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Found 31 results

  1. Hi there, I've got some drum sticks going. Each drum stick is effected by it's own Sound Effector. Both drumsticks are Rigid Bodies. each has a Vibrate tag on it slightly offsetting the position. Both drum-sticks are in a null which has it's position co-ordinates key-framed. My problem is ..when I cache from the Rigid Body tag or the 'Bake' in the project settings...the simulation simply turns OFF - there is nothing moving. I have tried putting each drum stick into a Cloner and Fracture and then using the Mograph Cache Tag...however this yields the same result. I've also tried changing the Deformer setting to Object and also tried the Point Cache method, none of which has worked. Any ideas why the Sound Effector does not bake when in conjunction with dynamics?? Pathways such as Sound Keys aren't of use because you still have to cache at the end. many thanks for reading
  2. hi, i am trying to achieve suuuper slow motion dynamics in c4d. its kinda hard to achieve because when you change the time scale to a really low value (like 0.1 or 0.01) the solved dynamics behave very differently compared to a value of lets say 20 or 50%. anyway, i was fiddling the values all day and i don't get anywhere close to what i try to achieve. my backup plan is to solve the dynamics at a really high frame rate, bake them and then put them i a 25fps scene. again, its frustrating because the solver does something entirely different when changing the frame rate to something like 300fps. i'll let you know if Plan B is working! any tipps are very much appreciated ps: i also posted this thread over at c4d cafe. just to let you know.
  3. Hi all, that's what I'm trying to achieve: I have some balls in a cloner and I want them to bounce on a plane; then at each collision I want to be able to augment the number of clones and to actually switch the type of balls. All this keeping the dynamics working. The easiest way I can think so far is cheating it with some cuts between different scenes. But I'd like to know if there's a (quite) easy way to make it all work as I need in realtime as i press play on C4D's timeline. I'm looking through this Tim's post here: http://helloluxx.com/tutorials/cinema4d-2/cinema4d-thinking-particles/thinking-particles-emit-on-collision/ What would you suggest? Is Tim's way worth for my case? I'm trying to adapt t to he cloner object. Thanks! And have a nice weekend! M.
  4. Hi all. Say I've got a grid array of spheres. I add a rigid body tag, hit play, and they all fall down. Now i have a plain effector for example, with spherical falloff (or any other falloff) that modify the clones. I'd like to make the falloff effect the spheres after the dynamics calculation, is that possible? Hope it's clear enough, example scene file can be downloaded from here: http://www.filedropper.com/dynamicsfalloff Anybody have any idea?
  5. Okay, so i have a stack of speakers that has a dynamics tag applied to the cloner object that creates the stack of speakers. I have simulated, set initial state on the tags and baked all...so now i want to create a plain effector to animate up and down to make them bounce in a toon like manner but when I add the plain effector the rigid body tag with the baked dynamics seems to override it. Does anyone know if this is possible to do or if i'm stuck. My original plan was not to go this route but I was asked to add a bounce, this seemed to me like the best route but i seem to be stuck at the moment. Thanks, Cory
  6. Hi Guys, This is my first post on here so I hope its in the appropriate place. I've been trying to replicate the effect found on the breakdown of a piece posted on Greyscalegorilla, here's a link: Basically I want to replicate the third shot in the breakdown where a bunch of cubes fly out, it looks like under the influence of a plain effector, while splines remain attached to the cubes at one end while anchored to world zero at the other. The splines all have spline dynamics and move and wiggle convincingly based on the movement of their respective cube, gravity, etc. The only way I've been able to make this work is by manually animating each element, and this video leads me to believe there is a way to automate this process through mograph, just haven't been able to make it work. Any advice on how to achieve an effect like this as mograph-automated as possible would be greatly appreciated. Thanks!
  7. Hi Guys, This is my first post on here so I hope its in the appropriate place. I've been trying to replicate the effect found on the breakdown of a piece posted on Greyscalegorilla, here's a link: Basically I want to replicate the third shot in the breakdown where a bunch of cubes fly out, it looks like under the influence of a plain effector, while splines remain attached to the cubes at one end while anchored to world zero at the other. The splines all have spline dynamics and move and wiggle convincingly based on the movement of their respective cube, gravity, etc. The only way I've been able to make this work is by manually animating each element, and this video leads me to believe there is a way to automate this process through mograph, just haven't been able to make it work. Any advice on how to achieve an effect like this as mograph-automated as possible would be greatly appreciated. Thanks!
  8. New collaboration by Jordi Pages and Combustion for the Sci-fi London Titles 2013 Please check the movie here Thanks a lot for watching
  9. New collaboration by Jordi Pages and Combustion for the Sci-fi London Titles 2013 Please check the movie here Thanks a lot for watching
  10. I am currently working on an animation of an asteroid field, I have a 150 asteroids I have created by putting a single asteroid inside a cloner object and then using a single Random effector to disperse them, rotate them, and randomly scale them. I would like to have each asteroid rotate and randomly move as if being blown around by some some of solar wind, but I cannot figure out how to do this... how would I go about injecting a little x and z motion into the asteroids and a little random rotation?
