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Everything posted by jed

  1. Just uploaded a breakdown video to Vimeo here.
  2. I don't really understand constraints enough to make a tutorial about how to use them. In the video above I added an aim target for the input shaft and an aim constraint pointing the input shaft at it, then animated the input and output aim targets on splines, with a camera moving on a tilted circle. Here's the scene - joint 12.c4d re your earlier question about the guy in the video using more constraints - maybe he used a parent constraint, but I just physically parented it in the OM. edit - also the shaft speed is keyframed smoothly between +/-
  3. @cinomadic - I had a go at making my own
  4. When it comes to things rotating at varying speeds eg helicopter blades, gear rigs etc, most people do it wrong. For fixed speed, just multiplying seconds for rot H or whatever is fine, but if you try and spin the chopper rotor down to stop by adjusting the multiply factor, it tends to go backwards - seconds * 0 = 0 so the object goes backwards to its starting position. if you generate rotation by addition eg rotation = rotation at last frame + <small value> adjusting the <small value> varies the speed. In my python there's the shorthand rotation += speed which means add the RHS to the LHS to get a new LHS value. You can do a similar thing with align to spline speed.
  5. and you got a free python speed control
  6. TBH I just tinkered until it worked.
  7. This might be it, or it might not be... joint.c4d constraints confuse me somewhat
  8. Ha Ha my old videos have come back to haunt me. I made these vids years ago, and later removed them from Vimeo with the intention of making better ones - but never got round to it. So they are on YouTube without my permission (or knowledge). So fire away - what's the question ? I had a few methods for camera sync - in this video using XPresso I take the average position of the cars and use a memory node to place the camera about 1 second behind. The camera targets the average center. victim of piracy - fame at last
  9. You're not allowing for the time spent during tutorials, at SIGGRAPH etc explaining the 555 malarkey. Probably breaks even . The bit in the video linked above where he simulates the air inside Tubeman by sending the wind object along the tracer generated spline is typical CS creative thinking.
  10. @MikeMac BTW I was not dissing Chris Schmidt - he's a very talented guy, it's his little quirks like setting frame count etc to 333 that make me laugh.
  11. I had a quick look at the video, and there's no particular signifcance re the hierarchy nesting - I think Chris is just being wacky for the sake of it eg setting values to 555, 999 etc instead of 500, 1000. Coincidently, I made a similar scene recently that has the tracer thing, but runs on Python. Instead of connectors, there's a bit of math.
  12. I had another go, using XPpresso switched parent constraints jw5.c4d you have to click the reset button
  13. OM = object manager top right. The objects are nested in a weird triangle. Dynamic objects don't usually need nesting - dynamics does its own thing after frame 0. I'm guessing the OM was some shortcut way to link all the connectors without having to do it manually. In my file I used hierarchy . I'll have a look at the video when I have time. I used to watch a lot of GSG + Chris Schmidt stuff.
  14. Might be possible with math - here's my 1st attempt john wayne.c4d
  15. No idea what this is without a link to the video. Also, not sure why the OM is so weird. So I re-arranged it... Press play, move the base etc. what is it.c4d
  16. Dr Sassi at Cineversity has an interesting solution to this topic, using Mospline and vector math dr sassi.c4d here my take, using the Base80 wheel wheel landscape.c4d the base80 wheel is a bit like RollIt applied to a wheel and works in any direction. You make the base80 wheel the same radius as the real wheel, and the real wheel a child. BaseWheel1.7.c4d
  17. A copy of a marble machine I saw on YouTube - I think the original was supposed to be perpetual motion. YouTube is full of that kind of nonsense, but I get ideas from them. The scene file has math breakdown of the toothed belt movement in the XPresso remarks. The dynamics was a bit lively, but I added particle friction to slow things down - an idea I got from GSG's Chris Schmidt. scene 10.c4d
  18. jed

    Aspect Ratio conundrum

    When I used to use 35mm (film) SLRs, standard lens was 50mm - I imagine it varies nowadays for digital cameras, iPhones etc. I was just a bit surprised when the guy in the video casually set the camera distance to the object width. The tutorial was about looping gifs and was so poor, this lens thing was about all I learned from it .
  19. I was watching a video today and the guy mentioned a weird fact about C4D, aspect ratio and pixel size. It's about making the distance to subject equal to the subject width, for a standard camera. Well, it puzzled me...
  20. If you like dynamics, this car may interest you - has steering etc. yellow car.c4d
  21. You only need one dynamic tag - on the cloner. For the clones to act individually, set collision to top level or all (level refers to nested stuff). Apply tag to children is for (say) a null with a bunch of objects under the null that all need the same dynamic setting. Dropped line2.c4d
  22. You can vary the bouncing with collision noise on the dynamics tag. From help - Collision Noise [0..90%] Collision behavior. Imagine several objects are dropped onto the floor and their collision behavior is the same throughout. This would not look realistic at all. The greater the Collision Noise value, the more varied the behavior of individual objects will be.
  23. The Python SDK might as well be in Russian not for beginners...



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