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About madmarvin

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    Cafe Ronin

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  • Location
    Stockholm, Sweden

Cinema 4D Information

  • C4D Version
    19.024 Studio
  1. Sorry for hijacking the thread, I really like this and want to know if it could be adjusted so that any given frame, while scrubbing the timeline, would show the correct position along the spline? Now you have to play from 0.
  2. Works so good though. It's almost as magical as the Range Mapper!
  3. @jed lol and that's the problem. I have too little knowledge of Xpresso nodes to solve it as it "should" be solved. What I did was to I let it count and floored an integer, then subtracted that from the counter, which meant that it then counted from 0 to 1 repeatedly. Basically what your Modulo node does in your scene. Your method is much simpler, thank you. Our very own C4D bible. :)
  4. I have a police car that needs a couple of looped siren lights. I've created a concept file which, to me, seems like it's too complicated. I'm looking for the simplest approach that is the most lightweight and configurable. Just set "every N frames" and go! One thing I'm worried about is that sometimes it seems like it adds one frame here and there. Not sure why unfortunately. If anyone is interested - please have a look at my file and let me know what could be done differently. Thanks! xpresso_sirens_wip.c4d.zip
  5. Would you look at that! Thanks @jed - I didn't even know about that specific dynamics collision node.
  6. I have a scene where I want a couple of particle spheres touch a button on the floor in order to flip away another object. I have attached the scene and I get it to work flawlessly using one "real" sphere object and Xpresso. However, I can't seem to get it to work with the particles + collision node. Is it possible? Am I approaching this the wrong way? I would really appreciate some pointers or help with this as I'm stuck. Thank you! xpresso_button_flip.c4d.zip
  7. Thanks, I liked this approach but it was hard to get it smooth. Thanks, I realize I haven't explored these settings fully. I'll see if I can get away with only adjusted settings! Thanks again, @jed. I like this approach but it would be great to keep it all "procedural" and not need to fake it with ramps. Anyway, I'm way more familiar with the concepts after the files you guys uploaded to me. Thanks to everyone taking their time helping me out. This forum is amazing and has helped me a great deal!
  8. Sorry Jed, perhaps I was unclear. I want the car to ALMOST tip over as it will look great, but then get support from this invisible dynamics object. :)
  9. Well, it’s not mine to share so unfortunately I can’t upload it. I guess the question is more like how to attach dynamic objects that don’t weigh anything but acts as a regular dynamic object.
  10. Hello again, I ended up using the Texture method since it looks a little bit better under sharp lighting. Thank you again for the help!
  11. I'm trying to avoid my dynamic car tipping over in sharp turns, but I can't really figure it out. I've added a Sphere object on top of my dynamic base, which is connected with a Fixed Connector. After that I tried adding a Rigid Body tag, which was too heavy for the car. I then lowered the Mass of the Sphere to 0, but then the Sphere can fall right through the floor... I then tried adding a Collider Tag instead on the Sphere, but that didn't work at all and my car was floating in space. So, is there any way to add a "bumper" around my car - without any weight - just to keep it from tipping over? Thanks!
  12. Actually the eye meshes are deformed by a Shrink Wrap already, but the entire car is then deformed by a Bend in order to articulate etc. Thank you for this, I will try the two methods in this thread and let you guys know. I sincerely appreciate the help I get on this forum. Amazing :)
  13. Hmm, yeah that's way simpler actually. I'll pass it along to the modeler, perhaps it'll work! I'll let you know. Thanks everfresh! In the meantime, if anyone has a suitable texture approach, please let me know as well. :)
  14. Hey guys! I'm trying to create cars with cartoon eyes, and right now I'm using a mesh solution which unfortunately breaks when the windshield is bent backwards or forwards - the meshes always go into the windshield at some point, not bending fully. Since I've tried all of the "stick mesh to surface" solutions I can think of and they all break the same way, I think my solution is not in meshes but in textures / materials... Unfortunately I have no idea how to animate textures, or which workflow is the best for this kind of approach. The concept is simple; the windshield surface is just a white material and the eyes are just simple black circles. The eyelids are already in place as a separate mesh, which works nicely. Any ideas on how to successfully put two black (animatable) circles on a surface? Below is an image of what the problem looks like. Also, take a look at these eyes from the "Chuck and friends" cartoon, that's pretty much what I want to do. As I said, the eyelids are already in place - this is just about the eyes themselves. Fingers crossed!
  15. So, I still don't know why this happened, but I selected all different parts of the model and merged them together, then dynamics worked fine. If anyone knows why this happened I'm all ears though!
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