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Activity Forums Maxon Cinema 4D using proxies for soft body simulations

  • using proxies for soft body simulations

    Posted by Fernando Huezo on March 30, 2018 at 6:07 pm

    Hi to all!

    I am find a way to optimize the softbody simulation with a lot of objects in a cloner

    Its possible create a simulation with a low poly objects, bake and after replace them for the high res mesh like Maya or Houdini?

    I tried with a instance refering to the low poly mesh and sim, after bake I replace the reference for the high mesh but lost the softbody deformation

    I share my scene

    12304_softbodyproxyc4d.c4d.zip

    Help please!

    Fernando Huezo replied 8 years, 1 month ago 2 Members · 5 Replies
  • 5 Replies
  • Brian Jones

    March 31, 2018 at 5:03 pm

    yes it’s possible but I’m out of time for the moment. You can use a Mesh Deformer but the order of the steps is very important. I’ll post later when I’m back.

  • Brian Jones

    March 31, 2018 at 10:15 pm

    Not sure if this is the right version of the file or not (or if there’s a better way) as I’m doing this off the phone and I domt remember if it’s saved at home or not…
    If it’s working— in this example I used spheres as the deformation is easier to see. It uses a Mesh deformer to use the proxies shape and is a child of the proxy in the cloner to follow it. The order of putting it together is very important though
    – both proxy and high need to be editable (the Mesh deformer needs that)
    – the proxy has to be a bit bigger to contain the volume (at least in my testing) – a problem in the example since it’s a sphere and simpler, a bit more detail in the proxy would help but it will be dead easy for cubes I would think
    – drop the proxy into the deformer’s Cages slot do not initialize yet
    – cache the dynamics
    – initialize the Mesh deformer
    – fix the visibility (the deformer adds tags)

    12306_softbodyproxyc4d.c4d.zip

  • Fernando Huezo

    April 1, 2018 at 10:51 pm

    Hello Brian Jones!

    First that all thank you very much this really works very well!

    the method is a bit complicated compared to the workflow of Houdini or Maya, I think it might be possible using xRef or intance to be more procedural, I’m not sure but I’ll try and tell you later

    again thank you very much!!!! +100

  • Brian Jones

    April 1, 2018 at 10:52 pm

    as I said it might not be the best way, hopefully there’s a better one

  • Fernando Huezo

    April 1, 2018 at 11:10 pm

    I just tried but it failed haha ????

    So I´ll keep using your method

    thanks!!!

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