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RenderStorm Farm


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    14 Studio
  1. Animating rows of bricks

    Nvermind. A simple rotation of the effector gave me the movement I wanted.
  2. Animating rows of bricks

    I think I only have one last question. What if the bricks were to cascade on from left to right as the move up.
  3. Animating rows of bricks

    What if I wanted the bricks to be offset Bezo?
  4. Animating rows of bricks

    Thanks everyone!!! This is just what I needed.
  5. Animating rows of bricks

    I have line of 3D bricks laid out end to end. There are 30 bricks. I want those 30 bricks to come out of the ground. After the first row of bricks have come up out of the ground I want to repeat the same movement above those bricks creating a second row. My initial idea was to create a linear cloner animate the bricks coming up with a step effector and then cloner that cloner and repeat the animation above but I can't get past the single row. Any help is much appreciated.
  6. This issue is ridiculous! I have a null object that has been baked with an external comp tag. The object has position and scale animation baked. When I export and aec from c4d and open in After Effects it does not bring the scale info with it. How do I transfer the scale animation to AE?
  7. Repel and Scale

    The project I am working on just got completely changed so I wont need to continue trying to figure this out. Thanks for the help.
  8. Repel and Scale

    Could you direct me to get started?
  9. Repel and Scale

    This is a tough one.....for me. I have a grid setup of hexagons via a cloner with its mode set to object. What I am attempting to do is have and effector that moves through the grid of hexes and scales 1 hex and have the hexes around the one scaled up move out of the way making room for that one hex. I don't want inner penetration though. I know R18 has a new push effector and that might solve the problem. I am using a Target effector to repel but the caviate to that is they innerpenetrate and they look at the target. I want the hexes to stay in their default position just move not rotate. I am using a plain effector to scale up the specific hex. The best way to think of this entire idea is a ball in the water. The water moves out of the way of the ball.