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Dynamics and vertex map issue
Posted: 23 March 2019 11:37 PM   [ Ignore ]  
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Hi, there is a problem when my cloner is at “Render instance”. At some points everything seems to explode.
Take a look and u ll understand the issue
scenefile: https://www.dropbox.com/s/625ybw6zhjol98h/vertex map trigger dynamics.c4d?dl=0

Thanks a lot!

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Posted: 24 March 2019 12:29 AM   [ Ignore ]   [ # 1 ]  
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Hi thanulee

Please have a look at the file here:
https://www.amazon.com/clouddrive/share/GhdfqSSvoA7uBGHHtIhTepkhv7YKsSE1pLGplRcggB

I left the visibility on for the first MoGraph Cloner, to demo the effect; But for any rendering, switch it off.

I hope that works for you.

All the best

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Dr. Sassi V. Sassmannshausen Ph.D.
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Posted: 25 March 2019 07:06 AM   [ Ignore ]   [ # 2 ]  
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Hello Dr. Sassi. Thanks for the file. Could u elaborate a bit plz, cause im not sure i understand smile
thanks

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Posted: 25 March 2019 08:34 AM   [ Ignore ]   [ # 3 ]  
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You’re very welcome, thanulee!

Of course, I can elaborate, and its a pleasure to do so.

The dynamics are calculated after the MoGraph has created and placed the clones. At the moment the Dynamics take over, the initial position and rotation are kept as a starting point, but anything that happens will be not available for the MoGraph set up. However, the Render-Instances or the Multi-Instances are calculated during the MoGraph time. An instance can’t have an initial position and change based on Dynamics in a different way for each clone, hence the term instances.

What you saw, when you shared the file, the average (kind of) change from “initial to current position” is applied to all instance. Well not at once, as the trigger is set on impact. So the Instance group is partially MoGraph and increasingly Dynamics, hence the progressive screw up.

At the moment we go back to pure instances (vs. Render or Multi), things stabilize, as the storage is individual again.

This position and rotation are supplied to the Cloner.1 (pale blue arrow, @ 47 seconds of the screen capture), and so we have again all positions in one set, not split between MoGraph and Dynamics. Now the Cloner.1 can be set to Render or Multi-Instance, to take advantage of the increased render-speed. So we have both, dynamics and Render/Multi Instances

Screen capture (download please for a better viewing experience)
https://www.amazon.com/clouddrive/share/QROGG19TlR3Jn832GJk1SYY05rWmMkO5rkAljfCrqbv
Does it make sense what I wrote, if not, let me know.

Cheers

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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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Posted: 25 March 2019 09:25 AM   [ Ignore ]   [ # 4 ]  
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Thanks for the detailed explanation. I got i think! So we use the first cloner as a position starting point and then we clone as render instances on that starting position?

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Posted: 25 March 2019 09:35 AM   [ Ignore ]   [ # 5 ]  
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Thanulee,

Yes, pretty much, don’t forget to include the cache step, and we’re complete!

The first Cloner with Dynamic Tags needs to have individual clones. You could render those as instances. If you have a huge number, that might take a while.

Since the Dynamic Tag is cached (a MoGraph Cache would work of course as well), and the information is available already to the earliest begin of the frame calculation, this information can be used in a second Cloner.

This Cloner can be set to any of the three Instances, whatever makes the most sense to you.

As a side note, the first Cloner could have a low polygon proxy as Child/Clone, if you have a second Cloner anyway.

Again, the problem started with the Render Instances (or it would have with the Multi-Instances). IF Dynamics and Those options are needed in one scene, this would be a way to do 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.
https://www.youtube.com/user/DrSassiLA/playlists

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