Forum Replies Created

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  • Tony Barone

    January 12, 2012 at 2:55 pm in reply to: Hair and Hair Collieder

    Adam, thanks again for all your help. I took some time to go through the manual and learned quite a bit from there as well. I hadn’t realized how much Maxon had improved the help system since the last time I took a look at it!

  • Tony Barone

    January 11, 2012 at 8:46 pm in reply to: Hair and Hair Collieder

    Thanks! Obviously the one place I didn’t look!

    I really appreciate all your help on this thread… been learning a lot about this part of C4D thats remained a mystery for so long!

    Can you tell me what the best way is to “fill in” a grass area?

    I’ve tried several settings and some, such as increasing the guides count and hairs count seem to make the most difference. Increasing just the guides seems to slow things down a lot more than increasing hairs.

    The “Fill Hairs” settings don’t seem to make a noticeable difference.

    And the “Cloning” setting within the Hairs setting also doesn’t do what I would expect.

    You seem to know quite a bit about this portion of C4D, would really appreciate you shedding some more light on this, or pointing me in a direction where I could learn more elsewhere.

    Thanks again!

  • Tony Barone

    January 11, 2012 at 7:55 pm in reply to: Hair and Hair Collieder

    Where is “Hair edit>Set as Dynamics” ?

    I’ve looked just about everywhere I can think of. I’m using C4D R13.

  • Tony Barone

    January 11, 2012 at 6:12 pm in reply to: Hair and Hair Collieder

    ah… I’m starting to see. Didn’t realize I had rigid checked, thanks for pointing that out. Guess in my trying to figure this thing out, I figured they should be rigid.

    Things are starting to get to where I want them.. I think.

    I setup a short animation of the tools slowly falling onto the ground, as you suggesting and that seems to be doing the trick. Still, some hairs are poking through the shovel for some reason. Any idea how I can prevent that?

    Also, when its where I want it to be. Is there a way to “freeze” the grass into the position its in and save it that way, so in the future I wouldn’t have to re-run the animation to get it there?

  • Tony Barone

    January 11, 2012 at 4:50 pm in reply to: Hair and Hair Collieder

    I think part of my question is being missing, or I am not asking correctly…

    I am having trouble with the collision settings. Whatever I seem to set them at, they don’t make a difference with the hairs.

    I have the hairs set to a low number just for testing purposes as higher settings slow things down tremendously.

    Can someone please explain how my collider settings should be to effect the hair? This is my first time ever using the hair features.

    Thanks.

  • Tony Barone

    January 11, 2012 at 2:55 pm in reply to: Hair and Hair Collieder

    Thats obviously all I want, to make the grass beneath the tools shorter, or “pushed down” by the tools.

    I tried the proximal in the length, but that make the grass disappear entirely for some reason, I put the tools into the “objects” portion of the proximal settings.

  • Tony Barone

    January 10, 2012 at 10:41 pm in reply to: Hair and Hair Collieder

    Thanks again for your help Adam, but I’m still not able to get the thing to work.

    I’ve attached my file, can you let me know what I’m doing wrong here?

    Note: I’ve set the hairs pretty low just for testing purposes to get it to update faster.

    3524_hairtest.zip

  • Tony Barone

    January 10, 2012 at 3:33 pm in reply to: Drape “cloth” over a cube

    EXACTLY what I was looking for!

    Thank you!!

  • Tony Barone

    August 13, 2011 at 1:28 am in reply to: Some Particles passing through Collider?

    Thank you VERY much!

  • Tony Barone

    August 10, 2011 at 1:47 pm in reply to: C4D to CAD

    I guess I’ve been doing it “right” all along. For some reason though, when I open the exported DXF file back into C4D my model looks a lot more “jagged” than before.

    Do you know of any way around this?

    I modeled with hypernurbs and such, but did make the objects editable before exporting.

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