Forum Replies Created

Page 49 of 508
  • Brian Jones

    October 28, 2018 at 10:39 pm in reply to: Collider Body

    Can’t test anything for a while but which direction do the normals of the water point? if it’s down perhaps the spheres penetrate the water then can’t bounce back because they are now trapped. Just a guess until later

  • Brian Jones

    October 28, 2018 at 9:24 pm in reply to: Looking for this result

    it looks kind of like a Voronoi Fracture, what version of C4D do you have? If 20 that in to a volume Builder/Mesher could give something kind of like that, without 20 smoothing it would be harder

  • Brian Jones

    October 28, 2018 at 9:07 pm in reply to: Collider Body

    the sim getting unstable can happen for a number of reasons, I’d look at the help – Reference/Cinema 4D/Cinema 4D Visualize, Broadcast, Studio/Dynamics/Dynamics Body Tag but with out seeing the file I’d be thinking Shape Conservation maybe some stiffness would help

  • Brian Jones

    October 28, 2018 at 6:39 pm in reply to: Collider Body

    can you upload the scene file?

  • Brian Jones

    October 28, 2018 at 3:14 pm in reply to: matte object “active” in the viewport?

    if you put a pure transparent texture on your matte object and deselect it, that shows where it’s going to mask in render – looks better with Enhanced OGL/Transparency turned on but goes away either way as the back texture gets darker and depending on whatever else is going on in the scene might not be so hot.

  • don’t know if cones are water tight, they are just a cylinder with one end closed, you can open the end, and if it’s Top or Bottom radius of 0 and you make it editable there are 36 points (at default) at the point.
    ..and no surprise about C of G being rigid only in retrospect I guess, since the soft body can deform the C of G would be constantly changing which wouldn’t be bad for a few but would be nasty for a bunch of clones.

  • can you use Follow Rotation in Force?
    Changing C of G didn’t do anything here either (that I could tell).
    I was able to get a mass map to work but I had to subdivide the bottom part to get enough mass down there and that made the bottom more flexible which meant the map had to be used in stiffness which changed the overall flexibility when it landed. Maybe a some delicate settings work would get it but follow rotation at more than 0% seems a lot easier if you can use it.

  • without any testing, some thoughts
    -regardless of shape or pieces if Individual Elements is off should it not act as one piece (don’t know if I’ve done that with a soft body)
    -it sounds like you want weight at the bottom – mass map?
    -can you attach a spring to the top and keep it loose but tighten it when you need to?

  • Brian Jones

    October 21, 2018 at 11:33 pm in reply to: Animating hair problem in C4D

    Yes, that was what worked for me in a test. I was using a simple plane so who knows. One thing I did do was to make sure I didn’t start with zero length ( ie. start/stop 0-0) so all the hair guides wouldn’t be all on top of each other, I don’t know if that’s necessary either but it seemed like a good idea at the time.

  • Brian Jones

    October 21, 2018 at 7:09 pm in reply to: How can I divide an object every 2,000 triangles?

    Voronoi Fracture maybe

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