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Hair Module and Sound
Posted by Brian Smith on November 4, 2007 at 12:15 amI’m pretty new to C4D’s hair module. I’m fairly competent in C4D, but I want know if there is a way to get the hair dynamics to read audio amplitude. What I would like to do is get hair (fur actually) to move with bass hits. I’m modeling a concept speaker that has long fur on it (as opposed to the tight carpet traditionally used) and have the hair move realistically with bass hits. I’ve never used audio in anything with C4D, if there is a way, you may have to dumb it down a bit for me. Thanks!
-rHAdam Trachtenberg replied 18 years, 6 months ago 2 Members · 5 Replies -
5 Replies
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Adam Trachtenberg
November 5, 2007 at 4:07 pmThis can be done, but it requires MoGraph. What I would do is:
*Create a MoGraph Sound Effector and load sound file;
*Create a particle>wind object to affect hair;
*Create Xpresso tag and:
-drag in sound effector and wind object
-create MoGraph Sample Effector node
-connect sound effector object port to sample effector’s “Effector” port
-connect sample effector’s strength output to range mapper node
-connect range mapper to wind effector’s wind speed port
-adjust range mapper to get the desired effect. -
Brian Smith
November 6, 2007 at 7:37 amThank you for helping me take this on Adam! I understand conceptually, what is going on here. But it takes FOREVER to get a preview (especially with the hair). I rendered a small preview (30 frames = 90 minutes) and it didn’t work. I made sure that the Sound Effector node was linked to the Wind, and that the hair was able to receive dynamics. The song I chose is pretty loud right out of the gate, so there should be something happening in the first couple seconds. I had the input range set to “zero to hundred” and output range to “zero to one” as I only want it to move a little bit. Also included, is an image of what I’m working with in case that might help you.
Like I said, I understand the theory behind all this (I’ve used Sound Keys for AE many times, and I’ve used Shake so I understand the node based window.) However, I don’t understand why this doesn’t work. the links below are my object window and the XPresso window.
http://www.renderedhero.com/CreativeCowImages/Objects.jpg
http://www.renderedhero.com/CreativeCowImages/XPresso.jpg
http://www.renderedhero.com/CreativeCowImages/speaker_prvw4.jpgThanks for all your help! You guys are awesome!!!
-rH
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Brian Smith
November 6, 2007 at 9:37 amAfter applying these same basic principles to the speaker itself (with a little help from “mylenium’s” “Mograph_beautful_noise” tutorial, I have it figured out for the speaker movement. It’s some of the specifics in the fine adjustments in the sound effector I didn’t understand. I am going to tweak this for another day or so, and I’ll let you know if I still need some help. I think my problem was in changing the output range to zero to one. when I dropped in a “range” node in XPresso, I was barely hitting .1. With setting it to “Zero to Hundred” that gets me in the .65 to 1 range, which with “dynamics interaction” window open I can see it’s effecting the fur. Thanks a ton!
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Brian Smith
November 7, 2007 at 8:11 pmThank you Adam! I think I have it all figured out! My computer froze in the middle of the render while I was at work, and my project file hadn’t been saved since I added all the XPresso jazz in there, so I get to redo it. But hey, practice makes perfect right. Thanks again!!
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Brian Smith
http://www.renderedhero.com
PDX, ORYGUN
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