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Everything posted by southpaw

  1. I saw this link on youtube, I haven't watched it, but i'm guessing it uses the new Fields/Volumes functionality to achieve the effect.
  2. southpaw

    Cycles 4d install - Insydium 0 support

    I've contacted their support team on a few occasions in the past, they have always come back with a response, it usually takes around 2 days.
  3. southpaw

    deform verts in pose morph

    Not sure if this is what you looking for but, with the Pose Morph selected, select the "Tag" tab in the attribute Manager, then try setting the "Mixing" dropdown menu to "Tangental", and enable "Post Deformers" check box. That should allow you deform the points on the mesh while maintaining the deformations from the rig. The documentation explains it much better than I can though. See the Tag section in the Pose Morph section of the help.
  4. Glad you got it working, although it was HSrdelic's suggestion to make a rig, not mine. I learnt the time offset trick from Ej Hassenfratz who runs https://www.eyedesyn.com a while ago and found it useful on a few projects. I think it's great that your projects have a definite goal in mind, I often find I retain what I learn from those sorts of projects, either commercial or personal because they're so challenging, and can take a few approaches to get a working file.
  5. Here's a rough scene file. Not sure if it's exactly what your looking for but might help you on you way. You'll see it's one animation, cloned onto a surface, then the start of each animation is controlled by the time offset paramerter in the Random Effector. Hope this helps. Cell Receptor.c4d
  6. Maybe you could build a single animation of a particle travelling towards to the cell receptor, then landing and being incased. Then place this animation in a cloner, set to surface. This way you would have a closed system which you could create a few variations of. A step effector could be used to offset the times that the animations start.
  7. I'm trying to control a vertex weight map over time via xpresso. Initially all points should have a weight of zero, then each point has it's wight set to one over time. The problem is all points are being set except for point zero. Which seems to have a weight of 100% I've attached some screen shots and the scene file. Any suggestions would be much appreciated. Vertex Map-Point Iteration.c4d
  8. Ah yes, now i understand, thanks again for you help :) This was driving me nuts!
  9. Thank you so much HSredelic, I've been trying to crack this for a while now. The only thing I don't understand is the need to subtract 1 from the frame node? I thought it gave the current frame, which should be zero, and so give condition node false or zero as a result. Could yo explain how you came up with that idea please? Thanks again for all you r help.
  10. southpaw

    Surface deformer

    Another approach would be to create the text spline, set it's "Intermediate Points" to "Adaptive", and make it editable (or use the Current State to Object command) Then, from the "Mesh" menu, select "Spline/Project", in the Attribute Manager, set the projection to "View" and align you camera view so that it faces the text and the projection target object head-on. Then hit the Apply Button.
  11. @Bezo, Just checked your .c4d file, it's pretty nice! @mattbowdenMaybe you could use the set-up provided by Bezo in conjunction with the Inheritance Effector to morph the clones from your grid structure to the radial structure Bezo provided.
  12. Ah I see, I used a liner cloner, the Step Rotation isn't available in Grid Clone mode. I came up with a quick idea, using the Inheritance Effector to morph some clones onto a spinning helix plane. I've attached the scene file. It's very basic, but might give you a new starting point. Try adding some random effectors to give a more chaotic effect. Inheretance Spiral.c4d
  13. You can try the selecting the cloner in the object manager. Then in the Attributes Manager, under the Object tab, play with the "Step Rotation" values. It helps if the clones' position values have been offset too, either in the cloner's position fields, or by an effector. Then you should get the clones rotating off their central axis like the tornado effect you mentioned.
  14. southpaw

    C4D Not Exporting .AEC

    Try importing the .c4d file in Ae and with the .c4d file selected in the project window drag it to the new composition icon at the bottom of the project window. A new dialogue will open in the project window, click the Extract button at the bottom of the dialogue window, and your cameras, bulls etc will become visible in the Ae timeline.
  15. southpaw

    C4D Not Exporting .AEC

    From the new Cinema 4D R19 folder, locate the following file C4DImporter.zip (Or just search your system), unzip it and copy it to you After Effects Plugins folder. On a mac its located in Applications/MAXON/Cinema 4D R19/Exchange Plugins/After Effects/Importer/OSX/CS_CC/ Not sure about the location on Windows, but a search will show you where it is. Be sure to unzip and copy to you AE Plugins folder.
  16. southpaw

