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Activity Forums Maxon Cinema 4D Realistic Heart Valves

  • Realistic Heart Valves

    Posted by Dylan Leeds on September 22, 2010 at 11:35 pm

    Hey creative cows!

    I’ve managed to stump myself with this modeling/animating challenge.

    I’m trying to make a heart valve pump realistically similar to this animation:
    https://www.youtube.com/watch?v=Wlnq-Pyyi_M
    -The valves are the tan colored openings that have small tendrils coming off of them. They have a slight flutter as well.

    As far as modeling, I’m starting with a sphere, cutting it in half, and manipulating it so there’s a small slit down the middle.

    I’m not sure how to animate this. I’ve tried using Bulge deformers, but that didnt have the desired effect. My next attempt was adding a clothilde ‘cloth’ tag to the sphere, then animating the wind strength so the wind ‘blows’ the valve open.

    The problem with making it a cloth is I don’t know how to make the valve reseal itself. You’ll notice in the example animation that the valve clamps shut.

    How would you guys go about creating a valve??

    Thanks!
    -Dylan

    Dylan Leeds replied 15 years, 11 months ago 3 Members · 6 Replies
  • 6 Replies
  • Randy Johnson

    September 23, 2010 at 8:20 am

    This is what morphs are for.
    To get a less linear movment rig it with joints.
    /Randy

  • Adam Trachtenberg

    September 23, 2010 at 1:46 pm

    I would use joints for this. Mike “The Monkey” Sentfen did a couple of very good tutorials that should be helpful (if overkill):

    https://greyscalegorilla.com/blog/2010/06/how-to-build-a-bone-and-joint-chain-in-cinema-4d/

    https://greyscalegorilla.com/blog/2010/07/spiral-growth-in-cinema-4d-part-2-with-the-monkey/

  • Dylan Leeds

    September 23, 2010 at 6:58 pm

    Thanks for the advice! I’ve learned about joints and IK, and now its time to call upon your services again… to learn about rigging this valve model. I apologize in advance for any noobishness.

    I’ve tried using the weight tool to draw areas which the joints will affect, but this isn’t working for me. I can’t seem to draw weight on my edited sphere polygon object. The mesh always stays black. The joints don’t seem to be interacting with the polygon at all, even though I’ve added them to the ‘Joints’ tab on the ‘Weight’ tag attached to my polygon. I know I’m missing something — just not ‘what.’

    I also tried making a Vertex Weight Map and setting different strengths around the mesh. Maybe this doesn’t work with joints — I’m not sure.

    My search for relevant tutorials leads me to simple cylindrical objects which don’t seem to require weight painting. Any help would be awesome!

    Thanks again,
    Dylan

  • Dylan Leeds

    September 24, 2010 at 5:56 pm

    Anyone have some advice on my weight painting issues? See the above post!

    Thanks!
    Dylan

  • Adam Trachtenberg

    September 24, 2010 at 6:45 pm

    Did you select a joint before trying to paint?

  • Dylan Leeds

    September 24, 2010 at 8:27 pm

    Thanks Adam! It was as simple as that. I think before I was selecting a group of joints, rather than just one.

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