Forum Replies Created

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  • Brian Jones

    April 2, 2017 at 4:53 pm in reply to: TP questions

    The TP Group Change preset has the basics but because it’s trying to be able to do a lot it’s more complex looking than is actually necessary for a basic group change. As to a proportional split, what kind? Based on some factor or a random split? (for which the Random node would probably be the way)

    Containing wind and gravity – with the TP presets Spherical Wind and Gravity there is a falloff option – it is possible to use the same presets and modify it (the PGravity node inside the preset xpresso) to planar but still use the same spherical falloff set in the preset.
    If you want different shape falloffs I suspect it’s possible to use the MoGraph xpresso Falloff node to use the full range of shapes. Shown here https://lesterbanks.com/2011/09/creating-mograph-clones-in-cinema-4d-with-falling-off-deformers/ Lester Banks references a Robert Leger tutorial which unfortunately isn’t up anymore. Should be possible to do with just the example Lester starts with before he moves on to the mograph uses for the falloff and a PerAnders script also referenced.
    Definitely, just tried it and it works. It can also be used to change groups if a particle gets inside a falloff (as a simple example) 11205_tpfalloffnode.c4d.zip

  • sorry, I don’t motion track. I’ve tried it out just because it was there but haven’t used it ‘for real’…

  • Brian Jones

    April 1, 2017 at 7:32 pm in reply to: X particles lite

    it doesn’t exist anymore, I think it was only around in the early days (all the references to it seem to be 2012-ish). They do have a 30 day demo

  • not me, I’ve used FBX to import models but never animation. If your project frame rate is also 25fps I have no idea. Maybe ask over on CGTalk

  • Brian Jones

    April 1, 2017 at 4:24 am in reply to: Apply moved rigid body position

    in the Dynamics tab of the dynamics body tag on your oranges there is a button “Set Initial State” – when you are down the timeline and your oranges are in the positions they are supposed to be Click it. That will set that as the start point for the dynamics (for the objects controlled by that tag)

  • Brian Jones

    March 31, 2017 at 6:01 pm in reply to: Rock Crushing Simulation, Voronoi Fracture?

    New one, hadn’t seen that yet. He has often had demos available but I don’t see one for that. In the orig video you linked to it was hard to tell without the ability to advance frame by frame but it looks like the big bits get broken but the smaller stuff is harder to tell if it’s breaking or if it’s just a particle cheat.
    With the big bits I don’t see an easy way to get vornoi to apply to a piece from anther vornoi unlesss I am missing something I just don’t know about but it would be possible to pre-break chunks with something like vornoi and make it editable (or with nitroman’s Thrausi) and then use xpresso to trigger the breaks as you need them

  • Brian Jones

    March 31, 2017 at 2:51 am in reply to: Rock Crushing Simulation, Voronoi Fracture?

    found it – https://www.mustaphafersaoui.fr/solid-to-liquid-tool-for-cinema-4d/ – I don’t know if it has what you need for sure but it looks kind of promising

  • Brian Jones

    March 31, 2017 at 12:17 am in reply to: Rock Crushing Simulation, Voronoi Fracture?

    Someone was showing off a plugin on cgtalk and which has falloff controlled breaking, don’t have time to hunt now but try looking there

  • Brian Jones

    March 29, 2017 at 10:58 pm in reply to: Newbie in the house.

    it should work but try unchecking High Quality in the Boole object Object tab, that sometimes will give bad results if the input is complex enough

  • Brian Jones

    March 27, 2017 at 9:40 pm in reply to: Sketch and Toon Line Thickness Relative to Camera

    now I see it, in my world the vertices should be solid points where the spline has to go (at least for all curve types except B-Spline) …”The interpolated curve always passes through the vertices.”… it says in the manual for all curve types but the b-spline.
    I raised the Uniform Intermediate Points to 64 and it looks pretty good but it’s slow to render. Otherwise I can’t tell where the problem comes from other than maybe it’s the source spline but that’s a guess.

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