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crowellster

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About crowellster

  • Rank
    Cafe Junior

Profile Information

  • First Name
    Justin
  • Last Name
    Crowell
  • Location
    United States
  • Website URL
    http://justincrowell.com

Hardware | Software Information

  • C4D
    R20.026 Studio
  • OS
    windows 10
  • GPU
    i9 / 2080ti

Recent Profile Visitors

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  1. Hi all, From my searching it seems this may not be possible, but: I'd like to clone an alembic object, and use an effector to offset the start time of the animation. Do I need to bake to PLA or something to make this work?
  2. Months later, I'm still having trouble understanding how to approach this, and really how the formula field works in general. Any advice? EDIT: finally figured out how to make good use of the formula field!
  3. Ended up doing some combination of things: Using a linear falloff on a spline effector. I then animated that linear falloff along the spline. Not perfect, but it works in this scenario.
  4. Thanks thanks...unfortunately, I need an effector that goes from 0->100, as opposed to 0->100->0 like a box effector. I really need the equivalent of a linear effector, but along a spline. Also--I think the real difficulty here is making those clones move along the spline. I can get them to start on the spline, but an effector won't allow them to move along that spline--like a plain effector with a box falloff could only move them in x/y/z.
  5. Hi all! Can't quite wrap my brain around this one. I'd like to have sort of an accordion motion on either side of a falloff. I can do this in a straight line with a linear falloff, but I'm at a loss as to how to do it along a curved spline. Basically, I want to create a gap between clones based on where the field is, sliding the clones along a spline. Photos attached of how I did it linearly. Thanks!
  6. Hi all, I have a flip clock style animation. I animated one of the flipper cards, and then cloned it, offsetting the animation by time with a step animator. I'd like to be able to control the timing of the flipping, changing the rate throughout the animation. So, I'd like to have them flip quickly initially, then pause, then continue again, and then pause again. My thought was to use mograph selections and multiple step effectors with different time offsets. I'd like to make the mograph selection based on the clone index. Any thoughts on how to do this? Or another way to
  7. Hi all, I've been watching as many videos as I can on the character object and rigging in C4D, but I keep running into the same problem: I just don't understand where to put the control points, or a strong workflow for how to get there. When I switch to a quadruped rig, it gets even more confusing. Basically, I'm looking for an explanation that walks through and says "you need to scale or move this element so that this dot is placed where the head sits on the spine." Or something like that. Any recs?
  8. EDIT: Ah! Your use of the formula + Decay + delay makes sense! I think I'm now able to get the effect I want. Thank you!! Thanks! That's a pretty cool approach. I especially like using the formula field to drive it, but: I'd like to give it sort of a rotation as it moves towards the center as well, so that it does a little flip. Basically, I want to use an effector to alter each instance chronologically. Inheritance is good, but it seems a little limited. Any other thoughtS?
  9. Hi all, This feels like something that should be simple, but I just can't figure it out. Attached is my scene. I have a cloner. I'm animating the clones inward from being pushed away by a target effector. - I'd like to have all clones start out fully affected by the effector, and then one by one they lose the effect of the effector and move into their original position. My plan is to then use a delay effector to blend it a bit, but I'd like that control over it. So, I'd consecutively have each clone animate in from being far away. Thanks!
  10. Thanks! I have watched a number of videos on fields. I still can't figure out how to get the exact outcome I need. I basically want to trigger a random effector in the location where a cloner passes through the object. But I can't get it to recognize a cloner.
  11. Hi all, I'm trying to do what Sean is doing in the following tutorial, but I have R20. Basically: I want a cloner to drive a a random effector. So when the clones pass through my object, they trigger the random effector in that area. I guess that's basically using the cloner as a field, right? In Sean's tutorial, he uses the random effector to offset fragments of a voronoi fractured object. He puts a cloner into the "source link" field of the random effector, then animates the cloner so the clones are jumping around. It looks like "source link" was removed
  12. Wow, just watched it. That was really cool! It doesn't 100% solve my problem, but it DID lead me try something: I switched the dynamics tag on the higher level fracture to Inherit tag: none, and that fixed it!
  13. Hi all, I'm trying to pick a couple of locations on an object that will have a higher density of fractures. So, I put the whole object in a voronoi fracture, then use a mograph weight tag to select a few of those fracture. Then i nest that whole thing in a voronoi fracture, using the mograph weight tag to drive where it'll be fractured again. Dyanmics work fine with the initial fracture, but as soon as I turn on the upper level fracture, it freaks out (fractures fly apart). This happens whether or not I restrict it to the mograph weight tag. Any thoughts?
  14. Hi all, This has been driving me up the wall. I'm trying to use the character object (on a bird). I modeled my bird, built the rig with the object, and now on the adjust phase. I find it so difficult to select the components to move around. Half the time I end up selecting the mesh behind, half the time I end up selected multiple components, and another half (yeah, we're talking 3 halves) C4D refuses to select anything. I've had this problem before, and never figured out an answer. Is the character object just a pain? Or am I missing something? Thanks! Ju
  15. Sorry for the slow reply. I managed to get it to work by baking the character as PLA, and then caching somewhat simplified splines. Not ideal, but it seems to work.
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