Jump to content

airbusch

Regular Member
  • Content Count

    1,258
  • Joined

  • Last visited

  • Days Won

    1

airbusch last won the day on May 21 2016

airbusch had the most liked content!

Community Reputation

26 Noble Beginner

1 Follower

About airbusch

  • Rank
    airbusch

Contact Methods

  • Website URL
    https://lonniebusch.com/

Profile Information

  • First Name
    Lonnie
  • Last Name
    Busch
  • C4D Ver
    R17.055 Studio
  • Location
    USA–North Carolina
  • Interests
    Motion Graphics, Animation, Illustration, Video, Photography,

Recent Profile Visitors

2,441 profile views
  1. Havealot, what a creative use of the formula effector! Thanks so much. I did have someone send me a Python solution that works a charm and that I am going to use, but your solution is much appreciated! Thanks so much. best Lonnie
  2. I have kind of exhausted all non-python solutions, and I'm not even sure it can be done with Python, though I believe it could. It's a very simple rig actually, using a cloner to clone several different but unique objects onto a spline. For instance, the cloner has seven unique objects and the spline has seven points. When I clone the objects onto the spline at the vertices in Iterate mode, I get seven unique objects in the exact position I want them in. Perfect. However, once they are cloned to the spline, the only way to move them and get some degree of control over them is to move the spline sequence either forward or backward. And I can do all that with the Move Sequence commands under Mesh. But, I would like that "command" to be controlled by the "float control" so that I can easily return to the starting position, or to move the sequence to position "3" for instance on the float control and get the exact same result each time. As you know, once you've hit that "Move"Sequence" command a couple of times, you have no idea where you are anymore. This is nothing complex, but I have explored all the effectors and nothing will move the cloned objects except for when the Cloner is set to "Random," then I get the Seed Control, which would be perfect except for the fact that for whatever reason, when you set the Cloner to Random, the cloner "Repeats" objects while ignoring the other unique objects in the cloner. So I end up with only 4 unique objects while C4D ignores the other 3. Not sure why this functionality cannot be undone as it makes no sense to not show all the objects in the cloner just in different positions on the spline. And if you know how to override this strange behavior of Random mode, my problem is solved. Believe me, I have been working on this for some time and even thought about creating a script to move the spline sequence, but that would be no more helpful than using the controls under Mesh. I would still not be able to select an exact sequence to the spline to have the objects in the positions I want them. And of course I can move the objects around in the cloner, but that is not a very eloquent solution, though it works to "randomize" their positions on the spline vertices while showing all unique objects in cloner. Hope that helps you to understand my problem, but i feel it could be solved with Python. That there is no easier solution to this in Cinema is a mystery. Randomize Objects on Spline.c4d.zip
  3. Thanks, Hrvoje, but I think I may not have made myself clear. I have no idea how to write Python code and wouldn't have a clue as to where to start with the info you referenced. Best Lonnie
  4. So, what I would like to be able to do, is drag a spline into the top field, then be able to have a python script that would reference that spline and allow me to "move up sequence" using the float control. I know that I can access the "move up and down spline sequence" controls from the Mesh>Spline drop down menu, but I want to be able to control this with Xpresso which would allow me to always come back to the "exact" sequence based on the number in the float control. I can do the Xpresso, but I have no skill with Python. I was able t find this: "c4d.CallCommand(12563) # Move Up Sequence", but have no idea how to utilize it the way I want to or make use of it with the Python node. Any help would be appreciated! Thanks!
  5. Here's another way to do it using Ray Collision Nodes. Boat on Water_Ray Collision.c4d.zip
  6. https://vimeo.com/325223572 [Beginner-Intermediate] [Requires Mograph] In this tutorial I demonstrate how to build this conveyor rig from scratch, then in the following three tutorials how to add dynamic objects to them and to transform their shape and color. https://vimeo.com/332010204 https://vimeo.com/332011433 https://vimeo.com/332014742 [Beginner-Intermediate] [Requires Mograph] In this 3 Part tutorial I’ll explore some cool tricks on how to perfectly align the cubes with the conveyor, set up the dynamics to drop them precisely into the carriages, create dynamic conveyor belts to carry them to their next destination, and transform the white cubes into colorful spheres along the way! If you don’t have your own conveyor, you can download the Clean-Start file here. https://airbusch1.com/2019/04/04/dynamic-cargo-and-conveyor-belts/ Go to https://airbusch1.com/ for more free tutorials and free rigs!