  11. I am currently working on an animation of an asteroid field, I have a 150 asteroids I have created by putting a single asteroid inside a cloner object and then using a single Random effector to disperse them, rotate them, and randomly scale them. I would like to have each asteroid rotate and randomly move as if being blown around by some some of solar wind, but I cannot figure out how to do this... how would I go about injecting a little x and z motion into the asteroids and a little random rotation?
  12. Hello, I am currently working on a scene in Cinema 4D that involves a lot of thinking particles being fired into a field of asteroids and bouncing off all of the asteroids. Right now I have about 100 asteroids created using the cloner object but I am having trouble getting the thinking particles to recognize that they should be bouncing off of all of the asteroids and not just one- how can I properly do this? I have tried making a group that contains the cloner object and the asteroids and then applying that to a PDeflector but that doesn't seem to be doing the trick, any suggestions? Also- if anybody thinks that this is a cpu inefficient way of doing things and I should be having the asteroid field be created using thinking particles rather than just a cloner object please let me know, would love to hear any suggestions as to how the scene could be setup more efficiently Thanks! Anna
  13. I am currently working on a project where a few thousand thinking particles are launched at a sphere. My goal is to have the particles orbit the sphere like space junk or a dense cluster satellites would orbit/surround a planet however I cannot seem to figure out how to create an attractor that effects thinking particles so that I can draw them toward the sphere- how can I create an attractor that effects thinking particles? I am imagining something like this as how animating the scene would go- 1. Emitter throws a few thousand particles at the sphere 2. Emitter shuts off 3. Thinking particles that have already been emitted are sucked toward the sphere by some sort of attractor/gravitational field that I implement 4. Attractor/gravitational field pulls particles around the shape of the sphere and slowly rotates them around the orbit of the planet Please let me know if you have any suggestions Thanks! Anna
  14. I am currently working on a scene with a planet that has 8000 small objects orbiting it. I have attempted to set up the scene is as simple a way as possible, the planet is simply a sphere tagged as a collider with an attractor inside it, the 8,000 orbiting objects are created using a cloner with a flat plane inside it tagged as a rigid body. To get the desired pace I have slowed the project dynamics speed down to 0.2%. Everything is working BUT is agonizingly slow, almost impossible to work with in any reasonable way. I am working on a brand new macbook pro retina, 16gb ram, quad core etc everything maxed out and although this is obviously not as much of a workhorse as a mac pro, I imagine there must be some way for me to optimize my project to make it more manageable Since the project operates at only 0.2% speed, a ton of calculations must be done just to get it do the point I am interested in showing, ie. all of the flat planes must collide with the planet violently, bounce off, then come back to the attractor which at 0.2% takes a couple thousand frames, I don't have to render all those, but so far I have had to calculate the dynamics for those frames into the cache even though the part I am actually interested in making a final render of is 6000 frames deep. Am I correct that this must be done this way? Perhaps I could start the project off at 100% speed, then keyframe it to 0.2% once everything has collided and the dust has settled so to speak (the part of the motion I am interested in rendering). Right now for 7,000 frames my cache is 25 gb which seems insanely massive and unwieldy. Other than that, does anybody have ANY tips on working with collisions/dynamics on such a huge scale? Ways to optimize? Other approaches worth exploring? My end goal is simply to have a planet with thousands of these flat planes slowly dancing around it but at this point the weight of the calculations is really bogging things down. Thanks so much! Anna
  15. I am currently working on an animation where a few thousand flat planes are being sucked towards a sphere that is a collider. Basically I am attempting to create a situation where all of the planes are slowly moving around the sphere similar to the way a cluster of thousands of satellite would surround and orbit the earth (http://www.onorbitwatch.com/sites/all/files/images/articles/space-debris-3-polar-orbit.jpg) Since the planes are flat they want to come to a halt once they come in contact with the collider sphere, so to avoid this I have set their friction to 0% which allows them to keep moving BUT I am also getting this problem where each flat plane is now spinning very rapidly which I do not want them to do. Is there a way to put a damper on a certain type of motion such as rotation or any way I can more carefully control the motion of the planes using the rigid body tag that is currently applied or some other tag? Any suggestions would be infinitely appreciated. Thanks!
  16. I am trying to create an animation of a piece of cloth staying in the same spot and blowing in the wind but I can't seem to get the cloth tag to allow me to have the fabric be effected by wind without it moving further and further away from it's original point. What are some ways that I could get the cloth to stay in one location but still curl and oscillate as if it were being blown by the wind? Would love to hear any suggestions. Thanks!
