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  • Jim Scott

    February 22, 2016 at 5:15 pm in reply to: Rolling cubes and building

    Good luck with your project Tim.

    I had not played around much with MagicPivot and MagicRoll until I read your original post and thought I’d experiment a bit. I found some interesting anomalies which might help you avoid some problems if you decide to use either one. I have emailed Lazaros (Nitroman) concerning both of these issues but haven’t got a response yet.

    MagicPivot: Though the Nitro4D site states that all the plugins are compatible with R17 I found that MagicPivot is not. I can use it as advertised in R13, but once a cube is linked to the MagicPivot object in R17 trying to move the axis also moves the cube.

    MagicRoll: I have found a very odd problem where the object animated by MagicRoll will take twice as long to complete its route in the viewport as it does in the rendered movie. For example, using a speed of 8cm and four equal steps of a circuit (U,L,D,R) it will take 165 frames for a cube to complete those moves in the viewport, but in the rendered movie it will only take 83. I did tests at three different speeds (6,8, and 10cm) and found the issue consistent (fewer frames at higher speeds, but always the 2 to 1 ratio). Once I retimed the animations in the viewport I was able to control the look of the final rendered movie, but had to get used to seeing the cubes run over other animated objects as they followed their programmed route in the viewport only to have them render out properly.

    As far as greater control is concerned, it can be had with judicial use of key framing the Use Commands control. You have to be very precise as to where OFF and ON keyframes are added so as to stop and restart the sequence at the proper time, and you can only do so by paying attention to the issue I described above. Also, adding extra commas in the Commands box (U,D,,,,R,L,D) adds pauses of approximately 20 frames each (at least at the 8cm speed). While precise control is possible, I don’t know if it would be worth it in an intricate animation. I was able to make a pleasing animation using both MagicPivot and MagicRoll on different cubes, but I only used MagicRoll for an initial setup of four cubes, and then used MagicPivot to roll other cubes up and over those, and to create stacks of both.

    If you’re not using R17 MagicPivot can be used very precisely. And although you can get somewhat fast at animating an object, there are several steps required which does make it rather tedious.

    In any case, storyboarding your animation with either of these tools is a definite must.

    Hope this helps.

  • Jim Scott

    February 19, 2016 at 10:05 pm in reply to: Rolling cubes and building

    Actually I meant that I can’t think of a way to automate the formation of multiple blocks into a structure, but MagicRoll will definitely automate rolling a block, and MagicPivot could possibly be used for rolling a block vertically and into position.

  • Jim Scott

    February 19, 2016 at 9:57 pm in reply to: Rolling cubes and building

    I don’t know of a way to automate it either, but you might find Nitroman’s MagicPivot and MagicRoll plugins useful as alternative methods of rolling your blocks. They’re both under “freebie” on his site:

    https://nitro4d.com/blog/

  • Jim Scott

    February 17, 2016 at 7:45 pm in reply to: PBR Textures in Cinema4D

    In realizing that I am completely ignorant as to the PBR process I would strongly suggest that you watch that video I referenced as well as do more research into the whole PBR process yourself. My initial suggestion came from that point of ignorance, but with a mind to help, and probably only confused the matter.

    Good luck.

  • Jim Scott

    February 17, 2016 at 4:44 pm in reply to: PBR Textures in Cinema4D

    I haven’t watched this yet, but perhaps it would be helpful:

    https://lesterbanks.com/2015/07/a-guide-for-realtime-pbr-rendering-in-cinema-4d/

  • Jim Scott

    February 17, 2016 at 4:38 pm in reply to: PBR Textures in Cinema4D

    I haven’t worked with PBR textures before, but have you tried loading those textures into the applicable channels of a basic material? For example: apply a basic material, open up its properties, select the Color channel, add your color texture through the Texture window. Repeat for the other PBR textures.

    If you have a newer version of C4D with Reflectance, the specular texture would go in there. As far as gloss and AO are concerned, I’m not sure where to add those. Hopefully someone else can chime in.

    Hope this helps.

  • The animation of the Wind object around the Circle path is controlled by key framing the Position on its Align to Spline tag from 0 to 100%. If you want the animation of the Wind object traversing around the Circle path to take 1000 frames instead of 120, clear the 100% keyframe at 120 frames and make a new one at 1000 frames.

    You will need to empty the cache on the cylinder’s cloth tag in order for it to recompute when the new longer animation is run.

    Hope this helps.

  • Jim Scott

    February 6, 2016 at 7:13 pm in reply to: Quick Dynamics Question

    Simon, I’m sorry that no other C4D Broadcast users have responded to your question, so in case you’re still looking for an answer I hope I can help.

    As far as I can tell as a Studio user, if Broadcast has only basic rigid body and Mograph dynamics (for creating falling and bouncing objects for example) you won’t be able to make a swinging price tag. Unless you have access to hinges (Simulate>Dynamics>Connector) I don’t think you will be able to set up the basic swinging motion you need.

    If so, and you don’t want to upgrade to Studio, you might want to check into Newton 2 for After Effects (assuming you use that as well). While not inexpensive ($250), it is certainly much cheaper than upgrading C4D, and is quite powerful for physical simulations. Depending on the look you’re trying to get, it can be used for some very impressive 2D (and pseudo 3D) simulations including objects swinging on strings.

    If I am wrong about the capabilities of Broadcast I hope someone else will chime in and correct me. And in any case, good luck with your project.

  • Jim Scott

    December 8, 2015 at 3:06 pm in reply to: How do I make a Landscape Object solid?

    Thanks Brian.

  • Jim Scott

    December 8, 2015 at 5:44 am in reply to: How do I make a Landscape Object solid?

    Ok, I found something that works, but I don’t know why.

    If I uncheck High Quality in the Boole Object Properties my landscape will work just fine. Using the landscape that Adam created, this step is unnecessary. His works fine with it either checked or unchecked. Go figure.

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