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About M G

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    Cafe Ronin

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  • C4D Version
    19.024 Student
  1. M G

    flag on a moving flagpole

    Thank you Cerbera! I thought I was doing something wrong, the clarification is much appreciated!
  2. M G

    flag on a moving flagpole

    Thanks again for staying with this. Maybe I'm doing something wrong, but when I uncheck enable, and move, everything is ok. Then when I re-enable the cloth modifier, the flag goes back to it's original position. Might be something to do with R19. Thanks for the help.
  3. M G

    flag on a moving flagpole

    Hi Cerbera, Thanks so much for the reply! I forgot about the pole collider, will have to update. After reviewing I think have stated my question wrong, my apologies. Where I'm struggling is if I have the flag null on frame 0 with all the cloth/belt properties set correctly, and then realize I want to move the starting position of the flag null. If I move that null (still at frame 0) everything moves but the flag. My workaround has been to remove the tags, move the flag null, and then reapply the tags. Is this the only option? Can it be repositioned (at frame 0) somehow without removing the tags? Thanks!
  4. Hi All, As the title says, I'm trying to animate a flag on a moving flagpole and having a problem. Even moving the flagpole (repositioning it in a scene) and having the flag move is not working that great. I have a flag, and a flagpole. The flag has a cloth modifier on it and is attached to the pole with the cloth belt. I run the animation and all is good. I've set it up so the flag and the pole are both within a null. when I move the null, the flagpole moves but the flag does not move with it in real time. If I disable the cloth modifier, move the null, then re-enable the tag, the flag catches up but not from frame 0. It snaps to position, which is not what I'm going for. I'm finding that I have to reset the cache, remove the tag, deselect points, move the null, then reapply cloth modifier and cloth belt. Have I set this up wrong? My short term goal is to have a flag and flagpole that can be repositioned in my scene without resetting things. I thought the cloth belt would link it to an object and take care of that. Even better for longer term would be to animate the pole moving and the flag with it. I know this might not be totally clear, so I've attached a demo file. The flag is attached to a sleeve on the pole. Thanks in advance to any suggestions! Flag_demo.c4d
  5. Hi All, I'm doing an animation of a normal artery developing atherosclerosis (I know, it's been done). Please reference this animation as what I'm trying to do, but a little different. I'm interested in a similar view (sectioned artery) that goes from normal to developing atherosclerosis. what is happening IRL is a fatty deposit is growing between layers of the artery (artery has multiple layers as seen in attached image 01. The referenced animation seemed to switch from a normal artery model to atherosclerotic artery by fading in/out at 0:11, and then the model was morphed to make it look like the atherosclerosis was growing. The texture map looked like it was stretched and deformed along with the model, which is what I'm trying to avoid. My question is, are there ideas for other ways to do this? One idea I had, though I'm not sure it's possible in C4D, is to animate an alpha map as an mpg (gif?) and use that to show the atherosclerosis growing. This will insure the scale of the fat stays consistent and makes it look like it's growing in number not in scale. Another idea I had was to make a model of the fat that grows and displaces (or via morph) the artery layers, but this will probably make everything look more like separate objects than integrated. Or maybe there's another way I haven't thought of? (I'm sure of this...). Or maybe I should do it all in post? I've seen with recent releases of max there are fields and volumes that might work, but I'm still using V19. I'm also using the C4D renderer as well. I know, this makes things a little harder. Thanks in advance for any ideas or help!
  6. Hi Cairyn, Thanks for the response! To answer your question, each bone is a single individual mesh (though some bones might be grouped, like the carpals). I didn't know that joints could influence more than one skin object, this is very helpful. I think though that since they are separate meshes, I'll sub-group them to the joint as you suggested. I think this route is most straightforward. One last question, if I do use the method of sub-grouping to a joint object, is there a chance of animation lag due to hierarchy (ie bones move faster than skin or vise versa)? Any suggestions for this, or maybe I'll wait till the animation and if a problem happens I'll post another question. There won't be any effects or particles, etc., just straight up motion animating. Trying to be pro-active with this... Thanks again!
  7. Hi All- I have a model of a lower human arm (anatomical skin and bones) which I'm trying to rig and then animate. I need the bones to move exactly with the skin (like a normal hand would), as this will all be animated with transparency and anatomical accuracy is important. I've been searching online for answers but because of the terms (bones, skin) I get nowhere. I know I could select all the meshes and combine them into a single mesh but I don't know if this is the best way to do it. As the bones are hard models, they dont need to deform with falloff or anything like skin does. Also I think mesh/poly selection would be a nightmare. I'm trying to figure a way to setup the model as separate meshes to make this work. The anatomical bones should move exactly like the rigging bones but how do I like their movements? Do I have to set up two rigs (one for skin one for bones) to be controlled via a single controller in expresso? Is there an easier way? Any ideas would be very helpful, the ones I think of seem overly complex. Thanks!
  8. yes, I'm still figuring that stuff out...the rotations especially!
  9. Hi all, It's kind of odd but I think I try everything, start to write a reply stating it doesn't work, and as I'm writing the message and noting all the details I find some thing I missed and it works. This might be premature but I'm getting it to react at least and am closer.... For those using a slider with percentage to control (0-100): Node Properties: Input range: User Defined Output range: User defined Use Spline Parameter: Input lower - 0 Input Upper- 100 Output lower- Low end of range Output Upper- High end of range X axis (horizontal) - Represents slider from 0-100% Y axis (vertical) - Represents output range (0 is lower, 1 is upper) Thanks for all the input, much appreciated!
  10. Thanks Jed for explaining this! I found a tutorial as well that explains this but yours has better info. I think this should work for what I'm trying to do. Many thanks!!!
  11. Hi Cairyn, Thanks very much for the reply. I have not tried spline as a control with range mapper, mostly because I don't know how it works/have never used it. Does this mean I can make something like a bell curve as input for the range mapper? This would make sense, as I need the same value at start and end, but in between end points it slopes up and then back down. I'll look into it if this is the case. Is this the general idea? Thanks!
  12. Hello all, I'm using a slider (0-100%) in Xpresso for animating an object that rotates. If I use a constant (for argument's sake lets just say 50), the start and end location of rotation are good, but in the middle there is a dip, and the rotation lags (ie this is not a linear equation). I could keyframe and make up the difference, but things would get ugly quick. As an example what I want is the constant start at 50, then dip to 45 at 50% then go back to 50 at 100%. I'm generalizing here, it might require more inputs than in one place (at 50%), but I'd like that the variable to transition smoothly, but be tied to the slider and not to keyframes. Is there an equation I can use, or a way to have multiple variables based on the slider percentage and have them transition smoothly? There are other functions linked to the slider so it has to work with the % slider. I hope this makes sense, thanks for any suggestions!
  13. Hello, I have a project that has come back from being sidelined, and I was hoping someone might have an answer to my question. I've created a swept object using Mospline as the path. I've added an Effector (formula) of a sine wave to give the line a repetitive predictable motion (see attached file). What I'd like to do is attach an arrowhead on the end of the sweep, and have it move with the sweep (can't be done because it's not an editable object). I can fake it by giving it a side to side motion in time with the wave, but I'm wondering if anyone has other ideas. I'd like to figure a way to attach it to the sweep, or use the same formula so it can move in sync with the sweep. Open to any suggestions... Thanks! Align_arrowhead.c4d
  14. 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!!!

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