Creative Communities of the World Forums

The peer to peer support community for media production professionals.

Activity Forums Maxon Cinema 4D Random rotation always looks unnatural

  • Random rotation always looks unnatural

    Posted by Ximon Gray on July 24, 2019 at 6:53 am

    This is something that has bugged me for years.

    A really common thing I’m asked to do is create a trail of floating objects. The obvious quick solution to this is to clone them onto a spline with a keyframed offset value and use mograph effectors to add variation.

    The one thing I’m never happy with is the rotation generated by effectors. You basically have two options: Random mode – will rotate a bit one way, then change direction, then stop and flip the other way again; or noise/turbulence mode which is smoother but still changes direction too much.

    A real floating object with angular momentum would rotate additively on all axis. I would love a way to make all my clones rotate continuously at varying speeds without having to use dynamics.

    Corrado Carlevaro replied 6 years, 9 months ago 2 Members · 1 Reply
  • 1 Reply
  • Corrado Carlevaro

    July 27, 2019 at 8:54 am

    I’m not sure about what you want to achieve (also because the Random mode in the Random effector is not making the clones to rotate, just sets a random rotational position) :

    1. if you want every clone to rotate at constant speed but each one with different speed you can use a Random effector with Weight Transform at 100% then a Time effector.

    2. if you want the object to rotate at different speeds but always in the same direction (“additively”) there’s a useful little trick in Xpresso where you plug a Noise node to a user data, then plug the noise + the user data to the rotation input of the object

    Corrado

We use anonymous cookies to give you the best experience we can.
Our Privacy policy | GDPR Policy