Dynamic Particles & MoGraph: Using MoGraph to Emit Dynamic Objects Using a Standard Particle Emitter

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By using a Standard Particle emitter, you can very quickly setup streams of Dynamic Objects.

By using a Standard Particle emitter, you can very quickly setup streams of Dynamic Objects. But since this method has a few limitations, in this video, I will show how to use the Standard Particle Emitter with a MoGraph Cloner to set it up so you have full control without problems. The same method allows Cinema 4D Broadcast Edition users, to create dynamic streams of objects, as it cannot be done the “traditional” way.



In this video, I'm going to show you how to use a standard particle emitter with MoGraph to create a very stable and easy to use emission of dynamic objects. So, this is the standard setup we have where the emitter is emitting dynamic capsules. And if you remember what happened in the first video, if I go and press CMD-D or CTRL-D, and go to Dynamics Cache in my project settings and bake my simulation. And you can see that it's bake because there's a number here. You can see that forwards it tracks normally, but after we pass the last frame of emission, then our particles can't disappear, and that's a bit problematic if we want to scrub freely back and forth. So, what are we going to do now? Well, I'm going to go and clear a cache, and I'm going to change my layout a bit. And this is what I'm going to do. Let me delete this, and let me get rid of the capsule. I've added some textures just to make it look better. So, Currently, all we have is just a standard emitter emitting particles downwards. And I'm going to move over here so you can see exactly what's going on. So, the first thing I'm going to do, go to MoGraph, and create a cloner. I'm going to make the capsule a child of the cloner, and then I'm going to set the cloner to be in object mode. You see what's coming, don't you? And I'm going to use the emitter as the object. So, if I rewind and press play, now you will see that the cloner is taking the position of each and every one of these particles, and it's assigning a capsule to it. And that's quite astonishing because it allows you to use all sorts of tricks a cloner can do. For example, you can have two capsules, one being taller and thinner, and you can set your cloner to be in blend mode, and you will see that the capsules now are blending in size. So, these are really nice tricks you can only do with MoGraph. So let me get rid of the second one, and show you how to make the dynamics portion of it. All you have to do is go to the cloner, right click and add a Simulation Tag, Rigid Body. Don't forget to set your individual elements to all, and that's all you have to do, nothing else. Excellent. So, how do we bake this? Well, we're not going to use the dynamics baking. We're actually going to go to the cloner, right click, go to MoGraph tags and use a MoGraph Cache. You can use this in most versions of Cinema 4D that have MoGraph. But in R18, the latest version of our flagship product, you can actually use external caches, and it's quite fantastic. You can watch a quite a few videos on it on Cineversity. So, all you have to do is just add the tag, and press bake, and in a few seconds you will have a finely baked simulation that doesn't break, and that's as simple as it gets. Now don't forget, if you change any of the parameters of your emitter, say for example I'm going to change the rate to 10 and 10, so double the amount of particles. I'm going to rewind and play, and you will see that nothing really changes, and that is because the cloner is reading the data from the cache. Make sure you clear the cache, rewind, press play. Now you can see more of these capsules are generated, and bake it again, and there you go, a very stable and baked simulation. And also at any moment you can go to any frame you want, and you can just select your cloner and press C to make it editable or, let's undo, you can right click and say Current State to Object, so you can make a copy of it, and you can cut it from here, and paste it in a new scene. And you have only your simulation here nicely frozen. It doesn't react to any frame movement. And you can go and do your still frames and anything else you wish to do. And each object, as you can see, is its own.
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