Eric Sanderson
Forum Replies Created
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Nevermine, im just realizing theres not time sampling for the gradient layer, which is too bad kind of eliminates a lot of the benefits of using a gradient map. Looks like animating the tolerance will get me close but really wish it would accept the animation of my gradient itself. If anyone knows how that would be great (without using a force)
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And if i specify i want a gradient to initiate the dynamics, why do the forces still affect it too? Obvisouly i just too size and strength down so that didnt but is that part of my problem?
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update: the project was getting heavy and just plain nasty so i took a different approach that isnt quite as “accurate” but working beautifully and very fast, using spline dynamics and cloning the links along the spline, belting the pendant. Maybe a good alternative for people struggling with a chain simulation like me.
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Cool thanks, ya it was the density i was changing on my small ring that was affecting whether it broke free from the chains, or fell with the chains but became erratic upon first contact, and seemed like all values were just getting me some variation of the two even with step upped to 100. Ive moved on on the project for now and going to come back to it when i have some other elements blocked out so hopefully i can apply your fix to my scene without a hitch. fingers crossed. Thanks so much.
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This is ultimately a chain to a pendant that will drop down and swing, now already putting just a little bitty ring on the end of the chain that ill connect the pendant with i feel like im starting all over lol. constantly adjusting settings and im getting variations on two results, one everything is bouncing around in chaos, or the little ring end is falling out of the chain. Shouldnt it be as simple as duplicating the ring holding it, making it a little smaller, turning dynamics on and change collision to moving mesh? Im worried im going to have to scrap this idea altogether with all the problems im running into, worried that even when i get this ring on, i then have to attach the pendant, and in the end im actually using 2 chains as its going to be a necklace that connects at opposite ends of the pendant (the top of chains will be out of frame). I hate to give up on the idea but i cant be taking 50 steps back for every step forward, dont want to take up much more of anyones time but any additional suggestions to accomplish this would be great.
planned on making the pendant dynamic and connecting it to the ring on the end of the chain with a fixed connector. should all work in theory right? lol
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Man thats great thanks. Im guessing my initial problem was stemming from the collision margin? You know whats funny is intuitively i “know” increasing steps per frame = better. But ive actually run into situations before that i got more accurate results decreasing it under 5, which was the case in one of my trials in this project.
thanks again.
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haha thanks, ya im aware of the framing hotkeys.
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oh ok, ya thats basically what happens, only problem is C4D and i have completely different definitions of zoomed “too far” lol, it seems to get stuck way out from my object depending (at least it seems to be dependent) on how big my scene is. So when im alt+dragging and i get stuck is there a hotkey or action to zoom in tandem with the move?
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sorry i didnt word it correctly, im not using a physical camera in these scenarios. Im simply talking about the viewport view, while navigating around a scene.
