okay thanks 
Posts made by Pitchi
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Quantize F-Curve Valueposted in Question & Answers

In C4D when i move objets i can qantize the movement, the rotation and the scaling, for example move an objet every 10 cm. Can do the same in F-Curve? I can select some keyframes and up them all by 200cm for example?
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Reflections resultposted in Question & Answers
Hi
i have a S shape with silver materiel, in the renderview i have a strange result with the reflection. I don't know, this is realistic or there are some limitation with redshift?
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RE: Xpresso : moving on surfaceposted in Question & Answers
It works quite well by adding this system to both sides.
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Xpresso : moving on surfaceposted in Question & Answers
I'm creating a new post.
So I found a solution for movement on the tank on a surface; with ray collision, I have more freedom of movement. I've attached the file.
https://we.tl/t-SIrv1LYYH9
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RE: Xpresso : distance traveledposted in Question & Answers
Good
i understand, thanks you very much ! -
RE: Xpresso : distance traveledposted in Question & Answers
I have another question. I created a tank rig (I've attached the files and a video to explain). I'm using a mesh with Deformer Shrink Wrap on a surface the tank drives on. I'm using a Matrix to retrieve the positions of the mesh points, and the average of these point positions orients the tank on the surface. But the problem is that it doesn't follow the surface very well. Is there a technique to make an object perfectly follow a surface like the red cube? As if it were actually colliding with the surface.
https://we.tl/t-RyuQlPtrag -
RE: Xpresso : distance traveledposted in Question & Answers
Yes, of course, it works better with the previous global matrix. thanks you

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RE: Xpresso : distance traveledposted in Question & Answers
I managed to create a fairly simple system where I calculate the distance traveled and then use it for wheels and tracks

track.c4d -
RE: Xpresso : distance traveledposted in Question & Answers
Interesting
the goal is to be able to automatically rotate wheels or tracks based on their size and the vehicle's orientation. I acquired a tank rig (I've attached the C4D file). I isolated the Xpresso function that handles the wheels and simplified it. As a result, the wheel rotates perfectly according to its size, the distance traveled, and the orientation. And the wheel's rotation value doesn't reset to 0; it accumulates simply by moving the controller in the interface. The problem is that I don't fully understand how Xpresso works. I don't know if it can be simplified even further. -
Xpresso : distance traveledposted in Question & Answers
Hi

I'd like to know how to add and accumulate values ββin Xpresso. For example, I have a moving Null, and using the Distance node, I get its distance traveled each frame. I'd like to be able to accumulate each value at any given time to increase the gauge. Furthermore, I'd like to be able to increase the gauge even when there's no animation, when I move the Null within the interface. How can I do this?DISTANCE.c4d -
RE: Speed up Spline IK processposted in Question & Answers
good
thanks you ! While experimenting with different techniques, I noticed that there could be additional tools for rigging. The Create IK Chain tool exists, but not Create IK Spline. A tool that allows converting an edge selection into a spline, then into a joint, and then adding an IK spline with controllers all at once would be ideal. This would eliminate the need to perform each step manually. -
RE: Speed up Spline IK processposted in Question & Answers
Nice we can have good result with the Spline deformer
It's a shame we can't multiple Deformer Splines on an object and use fields on them. -
RE: Speed up Spline IK processposted in Question & Answers
good
thanks you, yes it's good for me, i found a good way to place quickly the IK spline on facethanks you !
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RE: Speed up Spline IK processposted in Question & Answers
I think I've found a fairly simple and quick setup to implement on a character.
video link : https://we.tl/t-NHA42iH0PP -
RE: Speed up Spline IK processposted in Question & Answers
Nice thanks you
yes i tried the face rig tutorial introduction but i can't do exactly what i want. I tried something else; in the IK spline tag, I can link the size of a null to the length of the tangent of a point on the spline. I think I'll create a setup with the spline, joints, and nulls, which I'll then duplicate and place on the character.video link : https://wetransfer.com/downloads/1f5879cfef13990556c146a3b11a22ea20251226105108/1583f6?t_exp=1767005468&t_lsid=fedd0751-1e46-4996-bda5-0e13466adbf7&t_network=link&t_rid=ZW1haWx8YWRyb2l0fGIzNzkzZDA2LTJjNzAtNGM5NS1hYzk4LWM5NDFjNjZjYWM2Yw==&t_s=download_link&t_ts=1766746281
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RE: Speed up Spline IK processposted in Question & Answers
Thanks you for the reply
the initial is to rig a face like this : https://www.youtube.com/shorts/3oeox_DL-SI
I'm testing different techniques to make the workflow faster., the pink squared Nulls are Controllershttps://www.swisstransfer.com/d/e072875d-7c88-4f8e-be73-b47056d3b75d