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Activity Forums Maxon Cinema 4D Soft Body Dynamics – excluding container geo from sim?

  • Soft Body Dynamics – excluding container geo from sim?

    Posted by Paul Rizzo on August 28, 2020 at 10:38 pm

    Hi there,

    Wondering if anyone out there would have an answer to a problem I’m running into with a dynamics sim.

    I have an animation where several spherical soft body objects move to a point using an attractor and need to interact with each other. Easy enough – the problem I’m trying to solve is once the objects arrive at their destination, they need to morph from spherical to cuboidal while still interacting.

    I’ve solved the issue of shape changing by using a static mesh collider object – container cube (grouped under the soft body) – and ramping pressure to inflate the spheres to the perimeter of the cube when they need to transform. The issue I can’t seem to solve is the spheres need to interact with one another and ignore the container cubes used to inflate them to the desired shape. I’ve tried a pile of settings…

    Is there a way that anyone knows to set an object to ignore a specific piece of geo in the scene (I guess I’m looking for something similar to the ‘ignore force’ function but for geo).

    Below are links to 2 files… The first is the scene with the desired interactions, the 2nd is my attempt to use a collider cube around each sphere. You can see the soft bodies reacting to the collider cubes.

    Thanks!

    14290_shot5masterb.mp4.zip

    14291_maxoncinema4d2020.08.2818.30.08.02.mp4.zip

    Paul Rizzo replied 5 years, 8 months ago 2 Members · 2 Replies
  • 2 Replies
  • Sam Treadway

    August 29, 2020 at 3:18 am

    This was a fun little exercise.
    I took a different approach and used a Spherify Deformer on a Cube and then decreased the ‘spherification’ when the instances collide with the static collision object in the scene.

    You could include additional deformers to the cube in order to add imperfections to the overall forms.

    I made two instances of the deformed (and hidden) morph setup so the morph effect is triggered from a single set of keyframes but you can always duplicate the original. Also, I put the cube in a Connect Object because the dynamics tag needs to be on the Connect (or an instance of the Connect) for this to work, not the original object being deformed. Consider the Connect Object as if it were a brand new object in the scene with everything below collapsed/cached.

    If this were a more complicated setup I’d suggest using xPresso to drive the Spherify % based on collision data.

    14292_softbodyspheremorphtocube.c4d.zip

  • Paul Rizzo

    August 31, 2020 at 1:08 am

    Looking at this now.

    Really cool solve Sam! Thanks!

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