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Found 33 results

  1. In part I we learned how to use the displacer deformer to see your displacement live in the viewport and learn what cool stuff you can do with noise. In this version we will be driving the components with audio by using the sound effector and some basic Xpresso. Part III on noise will cover the Shader Effector using noise.
  2. Hi I have kind of a weird solve... I'm running a Plain Effector through a sphere to effect the scale of the faces. The problem was in order to do so I needed to disconnect the face of the sphere to get the result I wanted causing the edges of the face to remain hard or faceted. When I put it in a connect object it will give me the connection I need but remove the Plain Effector effect. I was wondering if there was a way to reconnect the vertices of the object outside of the effector radius? Essentially It would be nice to create a custom connect object that has a fall off... I don't know if that is even achievable? But any suggestions or way to set something up would be helpful. Thanks,
  3. Hi I have kind of a weird solve... I'm running a Plain Effector through a sphere to effect the scale of the faces. The problem was in order to do so I needed to disconnect the face of the sphere to get the result I wanted causing the edges of the face to remain hard or faceted. When I put it in a connect object it will give me the connection I need but remove the Plain Effector effect. I was wondering if there was a way to reconnect the vertices of the object outside of the effector radius? Essentially It would be nice to create a custom connect object that has a fall off... I don't know if that is even achievable? But any suggestions or way to set something up would be helpful. Thanks,
  4. Hello peeps, My usual level of intellect is lacking on this one... How to rig a ratchet wheel? In my case, the ratchet is following the rotation of a swing arm, which has a ratcheted surface pressed onto the wheel with a spring... When the swingarm returns to its base pose, the ratchet wheel cannot follow the swingarm back to base because of the ratchet. So how do I drive the rotation of the wheel to make a strict 45-degree advance, then stop rotation, and not follow the negative rotation of its 'parent' when the swing arm returns to base? Each subsequent movement of the swing arm would then add another 45-degree rotation to the current angle of the wheel. I get the impression this requires the use of the memory node but the help dox aren't making sense this week. cheers pals x
  5. Hey there, Can anyone help me work out how to use the R16 interaction tag, using the right mouse instead of the left mouse, in XPresso? I cant seem to work it out. This example setup is working fine with the left mouse… but I don't know how to make it work using the right mouse click. Please help? Link to example project
  6. I found this on Vimeo from last year, maybe someone likes it like i did. And maybe someone knows something similar, car rigs for C4D... i would love to see! Cheers
  7. Here's some free Xpresso setups for creating strobe, pulse, and flicker effects in Cinema 4D. While created with lights and luminous materials in mind, they can be used to add these effects to any parameter in Cinema 4D accessible via Xpresso. There are separate scene files containing controls for each effect, plus another scene file that contains all of the effects in one controller with a combined output (see interface image below). These controller null objects can be added to any scene file, and all you'll have to do is double click the Xpresso tag on the null object to open the Xpresso interface, and then connect the green final output node to whatever parameter you'd like to apply the effect to. To access the controls, simply select the controller null object, and click the User Data field. The controls are pretty self explanatory; a few minutes fiddling around should be all that's needed to figure them out. Enjoy! Strobe, Pulse and Flicker
  8. Need to calculate tire rotation for a car? What about turning the front wheels in the direction the car is headed? This can all be done automatically with Xpresso to save you time in the long run.
  9. In this tutorial Dave embarrasses himself to entertain and inform you. Using Xpresso, we create a price "clock" that you can program numbers into using Xpresso. This is a great way to make a project that can be easily changed for your client and resent to the render queue without a lot of hassle. We encourage everyone to expand upon this to come up with other uses for this technique.
  10. In this tutorial we discus how to use a master gear to drive other gears using Xpresso.
  11. I'm stuck. I'm trying to trigger a simple reverse animation with the Collison Node using the Monoflop Node. Distilling the problem down to the basics. Imagine a cube keyframed from one position to another. I want to have the animation reverse after a certain numer of frames without keyframes and I want to be able to adjust the "time" freely. Any suggestions? Up to this point I can only get it to snap back into place.
  12. 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
  13. 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
  14. I'm trying to emit thinking particles from all the clones in a cloner object. Or how do I just iterate through a cloner using Xpresso? Mucho Gracias.
  15. I've been using c4d for ten years now and have always been frustrated with c4d's lack of kerning. The kernimator is a good first step but quite a hack and messy if you get into texturing or using other effectors, and the kerning effector, also a big step forward, is still limited to flush left only, and the attribute window interface is cumbersome to use, all that guessing which letter is which number, especially once it comes to making changes to the text. So I've been working on an xpresso solution that uses the HUD system as an elegant UI that puts the kerning controls exactly where you need them, between the letters you're kerning, and you can turn it off when it's not needed. It works centered, flush left, flush right, single line and multiple lines. Additionally you can offset letters on the y and z axis, in R12, R13 and the R14 demo. Reviews: “There have been multiple scripts, presets, and plugins to allow Typophiles to control their typography in Cinema, none however, as useful and robust as Kernit.” - LesterBanks.com “I've had this only two days and already used it three times at work. Very useful #C4D type tool with clever UI concept. http://c4dtools.net/kernit/” - Robert Leger on twitter “New #C4D tool: "Kernit" - kerning type has never been that easy and intuitive! #c4dtools http://c4d3d.com/Ro4iJR” - MAXON on twitter Check it out: https://vimeo.com/48473577 http://c4dtools.net/kernit/
  16. 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
  17. Hi guys, I made in xpresso a setup with a matrix object with a sound effector and a moinstance with a spline. The matrix object is affecting the spline based in sound effector and mo instance is repeting this splines when move back in Z. the problem seems to be that the splines are changing during the moviment.. Anyone kwnos whats going on? PROJECT LINK http://www.mediafire.com/?qw5a62v64ucecyg,rai7oe63iywpoe9 xpresso setup
  18. 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
  19. 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
  20. I made a little Xpresso tool for a recent job and I thought I'd share it with you. It's nothing groundbreaking but maybe useful. It basically maps a the points of a polygon onto a mograph cloner object. You can download it and have a look at a quick tutorial here:
  21. 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
  22. 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!
  23. 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!
  24. 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?
  25. 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!
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