Forum Replies Created

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  • Adam Trachtenberg

    September 6, 2017 at 2:08 pm in reply to: Point level animation Jiggle

    I don’t think it will work on a parametric object in this case, because the animation is really coming from the spline. What I would do is, instead of using the sweep, use a spline wrap deformer on a a cylinder that’s been made editable. Then bake the cylinder’s animation to PLA. THEN apply the jiggle deformer to the cylinder.

  • Sounds like you may have inadvertently keyframed the radius/fillet parameters? Can happen very easily if you have autokey turned on and forget to switch it off.

  • Adam Trachtenberg

    August 20, 2017 at 4:38 pm in reply to: Creating a Hexagonal Mesh Fence

    I would create one hexagon mesh and then put that in a Cloner in radial mode. Once you get it set up the way you want, duplicate the cloner and use the radial offset to get the proper alignment for the second row. Then place both cloners in a third cloner to create the full fence.

    Example: 11613_hexagonalfence.c4d.zip

  • Adam Trachtenberg

    August 18, 2017 at 7:58 pm in reply to: LowPoly Smooth render

    Yes, but you can control how much to some extent — separately for the editor and picture viewer.

  • Adam Trachtenberg

    August 18, 2017 at 2:25 pm in reply to: LowPoly Smooth render

    A phong tag can only do so much, but you could try raising the tag’s angle limit.

    Aside from that, the usual way to smooth a low-poly model is to drop it in a Sudivision Surface Object, which subdivides and smooths the mesh (procedurally).

  • See if this works for you:

    1. Select all the bucky ball polygons and run Mesh>Commands>Disconnect with the preserve groups option disabled;

    2. Instead of using the Explosion FX deformer, use a MoGraph Random Effector. In the effector’s Deformer tab, set the mode to Polygon. Then make the effector a child of the bucky ball object;

    3. Place the bucky ball object as a child of the atom array.

    Now you can animate the random effector to create the explosion. Not quite the same controls as Explosion FX but it might do the trick.

  • Adam Trachtenberg

    August 13, 2017 at 5:54 pm in reply to: problem with emitter and steam

    It would take some refining, but you could use the MoGraph matrix object to generate Thinking Particles.

    Here’s a start: 11594_cupstouploadmatrix.c4d.zip

  • Adam Trachtenberg

    August 10, 2017 at 9:18 pm in reply to: Slow dynamics with cache

    Looks like the Voronoi object is slowing things down. Make it editable if you don’t need it to be parametric. Apply the dynamics tag to the parent of the fragments with “apply to children” enabled (Collision>Inherit tag).

  • Adam Trachtenberg

    August 6, 2017 at 4:20 pm in reply to: Where to find advanced Cinema 4D tutorials?

    Maxon US’s Cineversity has hundreds of tutorials ranging from basic to advanced. It’s a paid service, though, unless you have a maintenance agreement.

    Lynda.com has a lot of Cinema content as well.

    There’s also a ton of stuff, albeit of uneven quality, on Youtube.

    Tim Clapham does some very good Cinema tutorials (some free and some $$): https://helloluxx.com/

  • Adam Trachtenberg

    August 5, 2017 at 3:55 am in reply to: C4d shut down when starting rendering

    So much for the easy way. Anything in particular different about this scene compared to your usual files?

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