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noseman

Maxon
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noseman last won the day on March 15

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About noseman

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    Cafe Ronin

Profile Information

  • First Name
    Athanasios
  • Last Name
    Pozantzis
  • Location
    Canada
  • Website URL
    noseman.org

Cinema 4D Information

  • C4D Version
    Alpha | Beta

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  • CPU/GPU
    Old & Slow

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  1. missed the first reply... sorry
  2. select the spline and in the Attributes set the intermediate points to Uniform:
  3. why don't you constrain the Prism to the same spline with an Align to Spline and synchronize the motion using XPRESSO? https://www.dropbox.com/s/rujxxgvvj7tt7r0/aligned prism.c4d?dl=0
  4. Yes https://www.dropbox.com/s/btxo7gduxe0k4q4/eating.c4d?dl=0
  5. Why would you think they are inefficient? And you don't need to use metaballs. As for the rest, I don't really understand what the problem is. Can you post an example of what you want to achieve?
  6. I think there are a couple of possible solutions. Instead of Metaballs you can use Volumes. As far as an advanced FFD, you can use the Mesh deformer instead. Overall, I think the Volume solution would offer you the best and more versatile results. Press play in the attached file. https://www.dropbox.com/s/7vk78w490374r5d/ffd1 Volumes.c4d?dl=0
  7. Let me throw in my couple of cents to this. Planning and lot's of work are key elements. If you have 2 different objects and want to morph them into each other, you first need to define what the boundaries of the effect will be. For example, in the Transformers movies, the transformations are totally unrealistic in real life. Most of the stuff just scales down and disappears and other stuff scales up and appears. Very few objects morph into each other. In your case, you would need either to make both objects using the same point count, or use a similar method for both. For example, if you use Volume and noises to build both Spheres, then "morphing" from one volume to another is not difficult. Here's a tutorial: https://www.cineversity.com/vidplaylist/morphing_objects_with_volumes_fields/morphing_objects_with_volumes_fields_creating_complimentary_meshes Overall, you first need to define what you want to do, then identify the potential technical difficulties, then set the acceptable type of effect (maybe you can just use masks in compositing, and a flare to hide the transition) and THEN build it to accommodate the above.
  8. or you could use an animated Arc spline under a Spline Mask with Create Cap activated... animated Arc.c4d
  9. Was the point cloud saved as Points or Particles? Did you check to see the import settings are identical between R19 and R21?
  10. yes, this produces the same result. I did the whole thing in R21, which defaults to Remapping OFF for Volume Fields. The main thing is to understand: 1. what the data is: SDFs have negative non-normalized distance values inside the volume. 2. How to use the data: I want to create a "3D mask" (Field) from 0-1, where 1 is the selection I'm going to apply the Smoothing on. So I want the negative values to become 1 and the positive 0 (no selection). Therefore, first of all I need to negate the Volume Value, so that negative becomes positive. Then I need to apply "contrast" by compressing the distance values to 1 (range mapper is a "data contraster" and compresses the value gradient). You can do the same thing using remapping, or many other ways...
  11. Recently I pinned a reply on the Youtube Chat. If you're on R20, the Volume builder, by default, has remapping ON. You need to turn OFF remapping for the Volume Builder Field. R21 does that by default. I missed that difference in the original recording. Let me know if it worked.
  12. so, the only viable method I found, if for you to follow this tutorial, and transfer the Dynamics to a hierarchy of objects, after you bake the mograph Cloner to a mograph Cache tag. https://lesterbanks.com/2015/03/bake-mograph-animations-to-objects-using-xpresso/ After you have successfully transferred the Dynamics to the Objects, hide the Cloner, go to the last frame, apply your material to the Parent Null using a Flat Projection, and when you're happy, from the Tags menu, do a "Copy Tag to children" This will apply the material at THAT frame, at THAT position for all tiles. When you scrub back, you'll see that the texture is stuck on each tile. I have used another method to make the activation of the Dynamics similar to the original emitter. Project link attached: https://www.dropbox.com/s/pn6n8ow1cuqrwsl/Tiles 01A.c4d?dl=0
  13. First of all, you don't have C4D 16 studio There are technical limitations on why you can't "just" make them editable, and the most important one, is that the objects are being generated while the animation is playing. You can't do that with plain objects. An object can't just be generated while the scene is evaluating. With the cloner, you're not generating any objects, as the object count in your Object Manager is not changing. Let me take a look at the GSG video, and I'll see if there's an alternative...
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