Jump to content

King of Snake

Regular Member
  • Content Count

    304
  • Joined

  • Last visited

  • Days Won

    1

King of Snake last won the day on October 26 2018

King of Snake had the most liked content!

Community Reputation

47 Noble Beginner

1 Follower

About King of Snake

  • Birthday 10/13/1980

Contact Methods

  • Website URL
    http://www.nuoska.nl

Profile Information

  • First Name
    Michiel
  • Last Name
    van Haren
  • C4D Ver
    19.024 Broadcast
  • Location
    The Netherlands

Recent Profile Visitors

2,464 profile views
  1. Ok changing the subframe steps in the project settings made a big difference. Now I just would like it to be less bouncy overall. The whole structure is still bouncing a lot. The regular (mo)dynamics with built-in emitter still gives a slightly better result but with less control. marbles test 04.c4d
  2. The thing with using a cloner like that is that I can't really drop marbles continuously like I can from an emitter. It just generates a whole bunch of marbles and then drops them all at once (though I guess you could animate the count in the cloner, or have them drop through a funnel first :)). I only have to Broadcast edition so no full dynamics, but with the modynamics and a regular emitter (see the attached file, on the left) I get a pretty good result (simulation wise). I just can't control the emission amount since that's not keyframeable for some bizarre reason. If I try the same thing with X particles (on the right) of course I have more control but I can't really get the collisions happening the way I want them to. The basic c4d dynamics actually seem to give the result I want but with X particles the particles are intersecting a lot (even though I've increased the radius), they keep moving even at the bottom and it's just a bit messy overall. But I'm fully aware this might be user error :) Anyone got any suggestions for getting my X Particles sim to behave like the sim on the left? marbles test 03.c4d
  3. Thanks, I knew something like that would be possible. But getting the correct simulation will be step 1 :)
  4. Hey guys, I've been asked if I can make an animation similar to this: So marbles/gumballs falling into a (transparent) container, and then forming an image/logo at the end. I have X particles but really haven't used it much at all. :) Just made a very quick test but not sure yet how to progress. First problem seems to be I can't get the spheres to stop intersecting and bouncing around at the bottom. Any X-particles experts here that could give me nudge in the right direction? marbles test 01.c4d
  5. Slightly out of date by now but might still be a good introduction (and it's free): http://www.videocopilot.net/basic/#01 Pluralsight has an AE CC intro course too: https://www.pluralsight.com/courses/beginning-after-effects-cc
  6. That's good for making banana's I guess
  7. Ok, well here is at least a way to get those diagonal insets on a cylinder. All quads. I've made two versions with two different "densities". Obviously the higher density mesh gives you more loops and thus, sharper corners. The more detailed one has 128 segments, although in your image the inset is quite a bit smaller still compared to the whole cylinder so you'd have quite a lot more segments still. There is still some distortion of course just around the inset, but I think it's pretty minimal. diagonal inset.c4d
  8. There is a free plugin though that gives non-desctructive thickness: http://www.xsyann.com/plugins/xsthickness/
  9. I'd say you simply need to start with a higher amount of segments to support your details. If you start moving the loops or adding loops onto your basic cylinder form you will always get deformations and you don't want that. The (vertical) loops on your cylinder have to be evenly spaced in order to keep it looking like a cylinder under subdivision. But also take into account the scale of what you're modelling. If I'm looking at the picture, the area you're modelling now is the little bit that shows below the left "arm" right? So it's quite small compared to the whole model. You are modelling a rather extreme close-up of a part that probably isn't meant to be looked at from this close up and the little details could probably be done as a texture or bump, displacement or normal map. If you want to model them, you simply need more geometry in your base mesh to support that detail level without (too much) distortion. You cannot just add extra vertical loops on one part of the cylinder without introducing creases, so the whole cylinder will need that level of subdivision in the first place. You could split up the main cylinder in parts with less or more segments if, for example, the top half doesn't need those kind of details. Under subdivision, a 128 segment cylinder will match up (vertically) with a 36 edge cylinder just fine. Another idea is to model this thing as a flat plane (still, with enough segments) and then bend it into a cylinder, that always makes things a lot easier. That being said, it does seem like a tricky thing to model in SDS because of the angles. I'm gonna give it a shot myself when I have some time :)
  10. btw (though I guess you are aware of this) Houdini has a free license (apprentice) that let's you do quite a lot. I think it's just limited to 1280x720 output and not to be used for commercial projects. The indie license is certainly affordable.
  11. Not sure about the plush/carpet look since I don't have Studio and I imagine it uses the hair module. However the content library does come with a preset globe object (just search for globe in the content browser) with a properly placed world map texture. Maybe that can help you on your way a bit at least.
  12. This is simply you not having the knowledge of how C4D works. If you want to toggle smoothing on or off simply hit Q on your keyboard. This works regardless of which object in the particular hierarchy you have selected and if you have the base mesh selected you don't have to reselect anything. The radial buttons are not meant for that at all but are meant to set overall visibility in the viewport and renderer. You only have to create the subd object once and then you just toggle with Q or click the checkmark, not the radio buttons, to switch on or off. You never have to drag stuff in and out of the hierarchy just to toggle smoothing. In C4D if you want to create an object like a symmetry or a subdivision surface as a parent to the selected object, just press and hold ALT when creating the symmetry or subsurface object. Again, no need to drag stuff manually in the object manager as you claim. The workflow of creating nulls to group objects under modifiers is not a "workaround", it's simply the way the system is designed to work. Many things can also be scripted for even faster use (HB Modelling tools has been mentioned already). Try actually learning a bit of C4D before making claims about the workflow. I'm sure in some things Maya is faster or better, but in many things C4D will be, or it will simply be a matter of preference, not speed or ease of use. And I have never used Maya so can't comment on it's ease of use from experience, only wanted to chime in some obvious misconceptions you have about working in C4D. I don't think C4D overall is considered to be the best modeller, but as far as I know it's certainly capable enough. Most expert modellers I see seem to be using 3DS MAX over Maya and I'm sure there's plenty of turf wars between those over which is best and they're both owned by the same company!
  13. Spent some more time on this. Starting to come together now :)

YOUTUBE CHANNEL:

ABOUT US:

C4D Cafe is the largest CINEMA 4D community. We provide facilities for discussion, showcasing and learning our favorite software :)
×
×
  • Create New...