Pravin Chottera
Forum Replies Created
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Trying the same thing, but I must be missing something.
When I bake the object (select object – -function – bake – check pla), it just creates a copy of the object with the same jiggle deformer. When I disable the jiggle on the new object, there is no pla.
Below is a sceencap of what I’m doing.
Scene file here: 11203_jiggletest.c4d.zip
Thanks in advance!
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Pravin Chottera
November 13, 2015 at 6:24 pm in reply to: Make a layer always point away from another layerAh. Looks like atan2 gives you a a value in radians. Sweet. Thanks again.
If anyone is interested, there is more info on the topic in this thread: https://forums.creativecow.net/thread/227/7326
Now off to learn trig in C4D!
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Pravin Chottera
November 13, 2015 at 6:08 pm in reply to: Make a layer always point away from another layerPerfect! Thanks!
So it seems like atan2 compensates for negative values in a way that atan doesn’t? Am I understanding that correctly?
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Doi. Should have googled first.
If anyone else is looking for a solution to this problem:
https://www.youtube.com/watch?v=qDFLQimE3KwAnd if anyone knows another solution, please share!
Thanks all!
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I thought so too, but my system can usually handle up to 2 or 3 subdivisions in the viewer.
I’m on OSX 10.8 with an ATI Radeon HD 5770. Not sure about the drivers, but I think they’re up to date.
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Weird. I’ve had issues like this before – objects in the viewer don’t act like they do in the render – but I figured this time I’d see if other people had the same issue.
Any thoughts as to why turning on the Hypernurbs would disable the PolyFX in the viewer?
Interestingly, turning the subdivision editor to 0 allows the hypernurbs to stay on and have the polyfx work, but anything above that makes it not show up.
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Nice. Thanks Adam!
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Never knew about smoothing. Nifty trick.
However, it didn’t seem to affect the particles. Initially the particles curve nicely because of the high subframe sampling. Then, as the particles continue to move (due to the inherit velocity function) the line starts to look steppy.

I’ve run into the before, but never found a solution. I usually try to hide it by using a higher velocity and turbulence, but it would be great to find a real solution.
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Ah! I always forget to account for dynamics when modeling. That would definitely have been the way to go.
The lettuce was initially a soft body, but the edges weren’t flapping as much as I would have liked, so I went to cloth.
But I’m definitely going to keep your point about modeling in mind. Thanks again!
