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Activity Forums Maxon Cinema 4D Simulations keep jumping back to unsimulated

  • Simulations keep jumping back to unsimulated

    Posted by Lucas Feldman on July 11, 2017 at 5:59 pm

    I’m using R16.050 and the softbody simulations keep jumping back to unsimulated states on playback. I don’t have a baked cache and when I do a test render, they render out fine. It’s just when I’m previewing the simulations. It also happens when I set an initial state in the Dynamics.

    Anyone know how to stop this? See the attached GIF.

    Lucas Feldman replied 8 years, 10 months ago 2 Members · 8 Replies
  • 8 Replies
  • Lucas Feldman

    July 11, 2017 at 9:05 pm

    Anyone?

  • Brian Jones

    July 11, 2017 at 9:25 pm

    baking the dynamics should solve it but outside of that, check the Project button (lower-right of the viewport – looks like a film strip) make sure All Frames is checked and in the Attribute Manager/Mode/Project/Dynamics/General make sure Disable On Skip Frame is not checked. If that’s not it can you post the scene file?

  • Lucas Feldman

    July 12, 2017 at 3:20 pm

    Thanks Brian for the help! When I checked off, it doesn’t change the result and when I bake the dynamics into the cache, the initial state isn’t respected and the balls just drop through the floor and then pop up.

    I’ve attached the C4D file for you to take a look at. Thanks again!

    11517_bubbles.c4d.zip

  • Brian Jones

    July 12, 2017 at 4:06 pm

    what are you trying to do? A stiffness of 0 to start with will just let the object collapse completely on collision (particularly with a Structural of 5). Bringing the stiffness up over 80 frames is just going to make it want to retain that flattened shape even more. I’m guessing you want to flatten them but then return to round but I can’t be sure without more info. (if it is what you want you would need to use pressure (or an Inherit effector)).
    Why it collapses when playing the timeline like it does I can’t tell, somethings wrong with the file I’d guess, when I make a fresh trial it works like I would expect.

  • Lucas Feldman

    July 13, 2017 at 7:21 pm

    @Brian: I realized WHEN it happens. It happens when I drop the cloner into a Subdivision Surface.

    When I:
    1. create a capsule (w/ soft body tag)
    2. drop it into a cloner
    3. drop the cloner into a Subdivision Surface
    4. The dynamics stop playing back correctly and they don’t update unless I stop the playhead.

    They will still render correctly. And I now have a workaround (drop it into SDS just prior to rendering).

    Any idea why this happens?

  • Brian Jones

    July 13, 2017 at 9:03 pm

    it does not do that here (it works fine when dropped into the SDS) but I assume something was improved between R16 and R18
    While you can do it that way (object/add tag/clone) a more normal work flow (at least for me, and maybe it’s purely personal preference) would be object/clone/add tag to the Cloner not the object with Individual Elements in the Cloner’s Collision tab set to Top Level or All

  • Lucas Feldman

    July 18, 2017 at 7:54 pm

    Putting the Dynamics on the Cloner and then setting it to Moving Mesh worked! It’s playing back fine now. Thanks so much for your help, Brian! So helpful! 🙂

  • Lucas Feldman

    July 18, 2017 at 8:06 pm

    I also had to Bake the dynamics cache in the Project settings as well to see it.

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