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Cinema 4D Plugins


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    R17.055 Studio

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  1. buffer 3 and 4 are the spinning parts in question I believe
  2. Let me know if this works https://www.dropbox.com/s/l6p1dwoctupr5k1/fixMe.c4d.zip?dl=0 thanks. (apologies if it's messy... but this IS beginners....) :)
  3. Ok, so this is very odd, and I am hoping there is a explanation so I can avoid this in the future, because I can't figure it out. I have been making a robot arm for about a week. Every day, once or twice I will hit INCREMENT and SAVE so I have copies to go back to if need be, but I have left C4D open the entire week. I got my robot arm animating ok (for test purposes at least) and then I moved on to trying to attach a couple cables to it, trying to get them to flex with it. I was fairly pleased today when I looked at my overnight render, and things seemed fine. So I saved and then quit C4D. A couple hours later I reopened the project, and 2 or the robot arms joints (joints 3 and 4, counting from the bottom of the arm, and depicted by the the light gray discs) are now at crazy angles. Where I was simply rotating the Y value to make smooth turns, now all 3 rotational axis are off, and if I try to manually rotate them all to get them back into position, they pop crazy again when playing, even with keyframes set to keep them there. I thought this was weird, but at least I had my back up copies, right? Wrong. I opened them ALL, even ones from 4 days ago where the motion was fine, and they ALL have the same issue. I tried selecting the joint discs and resetting the PSR to 0, but that doesn't solve the problem, they will not rotate around Y, doing so rotates them weird. I have scrubbed and played through and rendered these files dozens of times, the only new thing is I quit C4D and then reopened the files. Anyone ever seen this? Anyone know how I can reset those to rotate properly around the gray cylinder's y Axis? I have attached last night's render combined with the current behavior. You can see they are all TRYING to rotate as before, but joints 3 and 4 are starting at a weird angle. The arm should start in the starting pose on the left. Thanks so much. - Mike arm05.mp4
  4. thanks guys, the grayscale gorilla videos really helped. one of my issues was i did not make the holding rings a moving mesh. And Steps per frame helped immensely
  5. no, the orange parts don't move independently of the white parts (white parts are Cylinder 1,2,3) They only move when he white arms move
  6. not sure I understand... the orange rings currently have hair collider tags on them. They are children of the white arms, which also have the tags. Is that not right?
  7. ok, thanks for the help. So is what I am doing what you guys would do to make a cable that moves dynamically? Because I am having a few issues: To get the cable to not pop through the holders, I have to make it fairly floppy, it doesn't look like a real electrical cord-type material. it moves like a silky string. If I make it stiffer, it pops out of at least 1 of the holders. I don't understand why.... if it is set to have a solider, shouldn't the rings stop it from popping out? thanks
  8. thanks so much westbam, I shall try that. how do you change the hierarchy?
  9. So, I want to make a robot arm with wires on the outside, that are threaded through cable holders. The attached movie is a test/proof of concept. As you can see, only ONE of the holders is behaving oddly, despite them all having the same tags. (although I think if I make the arm move at extreme angles, others may follow suit). But I see no reason why with THIS movement this one holder (3rd from left) should be giving me problems. The set up is a spline with a hair tag, with a sweep applied. All the parts of the arm and cable holders have hair collider tags Any ideas? Is there a different/better way to do this? The cable appears to have enough slack in it that it should be able to handle this move... also attached is my spline dynamics tag settings. I'm new to this so it could be something here, although I have slid everything every way and my current settings seem to work well except for that one holder. Thanks for any help. - Mike why480.mov
  10. How can I animate a dynamic object?

    hmmm... but how do i know where the dynamics will end up placing the envelope? to line them up properly?
  11. I want to animate an envelope I have created falling to the table, then opening. My problem is, once I apply the rigid body tag to the envelope, it falls to the floor, bounces correctly, but then my keyframed animation of the flap opening does not happen. How should I be attempting to go about this? Thanks for any help. - Mike
  12. Fold my design problem

    Also having this problem (create guides creates guides but doesn't create geometry) in R17. I know this is an old post but hoping someone figured this out.
  13. yes, it needs to animate I wasn’t sure whether I could start the render from frame 18 or not, as when I play back and start at frame 18 it still needs to settle for 17 frames. Does rendering calculate the settling in advance and then start at the settled frame 18?