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MaxEnrik

Correction Doesn't Show After Cloner

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  • I already tried Current State to Object / 2nd method wasn't activated in that project.

    I shared that (practice) project here.

     

    Correction 'n Instance issue_v01.c4d

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    I was right, but that took one hell of a lot of buggering about with before it would play ball. But finally it did...

     

    Editable.c4d

     

    No, I couldn't tell you what I did - it was something like a 40-stage process ! ;)

    But I can tell you that Render Instances won't go editable in that setup for some reason (maybe a bug ?) - they have to be set to regular instances first. Trying to get that not to break the rig was the main challenge...

     

    As an interesting note, this is the only project I have ever seen that REQUIRED render instances (as opposed to regular Instances) to work, and I still have zero understanding as to why that is ! :)

     

    I'd love to hear @Hrvoje's thoughts on this...

     

    CBR

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  • Thanks a lot for your efforts to do it.

    OMG! You did it. Am I have a chance to ask you record processes of them, please?

    I few times tried but failed. aargh

    No chance to explain it, sir?

    This is not urgent, I am able to wait your answer. :lol:

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    Correction deformer is designed to access components of primitives, that is the main purpose along with correcting polygon caches. This comes with some drawbacks due to technical requirements. Use connect object to make final state of your mesh, then clone that :)

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  • Connect Object doesn't give all cloned versions. It gives single Correction version.

    Maybe I am newbie for this C4D.

     

    image.thumb.png.92bfe316b509db8a99472fcd6630b625.png

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    I think you just have to accept that not every aspect of every function works with every aspect of every other function !

    Sometime this is in obvious ways, like for example the cloth and dynamics being separate (non-mixable) systems, but it is also the case in subtler ways - like not being able to Render-Instance Lights, or, as it turns out, use the Correction deformer and multi-nested render instances in this sort of cloner setup. TBH I'm surprised you got it working at all ! Without knowing what you were originally trying to make I can't guess why instances were so important to it, but I couldn't collapse that setup until I had largely removed them from the equation...

     

    CBR

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  • I am getting to accept that. Because I see Twist doesn't twist easily for all type of functions e.g for Volume.

    And I tried to figure out that case only in/on my machine or its same to other users.

    So, I got my answer here that I have to try complex things to achieve what I want. No easy way for it.

    And actually I am not ready for try more complex ways to achieve what I want at this time.

     

    Slowly learning...

     

    Thanks a lot once again for all your comments. I highly appreciate that.

    Max

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  • There is no simply easy way even others doing same thing and achieve it easily.

    image.thumb.png.03f632602e881da40f41ec5165a1079c.png

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    Well, Twist, which is a POLYGON deformer obviously can't twist voxels can it ? And if you twist a sphere, that doesn't actually change its shape much, so that's why it has zero effect on that object. But put the twisted Cube inside the Volume Builder, and that will work, because there you have it assigned to a shape where its form will change before it is used as input for the VB, so that shape will now be represented by the voxels.

     

    If you need to twist the whole shape, that's fine too, but you'll need a volume mesher first to mesh the voxels in the builder back into polygons, and then to apply the twist to that, not the objects within it... make sense ?

     

    CBR

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  • Wow, thank you sir for great explanation.

    image.thumb.png.0b38a658a746098de3c938f639da700b.png

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