Jump to content

Search the Community

Showing results for tags 'Thinking Particles'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • Motion Graphics
    • MoGraph Central
    • Showcase
    • Jobs
    • Resources
    • Tutorials
    • Division05
  • General
    • The Lounge
    • Site news

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start





Website URL







Found 23 results

  1. Hey Everyone, We have just released a new series by Athanasios Pozantzis (Noseman). Learn how to setup your own Dynamic Objects scene using a Standard Particle Emitter or Thinking Particles. Also learn how to use alternative methods to achieve more control over your scene. This tutorial is exclusively available to Cineversity premium members Check it out: Dynamic Particles & MoGraph The Cineversity Team -------------------------- www.cineversity.com If you're a Cinema 4D user with an active MAXON Service Agreement (MSA) and you're not yet a Cineversity Premium member -- what are you waiting for? No matter where you live, contact your local MAXON distributor for your complimentary premium access coupon.
  2. Does anybody know how I can get my thinking particles to leave the emitter and make semi frequent and random stops and starts as it's growing out away from the emitter? I want my object's growth to seem kind of twitchy and staggered, but only in their travel away from the emitter, not twitchy position of the particles... I've included screenshots to my scene and expresso window.... I've got a crazy deadline. Please help! Tommy
  3. 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
  4. Firstly thank you for just clicking, Secondly my problem. Basically this is the idea, A4 paper spread out individually on floor spelling out a word, "ONE" then a gust of wind ( mograph effectors / Pwind / wind / Plain effector / Inheritance effector ) lifts the paper up into the air and then shuffles the pages in a turbulent manner. Then as the paper randomly falls back to the floor to it's originally position spelling a new word, "TWO". I have got to a stage where i have the papers lifting up nice but the fall to the ground is the tricky part. You see a freeze or friction node in thinking particles stops the particle motion , which i don't want, want the papers to rise to a curtain high but keep motion. SO i thought clone matrices onto the particles and add a random effector with turbulent noise to simulate a wind like move, but its not really giving the correct motion of them mixing around. I want the papers to spin and mix around like it's in a vortex or wind tunnel horizontally, then drop to floor. I have tried an inheritance effector to push the maxtrix node to final resting point , but the matrix point go to opposite indexes which makes it look shite. Help Please see my scene file: lalala- dropbox.com/s/qdvtysifxvb721u/paper%20work_4dcafe%20scene%20example%202.c4d lalala- dropbox.com/s/ypdejsuyi793hxi/paper%20work_4dcafe%20scene%20example.c4d
  5. I am currently working on a scene with about 100,000 thinking particles surrounding a planet but I am running into a strange lighting issue. As you can see in the attached image, half of the planet is in shadow, yet the thinking particles do not seem to be effected by this (they seem to be uniformly illuminated). How can I make them respond to the lighting conditions within the scene? What am I missing exactly? Thanks so much!
  6. 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
  7. 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
  8. 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
  9. Hi, i've been struggling with trying to figure out how to get the falloff node to work with PWind or any other TP force nodes, I've pieced together what i could from info i found on forums, but it still doesnt seem to be working. Can anyone help? Cheers Scene file here http://www.mediafire...2h5uh2lbrsbzjz9
  10. 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
  11. 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
  12. So I've got a project that is using a lot of TP, I've never used them this extensively before so I'm learning as I go. Basically I need to get the same kind of turbulence that you can get in Particular or when using the Random Effector in Mograph. In TP it seems that the only way to generate Turbulence is to use the Wind node, which while it does makes things turbulent has a tendency to spread particles out rather than keeping them more or less together (even with wind shut off entirely). The other half to this issue is that I need to wrangle the particles along a path while their position is affected by turbulence. Further when I use the Follow Spline preset it basically shuts out the wind effects entirely. In a perfect world I would make a cylinder without caps that the particles flow through. The cylinder is bent into the shape I need and its points are undulating from a Random Effector's noise. The particles that flow through it follow the shape of the cylinder and roil and undulate along with it. Doesn't have to be executed this way at all but that's the basic idea. Thanks for any thoughts!
  13. In this tutorial I show you how to create the scene from this video teaser vimeo.com/47196112. I will take you through two different methods for achieving the result and explain the benefits and shortcomings of each. In the end you will be able to create believable bubbles in Cinema4D using Thinking Particles and the Mograph module. I hope you enjoy this tutorial! Be sure to follow me on Twitter twitter.com/FootprintVideo for future tutorials and updates! Thinking Particles Tutorial.03: vimeo.com/47606895
  14. Tutorial 02 - Controlling Particle Emissions In this tutorial I contintue on my quest to share what I am learning of the Thinking Particle system within Cinema4D. If you haven't watched the first tutorial in this series, go check it out vimeo.com/45313158, it will give you basics you will need to follow along. For this episode I take you through some of the options available to you when you want to control when and where your particles emit. We will use some standard XPresso logic nodes as well as linking the Thinking Particles to your user data. Sit back, follow along and enjoy! As always if you have questions, comments or feedback I would love to hear from you! Tutorial 02 here>> vimeo.com/45861512
