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Found 15 results

  1. So I have tried 'Inheritance Effector' and I have tried 'Random Effector' but I am not getting the results I want. I have a character rigged in nested nulls with expression controls. I want to make a clones of the of the character with animation being offset by time. I have tried everything I know so far. I feel like the problem is that my animation is nested in nulls and groups. Is there a way to randomize animation time for nested nulls with character animation?
  2. Hey guys, I'm working on a scene at the moment which is a cloner object producing a grid array of simple four point planes. The cloner object grows from very small to large quite quickly. What I'd like to do is use splines to connect the left point of each of the planes to a null object just underneath the cloner. Effectively it would look like a huge bunch of balloons, but planes instead of balloons. Any tips on how to connect the points of the splines to the corner of the planes? Baring in mind the planes move. Thanks in advance, apologies for the rubbish explanation. Lewis
  3. Hi, I've just posted a quick tutorial explaining how to use a Plain Effector to drive any parameter in a Cloner instance (besides just transform/color). Affect Any Clone’s Parameter with an Effector in Cinema 4D
  4. I have a building. The roof of the building will outline then fill in. Once this happens the roofs outline and fill will raise. I need dashed lines in the corners which has proven quite difficult. However I managed to do this by using an object cloner to the Tracer which is tracing the corners of my spline which is the outline of the roof top. This is where is gets kind of tricky. I have the outline position moving on the Y Axis above the building as if the blueprint is floating directly overhead. Once that happens I scale the outline/fill out 20%. This is where the tracer messes up. Instead of creating a tether type effect to keep the smallest point between the 2 points it creates an L shape. So from where the outline starts to the position Y spot is a straight 90 degree upward trace, then when it scales outward it goes out, but not diagonal. Instead in an L. How can I avoid this. Is there another method out there? Any help would be great, This is how i need to have it done.
  5. Hey guys, so I've got a a bunch of small objects grouped together to form a logo... In this group I also have a light rig illuminating the front of the logo. What I'm trying to do is drop this group into a cloner to use the spline effector to animate the logo. My problem is that when I drop this group into the cloner (I set number of clones to 1) the lights in the rig are no longer affecting the object. Anybody have a clue as to what is going on?
  6. Hey guys, so I've got a a bunch of small objects grouped together to form a logo... In this group I also have a light rig illuminating the front of the logo. What I'm trying to do is drop this group into a cloner to use the spline effector to animate the logo. My problem is that when I drop this group into the cloner (I set number of clones to 1) the lights in the rig are no longer affecting the object. Anybody have a clue as to what is going on?
  7. 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?
  8. 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?
  9. Hi all, I am looking to have a well ( or a random hole) spit out bricks of a wall (made with a grid cloner), the individual elements should fly up at random and than follow a sinuslike path to their final position where they form the wall from left to right. SO far I have come up with a cloner, a plain effector to take them to the source ( and scale them down to invisible), the PLAIN the shoots up and a random effector distributes. Both strenghts fade out to zero over time and form the wall. , but it is not elegant enough. Any advice would be grately appreciated. Tx, Michael
  10. Does anyone know how to randomize the luminance brightness of a material applied to a cloner so that all of the cloned objects have random levels of brightness? I have been messing around with the Multi Shader, Random Effector, and Xpresso but can't seem to get the Luminance Brightness to randomize. Using the random effector, and changing the mode to Noise, can generate rhythmic random position, scale, and rotation, but I want that control over the luminance brightness.
  11. http://www.deltawave...rapper_test.c4d Check out the c4d file. I'm wrapping a cloner object along a spline, and I get a gap that suddenly appears after f30. Anyone know why that happens? Thanks!
  12. I have a soft body simulation where rings stack within a container and then the rings grow tubes/socks from the top. For what I'm trying to achieve, the rings need to settle, then I need to freeze their position and remove the container. I've used mass maps to freeze certain parts of a soft body, and that works great when I freeze the position from frame 0, but I can't find a way to animate the mass maps after the simulation has run. The mass maps are key-able, so I've tried switching from a completely lax map to one with rigid mass (with points mapped to 0, meaning they should have a fixed position), but the cloned object still move. This may be hard to understand, so here's a link to my test scene (R13) http://dl.dropbox.com/u/176680/Freeze%20Clones%20Test.c4d . The final ring container isn't a box shape but is conical. Any help or direction is appreciated.
  13. Hi people! Working on a TVC to be delivered in a week. We have a situation. scene file to follow. Using a high-poly mesh (with a low poly proxy for animating the thing with) - we have cloned, dynamic speakers flying about and bashing into each other. The speaker cones are synced to wobble to the sound bed of the TVC. I've done this with a sound effector linked to a Pose Morph. This is great except when using the model in other, bigger scene files. So I PLA Mate baked the hi-res speaker (Thanks Lennart/TCA!). Well, a TVC of 30s over 25fps is 750 frames, and the baked point-cached file is about 900Mb, not good for cloning x60 and flying around. Whether I use MoInstance or Xref, the chances of using these baked hi-res meshes in a cloner of 36 clones or more or slim. The computer is shrieking. The Xrefs don't know what to do (I ended up using Legacy Xrefs (on r13) and they aren't handling the switch to and from the low-res proxies at all. A guru of great altruism suggested I bake out the high-res speakers to .bin or .mdd mesh sequences, but I have no experience or knowledge of doing it. So - if you had to clone several dynamic hi-res models with animation on them, how would you version and instance them? What am I missing? I love you guys.
  14. Thanks in advance for any advice. I'm banging my head against a wall! I need to create a guitar out of guitar picks. I modeled a pick, and used a cloner in object mode, then set the object as a modeled body of a guitar. I did the same for the neck, head, pick ups and knobs. I am pretty happy with the results. The problem is, each cloner in the scene needs a dynamics tag to keep the picks from going through each other, and some of the cloners have a pretty high clone count since I don't want there to be very many gaps in the guitar. Baking the dynamics is way too time consuming, and the project is so slow it's essentially unworkable. I'm running a fast 8-core MacPro. I've spent a good part of today staring at the spinning beach ball. My question is, does anyone have any ideas for optimizing this process? I will need to create a lot of different shapes in the same way, so I can't really do this by hand. I also want to be able to use dynamics and effectors on the picks. Other than that, I'm open to suggestions! Here is a link to the scene file if that helps: http://tinyurl.com/6qnusdq
  15. Is there a way to adjust the space/distance between clones on a spline? I feel like there is an effector to do exactly this, but I've tried them all and found nothing. Any ideas?
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