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Activity Forums Maxon Cinema 4D Donut roll inward

  • Donut roll inward

    Posted by Paul Jose on August 1, 2017 at 1:19 am

    Hey everyone.

    I was trying to do this scene for a nuke. But I need the object to roll inward to complete it.
    The object is of the shape of a donut. I tried using bones to rig and then rotate but I didnt know how to connect the last bone to the first one.
    Any help would be really appreciated. Thanks in advance 🙂

    Steve Bentley replied 9 years, 1 month ago 2 Members · 8 Replies
  • 8 Replies
  • Steve Bentley

    August 1, 2017 at 7:33 am

    Would a deformer be a better choice? In the end they are all deformers. Do you have a pic of what you are trying to do?

  • Paul Jose

    August 1, 2017 at 8:54 am

    I need to roll this donut like shape inward. If i was to use a defirmer which one should i use? Kinda noob xD
    Screenshot link: https://f1.creativecow.net/11554/donut-roll

  • Steve Bentley

    August 1, 2017 at 9:12 am

    Probably a spline deformer. Whats the start shape?

  • Steve Bentley

    August 1, 2017 at 10:30 am

    Oh is the start shape a donut? Whats the end shape then?

  • Steve Bentley

    August 1, 2017 at 12:00 pm

    Still don’t have the big picture yet but what about this. Make two objects: one of the start shape and one of the end. if they are derived from the same base object and have the same number of vertexes you can put them both in a cloner and then blend between the two shapes. Its not like a dissolve – the geometry actualy warps and morphs. You have full control over how and when the change happens and you can add other random effectors to get more variances. This lets you get the start and end shape perfect without worrying about multiple deformers shredding things.

  • Paul Jose

    August 1, 2017 at 2:11 pm

    The start shape is a donut and the end shape is also a donut. It’s of the same sizes. Just need the donut to roll inward.
    I don’t know how to explain this accurately. But if I had a hollow horizontal cylinder and I rotate the cylinder about its central axis. I will have a rolling cylinder. Now if I were to deform the cylinder to bend and make the start of the cylinder joined to the end of the cylinder then I’d have the effect I want. But what I have currently is an object of donut shape. And I don’t know how to proceed.

  • Paul Jose

    August 1, 2017 at 7:47 pm

    A friend helped me out!
    Create a sweep around a circle (try and make it the same size of the “donut” shape. Apply the surface deformer to your “donut”. Hit initialize.
    Animate the sweep nurb rotation in Details in the Object tab.

  • Steve Bentley

    August 2, 2017 at 8:19 am

    Watch out for those UVs when you start texturing – where the ends of the sweep meet so ends the UV map coords. So after you do your deform there will be a seam if you do a UV mapping on the new object. I say this because toruses (tori?) are hard to map well and UV is the usual suspect to do this right. Even using a tube primitave with the fillet set to the same as the height will get you your donut shape (but with out the animateable properties of the sweep) but will still have the seam at the slice point.

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