Forum Replies Created

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  • Brian Jones

    January 10, 2019 at 5:02 pm in reply to: emitter particles not colliding

    Show Objects in the emitter is off so your particles won’t show except as lines (and those can be ignored with Dynamics since the particle under the influence of dynamics will behave according to the dynamics). With Show Objects turned on your spheres are just exploding since they have very low structural strength in the Soft Body settings but have pressure above zero. The scale of the scene is likely too small to work and softbodies generated like this (simple emitter) are likely to spawn inside each other which will make them stick together because they interpenetrate on birth. And at that scale the 5cm hollow collider with a 2cm size increment means there is 1cm inside the cone that the particles can go…
    What is the final effect supposed to be? That will help determine a best method.

  • Brian Jones

    January 10, 2019 at 4:05 am in reply to: How can I achieve this?

    hard to tell in the second one since the elephant is obscured by the dancers a bit and disappears out of the top of the frame as well (and you can’t go frame-by-frame in youtube) but that looks like a boole subtract, in the scene, or then composited onto other video in post.
    The first definitely looks like the lion just moves forward through the plane with AO on the plane for the purple ‘shadow’. And the purple surround that grows from the bottom either as a separate element or a tex on the plane or composited in post.
    Neither looks more complicated, like you might get with the geometry, disconnected in a Fracture and a linear falloff to reveal. That would be more chunky as individual polys popped into view…

  • Brian Jones

    January 9, 2019 at 6:14 pm in reply to: How can I achieve this?

    two stills out of a video? How is it actually appearing? My guess based on those two images would be the model is just being moved though a plane. So what does the video (assuming that’s what it is) actually do?

  • Brian Jones

    January 9, 2019 at 6:09 pm in reply to: Alternative to Boole

    turning off High Quality in the Boole *might* help clear the obvious extra polys – other solutions would be Volume Builder/Volume Mesher in R20 (or maybe the xpOVDBMesher in xparticles if you have that), …or displacement from a heightmap if the model doesn’t submerge but it looks like it does in the image…

  • Brian Jones

    January 8, 2019 at 3:10 pm in reply to: Finding center of object with PLA animation

    perhaps it would be easier to get the text to float around like you’d want then sync the bubble to that

  • Brian Jones

    January 7, 2019 at 6:54 pm in reply to: No light inside object

    I’m guessing you have scene wide Ambient Occlusion on (because the glass is black on the bottom where it touches the floor). Turn scene wide AO off and if you need AO on the floor just use AO in the diffuse channel of the floor’s material …or… leave scene wide AO on and add a compositing tag to the prism and uncheck ‘Seen by AO’

  • Brian Jones

    January 7, 2019 at 3:12 am in reply to: Connector object–how to control?

    here’s a test, very simple so maybe not right. The back ‘lantern’ is default settings, the front one is using Follow Rotation, Angular Damping and Aerodynamic Drag. I just pulled those numbers from nowhere so maybe not right but it should be doing something for you.

    13003_lanterntrial.c4d.zip

  • your metaball has settings for render and editor (so it’s quicker in the editor then smoother in render) – if you want the Smoothing deformer to be predictable just set Render to the same value Editor is at

  • Brian Jones

    January 5, 2019 at 3:39 pm in reply to: UV mapping gone wrong …?

    is the bear supposed to be blue? Only it’s front? Is the blue ok but you can’t get rid of the white border? More info please. It may help to post the scene file (with any needed images).

  • From the Help
    “As with any Deformer, this one can be made a Child of an object in order to deform that object. Jiggle differs from other Deformers in that it does not affect all objects with which it is grouped below a Parent Object. This is due to the fact that Jiggle must trace the movement of all points it affects. If you want the Jiggle Deformer to affect multiple objects, all objects must be assigned their own Deformer.”

    C4D Help is contextual, just hover the mouse over a parameter in the object manager and it will take you to the help for whatever you are over

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