  15. Hi, I'm trying to create an emitter where secondary particles vibrate up and down relative to the of path primary ones of which they're parented. I've used the data channel to parent the particle in Group A to Group B. This works fine. I can then add noise to the Y channel of the Group B particle. Again this works fine. But the particle moves up and down in Global Space and I want it to move 'up' and 'down' relative to the path of the particle of which it's parented to. Eg. In local space compared to that particle. I'm trying to use the MatrixMulVector node to convert to and from Local Space but I can't get it working. Here's my setup: https://dl.dropbox.com/u/1830495/Global%20Local%20Test.c4d Thanks, Simon
  16. Is there a way to copy and paste thinking particle groups in the TP settings panel? Seems like that would be a no brainer but . . . .
  17. This is the first of a new series I am beginning. I am making my way through Thinking Particles and I plan to share what I learn along the way. As the title implies, this is a simple introduction to the basics. In this tutorial I will begin to walk you through the Thinking Particle system in Cinema4D. I will begin by comparing its structure to the standard particle emitter, and then walk you through a basic setup. As this series progresses, I hope to go more in depth and see what this system can do for us! I hope you enjoy! https://vimeo.com/45313158
  18. So I have built this TP rig (posted it before) and have created a link user data field so I can drop an object into that field and the PStorm node will emit from the position of that object referenced in the user data field. That much works just fine. When I duplicate the rig--that is, the Xpresso tag on a null object--and drop an object into that user data field (different from the other one) only one of the PStorm emitters works. In my attached example, I have two xpresso tags. One is attached to TP Null and the other TP Null.1 . In the user data (labeled "Particle Group Controls" rather than the user data tab) for TP Null, the reference for the emitter is "Light." In TP Null.1 the reference for the emitter is "Light.1" As you can see, the particles start emitting from one object but not the other. I want to be able to duplicate my rig multiple times, drag an object into that reference field and have multiple TP setups emit accordingly. I feel like maybe the user data fields are referencing the same PStorm Nodes. In which case I'm not sure how to create separate instances of the Pstorm emitters. I was assuming duplicating an xpresso tag creates a self contained system? The more I think about that it seems like that wouldn't be the case. How do I make an xpresso setup fully portable or independent? https://docs.google.com/open?id=0ByisW6OXOLfYSWRwVDdTTkUxUVk
  19. Not sure how to phrase this as a topic. I have a sphere with null objects clamped and locked to the surface of that sphere. When the sphere rotates (it's constantly rotating over time) the null objects stick to the surface and rotate along with it. I'm clamping the position of the Nulls with a constraint tag and aligning the Z axis as the constraint so the Z axis of all the null objects point outward from the surface of the sphere. I have PStorm thinking particle emitters emitting particles directly outward along the Z axis from the position of those null objects. As the sphere rotates, the particles trail behind the position of the null/emitter position as you would expect them too. But what I want the particles to do is move relative to the position of the emitter. As if all the particle positions were "parented" to the position of the emitter/null object. So they don't trail behind the position of the emitter at all. So if a single particle is born, travels directly outward along Z and a line is drawn from (A) the position of the emitter to ( the position of the particle the line AB would remain tangent to the surface of the sphere as it rotates. Did that make sense? Anyone have any ideas on how to do this? I'm pretty stuck. I really appreciate the help guys!
  20. Is it possible to iterate through a hierarchy of objects one by one based on a condition or event? (I think I'm saying this right) For example, I have a group of TPs affected by PGravity and I want to switch the position of that PGravity node by feeding a different Null into the object port when the particle's velocity is == 0. Could I have a hierarchy of Null/light objects, and iterate through them one by one each time a particle's (only emitting one at a time) velocity reaches 0? I've been seeking a lot of help lately and getting lots of it! I really appreciate guys!
  21. So I have a TP setup with a PStorm node linked to the position and global matrix of a null object. I'm trying to figure out a way with Xpresso to create a user data field that could reference any other object and output the position and global matrix of that object into my PStorm node. How would I do this?
  22. I have a PStorm node set up and passing those particles into particle Group.1. I'm affecting the Group 1 particles with PFriction to slow them down to a halt. I'm using a PGetData Node to output the velocity into a compare node. When the velocity is <= 1 I'm piping the output port to the On port of another Pstorm node. That much works just fine. What I want to do without keyframing the shot value of the 2nd Pstorm node is limit the number of particles emitted to 7. Or any number, really. I need all the particles to emit at once, on a single frame. So I don't think I can get rate or count to work as the particle birth type. Is there a way to turn off the particle emission? I am puzzled at the moment. Thanks for any help guys!
  23. Hey guys, Andrew Kramer did this tutorial where a glass orb shatters. Pretty nice. http://www.videocopilot.net/blog/2011/11/new-tutorial-epic-shatter/ He generates particles from fractured geometry in 3DS Max. Anyone got a clue (I bet thereĀ“s a bunch of you ) how to create that within Cinema 4D with, for example Thrausi and TP? Xpresso screenshots and a basic explanation would be much appreciated!! Thanks a million. / Nick
  • Create New...