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Havealot last won the day on June 15

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  1. I'm not aware of any specific tutorials for these methods. But if you let know where you struggle with the setups I attached then I can maybe provide some more detailed steps.
  2. I'd look up standard heights for seating and try to derive the height of the ceiling in the image from that. Wouldn't take the guy as reference because he already looks wrongly scaled in the example.
  3. There is a collision node in Xpresso. If you have one tag for all of your dynamic objects but the collider (e.g. on a group or cloner) you can check on the collider whether there was a collision and use that to turn the other tag on. Make sure to set the "Dynamic" parameter, not the "Enable". If you disable a tag it won't be considered by collisions.
  4. Scale does affect dynamics simulation but I don't see how it would affect the activation or connector breaking.
  5. I've tried my luck with this one and it indeed won't solve the complete range. Also it fails at different ranges as you described. The ideal case for the Nodal solver is a tripod or gimbal shot but this footage is close enough and should be working. What you could do as a workaround is try several solves until you have all of the ranges covered. I did four attempts and if I remember correctly I had solutions for all ranges. Stitching / aligning the cameras for the nodal solves should be pretty easy. May I ask why you used manual trackers for the shot? Was that a last resort to solve it?
  6. Damn, I was in the process of creating the setup. We need a "claim fix" button
  7. Hey Mikoian, I don't mean to be rude, but I won't be fixing your project file. This place is for learning, not for outsourcing work. Here is an example file that is close enough to your case but you'll have to apply the solution to your scene yourself and I am sure that will help you much more in the long run. It avoids triggering dynamics through collisions for the reasons I explained in my last post. You'll find two tags on the Voronoi Fracture generator. A MoGraph selection tag that is used to make some of the pieces static to keep the simulation more stable. The second one is a
  8. At first glance I see three different techniques in the provided examples. 1. Tracing points on the Skeleton: That's pretty straight forward. Just place the objects to trace in the hierarchy and trace them using a tracer. I've attached an example that uses a Matrix as the points to trace (trace_skeleton.c4d) 2. Attaching dynamic splines to the skeleton: The more floppy examples seem to be using dynamic splines that are attached to the skeleton. The easiest way to achieve this is via Hair. Add a piece of geometry for your hair guide roots, set hair roots to "
  9. The trigger for "left remains" is set to "On Collision" but then you are not triggering a collision. In general I would avoid the "On Collision" trigger for fracture setups and instead use a Field to trigger them. You can either keep the voronoi fracture generator live or put your pieces into the normal fracture object. In both cases your pieces will be treated as MoGraph objects and once they are you can turn dynamics on and off using MoGraph selection tags which you can drive with Fields. Use that to enable them a shortly before you want to apply forces or smash an object into them to avoid
  10. Here is another solution similar to Bezo's but using an effector instead of an expression tag. Should behave the same but give you a bit more control if needed (e.g. masking the effect with Fields). look_at_camera_effector.c4d
  11. I'd try a TP setup and use a distance node to set scale / size of particles based on their distance to the camera. That would work if you just move the camera but I am sure zoom can be factored in as well. You can either try to figure out the maths behind it or try to eyeball it with a range mapper. I'm not sure the result will be as useful as you imagine it to be though. If you mess with the size you basically take away one of the main clues that our brain relies on to determine depth in a 2d image.
  12. 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.
  13. 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.
  14. 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.
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