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Activity › Forums › Maxon Cinema 4D › Creating a “Bundle of Joy” with Cloth Object and Reactive Material

  • Creating a “Bundle of Joy” with Cloth Object and Reactive Material

    Posted by Joseph Lathey on September 25, 2014 at 10:22 am

    Hi all,

    I’ve been banging my head for a while over this. I’m effectively trying to create a bundle of joy, with presents inside, hanging from another object.

    I’ve modeled my bundle in C4D and applied a cloth tag and got the dynamics more-or-less how I want them. The only deal breaker is I Can’t figure out how to make the bag reactive to what’s inside it.

    I’ve tried various alternative’s including using the dress-o-matic to stretch over the objects. But again it’s not working for me.

    Any Ideas?

    All the best,

    J

    Joseph Lathey replied 11 years, 12 months ago 2 Members · 8 Replies
  • 8 Replies
  • Brian Jones

    September 28, 2014 at 12:07 am

    it’s probably a lot easier to do it with SoftBody for the cloth and Rigid Body for the presents. A different set of challenges but much easier for the interaction of bag and contents.

  • Joseph Lathey

    September 30, 2014 at 8:51 am

    Thanks. I’ve given it a go and decided to just stick with a basic model and use a soft body tag.

    My problem now is the dynamics. I’m trying to animate a bird flying with the bundle in its mouth. The bird animation isn’t a problem, It’s connecting the Bundle to the Bird that’s the issue. I have done it very easily using the cloth tag and cloth belt, but the simulated cloth was way too unrealistic. I feel the added rigidness of the softbody would be better. I just can’t figure out how to connect a soft body to another object. Any ideas?

    Thanks for your time!

  • Brian Jones

    September 30, 2014 at 2:33 pm

    yeah, cloth is easier to connect but it isn’t designed to contain things. Try a Connector object (Simulate/Dynamics/Connector.

  • Joseph Lathey

    September 30, 2014 at 2:42 pm

    That’s exactly what I have done. Used a ‘Dynamic Connector Object’, I then needed to find a way of getting my Soft Body “Bundle” to connect to the Bird, and then animate movement.

    To do this I eventually figured out that I needed to have Rigid/Softbody tags on the connecting objects (A+B). I just disabled dynamics for the ‘A Object’. and selected a ‘Ball & Socket”.

    This is actually working great except the bundle is tethered to the center of the bird, whereas I need the bundle to be tethered to the beak.
    I have ‘Point Selection’, ‘Polygon Point’ and ‘Center of Mass to choose from.

    I’m messing around with ‘Point Selection’ and Selection Tags now but not getting very far. I believe I must be on the right path though. (?)

    Many thanks, many

    Joe

    EDIT: For others benefit. To animate: The A+B connecting objects and the connector were placed into a null. The null was then animated.

  • Brian Jones

    September 30, 2014 at 2:48 pm

    if the beak is not it’s own object then point selections are the way to go (or polygon point, you just have to step through until you get the point you want). And yes, nothing happens until the connector is connected to an object with some kind of dynamics tag on it.

  • Joseph Lathey

    October 1, 2014 at 7:04 am

    Excellent. I’m guessing for point/polygon selection I would use ‘Live Selection’ on the point I wanted to use, then select ‘Select> Set Selection’ then drag the tag into the ‘Map’ Property of under ‘Object A’ of the connector? Does this work the same for both ‘Polygon Point’ and ‘Point Selection’?

    Thanks again, as always you guys are always exceptionally helpful.

    UPDATE: I have tried this method. The connector does not move, it still stays tied to other point on my bird.

    If you would like to get an idea of what I’m trying to achieve, check out my project file: https://drive.google.com/folderview?id=0Bx2G-sF7ehrwWF9mTXV5ejlGRHc&usp=sharing

  • Brian Jones

    October 1, 2014 at 4:46 pm

    fascinating that the connector follows the Skin deformer even with a Stop tag on it with Stop Deformers set… There may be a better way around it but I found this works – as long as the startup phase is a throw-away – if not, the new null would have to be animated to follow the beak.

    https://app.box.com/s/vk8xptjfsegivu174xd9

  • Joseph Lathey

    October 2, 2014 at 7:16 am

    Brilliant, thanks! Yes, the initial phase is a throw-away. It already came animated when I bought it.

    I ended up doing something similar. I just attached the bundle to a cube with the connector, placed it where i wanted it exactly in the beak, animated the null and then used a ‘Compositing’ tag on the cube to make it invisible to the camera. This actually worked well as it made it easier to make micro-adjustments to the position of the bundle.

    Thank you so much for your help, Brian. You are a phenomenal asset to the C4D community!

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