a motor to the sphere, bumped up the friction on everything, and let 'er rip. Works fantastic, except that the chains slip over the surface of the sphere and in the end line up pretty much in straight longitudinal paths regardless of how I try to trick it. I even tried using an atom array to make the sphere more bumpy, but that didn't help much.
My sense is the dynamics are rock solid, but Cinema friction and real-world friction are a little different. The alternative would be to have the bottom ring and top ring rotate at different rates, and so twist the chains around the sphere, rather than use friction. But given how the chain assembly is built, I can't figure out how to get independent control of the bottom ring.
I can always rebuild the rig and start the process over, but I hope I'm just missing a simple checkbox setting, which will solve all my issues. If such a thing exists, I'm sure you'll know where to find it
I'm looking to "engrave" some text into a cylinder (model attached) in preparation for printing. I used a spline wrap to position the text, then subtracted it from the cylinder inside the boole. But it doesn't work very well. Some letters are just holes, not engraved. And the 3 of 2023 appears to be engraved without a hole. Very odd.
I also had to extrude the text much deeper than I wanted in order to get the boole to work at all. Below a certain depth, the whole thing just disappears - both text and cylinder.
If I convert the bent text into a mesh object and swap it for the MoGraph text, I get the same result, but that version is too big to send.
The boole seems to work fine on plain text objects or primitives. But it doesn't like the text that has been bent. Is there some "residual"aspect that is fooling the boole?
PS: my plan is to thicken the boole result so I get backing behind the letters. If I dig them into a thickened base, the walls get too thin behind the letters.
Task Manager Controls?
How can you interrupt a process (like ReMesh) once it's started? The Task Manager shows the process grinding through, but offers no way to interrupt to cancel it. I even deleted the ReMesher, closed the program and restarted it - only to find the ReMesher was still grinding away. Surely there's a magic button somewhere?
I found this post from a while back that encapsulates the problem (though no solution that I could see):
I’ve noticed that Cinema 4D R18 stays open in the task manager of Windows 10 even after you’ve closed it. This means that you have to Control+Alt+Delete and close Cinema there too before you can boot it again. I’ve seen this in R17 also, but it seems to happen only every now and then. Is there an easier way to get Cinema to close completely every time so I don’t have to go in manually and close it down before opening it back up? Thanks a lot!
From experience there are two possible reasons for this behavior:
There 's a thread running that ignores the message to shut down. Basically you have no save way to terminate such a thread without triggering a crash and/or potentially creating a data corruption (e.g. because data has only been saved partially).
There has been a lot of ram used and you’re probably running into virtual memory. In that case in take quite some time until memory is swapped back and released.*
Have things improved in the years since?
Helix spline management
I want to create a helix that wraps itself around inside a sphere, then drops out the bottom in a straight line (see attached model). Ultimately, this will be swept into a tube shape.
But I'm defeated by the way the editable helix is built with hard vertices rather than with bezier handles. When I try to chamfer the vertices, they refuse to bend. I tried to replicate a helix using a editable circle but it's too imprecise - rapidly loses the mathematical precision and just becomes a squiggly jumble (in my hands).
It seems the spline generated by an editable helix is of a different sort than a spline generated by the editable circle (in adaptive mode) and that's the root of the problem. I assume this has to do with the way Cinema converts procedural primitives into geometric points. I'm constantly bumping into oddball properties of spline points and handles, depending on how the spline was generated. Mysterious world.
Deformer Sequencing Issue?
I am making a cornucopia basket using cloners and extrudes, and bending it into shape with deformers. Model attached.
Everything works great - except the rim on the basket lip. It gets warped off into space rather than staying in place on the basket lip. I feel sure this has something to do with the order the deformers are applied, but no matter the order I line them up, the result is the same. Any suggestions?
I'm sure this is a hilariously simple oversight. Can't wait to see it Cornucopia_v1.c4d
RE: Open Edges and Printing Prep
Ah! Well that's a surprise. Cinema seems to have a magic checkbox for just about everything - I assumed something so basic as fixing sloppy modeling techniques would have been resolved long ago
When I started this project I was working fast and dirty - assuming all could be fixed in the print. Ha! Lesson learned.
