Hi, I am trying to transfer a polygon selection from one to another tag (same and different mesh with same topology) by using fields in the tag and drag the original selection in the field. Even when activating Index, the selection looks quite different.
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Polygon selection tag transferposted in Question & Answers
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RE: scene nodes questionposted in Question & Answers
found a solution by altering a scene node example
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RE: scene nodes questionposted in Question & Answers
here is a semi-procedural scene that illustrates what I am trying to achieve.:
shrink node 01.c4dThe selection is shrunk and inverted manually in this case and I hope the scene node system is capable of providing procedural functions for that. If there is any tutorial or documentation, please let me know. I didn't find anything so far. AI is giving suggestions that are not supported by the current C4D version, maybe because selection strings could be used for those nodes in older versions and node names changed.
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scene nodes questionposted in Question & Answers
Hi,
On a mesh with a polygon selection tag, I want to extrude the selection. I apply a Polygon Bevel node and add the selection name in its field (that works).
Then, I want to shrink the selection and apply another Polygon Bevel node extrusion to the shrinked selection (can't figure out how, as there is no selection string field in the Shrink Selection node.
Then, I want to delete all polygons that are not extruded. That might be possible with the delete node as it has a string field in combination with a invert selection node (which has no string field).
I am not sure if that's the functional benefit that some nodes have selection strings and others not. But from a usability point of view, it's quite confusing. Maybe there is a deeper logic it that I haven't discovered yet. Many thanks for any suggestion.
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RE: Funky rigid bodiesposted in Question & Answers
Thanks for the scene. I do not expect 100% correct physics simulations, nor do I want to argue on that. However, the setup I tested illustrates huge deviations from what one would expect from a very simple simulation according to the basic principles of physics calculation. Considering the amount of parameters available in Maxon's physics, it is a quite alerting that even the simplest laws of physics are not reproducable.
It seems to be a common issue with recent C4D's releases that functions are not working as expected when applied differently than advertised in Maxon's tutorials and samples. That's a huge restriction for artists who are intended to use the software more creatively and lead to results that are rather driven by software developers than creativity. This contrasts the approach of functions such as MoGraph, where developers created robust, modular system, which provided a huge freedom for new creative applications even beyond the imagination of the developers. When I use C4D now, I spend 80% of my time on finding workarounds for bugs rather than creativity, which can be quite frustrating sometimes.
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RE: Funky rigid bodiesposted in Question & Answers
...increasing the angular damping also helps a bit in combination with 100 substeps (maybe trajectory force shifts to rotational force). But after a few more seconds, the simulation gets random again, even without rotation.
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RE: Funky rigid bodiesposted in Question & Answers
...when increasing the substeps, the simulation becomes more accurate for the first 2 seconds. But the viewport playback performance drops significantly.
scene:
maxon physics errors 03 (substeps 100).c4d -
Funky rigid bodiesposted in Question & Answers
Physics in C4D act very inconsistent when simulating with a linear array of clones (bouncing in random speeds and heights).
Scene attached:
maxon physics errors 03.c4dPS: I also got in touch with the maxon support but as they usually file a bug that takes years to fix, I am wondering if someone has a quick hint.
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RE: Scene Nodes and Fields?posted in Question & Answers
Thanks for the Demo. The Plain deformer is reliable, but it doesn't extrude in terms of creating new edges and subdivisions. It's strange that scene nodes are not supporting fields in that context. I thought it is supposed to be modern, node based approach of Mograph's modular system, but seems less functional than the old MoExtrude and incompatible with fields. Thanks for checking! Really curious if there is a solution...
Btw, do you know if there is a more procedural Morph setup? At the moment, I need to exchange/bake the two meshes and reinitialize the morph tag every time I want to apply the effect to a different mesh topology or selection. I was trying to use Instances, so that I only need to change the source mesh once, but that doesn't seem to work either.
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RE: Scene Nodes and Fields?posted in Question & Answers
Attached a test with a custom scene node to illustrate the approach. I had to duplicate the mesh and use morph (driven by a field) between the zero extruded and the 100% extruded mesh. Also, the extruded polygons appear quite messy. I am wondering if this can be achieved more elegantly.
