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  1. I'm going to give this a mini bump and add that I think the problem is in the sweep (the sweep is rotating, and that I need a rail spline or something like it to control the sweep rotation. From what I've read I need to duplicate my sweep path (spline) and use the duplicate as a rail. My question regarding this is if I animate my spline, can a duplicate of it still work as a rail? The rail works on static splines but I'm not sure if it will for an animated (dynamic) spline. If anyone has any experience with this kind of problem, and know a different solution or have a suggestion, please help! Thanks!!!
  2. For reference to this problem, I've attached a short animated file. It shows the spline rotating when the nulls are moved. My goal is to animate a curve (spline) with wave motion in a 2D plane (XY axis). To animate the curve I rigged it with nulls at the vertices, and animating the nulls on the XY axis. Because the nulls are moving in a planar manner/positionally, I have no idea why the spline is rotating. Maybe someone knows how to lock the spline on the XY axis to prevent rotation? Maybe my spline settings should be changed? Maybe I should rig everything in a different manner? Open to any suggestions. It seems like a very straightforward animation but I'm running into some odd issues. Thanks! curved wave_animation_01.c4d
  3. I think I'm posting questions too soon. I don't know if I solved this or not, but I decreased falloff in the Formula effector and increased parameter of wave heights and I got the wave to improve. For what I need this is good enough. My apologies for posting questions and answers to my own questions. Maybe someone can learn from them.
  4. Hello All, Not sure if this is the right place to post this question, but since I've been working with Mograph so far I'll post it here. I'm trying to generate a waveform (sine) along an animated curve, meaning the points on the spline are to be in motion while a waveform moves across the spline. The waveform doesn't have to be mathematically 'correct' it just has to be a consistent wave (ie it could be a 'fake' sine wave) throughout the curve. So far I can generate a sine wave on a straight line with equal segments, but when the segments (vertices) get moved and create a curve with segments of unequal lengths ('irregular' curves), the wave gets longer in portions and shorter in others. Is there a (simplish) way to maintain a standard wavelength on a dynamic 'irregular' curve? It doesn't have to be a true sine wave but just needs a constant and equal wave motion while the curve changes in length/shape. Any help much appreciated. Thanks!
  5. I figured it out, kind of, but could still use help... In the Formula parameters I had position (for wave) set to 50mm on Y. I changed it to X @50 (Y@0) and this seems to have fixed it. Why it would even work initially in the Y I'm not sure. And oddly, this doesn't work if the line is completely straight, you have to switch the X and Y values if you want to view it as a straight line. So as a straight line to see a Sine wave motion the Y parameter has to be the wave height. If the line is curved, animated with motion the X parameter represents the wave height. If someone knows a way that it can be both a straight line and a curved, animated line with a single wave parameter (Xor Y) please let me know. I might need to animate the line going from straight to curved while maintaining the Sine wave motion.
  6. Hi All, Seems as soon as I solve something a new issue pops up.... I have a spline with a sine wave motion on it (see attached file). I want to animate the spline at the vertex level as a secondary motion (or primary depending on how you look at it). The way I've rigged my spline is I can animate the vertex movement via the nulls. All motion will be in the front view on the XY axis, very 2 dimensional. I'm running into a problem where if I move a null (vertex) beyond a certain distance in the X axis, the spline and/or the sine wave rotates 90 degrees. As everything is planar, I have no idea why this is happening. Is there a way I can lock everything to the viewplane (XY axis) to prevent the rotation? The whole animation is going to take place in a planar view (XY axis) so I don't want any rotation. I thought this would be straightforward but maybe I'm missing something? As always, any ideas or help is greatly appreciated! Thanks!!! secondary_mospline_01.c4d
  7. Thank you to all who have given great ideas and input to this problem. I think I know what I'm doing now... Big thanks to Hrvoje for pointing me in the current direction (which he advised me to do since I started this project). I've attached a file that has the basic rig set up, now it just needs some refinement. I did this in R19 for anyone interested. To explain a little further, I want to animate my spline throughout the animation (and have it straight at some point) so the nulls are the vertices of my original spline and they will be animated. In my animation the strand will be going up, so I rotated the gravity 180 degrees. All the basic setup is there, just needs some tweaking (I hope!!!) to make it look a little nicer. My last question is, on the reference animation from 00:40 to 1:05 as the spline detachaes/attaches to the 'rungs' there's a little magnet effect happening at each rung. Any idea on how to add this effect? It's not absolutely needed (I imagine otherwise keyframing a stutter step) but it'd be nice to know how to do it. Check it out, let me know if you have any questions. And thanks again for all the help, this forum is amazing!!!! Strand01.c4d
  8. Thanks Deck for diving into this. I couldn't get the file to work either (I'm R19) but I do see what's going on with yours. It all looks like a simple animation but from where I sit it's not as simple as I thought it'd be...
