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The Thinking Particles Pblurp Generator is having a scale problem
Posted: 25 October 2018 10:13 AM   [ Ignore ]  
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I have set up the Pblurp generator to disassemble a pair of polygons on one side of the screen and reassemble them on the other. It works fine, except that between endpoints the scale increases by 500% or more. That is - while in the transition phase, the objects become very large, then scale back down to original size at the end. I have adjusted all the settings I can recognize, but nothing seems to have an effect on the scaling. I’m sure it’s something easy (it always is) once you know where the secret button is.

Model file attached.

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PBlurp Transition Mailer.c4d.zip  (File Size: 150KB - Downloads: 62)
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Posted: 25 October 2018 10:40 AM   [ Ignore ]   [ # 1 ]  
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Hi mford610,

Here is your file back:
Scene file
https://www.amazon.com/clouddrive/share/Wa5l2tqGBH3flWhGVfrX1Q0fZEO2DmroDPkdWgkxbST

You mentioned earlier that the mesh had some problems, so I checked that first. 16 bad polygons. I deleted those.
I merged also the Nulls and Polygons, as the Top Null had a larger scale value, after that, all worked just fine.

All the best

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Dr. Sassi V. Sassmannshausen Ph.D.
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Posted: 25 October 2018 08:24 PM   [ Ignore ]   [ # 2 ]  
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Thank you! I always feel pretty sheepish to discover the thing that was driving me nuts for hours was a simple adjustment in an obvious component. Sometimes I think this program is too complex for my small brain - then magic happens!

When you say “16 bad polygons” how do you go about finding them? I created the mesh you fixed by retopologizing the original source file from Turbosquid - which must have had a lot of bad polygons since it does not play well with Mograph. The new mesh worked much better than the original, but apparently it had its own problems.

Ready-made meshes often come with glitches and issues that have to be fixed before serious Mograph can be done, so it would be helpful to know how to analyze and repair the mesh in advance. Do you have a tutorial on that?

The new import function in R20 may resolve some of those issues?

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Posted: 25 October 2018 10:28 PM   [ Ignore ]   [ # 3 ]  
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Hi mford610,

It is quite simple, select the object in question and go to the Attribute Manager, there: Mode> Modeling> Mesh Checking. (Enable Mesh Checking set to on).

It analysis the mesh and shows with the numbers on the right how many polygons are in each category. You can then select those.

So, how to produce a bad polygon?  Simply put, it is a polygon that has several points on the same position or several on top of each other. Creating a new polygon but do not expand it, might be the reason.

Have a look here:
https://www.amazon.com/clouddrive/share/OWw0XhihYqp8rNJ8icx3tMWu0zjzOqZG8HOYemYcJtT

…or take a moment to check out the image of those problems:
https://help.maxon.net/us/#DMODELING-MESH_CHECK

My best wishes for your project

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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.
https://www.youtube.com/user/DrSassiLA/playlists

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