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How to use colllision detection to animate clones
Posted: 12 March 2018 12:44 AM   [ Ignore ]  
Total Posts:  76
Joined  2013-11-16

Hi

I want to get clones to begin to animate when they hit a surface (collision object) - See attached file. At present all the clones change (not correct animation) at the same time when the first clone hits (They should all begin animating individually as they hit) The animation to the left shows what I want to happen in terms of the animation.

Help please.

Cheers
Chris.

File Attachments
Clone anim test_01.zip  (File Size: 125KB - Downloads: 84)
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Posted: 12 March 2018 03:38 AM   [ Ignore ]   [ # 1 ]  
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Hi Chris,

Here is a solution based on Thinking Particles.

It starts with particles/clones/shapes that will hit a deflector and in that very moment the groups will change and (very important) the age will be set back. This can be sued for a new PShape or just for a MoGraph set up.

Scale and position are not matching, based on the scale-adjustment of the PShape, etc. (Fix Clones is off for now), which is not transferred to the MG-Clones. Here it helps to show the two different set ups at once. Perhaps the TP solution contains all the needed parts already.

Scene file:
https://www.amazon.com/clouddrive/share/VOLH40mLnzjZ9ukLsf1KDWpWCrGop9BRoh6pid15c8V

Let me know if there is any other question, I’m happy to look in the morning into it.

All the best

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Dr. Sassi V. Sassmannshausen Ph.D.
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Posted: 12 March 2018 06:37 AM   [ Ignore ]   [ # 2 ]  
Total Posts:  76
Joined  2013-11-16

Thanks as always.

This is great for swapping objects/groups but what if I want to animate the first group from the point of collision. For example if the the outer sphere is a cloth object and it’s ripped apart by a rapidly expanding invisible collider body. How can you reset/start that animation from that collision point (Imagine seeds eruption from soft body containers as they hit the ground).

Thanks
Chris

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Posted: 12 March 2018 08:47 AM   [ Ignore ]   [ # 3 ]  
Total Posts:  76
Joined  2013-11-16

Hi

I also wondered about having the seed containers bounce a little when they hit the ground and disturb some grass like structures and perhaps indent the ground a little which is why I was hoping to use dynamics rather than thinking particles.

Sounds like a lot of fiddling with TP but I could be wrong.

Thanks

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Posted: 12 March 2018 03:32 PM   [ Ignore ]   [ # 4 ]  
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Hi Chris,

I used two objects here to make the change clear. It can be the same shape, but the two object have a different animation. Perhaps the first has none animation and the second has.

Scene file: Sketch
https://www.amazon.com/clouddrive/share/HqjaZuvT3Ei4OTDng7qb0iK93a6vlELtBF1yNHWLMXb
Gravity can be added in Thinking Particles as well.

The Deflector was set to Event only, but it can behave like a surface where the objects bounce. I set it deliberately to zero speed (velocity) in the example, not a mandatory part.

Another option would be to have a longer PLA animation, and when it bounce (Event) it’s age get updated to the later state.

The interaction with other object could be done by attaching a Wind object to the position of the particles, so they can affect certain parts of the scene.

I will update the thread if I have some more ideas that are easy to set up, so far this morning I had no luck finding simple set ups like last nights exploration of it.

All the best

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Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004
Maxon Master Trainer, VES, DCS

Photography For C4D Artists: 200 Free Tutorials.
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Posted: 12 March 2018 06:32 PM   [ Ignore ]   [ # 5 ]  
Total Posts:  76
Joined  2013-11-16

Thanks

That wild it

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Posted: 12 March 2018 07:41 PM   [ Ignore ]   [ # 6 ]  
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Thanks for the feedback, Chris.

I assume “That will do it” was meant. grin

Enjoy!

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Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004
Maxon Master Trainer, VES, DCS

Photography For C4D Artists: 200 Free Tutorials.
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