- January 17, 2021 at 12:04 am
This seems super simple but has thrown me for a loop. Red Giant did a fantastic video for Slack. I think I figured out all of the rigid body and attractor stuff to animate the balls however… what appears to be an animated boulean of sweep or capsule shape with a bevel deformer totally bugs out. I know bouls are to be avoided in C4D but what would suggest, displacement? How would you guys approach just cutting the channels and holes in the base surface seen at 0:03-0:12 https://vimeo.com/387568378
Closest I can recall was an old GSG tutorial using proximal shader with particles to make dents.Some contents or functionalities here are not available due to your cookie preferences!
- January 17, 2021 at 12:07 am
Ha ha ha… just reread my post. It was not Red Giant but Giant Ant Studio. Both do great work! 🙂
- January 17, 2021 at 4:37 pm
I feel better that it seems to be stumping everyone else as well. Current solution is to animate the channels in studio max but it would be nice to keep everything in C4D.
- January 20, 2021 at 3:49 am
Sub-poly displacement would be the first thing I would try.
- January 20, 2021 at 4:13 am
I’ll give it a try. Makes it seem like fields input so you can drive the map with a spline that way the rigid body balls can follow the same spline.
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