  17. I am trying to do some cloth simulation collisions using the soft body tag in C4d however I am running into some issues with the geometry becoming distorted. How can I avoid the geometry distortion at the end of the clip I have linked to below? Can anybody explain to me why this is occurring/how it can be avoided/remedied? Thanks! Anna
  18. Hello, I am trying to create a scene where two pieces of cloth collide in a zero gravity environment however I am running into some issues. I accomplished this by setting up two pieces of cloth and tagging them with both the cloth tag and the cloth collider tag then adjusted their forces so that they would collide with each other. All of this works for the most part- until they hit each other- Rather than colliding, smooshing around each other and eventually sliding past each other, these two pieces of cloth collide with each other and then continue to push and push and push against each other until they distort each others geometry to the point of absurdity. How can I tweak this scene or redo the scene to get a more natural cloth response? Please see video link below to see what I mean about the distortion
  19. Hey all, I am trying to create a "dancing fountain" type of animation. (see for example). I was able to successfully clone my TP emitter across a spline using the Matrix Object. I can get effectors to effect the PSR of the emitter itself, but nothing to do with the actual emitter properties. I think all I need to do is get the "Time Offset" in the Plain Effector to work, however all my efforts to do so have come up short. I used this (http://www.3danvil.com/tutorials/TP%20emmiters%20from%20Matrix%20Object%20Positions.c4d) project file to get started. Any thoughts? Thanks! -Brian
  20. I am trying to create an animation like they did over at Video Copilot in a tutorial called Epic Shatter. http://www.videocopilot.net/tutorial/epic_shatter/ I am new to TP and was wondering if anyone could point me in the right direction. I have created a sphere and used xPlode to cut it into about 100 pieces. After that I used rigid body tags to animate it and then I baked the Mograph down to keyframes...I did this because I was going to try and take it into 3DS Max to follow Andrew's tutorial on VC. Anyway, back in C4D, I now need to figure out how when the pieces of the sphere hit the ground and break apart that they spawn more pieces and spin, etc... Any help would be appreciated! -Chris
  21. Hi All, Trying to achieve an effect similar to this (starts at 15sec)The only way I have got these blobby things to work is by using soft body dynamics on a few different shaped spheres inside a cloner but with heavily subdivided spheres. I sort of have the effect working but was wandering if there is any way I can cheat the soft body look as baking takes up to an hour just to check if it has worked, constant tweaking etc. I am fairly new to C4D and dont know the deformers that well but was wandering if a mesh deformer can be used inside the cloner? Tried this but no luck so far. Any ideas? Thanks
  22. Find a comfortable seat because this is going to be a long one, but I cover a lot of material here that you should find useful. Not only does this episode cover Thinking Particles to create the spark coming off of the ball being dragged, but I take you through how to completely rig a car with dynamics. Also I will show you how to create a dynamic spline that will be attached to that dynamic car as well as how to rig the dynamic metal ball to follow that spline. Confusing? Complicated? Follow along and I will take you through each step in the process! As I mention in the video there are several things that have to be tweaked and adjusted to get the result you may be after, so once you get the rig built play with it and hit render! I hope you enjoy this tutorial, and if you have any suggestions for future episodes then just drop me line! Link to the video : www.vimeo.com/52010356 Don't forget to follow me on: Twitter - twitter.com/FootprintVideo or on Facebook - facebook.com/FootprintProductions. Also, be sure to check out the new Blog and Tutorials section of my website at footprint-productions.com/blog or footprint-productions.com/tutorials for more cool stuff! If you like this series I wouldn't be sad if you left a tip in the tip jar to buy me a beer
  23. Hi there, my very first post here, so please be gentle with me I've been looking into Tim Clapham's tutorial Thinking Particles from Dynamic Collisions (link). I wanted to further develop this technique and apply it to a TP emitter (hooked up via a Matrix object). Now, my problem is that not all objects emits in the collision process, only some. And all of them stop emitting after a few frames. Save for one that emits throughout the animation. I've tried to wire it up via the Dynamics Body Node, but can't seem to feed in the right values (or ports) to the Dynamics Collision Node. My guess is that I haven't fed the right amount of data into the object port. Anyone care to take a look at the scenefile and point me in the right direction? I would appreciate it. Scenefile Cheers, Kim
  24. I'm trying to learn more about dynamics, and I thought creating a wind chime that reacts to wind would be a good experiment. I'm currently hung up with spline dynamics though. I've got a loop of spline attached to a block, and I have a chime that I want to hang from that loop. I've got all the dynamics working, except the chime ends up breaking away from the loop. I can't seem to find a way to make it lighter or something so that it stays hooked on the spline. Any ideas? Borrowing from a tutorial I saw a while back, I tried increasing the project's dynamic steps per frame, but no use. I've included the project here: http://www.deltawavefx.com/uploads/Chime_Dynamic_test.c4d.zip
  25. Here is my first ever tutorial for Cinema 4D! In this tutorial you will learn how to create a simulation of drifting paper, all within Cinema 4D and with very little overhead on your computer or scene! Here are a few of the things you can expect to learn: -Cloth Engine -Simulation Caching -MoGraph Cloner -Dynamic simulation You can find the tutorial here: www.footprint-productions.com/tutorials/73-dynamic-paper-simulation-tutorial or on Vimeo here: vimeo.com/38375808 Enjoy!
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