I’ve recently made the transition from Blender to C4D and have been excited to try out the dynamic simulations in it. Essentially, I want to create simplified version of what’s below. A kind of zero gravity simulation which sees one organic blob object float slowly and softly through it. I want the blob to change shape slightly as it moves aswell, almost like its a liquid moving.
I’m vert new to C4D and have no idea where to start so any help in setting up this sim would be very useful 🙂
There are many ways to do blobs (such fun, aren’t they?). For the attached sample project I put cloned spheres into a Metaball object and used a random effector on the cloner to animate the position and scale of the spheres. The Metaball essentially creates a skin around whatever you use it with, so the scaling and moving spheres inside of it create the changing shape of the Metaball. Adjust the “Hull Value” in its “Object” settings to control the skinning, and the Editor and Render Subdivisions for smoothness. I changed the gravity setting to -20 in the Project Settings (CMD + D) > Dynamics, and I gave the Metaball some slow movement by enabling “Custom Initial Velocity” in the dynamic tag’s “Dynamics” settings and adding Initial Linear Velocity and Initial Angular Velocity values. If you’re not already familiar with the Help menu, get used to calling it up by right clicking on an icon or parameter in a menu and selecting “Show Help,” and you should be able to find explanations for just about anything.
Another option for creating blobs would be the use of the Volume Builder and Mesher with a cloner as per my previous example. The possibilities for creating blobs becomes pretty much endless once you start getting into using particles with Metaballs and Volumes, and the use of displacers and other deformers on other objects. Have fun.
Ever since the volume builder I add a “Vibrate” tag to the geometry and drop it into said volume builder/mesher. Then unless they need to bump into each other I simply animate the blobs upward path, render each on their own and composite from there.