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Havealot last won the day on June 15

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  1. A plain effector that applies the scaling with a linear field should do the job. No need for time offset, just animate the position of the linear field to drive the scaling.
  2. There is a shader field and it works with the fresnel shader as well. Update is a bit limited though. You can set it to update each frame but when navigating on a fixed frame it won't update live. You can preview the effect by running the scene though.
  3. Welcome! And don't let your language skills keep you from using a forum like this. Most of the time it is not the language that keeps us from understanding but a lack of clarity in description of a problem. Whether you spell spell you box "kube", "qube" or "cube" doesn't really matter.
  4. Sounds like a good approach to me and the result do look promising so far. I don't think you'd benefit from a joint based workflow in this particular case. If you want super realistic results you could use different maps depending on how stretch or relaxed the lips are and blend them depending on the phoneme pose. UVs shouldn't be too hard to achieve, even in 21.
  5. Most users will hit their artistic skill limit way before the dcc ability limit That applies for both realistic and stylised animation. It's definitely possible to do character animation in C4D. If you feel comfortable with C4D and don't intend to exclusively do character animation, then stick with it for now. Many of the things you'll learn will translate to other tools if you ever decide to move on. If, however, your goal is to become a professional character animator, then you might wanna switch to Maya right away as it is the de facto industry standard. Besides the mentioned bomper studios you can also check out everfresh's work. I think does most of his work in c4d: https://everfresh-design.de/ And here is Orestis showing some character animation work at IBC:
  6. Or use the python node: import c4d import random #Welcome to the world of Python def main(): global Output1 random.seed(Input1) Output1 = random.random() * 100 Create the python node, copy&paste this code, delete Input2 and feed the User Data into Input1. Output1 will give you a random number between 0 and 100 (in this case).
  7. No, that doesn't work. Even "hacking" it through deformers, blending or morphing is probably not an option as neither points count nor cell count are stable. However, visually you can get close by scaling the fracture pieces based on of field value. For internal pieces it would do exactly what you are trying to achieve. Just the outer (surface) pieces will scale away from the original surface.
  8. You can disable an objects influence on AO with a compositing tag. I assume what happens here is that everything gets darkened because of the nearby transparent layer. Excluding that should only give you AO caused by the pills and the bottom layer of the packaging.
  9. The effects that you saw are probably nothing but a distance falloff and a delay effect. That may appear plausible for ripples like the ones caused by raindrops on a water surface but it is not a simulation. The algorithm the page describes could not be implemented with Fields. For that you would have to resort to coding.
  10. I guess it could work with a camera shader but I still don't see why you would want to do it. It would be so much more complicated.
  11. Why not render two passes + mask and do it in post?
  12. Both the instance object and the cloner handle scale on their own, otherwise you could only ever have instances/clones of the same size. The reason why the scale tool is working in your case is because the cube primitive interprets the scale action differently and adjusts the size xyz parameters instead of the scale. If you want to scale all the clones override the scale in the cloners transform settings or use a plain effector. If you need to scale the instance itself for whatever reason you can disable "Reset Coordinates" in the cloners object tab and set the scale of the instance with Xpresso.
  13. If the stored animation is deformation (so not PSR animation) you'll have to go through point positions. Two solutions: 1. Cloner (simple) You can use a cloner to constrain an object to a polygon or point selection. To create the selection just make a copy of the abc generator, make it editable, select the face or point you want to use, set a selection and copy the selection tag back to the original abc generator. You can now use the selection tag in the cloner to limit the cloning to only the faces/point in the selection which should do the job. 2. Xpresso Xpresso in theory works as well and gives you more control but unfortunately the point node doesn't accept abc generators as an input. For that to work you'd have to run it through a python node to extract the cache. To do that create a python node with one input and one output both of type "link" and pase the following code in there: def main(): global Output1 Output1 = Input1.GetCache() Now you can use this node as an "adapter". The point node has an index input that allows you to pick the point you want to use. You can use to neighbouring points to create your own matrix to get proper alignment.
  14. Have a look at the variation shader. That should be able to solve your problem. https://help.MAXON.net/us/index.html#XVARIATION If you don't need the MoGraph colors for anything else you could also use the MoGraph Color Shader to bring in additional control per clone. Without a scene I just assume that in your case a clone means a building. That would mean you can have a multiplier per building which would allow you to turns all lights on or off for any whole building.
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