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That Winding one is genius!  So fun to dissect!  Very clever on the Sine Wave too.  Could you explain the Deformer Freeze and how that works?  I couldn't make sense of your Xpresso, and have no idea how you're even turning it on and off.

Thanks so much for sharing!

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Hi folks :)   In this topic I decided to share many of my files for you to examine. All of these were small setups, rigs, contraptions, prototypes and fun projects that I made over the years

Few more :)     121_Coil_wrap(MG+XP).c4d 122_L_system_rig(XP+MG).c4d 123_Colored_bounce(MG+XP).c4d 124_Linear_Fracturing(MG).c4d 125_Color_from_mass(MG+XP).c4d

New batch of setups :P     94_Raffale(MG+CA).c4d 93_EKG_rig(MG+XP).c4d 95_Concertina_rig(MG+XP).c4d

5 hours ago, Hrvoje said:

...then simply "freeze" the deformations at that current point in time :)

That's the part I don't understand.  If I wanted to edit this, how would I change the timing of those freeze points?  I don't see any keyframes or user data or anything.

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5 hours ago, Hrvoje said:

I am using modulo on scene time. The remainder of division is used as trigger to enable/disable MoText visibility :)

Oh, ok.  Thanks for explaining!  I had to look up Modulo in the Help menu- never heard of that before!

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  • 3 weeks later...

those are as always great! i hope to be able to find the time to explore at least some of them... i'm particularly interested in the dorito effect, since i was wondering for quite some time now how and if that's possible with c4d... but opening your file i don't fully understand what's going on, nor is the behaviour what i would expect it to be. i was hoping the joints would actually follow the deformation by the point morph, but it seems like the joints are just always at the state of 100% strength of the morph. their display generated by the fracture object follows it, but not the joints themselves. how would that help me now when i want to make a facial rig for instance, where i want the joints (actually the controllers) actually follow the surface deformed by a point morph? i've tried something with clamp constraints in the past, clamp a null with the controller parented to it to the surface, but i'm always having a hard time getting clamp controls in surface mode stable enough to be usable in a character rig. 

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@everfresh

 

Dorrito file is closes I got some time ago. It offers the core of functionality, meaning controllers follow deformation and mesh deforms by controller. I will actually attempt to build completely new setup once I grab some time.

Meanwhile here is a new batch :)

 

 

116_Honeycomb_Fracturing(MG).c4d 117_Radial_spread(MG+XP).c4d 118_Gravitational_waves(MG+XP).c4d 120_Carpet_Roll(MG+XP).c4d

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