I have cloned object by Radial mode. The hemispheres sharing the same centre. When I try to rotate them gradually by using Plain effector & Falloff, the objects in the Cloner behaves as one, because as I found out, the Falloff influences the clone when it touches its center. I would like the Linear field to influence clones by intersecting their volume (not the center).
I see what you are doing now (thanks for the pics, I was scratching my head to figure out how a radial clone could have all the hemisphere’s centers all in the same spot).
That’s an interesting little problem. There are lots of ways to do this and I would probably normally approach this with xpresso or python (when you have a hammer…. or a driven/setDriven combo), but if you want to use clones, have a look at the linked file.
If you you use a plane effector with a linearField in the falloff and then a stepfield affecting that linear field you can get there.
The trick is to set the number of “steps” you want this to happen in within the steps field (the number of shells), then set the Max value of the remapping tab in the linear field to 200%. Animate the linear field across the clones and you get a stepped shell closing.
I have changed a few things in the file – I have used a linear cloner because it’s easier to control the angle the shells rotate on – when in a radial clone they are all spread around a circle but they are also rotated to face inward so rotating in the “X” will rotate them about the axis of the tangent to the circle where ever they happen to be on the circumference. Now thinking about that, you might be able to turn off “align clone” and you can keep your radial clone the way it is. Yep, just checked; this does work.
You can look through the mechanics of the file and just apply it to your file if I’ve changed too much.
One down side to this approach is I don’t think there is any way to ease in or ease out the motion. Animations that start or stop instantly are usually the sign of a beginner since nothing does that in real life (that’s not to say you can’t do that if instant start and stop are desired, or, in the case of the spheres appearing from out of the plane, it might not matter). A delay field on top of the other two might do the trick though to smooth the start and stop of the rotation.
Also, Bools in C4D aren’t the best. They are clunky and don’t always produce the best geometry and can often shimmer in animations. If you don’t need to keep the hemisphere parametric, you can use an actual hemisphere type of the standard sphere and make it editable and then add a cloth object as it’s parent. Then set a thickness in the cloth object. This way you only have two objects under the clone (hemisphere and cloth). I haven’t done that in the file I sent but let me know if you need to me to show you.
Hey Steve, you did it! Huge thanks! And thank you for that some extra nuggets you packed with it as well.
I will definitely try to employ the Delay field to achieve some easing.
And that note about Boole… Really great, because I had no idea, this tool is better to avoid. Of course I experienced some evil happening around the edges, but I have no idea what’s wrong. So I put it into Connect object and submerged that whole thing into the Subdivision Surface, which only overcomplicated the render I think. I just thought, that the Boole is mathematically exact tool to chop thing off. I will try the cloth trick.
The booles work well when the geometry of both objects has roughly (or even better, exactly) the same size of subdivisions, but that’s a rarity. I’m not sure why it’s so bad in C4D. Most other packages use booling as a normal part of the process and no issues.