I have a very complex Body with many polygon objekts wich I build it together.
And now I would like to animata all Objects with the raandom Effector like in this video https://www.youtube.com/watch?v=E_wAHVcA_hI
How does it works without cloner objects?
I clicked through that tutorial. I do not want to comment on this clip. But I get your question.
Anyway, you have a lot of objects, place them under a MoGraph Fracture Object. Then, while the Fracture Object is selected, call up a Random Effector (or any Effector you like).
If the objects are in a Hierarchy, you need to use the Fracture Object>> Attribute Manager>> Object> Explode Segments & Connect.
Perhaps start with just some few cubes in a similar set up, to see if it works. If you use a complex model, create a back up first.
I assume that a complex Model will create some follow up questions. If you have a simplified set up, that would help to answer the questions.
The link below is more to be complete in my reply, not that I would suggest this for a complex object, as you miss out on many options. The main option would be to use the MoGraph Selection, to exclude certain parts if needed, or to have one group working for one Effector and an inverted selection based group with another effector. Inside of typical MoGraph set up, the option to use Weight from a previous Effector isn’t given with this set up, so if you can ignore this for this question, I would feel better Scene file: https://www.amazon.com/clouddrive/share/E7U98qCAiPilQsd7C02ae9rJogl2KbCDHdpLU2FVWpQ
As I mentioned, it is rather limited and I suggested it only to be complete. Anyway, this set up can work, but you have to switch to a different “Noise” option. The animated ones works: Noise and Turbulence, in the moment the Animation speed is set to zero, the animation function has stopped. But please note, that any movement of the objects or the whole group will start to randomly move! It is very limited.
In the file below, your scene file, I have added a Fracture Object Set up with a copy of your cubes. IF you like to work comfortably, PLEASE use that way, even if it is one object more, but it will “pay for itself”.
so cool, thanks Sassi, this is realy better to control the different parts of Objects
Thank alot,
but by the way the scene must be rendert and I use team renderer and although I own the studio version, I get the following message:
Your license seat count(3) has been reached
P.S.: I have the feeling this little technique should be part of this thread, even you have asked for an effector based solution.
If used with Groups connected to joints, each group should use one PoseMorph. (The Pose Morph sliders could be then connected in XPresso/User Data) The core idea is to get a structure, rhythm and sequence in the “random” movements. Even separated in position or rotation, for an even more precise randomness
So it might look more like something that is based on a higher IQ as the reason for the assembling.
Besides that, if I take this question and the thread of yours before that, I would like to share a little sketch that illustrates the basics of transformers. This is simplified, but as usual, think of the power film editing has, to lighten the process and keep the viewing experience interesting. It doesn’t have (and would go as far to say shouldn’t) be in “one take”, if something is predicable, cut it out, and go ahead in the assembly.
I think there is so much more possible, but also the options are wide, and the more specific the needs, the more a rig can be optimized.
Sorry about the weird posting sorting, I have no idea why the forums software uses now (?) the local time, or what ever screws it up. I hope it is fixed ASAP.
Think of one of the Joint hierarchy as the “car” and the other one as the “biped” version of the same Transformer character. The Single Polygons placed under each joint “respond” to the position (like in a list, 1,2,3, etc) as the other one, in that way, the parts move form car to biped.