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jed last won the day on January 11

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About jed

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  • Birthday 12/22/1949

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    R20.026 Studio
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    Manchester, UK
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    building + repairing computers, C4D

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  1. You could trace the car and activate trace part way through the journey. trace me.c4d
  2. jed

    coordinate input to hierarchy

    No probs - was just going to add this with math mult Xpresso Testing3.c4d
  3. jed

    coordinate input to hierarchy

    Rigging isn't really my thing, but I think I've sorted it. The way hierarchy works is that it outputs each object once every frame as per the instructions - D is down one level, N is down same level (next). In your case start path is D from the top parent, then each subsequent object is N until it runs out of objects. The representative object 'becomes' each object in turn, so any data applied to it applies to all in the list. In this file I've added a reference node which uses the same protocol as hierarchy. It looks at each object hierarchy outputs and goes D to its immediate child ie thumb > thumb ch1 etc. Then I connected the same user data slider - you could put a math node in here to give different bend with the 2 levels of joint. Xpresso Testing2.c4d
  4. jed

    coordinate input to hierarchy

    If you want to apply the same value to many objects using hierarchy, you use a representative object (usually the first). The hierarchy node must reference the parent of the objects. If your objects are not all together in the OM (ie scattered around), you can use object list in a similar manner. When dragging objects into the list, click the 'padlock' to stop the window closing. hierarchy.c4d object list.c4d
  5. @leiz Have a look at this iteration solution spots_3.c4d you can see which lights are on in object manager when you move the collider
  6. I could have probably have made a better scene where an effector fall off shape moves (ie no object). Same idea though.
  7. A volume effector object moving in the light plane would switch the spots on/off when the cloned light is within the object. In this file I copy the XY position of a 2nd object to the XY of the lights object. When the 2nd object intecepts a spot, it turns it on. spots.c4d might work...
  8. jed

    Elevation Model from CSV file

    I typed the 1st co-ord in the csv into Google Earth, and it's Abbottabad - where Mr O.B. Laden used to live.
  9. Not too sure on that scenario - one of the more experienced animators could probably advise here.
  10. Just easier - less chance of errors if you had 100 cubes
  11. You can simplfy your XP with a bit of iteration. Just point hierarchy at the cube's parent, D = down 1 level, N = next same level. Object index gets the cube index in the list. lag2.c4d
  12. Setting the XP tag to generators 0 seems to work
  13. jed


    If you're wondering why the numbers don't match (5 input = 8.66 depth), I was a bit slapdash plugging a real into a vector port - this makes the numbers out by square root of 3. For 5 input = 5 depth divide by 1.732, so 5 / 1.732 input gives Motext depth 5 > Mr Pedantic
  14. jed


    This is springy delay.c4d
  15. The old 'apply mode' had 2 options - all and step. All was same value applied to all clones, step was apply value dependent on freq across clones from lo to hi freq. As ion said, that's now in sampling. One thing I noticed about the new sound effector is how the display is now logarithmic (old one was linear). In music, going up an octave means a doubling of freq eg graphic eq is usually in bands 32Hz, 64Hz, 125Hz, 250Hz, 500Hz, 1kHz etc, successive C's on a piano are 2X freq of previous. The old sound effector was linear ie 1kHz, 2KHz, 3kHz etc so all the music was crammed in the 1st 10% of the display, and although it jumped around in time to music, the old display didn't really mean anything. The graphic on the new sound effector actually represents how the human ear hears things.