  7. https://vimeo.com/332016532 [Beginner-Intermediate] [Requires Mograph/Cloner Object] In this tutorial, we’ll create this head made from computer keys, by utilizing the UVs and the Mograph Cloner Object. Just so you know, there is absolutely no modeling in this tutorial, the entire effect is achieved through UV mapping and texturing! I’ll show you how to create new UVs for the head by using another object’s UVs, so that we can easily map the letters and numbers to the keys, as well as create the actual keys themselves by using a depth map. There are many useful concepts in this tutorial, such as setting up the geometry, camera, and render settings for the depth map, using the Take System (Take System is not required) and Layers to streamline the render process, and using a Mograph Shader Effector to drive the animation of the keys. We’ll also explore the Mograph Color Shader and the Colorizer to vary the colors of each computer key. It’s a fun tutorial with lots of cool ideas! So Let’s get started! You can download the Head_Computer-Keys_Start file at https://airbusch1.com/2018/09/04/computer-key-head/ Or use your own model to follow along!
  8. [Beginner-Intermediate] [Requires Mograph] In this tutorial I demonstrate how to build this animated conveyor rig from scratch. https://vimeo.com/325223572 [Beginner-Intermediate] [Requires Mograph] In this 3 Part tutorial I’ll explore some cool tricks on how to perfectly align the cubes with the conveyor, set up the dynamics to drop them precisely into the carriages, create dynamic conveyor belts to carry them to their next destination, and transform the white cubes into colorful spheres along the way! If you don’t have your own conveyor, you can download the Clean-Start file here. https://airbusch1.com/2019/04/04/dynamic-cargo-and-conveyor-belts/ https://vimeo.com/332010204 https://vimeo.com/332011433 https://vimeo.com/332014742 Go to https://airbusch1.com/ for more free tutorials and free rigs!
  9. Intro Video for Create Computer Key Head Tutorial at airbusch1.com In this tutorial, we'll create this head made of computer keys by utilizing the UVs and the Mograph Cloner Object. I'll show you how to create new UVs to easily map the letters and numbers to the keys, as well as create the actual keys themselves. There are many useful concepts in this tutorial, such as setting up the geometry, camera, and render settings for a depth map, using the Take System and Layers to streamline the render process, and using a Mograph Shader Effector to drive the animation of the keys. We'll also explore the Mograph Color Shader and the Colorizer to vary the colors of each computer key. It's a fun tutorial with lots of cool ideas! So Let's get started! You can watch this free tutorial and download the free Head_Computer-Keys_Start file here: https://airbusch1.com/2018/09/04/computer-key-head/ Or you can use your own model to follow along.
  10. Hi everyone, just wanted to let you know that after many months of planning and working, I finally got my tutorial site up and running, https://airbusch1.com and am very excited to share some things with the C4D Cafe community. I have posted several tutorials on things like building a simple piston rig without dynamic connectors. https://airbusch1.com/2017/12/12/simple-animated-piston-setup/ Or, animating octopus tentacles utilizing the powerful Motion System within Cinema, and several others tutorials as well! https://airbusch1.com/2018/01/10/animate-octopus-tentacles/ I also have some free rigs for download, like a Seismograph/Lie Detector device that is fully textured with controls and animatable, as well as my G.I. Rig, and others. https://airbusch1.com/2018/02/18/seismograph-rig-w-controls-tex/ Everything is free! So give it a look when you have a chance, and I hope you enjoy the tutorials and rigs! All the best! airbusch
  11. Thanks all for checking out the site! Some new tutorials coming soon. Will keep you posted. Thanks also, Igor, for the suggestion. Will do!
  12. Hi everyone, just wanted to let you know that after many months of planning and working, I finally got my tutorial site up and running, https://airbusch1.com and am very excited to share some things with the C4D Cafe community. I have posted several tutorials on things like building a simple piston rig without dynamic connectors. https://airbusch1.com/2017/12/12/simple-animated-piston-setup/ Or, animating octopus tentacles utilizing the powerful Motion System within Cinema, and several others tutorials as well! https://airbusch1.com/2018/01/10/animate-octopus-tentacles/ I also have some free rigs for download, like a Seismograph/Lie Detector device that is fully textured with controls and animatable, as well as my G.I. Rig, and others. https://airbusch1.com/2018/02/18/seismograph-rig-w-controls-tex/ Everything is free! So give it a look when you have a chance, and I hope you enjoy the tutorials and rigs! All the best! airbusch
  13. If you need lots of perforations, you may be better off modeling per Cerberas suggestion. Modeling this, like Cerbera said, will definitely give you cleaner geometry. Best with your project.

YOUTUBE CHANNEL:

ABOUT US:

C4D Cafe is the largest CINEMA 4D community. We provide facilities for discussion, showcasing and learning our favorite software :) Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, get your own private messenger, post status updates, manage your profile and much more. If you need to find solution to your problem or otherwise ask for help, Cafe is the right place.
×
×
  • Create New...