It’s certainly possible. Drop both objects in the cloner and then set the Object>Clones parameter from the default Iterate to Sort. Then, in your formula effector, uncheck all the parameters but set the “Modify Clone” parameter to 100%.
You might also experiment with the Shader and/or Random effectors.
Glad that did the trick. It occurred to me that the problem may have been a reference texture loaded into a viewport. Even if the background display is disabled in viewport properties it will still give an error unless the texture slot is cleared.
What version of Cinema are you using? R15 has a new texture manager that’s a huge help in locating textures. Otherwise it’s a matter of going through all of your materials and deleting the offending file link. Unfortunately, this can happen even if the texture is in an inactive channel, e.g., if you loaded a texture in a material’s luminance channel and later decided to deactivate luminance, it will still give you a texture error if you didn’t clear the texture path.
The problem with the clamp tag method is that your clamping to an object and not a particular point on the deformed object. In this setup I’d use a little bit of Xpresso instead — feeding the position of a point at the end of the rope into the position port of the null: 6741_cabletestamt.c4d.zip
Otherwise, I think it would be a lot simpler to use the Hair module’s spline dynamics to create the cable as opposed to the softbody system you’re using. Or maybe there’s a reason for it that’s not apparent in the stripped down scene?
You need to check the “save alpha” box in the Render>Save settings. As long as there’s no background or sky object in your scene and you save to a compatible format (like .png or .tif) then AE should interpret the alpha channel.