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Everything posted by jed

  1. You can do the chain with one cloner and formula effector with modulo 2 to select every other link, and turn it by 90 deg. mod(id;2) = 0 id is the clone index, modulo counts up to (but not including) 2 ie 0 1 0 1 0 1 etc chain2.c4d
  2. jed

    Constant Random Number

    @Havealot neat use of seed to stop the value changing every frame.
  3. jed

    Constant Random Number

    Is this happening during animation ? If so, you could use a memory node to compare current value to value on previous frame and unfreeze the random number if different. the data change should be step freeze2.c4d
  4. Sounds like iteration - which is basically going through a list of objects and applying similar math to each sequentially. Since your objects are under a null, you can use a hierarchy node and point it at the parent null. The hierarchy null outputs each object once per frame and you use a specimen object and connect its object port. The specimen object 'becomes' each object in turn. In this file I used noise and the object's index to give a different noise seed to each sphere. I'm not sure what exact rotation you want, but the principle's the same. xp turn.c4d There's probably a better mograph or fields method, but you asked for XPresso
  5. Looping is quite hard in XPresso - need to use python. In this file I calculated the gap and positioned each text word at previous position + previous height + gap words align gap.c4d time to read up on Python lists
  6. This might work - I have a dynamic sphere falling in a tube and use XPresso to get nearest point on a spline to the sphere. This drives the carriage that's on the spline. You could try cranking up g to make it go faster. proxy coaster.c4d
  7. jed

    Block rotation

    My XPresso version. Some spaghetti code here - slots.c4d I had to bake it to make the parts stay in sync. Interesting gadget BTW
  8. I once worked in a high street white goods, TV + HiFi store. Everything came with a 1 year manufacturers guarantee and we were under strict instructions to sell the customer an extended plan to cover years 2 - 5. Stuff usually fails either in the first few weeks or after 10 years, so our extended plans were pure profit. The boss would let us do deals on the TVs to sell them, as long as the customer also bought the extended warranty.
  9. Here's some ideas for you. I made a look-up table and used formula effector to get the spots. xp_dom.c4d
  10. I usually drag the field onto the node
  11. I used to be into dynamic cars and my system was to have the cars follow a target on a spline using XPresso - a null in the car points at the target to get wheel steering, and the motors are controlled by distance to target. You can keyframe the target to stop at road junctions etc. Then project > dynamics > cache > bake (for team render). Might interest you. car2.c4d Here's a race using that method Vimeo
  12. I never miss an opportunity to add some unnecessary XPresso and Python. Here I iterate the doms and increase damping to 100% about 10-15 objects after the 'ripple'. doms2.c4d I seem to remember Nitro4D had a magic domino plugin and a method using his SoundFx to make clicks as the objects collide.
  13. The original file in post #1 already had the scale set to small - I think the idea is to set scale to the approx size of objects in the scene - default 100cm is the default size of primitives. re @deck 's idea of large dominoes, the way things fall in C4D (as in real life) is determined by their size. If the doms were 1km long, they would appear to topple in slow motion (reductio ad absurdum )
  14. I used hinge connectors here with angle limits for bounce. Opens with custom angular velocity, but you could use a collider object in the box keyframed upwards. You can add damping in the force tab on the dynamic tag. box.c4d with object box2.c4d
  15. Try putting this last, stuff is calculated top down
  16. This is almost there. I used a spline node set to 'use all segments'. textgrow.c4d
  17. When it comes to dynamics, I've found C4D obeys the laws of motion quite well eg if you give an object a custom initial velocity then measure its speed by various XPresso methods. a would be gravity in these equations. Stuff like pendulums seem to obey Physics, also projectiles. You can find the math for those on Wiki. I'm not sure how C4D calculates friction and damping - I usually just tinker until it works Here's a cannonball experiment I made recently using some wiki math for cannon angle and projectile speed Not exactly the answer to your question, just showing that C4D uses the same math as IRL.
  18. jed

    First attempt 

    Did you use the skinny font that GSG uses - it's free at dafont https://www.dafontfree.io/typograph-pro-font-family/
  19. jed

    Dynamic Conveyor ?

    There's a hidden dynamic mechanism in this file band 2.c4d
  20. You'd think the code to drive these two would be 0 = off, 1 = on but it's actually 0 = on 1 = off, 2 = default
  21. You could use memory node to get previous position, and compare it to show/hide 2 arrows. piston.c4d
  22. Great stuff @Cerbera that fixed it
  23. I'd like to add trails to this hypocycloid animation, to show that the objects move in straight lines. Tracer creates overshoot artefacts at abrupt direction change (at the edge). Any ideas ? hypocycloid.c4d
  24. I got the idea of using a sine wave as a ball lift from a YouTube video by Prof Lathwaite
  25. Add a field to the sound effector - I think any field will do. Also I changed the sound effector to sample higher frequencies https://www.dropbox.com/s/pwuc5pkwj7e60zc/soundlight.c4d?dl=1
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