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Spline Organic Animation [..and Cap texture]
Posted: 23 October 2014 12:11 PM   [ Ignore ]  
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Hi everyone!

I’m trying to animate a spline to bring life a bunch of SweepNurbs but I can’t get it. Anyone have an idea to get this result?
I tried with formula but isn’t look organic. Any idea to solve this?

I want to animate randomly the sweepnurbs stars, a sort of tentacles, just to give some movement.
I attache the file.


C4D SceneFile:
https://app.box.com/s/20lzqouvb8h9efmv882b


Thanks! Hope you can help me.

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Posted: 23 October 2014 03:17 PM   [ Ignore ]   [ # 1 ]  
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Hi iaec,

Thanks for the example scene, always very helpful. :o)

Please have a look, I have attached an idea.

You have to open up the Sweep [NURBS] to find the Cause for that.
The top (Object Manager) RandomEffector is for the complete position variaty, not causing the effect. But helpful to place each of the stars differently, in that way you get more to your constellation—Perhaps you just double the Cloenr Object and re-palce it.

All the best

Sassi

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CV2_r16_drs_14_MGrs_01.c4d.zip  (File Size: 34KB - Downloads: 226)
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Posted: 23 October 2014 05:36 PM   [ Ignore ]   [ # 2 ]  
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P.S.: here is an alternative, perhaps more a sketch for further set-ups.

:o)

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Posted: 23 October 2014 11:51 PM   [ Ignore ]   [ # 3 ]  
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... or something with the Jiggle Deformer, etc.

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Posted: 24 October 2014 07:20 PM   [ Ignore ]   [ # 4 ]  
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Thanks Dr. Sassi, great advices. I used the vibrate tag, but I’ll reconsider that election after this options. I just have another question, this time is about materials.

I have to recreate this look to the sweepnurbs stars, is possible to get it in C4D?
(The border, and dark center ).

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Posted: 24 October 2014 07:57 PM   [ Ignore ]   [ # 5 ]  
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Hi iaec,

In R16 the caps have a UV information, so yes it can be done for the cap.  Note, there is a Preselection for the Cap C1 or C2 (just type this in the Texture Tag>Attribute Manager>Selection.

The following should work nicely if the “Rounding UVW Keep Shape” (New in R16) is not enabled, as it extend the UV Space, and things becomes more complicated ;o)

I use normally a square, as this represents in the best way the UV space. The larges dimension will determine the UV square (if the texture is a square). The widest distance in u or v will create the square of the UV. One of each UV sides will determine the zero point, for U and for V. Hence the problem to explain it. If you render a start, or even draw a new one in Photoshop, take the largest dimension X or Y (Z) and set that as the dimension for the square, then find the zero point.  UV space goes from 0-1. Find out which side is 0, or use the offset in the Texture Tag.
Keep the square format for simplicity. Done.

There is another way to do it in Illustrator, but more steps. You just use the placement as described above, and draw your star in Illustrator. Export as Ai-8. The drawing in Ai needs to be exported as square, based on the instructions above. It should fit.

Besides that, a Sweep only a 0.01% longer with a smaller Star would do it, but it takes more render time, and clutters the set up, so I mention it, but well, not really…)

Alternative, the Fillet Caps and the Engraved set up would work, but not flat.

I can elaborate more on the Photoshop way, just let me know.

I’m not aware of a fast Shader version, as long as the Sweep is active (polygons—N-Gons—Proximal)

All the best

Sassi

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Posted: 24 October 2014 11:10 PM   [ Ignore ]   [ # 6 ]  
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P.S.:
I tried to give a short answer to the way the UV is created for the caps (with non symmetrical shapes), but I think it is not simple to communicate.
So, here is a little example. have a look how precisely the lines meet the borders, even if a bright color is right next to these on the texture.

I have marked where I think the cap starts the U or V zero. If that point is clear, the larger dimension in U or V will determine the UV Square space (considering a square texture). A rectangular texture is possble, but will make it even more confusing, but give it a shot if you like.
In the moment the square size is established, the start point (zero,zero) determines anything else.

I have made some entries on the texture to explain it a little bit better, for this specific set up.

If you make the star editable and move all points at the same time, the result will stay stable. (not the object, but all points!) If you move only a few points of the star, you will see the UV logic explained above at work.

Please keep in mind that you have to add space to this if you enable the option “Rounding UVW Keep Shape” (New in R16), as the UV space grows then, the prediction where your texture is placed will be a not as simple as before. The formula is relatively simple, but each change to the radius, will alter the result.

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Posted: 25 October 2014 08:00 PM   [ Ignore ]   [ # 7 ]  
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... and finally a scene file ;o)

Adjust first the End growth (not over 95%!)  I have split it - so the example has a real collar, as in your example.

Have fun exploring the scene.

I spend a little bit time with this, as many have waited for a working UV-cap version, which we finally have. So I used your question to showcase the precision we have now, as long as the UV set up is understood (0-1) ;o)

https://www.amazon.com/clouddrive/share/ZuV_5T-Sf_vZjimxLYqJC2ohrRrNGclkqyRl3a5rw_8

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Posted: 28 October 2014 02:46 PM   [ Ignore ]   [ # 8 ]  
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Thanks a lot Dr. Sassi.
I solved the problem, probably not in an elegant way but it works fine. I followed your first advice to use the caps tag, and then I cloned the Sweep Nurb, reduce the radius of the star and amplified the radius of the arc. This worked very well because I just needed emulate the solid fill.
I know this will not work for example in case I would add a texture as a logo or a specific graphic. But there is where your explanation is very relevant.
I’m going to analize all your advices because are full of knowledge and interesting ways to solve problems.

C4D Scene File (Not elegant way solution):
https://app.box.com/s/qi6hl5zr7lnlvqdtiv3p

As usual, thanks for your time and valuable advices.

Regards!

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Posted: 28 October 2014 02:53 PM   [ Ignore ]   [ # 9 ]  
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You’re welcome, iaec!

You example looks clean—no idea why you think it is not elegant.

You might find the UV adjustments baffling at first, but in the moment you get a feeling for it, it is pure fun.

If you have some spare minutes, perhaps it is well invested time.

Have a nice day!

Sassi

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Posted: 05 November 2014 06:57 PM   [ Ignore ]   [ # 10 ]  
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I will close this thread, and have moved the third theme to a new thread.

Not a biggy to go on in a single thread, but for anyone reading the forum or searching something, that might turn into “noise”.

The new question is here: http://www.cineversity.com/forums/viewthread/1504/

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Posted: 19 November 2014 03:25 PM   [ Ignore ]   [ # 11 ]  
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Hi iaec,

The simplest method is to use “Fillet Caps” plus “Half Circle” and leave the “Steps” to one!
I found this yesterday for another question here on Cineversity.

Have a look to the file, the “frame” on the cap is easily adjustable.
It allows for five colors, main, and the pre-selection C1, C2, R1, R2.

My best wishes

Sassi

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Cv2_r16_drs_14_TXrm_01.c4d.zip  (File Size: 32KB - Downloads: 210)
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Dr. Sassi V. Sassmannshausen Ph.D.
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Photography For C4D Artists: 200 Free Tutorials.
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