Forum Replies Created

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  • Brian Jones

    April 9, 2018 at 12:40 pm in reply to: red dot in renderer saying ‘error’

    Render Settings/Save/Format must be set to .png You can set it to any of the still or animation formats in the list which will differ a bit depending on if you are on Mac or PC, whether QuickTime is installed and what version of C4D you are on (R19 is different since QT support seems to be ending on the PC (still there was an update semi-recently))

  • Brian Jones

    April 9, 2018 at 1:13 am in reply to: red dot in renderer saying ‘error’

    It says invalid output path, not that?

  • Brian Jones

    April 6, 2018 at 3:16 pm in reply to: Achieve this simple animation

    definitely dynamics with a Slider connector and Follow Position ramped up on the cube to keep the cube in contact with the cam, otherwise the cam flings the cube up some before it comes back down

    12331_camshaftdynamic.c4d.zip

  • Brian Jones

    April 3, 2018 at 6:40 pm in reply to: R19 viewport lag

    I have a 1950X but using 1080 and no problems, just much higher viewport performance than the old computers

  • Brian Jones

    April 3, 2018 at 2:43 am in reply to: cut down a tree with physics (voronoi ? )

    the simplest way I can think of is to make the Voronoi editable (or Current State to Object) and use the fragment directly with a connector.

    12315_vornoibreakcartoontree.c4d.zip

  • Brian Jones

    April 1, 2018 at 10:52 pm in reply to: using proxies for soft body simulations

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

  • Brian Jones

    April 1, 2018 at 8:36 pm in reply to: cut down a tree with physics (voronoi ? )

    hard to tell without knowing what the tree is like but I’d be considering not trying to attach the upper part but having dynamics for the upper part set to trigger not Immediately but on Collision or Velocity Peak depending. That way the top can have different mass settings and if you are using aerodynamics could fall slower

  • Brian Jones

    March 31, 2018 at 10:15 pm in reply to: using proxies for soft body simulations

    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

  • Brian Jones

    March 31, 2018 at 5:03 pm in reply to: using proxies for soft body simulations

    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.

  • use the Object Index node (it’s in General). The main thing to note is, use the Object Index’s Instance output to pass the instance along with the index to a single Object node so each cube gets processed properly. If you tried the same thing with 4 separate object nodes (one for each cube if you dragged them all into the XP editor) they all end up in the end position.

    12305_xpobjectindex.c4d.zip

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