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  1. That's a matter of remapping the values. Scale_hide_by_VM.c4d
  2. In R20 you can control the visibility with just a vertex map field in a plain effector (with visibility enabled).
  3. Havealot

    Animate extrude with variance

    MoExtrude can be animated with Effectors. I've attached two examples, one for R20 and one for <= R19. You could also do it without MoExtrude by using an Effector on a polygon selection with deformation set to polygon in the effectors Deformer tab. Random_animated_extrusion_R19.c4d Random_animated_extrusion_R20.c4d
  4. Not sure I understand exactly what you have in mind. Do you want to randomly show and hide your clones without ever showing or hiding all of them? If that is the case then this is what you do. - Take the existing R20 file and delete the time Field from the Field list in the Effector - Select the Random Field and set the max value in the remapping tab back to 100% - Switch to the "Field" tab of the Random field, switch the random mode to Noise, select a type that you like and increase the Animation Speed parameter.
  5. Here are two examples. One using a noise with its brightness animated in a random effector. This will work in <= R19. In R20 you can use Fields which is much more elegant. Random Field sets initial values in a range from 0 to 0.5 (which means invisible). The time field will then add to those values until all of reached the threshold to turn the visibility on. Randomly_appearing_clonesR19.c4d Randomly_appearing_clonesR20.c4d
  6. Havealot

    Loop MoSpline movement?

    I don't think that is possible. But you could displace a spline with a looping noise. The new field system is very handy for such applications.
  7. Havealot

    MAXON has a LinkedIn page

    The offices are listed on the MAXON website as well. Not really a well kept secret :D If you are curious to see some of MAXON's faces, there is also this: It's pretty outdated though.
  8. Havealot

    How Can I Track This?

    It's hard to judge from just one frame as the camera movement (if there is any) in relationship to the object to track has quite an influence, too. I'm pretty sure though that the Motion Tracker in C4D is not going to be able to solve this shot. You are right with your assumption about spacial distribution of the tracking markers. If they are all sitting on an imaginary 2d plane than there won't be much information in their movement for the solver to work with. I'd also assume that the markers on the chest are wiggling around during the walk which is not helpful either. The only chance I see is to track just the head using geometry to project tracks onto (an approximation of the head) and then manually animating/tweaking the chest area using the head movement as reference. What you could try is to use specialized tracking software that allows using several camera angles at once, e.g. syntheyes. Witness cameras provide a lot of additional information to solve the shot.
  9. Havealot

    Constraining cloned objects to volume

    Turn your "e" into a VDB volume, erode it as needed, mesh, done :)
  10. There is an option to use a custom collision shape. You try using that. Just keep it as low poly as you can.
  11. If I understood your right this should be helpful:
  12. You could also put your asparagus under a null and feed that into the cloner instead of the asparagus itself. That should give you the same control while keeping the other clones fixed.
  13. Align to spline tag. Link the position parameter of it to the offset in the spline wrap and you'll get a synchronized movement of your box. If you want to use a parent constraint for better control of the movement I suggest you create a null and apply the align to spline tag to that instead. I've attached an example. spline_wrap objects_align2spline.c4d
  14. In R20 you should be able to pull this off without any Xpresso just by using Fields.
  15. No, that's not possible with render instances. The whole idea of render instances is that they are NOT objects of their own to save memory and computation. Therefore they cannot be fractured.