    Random Walk

    @jed, Thanks very much, it's much appreciated. They will most likely be way over my head, but i'll take a look and learn what I can from them.
  17. southpaw

    Random Walk

    @jed Many thanks for your reply and breakdown of the script logic. I'll definitely take a look at the links you've recommended. I didn't know about the drag/drop functionality, thanks again! I'm finding it a challenge to understand much about getting started in C4D Python from the documentation, but will persevere.
  18. southpaw

    Random Walk

    Thanks for sharing the source file. The comments are very helpful. I'm trying to learn some Python, which isn't too bad as I have a basic Python book which explains the concepts. Where it all falls apart for me is where to start in the C4D Python API documentation. Do you have any suggestions about where to look first? Or is it a case of learning more Python first? Also, regarding the source file you posted, how do you control the speed at which the circle moves to it's new position? I understand that the code finds a new vector every 2 frames, and that the previous position is incremented with " pos += v ". Is this value incremented on every frame? If it only has 2 frames to reach it's new location, then how does it reach the maximum distance set by the "limit" variable in time before a new vector is calculated.
  19. Can anyone explain why the IK Goal in the attached scene file isn't following the final joint in the chain please? I need to be able to animate the goal null in the Y Axis so that the joint chain moves up and down from it's tip while simultaneously wrapping around the cylinder object. I've enabled the "Constrain Goal" option in the IK settings, and initially the goal will follow the joint chain, but after a few frames it stops. IK Chain.c4d
  20. I'm trying to show a cellophane strip wrapping around a spinning object. I'm using a cloth tag on the plane (cellophane) object, and a collider body on the cube (the spinning object). I've used a belt tag to pin points of the plane object to the spinning cube. Initially it all works but the cloth object seems to slip off the cube after around 100 frames into the animation. Friction is set to 100% on both the cloth object and the collider, and gravity is set to 0%. The scene file is attached, any help would be much appreciated. Shrink Wrap Test 01.c4d
  21. Thanks Emir, Yes Spline dynamics was one of my first ideas, but I had issues with the collisions. I also tried using joints, but had collision problems again. I may go back to spline dynamics and see if I can get a working solution. Thats for taking a look.
  22. I still need help please! This youtube clip shows the process I'm trying to re-create. I've managed to get a little closer, but still not working correctly. I've attached some screen shot and the project file. (Best to bake the cloth sim for smooth playback, I didn't to save space on the file size for upload to the cafe.) I've used 2 belt objects to pin the cloth to each object. But the polygons nearest to the belted points are stretching which breaks the set-up. My plan is to get a rough cloth sim working, then use a Mesh Deformer in a another object nested in a Subdivision Surface for a cleaner look. If anyone can help, it would be much appreciated. Cloth Belt_0003.c4d
  23. Thank bezo! I didn;t think of using a second collider to restrict the movement on the Y Axis, I did get another version working in a seperate file but increasing the Iterations setting in the cloth tag. However, when I tried the same solution on the original file I uploaded, I had the same problem of the cloth slipping, so now I'm not sure if the Iterations was the cure. I'll probably take you approach as I have a deadline on this job. If I find another solution I'll post the file here as a reference for other users. Thank again.
  24. southpaw

    Change spline settings using Xpresso

    You can use the "Instance Object" from the Create/Modelling menu. That way, when you change the parameters on the original spline, the rest of the instances will update automatically. (So you would have the original spline and 39 instances, based on your description of the project). Once the instances are set up, you can right click on the original splines attribute in the the Attribute Manager and select "Add to HUD". For instance, you could add the Interpolation type to the view port, and then control it form there. (See attached image on where to find HD in the documentation). There's also the "Render Instance" option in the Mograph Cloner settings (Attribute Manager), which usually helps to speed up heavy scenes.
  25. southpaw

    Halftone pattern driven by AO Redshift

    You can use a layer shader to do this. Inside the layer shader, you'll need to add a sketch & toon spot shader to get the half tone, and an AO from the Effect menu of the materials, which is used as a layer mask. I've attached a still and scene file. Open the Layer Shader and play with the settings inside the AO gradient in order to achieve more or less contrast. Hope this helps. AO Masking Half Tone.c4d