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Havealot

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    Sebastian
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    Hapot
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    20.057 Studio

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  1. Yes, you would need to store the previous positions somewhere. Currently you are iterating over all matrices in the for loop setting all off them to the same value. Do you want to solve it via python? If its just about achieving the effect you can probably do this without scripting. You could for example use a tracer the traces a null (the runner) and clone on the spline points. That should place a clone at each position the runner without even having to adjust the clone count via Xpresso.
  2. If fear that is going to be a limitation of this setup. It controls the frames directly instead of triggering animation per clone. You can probably build a more sophisticated field setup to achieve this but I haven't tried it yet.
  3. Make an editable copy of the alembic generator for each frame of the animation (in this case 0 to 23) and make them a child of the cloner. Than switch the cloner to multi instance mode. I just tried for 10000 plant and it is working as expected. Not real time of course but if you need better feedback for setting up your scene you can use switch the cloner to matrix using the "Swap Cloner/Matrix" command and change your effector to also change scale or color to visualise the animation. When you are happy with the your clone distribution and animation you can swap it back before rendering (don't forget to revert the changes you did to the effector). Happy instancing
  4. Xpresso would work but the more elegant and flexible way is probably to use Fields for that. I've attached an example (you'll have to relink the abc generators to the abc location on your machine). I've created two versions of the abc generator, turned of animation and set one of them to frame 0, the other one to frame 23 (last frame of animation). The cloner is set to blend (which will blend parameters of children, in our case the frame parameter) and the plain effector has everything disabled but "modify clone". The spherical fields replaces the null object in your setup and will control which frame of the abc the clone will be showing. This is a very versatile way of doing this as you can a) use any of the available fields to control the animation and it will b) scale easily if you want more than one flower as it will automatically work with all clones. Note that this only works when the cloner is outputting "real" objects. If you want to use instancing you'll have to create a copy for each frame of the animation and subordinate it under the cloner. abctriggertest_fields.c4d
  5. When you need a flat floor collider you should always use the floor object. It is treated as a special case in dynamics. If your collider needs to be non flat or not infinite you can still help the solver by providing a mesh that encloses a volume instead of just a surface (e.g. extrude a plane or use a thin cube). All that is in addition to what has already been stated. Settings and scene scale still matter.
  6. Hmmm, looks like a bug to me. But its an easy fix. Just switch the alignment (or any other text parameter) and it will be correct again.
  7. In R20 this can easily be done with Fields. I just did one rotation axis but it can be easily extended to the others. Also they all start out with the same orientation but that could be solved with another plain effector with just a random field. Don't forget to disable clamping of the Field list if you want values to go beyond 100%. adding_random_rotation.c4d
  8. Niklas Rosenstein did a workshop on python plugin development at C4DAPT. I liked it a lot as it covers the whole process from start to end. It's available on vimeo on demand: No need to buy the whole package. Just Niklas part is fine. I can recommend the rest as well though :)
  9. Check the parameter tab of the effector. Set "Modify Clone" to 100% to control the blending with the effector. I've attached a simplified example. Clone_Blending_with_Effectors.c4d Since you are also using dynamics: Keep in mind that the cloned position is used to sample the falloffs/fields and not the position resulting from the dynamics simulation. When working with a noise that is probably not that important but it is hard to tell what exactly you are trying to achieve here. If that becomes an issue you can split the setup. One cloner (cached!) just for the initial distribution and the dynamics and a second one (in object mode and cloning on the axis of the first cloner) to do the actual blending with effectors.
  10. If you create the animation with effectors instead of keyframes on the input it will work. Clone Delay Test_2.c4d
  11. Not sure what is going there. But I would try baking the procedural vertex map using alembic or caching the MoGraph setup using a cache tag.
  12. I have no clue what RandomFX Shader Field is. Can you elaborate or attach an example scene?
  13. Hi, You can do all the coloration using Fields now. The MoGraph Color Shader gives you access to the clone colors in your material. I've attached an example. Hope that helps. diamonds_Color_Shader.c4d
  14. If you set your effector / field to produce a ramp from black to white you can use that to mask two versions of you material (e.g. in a layer shader). To access the ramp use the MoGraph color shader.
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