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  • MoGraph workaround??

    Posted by Jake Nelson-dooley on February 4, 2010 at 9:09 pm

    I’ve got a city bus with a character inside of it. I was hoping I could drop them in a Null, put a MoGraph Rigid Body tag on it, and roll it down a ramp.

    Of course, it didn’t work. The bus and occupant literally exploded on playback, then the rubble slid down the ramp. Good for a laugh, but how can I do it right?

    I’m just starting to learn 3D, so I wonder if my models were put together properly. Take the bus model for instance, should I have a single object for headlights, chassis, wheels etc? Right now they’re seperate and overlapping in space.

    Also, I know MoGraph Rigid Body is mostly just for clones. It seemed plausible though…

    To recap, I discovered a really great way to make models spontaneously explode, but still don’t know how to make the bus subject to dynamics

    Jake Nelson-dooley replied 16 years, 3 months ago 2 Members · 2 Replies
  • 2 Replies
  • Adam Trachtenberg

    February 4, 2010 at 9:27 pm

    It’s possible to do, but it takes some work. The first problem is that MoDynamics does not recognize concavity … like holes in wheels.

    So what you have to do is make your wheel geometry editable, select all the polgons, run Functions>Disconnect (group unchecked), and then Functions>Explode Segments (group unchecked). Now what you’ve got is an empty polgyon object with child polygon objects — each one representing an individual polygon of your wheel.

    Repeat for all the wheels.

    Then you’ll place each wheel group under the cloner, and a null containing all the other parts of the bus. In the rigid body tag’s “collision” tab, you’ll set “Individual Elements” to “Top Level”.

    Here’s a very basic scene demonstrating the technique: https://www.3danvil.com/tutorials/modynamics_car.zip

  • Jake Nelson-dooley

    February 5, 2010 at 5:27 pm

    Adam, Thanks for your answer! That worked perfectly!
    -Jake

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