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Hey, you need a renderfarm? If that's the case, make sure you check this topic for more info! 


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    14 Studio
  1. Cloner Anchor Point?

    Cloner question for you... I am filling a parking lot with cars over time by way of animating the number of clones. Is there any way to control the direction of this build, rather than have them expand from the center outwards in all directions? Ideally I'd like them to fill up the space left to right to create the first row, then left to right to create the second row, etc. I am stuck in R14 Studio. Thanks!
  2. Randomize Texture Offset in Clones

    Thank you both, this is all very helpful!
  3. Hello... I am trying to create a wall of large concrete bricks. I created a cube and cloned it to create a wall. I applied a concrete material to the cube, but I am of course getting a very repetitive pattern (the concrete material has some detail in the texture). I can solve this by splitting my clone into objects, then selecting each clone material and varying the offsets. I know there has to be a better way to do this, and I imagine it's a simple fix. My guess is it has something to do with Multishader, but I have no idea how to vary offsets with that. I am in R14. Any help greatly appreciated!
  4. IK Goal attached to wrong end

    Reverse Sequence is really all I need, although I'm still surprised that my splines assigned point order is the opposite of their creation. Anyway you've provided the fix I need, thank you!
  5. Hey everyone... I am dabbling in some IK animation and am having a really hard time with a very basic function. FYI, I am following Eyedesyn's tutorial on this and have gone over it multiple times but I cannot figure where I've gone wrong. Basically what I am doing is I have a capsule shape as an arm. I have created a bezier spline with the first point at the shoulder, mid point at the elbow, and third point at the hand. I add a Spline Wrap to the arm, and designate the spline I just created as the spline for the wrap. I move the elbow point backwards just a tiny bit to indicate desired bend direction. I center the spline's axis and make sure it is in the proper position. I add IK to the spline and activate Point IK. I designate a start point of 0, and an end point of 2. The problem becomes apparent when I Add Goal. The goal is created at the shoulder point, not the hand point. The first point I created for the spline is at the shoulder location, just like in the tutorial. I am certain of this because I have redone this so many times. I discovered if I designate the start point as 2 and the end point at 0 it does create the goal in the proper location, but the goal null does not function properly when I try moving it. I have rewatched and redone so many times I am going a little crazy. Anyone have any suggestions as to where I've gone wrong? BTW I am in R14 Broadcast. Thanks in advance!
  6. Exploded View Issue

    Hi everyone... Here is my current problem. I have a model of a gun that I want to create an exploded view of; by that I mean I want to show all the component parts come together in space to form the object. I watched the GSG tutorial on how to do this, and although it is a fairly simple procedure I am having issues. I cannot share my file due to NDA (it isn't actually a gun, but is a gun-shaped scanning device). So here is my situation: I open the file. The gun is comprised of about 300 objects. The file was in a folder called VRML 97 and I do not believe was created in C4D as it asks about scale when opening. I add a Connect Object, then apply Current State to Object. I place the Current State object into a Fracture Object, and enable Explode Segments. I render at various times during this process, and all is fine. Same simple material for all objects. I then add a Plane Effector, and here is where my troubles begin. The object disappears from the viewport (but not the list), and rendering generates a black frame. I double check the parameters on the Plane Effector, just a small move along the x-axis at this point, and I give the Plane effector a Falloff Box, and make sure it encloses the gun. Still nothing, even if I slide the falloff around. Sometimes the object is visible (I try all sorts of variations) but the Plane Effector has no effect. I realize that this probably isn't enough to go on, but as I said I cannot share the file so this is really kind of a hail Mary attempt in hopes that I am missing something basic and obvious (to all but me that is). I am working in R14 Broadcast. Bonus question: the geometry of the object contains a lot of triangular pieces, and I fear that if/when I solve my exploded problem, the separated parts will look more like bomb fragments or shards rather than component pieces. Is there any way to change that? Thanks in advance!
  7. Dramatic Lighting Tutorial?

    Good advice, thank you!
  8. Hey everyone... I need to create an image of an industrial product in black limbo but with exaggerated, dramatic edge and backlighting. This is for a product teaser, where they want to suggest the product without showing it fully. I know basic C4D lighting, but I'm just not getting what I want. I know there are a million lighting tutorials out there, but if anyone can recommend one that might specifically address this style of lighting I'd be greatly appreciative. Thanks!
  9. Cloner + Rotation + Random Effector

    Client went in another direction, but I'd still like to solve this once I'm out of the weeds. Will post in the next few days, thanks for your scene I'll get back to you on that.
  10. Hey everyone... Here is what I am trying to accomplish: I have a sphere, textured so that the front is different from the back. I want to make a random arrangement of these, where at a certain point in time each sphere rotates in place, revealing the other side of the texture. The texture is no problem, and the Cloner is no problem (using grid array). Cloner is where I am animating the sphere revolution. The problem is that when I add a Random Effector, the revolving shifts from individual spheres spinning in place, to the entire cluster revolving as a fixed object. So, a sphere on the right ends up on the left after revolving with a Random effector in place, but really I want it to stay put and spin, like a basketball on a finger. Any help is greatly appreciated, and I am stuck with R14. Thanks!
  11. Hi everyone... I am trying to create a realistic banner dropdown. I created this by adding a Spline Wrap to a Plane and adding cloth dynamics. The spline is a rounded zig-zag shape which bunches up the Plane, and cloth dynamics allow it to drop down. There is an invisible Plane behind all this to keep the banner from moving too far back in z space, as the banner will eventually be composited to the front of a building. Also, I am working in R14 and am a bit of a noob. I am having two big problems and could really use some help please. 1. The main problem is that after a couple of bounces along the bottom edge, the banner snaps back to a rolled-up position at about 78 frames in. There are no keyframes in this whatsoever, so I am at a loss as to why this is happening. 2. When I Spline Wrapped the banner Plane, it changed the shape of the Plane from very wide to very tall. I assume this is controlled via rotation somewhere but I cannot figure out where. To work around this I changed the proportions of the banner and the texture, although I hate cheating it like this. Here is a DropBox link to the C4D file and texture, hopefully this is not against forum rules (if so let me know and I will remove). Any help is greatly appreciated!
  12. Single Image over Multiple Primitives

    Just scanned it quickly but that looks like exactly what I want...thank you!
  13. Hi everyone... Relative noob with what is probably a newbie question about modeling/texturing. Imagine a wall of cubes, with a single image spread out over the cube faces, such that each cube represents one tile of the image. Then the cubes all rotate, revealing a different image. These seems very simple and basic, but I'm not sure how to approach building it. The only way I can think of is to create my images as textures, assign the texture to one face of each cube, then use the texture tools to adjust the mapping by eye so that each image lines up properly with the others. Then repeat this process for the other images/cube faces. Depending on how many cubes I go with, this could be extremely time consuming, and I'm certain there has to be a much simpler way of accomplishing this. Thanks! PS I think I have explained what I am trying to accomplish, but please let me know if I am being unclear. Also, I am on R14
  14. Disassemble Model?

    Great, thanks! I looked all over for what seemed like an obvious tutorial subject, but all I could find were ones on exploding polygons which was not quite what I want.
  15. Disassemble Model?

    Hi everyone... I have several models that I want to animate assembling / flying together. I'm sure there's a better way to do this than adding position keyframes to every piece (some of these are pretty complex models). Any and all suggestions greatly welcome. I am using R14. Thanks!