  9. Thank you Hrvoje for the reply and file! I was actually thinking of something like this last night, like changing the spline into a soft body and having it fall over the edge of a plane (which is faking gravity in a way). In the file you provided the gravity falls away (animated) but there doesn't seem to be a change in the spline. Also, what is the function of the plain (is it controlling how the gravity effects the spline) or is it supposed to be applying the sin formula (or suppressing it)? And last question, if I wanted all this to happen in a positive direction, can a negative gravity force be applied so things rise instead of fall? My apologies but I'm slowly learning about Mospline. Most tutorials I've come across use it for cloning and animating groups of splines and don't use it for single spline animation. Thank you for your help!
  10. ok, just figured that in the formula for the effector, if you do 'count*(variable)' in the formula the number of waves increases. (variable) should be a number in this case, ie (id/count*4)
  11. Thank you Deck, All help is welcome! I think I'm in the same boat as you, seemingly above my skill level. Your approach was similar to how I was thinking originally, thank you for the sample file. I was thinking of using an Effector as you did, but am struggling with how to change parameters. More specifically, how to get multiple waves across the length of a spline instead of just a single. I understand controlling the size and speed but not the number of waves... Thanks for the help!
  12. Thanks Cerbera for this out-of-box thinking, I'm going to have to play with this and see if I can understand what you're doing and if it'll work. I was thinking of possibly setting up a dummy object (invisible cube) on the end of a spline and have a second spline attached and aligned tangent to the cube. Not even sure if this is possible...
  13. Thank you Cerbera for your input. I totally agree that it's a waste of 3D but this is what I'm tasked with... I was thinking of making each color a separate spline, then aligning/attaching them end to end to make them appear and behave as a single spline. Might this be a way to go? Is there a way to do this while maintaining curvature continuity? I was thinking I might also need to just do this with alphas and fake things.... All input and ideas are welcome!! Thanks!
  14. Hello All, I've posted a few times regarding a spline growth animation that I'm trying to do. Thanks to help from the forum, I was able to do it how I envisioned (random motion) by using Xpresso controllers and rigging it as needed. Unfortunately, this was the wrong direction. I'm a bit new to C4D (but not to 3D animation) so most of my questions are here because I'm not super familiar with the tools at my disposal. The following animation has been referenced between 00:35 and 01:20. They're looking for an animated spline with a predictable wave motion that can grow a specific distance as a straight line (while displacing another spline) (00:35-00:45), and be 'detached' and 'reattached' (going back and forth) with the wave motion when detached and a straight line reattached (00:47-01:20). All of the color segments also need to be a fixed length. It was suggested before by the forum to use Mospline, and because of the requested predictable wave movement and the fixed length I think this might be the route. But I do have a few questions if I can get some help in pointing me in the right direction... First, is Mospline the way to go or is there a better option? If I do use Mospline, should this be as a single spline that grows, or as multiple splines that are stacked/attached to each other (see question below)? For the wave or s-curve motion, can this be applied in areas of a spline, so that part of the curve is straight while the rest of the curve has motion (this is in relation to the question above, can the spline be in individually controllable sections or should it be multiple splines attached to look like a single spline)? For the attach/detach displacement, is there an effect that can be used instead of keyframing something like this, I'm assuming there is I just don't know what option can create such an effect. If anyone can help, I'd really appreciate it. I'm just looking to be pointed in a direction (basic structure/effects I can use) so I can build this. As I mentioned before I'm still unfamiliar with many of the capabilities in C4D, but have learned a lot with the help of the forum. Thank you for all the help you've given, and any suggestions are more than welcome. Many thanks!
  15. Thank you for sticking with me...Obviously I don't know enough about Mospline. It works fine as a swept spline, but I've been manipulating and controlling it at the vertex level (via joints/nulls) From the little bit I looked into It didn't seem I had vertex level control. Maybe I'm not setting it up correctly. Is there a way to manipulate individual vertices with in a Mospline?

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