RE: Open Edges and Printing Prep
Yes, I considered using the volume builder, but I haven't had good luck with it for geometric objects in the past. However, your sample looks pretty sharp, so I will give it a study. It would greatly simplify the prep for printing on the modeling side (though it does take a while to process).
What does it mean for an object to have "open edges?" I optimized the extruded interior block but it didn't seem to make a difference in how it was handled. Unfortunately, mesh analysis has not been a strength of mine.
Open Edges and Printing Prep
I sent a model of a building to ShapeWays for printing, and it failed the mesh check because of open edges (see attached). The yellow lines identify the offenders. The attached model includes a window and an interior block created to beef up the wall thickness for printing - both of which show up in yellow on the analysis. The interior block was an extruded polygon selection. And I suspect the windows were created with a similar process, then cloned for placement.
I did a mesh check but didn't get anything I recognized as an alert. So I'm not sure how I would go about finding/repairing this sort of thing in the future.
Using Loft with Cloner
Back again with the tripartite arm system...
I want to use a Loft to sheath the splines of the articulated spline arms like in the example, but the Null in the construction apparently breaks the effect. I thought maybe a Connect object would help resolve it, but no such luck.
I don't want to resort to point animation with pose morph because I want to drive the animation with fields, but maybe that's the only option?
Current project here:
RE: Animated Loop using Spline Dynamics
I keyframed the cloner into submission and then moved on to the next step - extruding the splines into shapes. However, applying the Extrude to the spline offset the keyframe positions. I've tried every trick I know to get the extruded splines back into alignment (without re-keyframing) but no avail. I tried the constraint tag, but that didn't carry over to the cloner.
It makes sense that with the Extrude as the parent, it would break the dependencies, but I thought using option-click to add the Extrude would transfer all the axis information to the Extrude, but it doesn't.
I used the polygon pen to create a new polygon on top of the spline, and that stays in position. But I'd prefer to keep it editable as long as possible.
Arm Builder_v5 Idealized_v3.c4d
RE: Animated Loop using Spline Dynamics
There's a mechanical aspect to this project that I hoped the dynamics would resolve, but that seems more difficult than I expected (still planning to mind meld with the tank tread tutorial). In the interim I wanted to get a better sense of the mechanistic aspects of the moving arms, and so adopted a much simpler, "brute force" approach (i.e. keyframes). This is what I got.
The stumbling block this round is the enigmatic "Start_0/Move_Me!" null with the pose morph tag that you provided in the last round. It works perfectly - however I can't for the life of me figure out how or why. On my new version, the cloned arms do not track with the end goal (which isn't a goal this time since I dispensed with the IK chain in the "brute force" approach) so the "Result120" Xpresso rig is broken. Leaving the Cloner to follow the keyframed straight-line trajectory (as expected) which doesn't track with the adjacent arm. In other words, I broke it
I think if I reverted to a IK connection between Arms B and C as before, and used the Arm_C Marker as the goal, I could probably get the pose morph to work again. Or not? The angle for Arm_B seems then would be the driver for opening the configuration.
I have a dim appreciation for how I could resolve this with pose morph, but I'm just not getting it yet. Sorry!
Animated Loop using Spline Dynamics
I want to create a dynamic ring of blocks that are hinged together to make a multi-sided ring. The spring tension can be adjusted so that the ring opens uniformly. A control system would allow the opening to be triggered. The springs do the rest. That's the theory.
The attached model is a setup using joints with IK controls, attached to a triangle with IK Spline tag that is meant to control it. The idea was to work out the mechanics before applying the dynamics. But what I've discovered is I've locked up the entire system so that nothing can move. And after a half-dozen iterations that only make the problem worse, I'm convinced my approach is flawed. It's GOT to be simpler and easier in C4D 2023.
Can you point me to a tutorial or some such resource that explains how to make a dynamic ring out of joints - that doesn't lock up on itself?