In R21 it was called Fix Clones, in S22, it is called Reset Coordinates. If the Clone position to its parent, the Cloner, is not 0,0,0, it will be set to 0,0,0 by checking this box. More about that in the text below.
Manual
R21
Fix Clone
If this setting is not active, differences in position, scale, and rotation between the Cloner and the objects to be cloned will be made apparent by the fact that the clones will also be rotated, scaled or moved.
If this setting is active, the first clone will assume the position, scaling, and rotation of the Cloner (for you XPresso lovers out there: its matrix will be assumed).
S22
Reset Coordinates
If this setting is not active, differences in position, scale, and rotation between the Cloner and the objects to be cloned will be made apparent by the fact that the clones will also be rotated, scaled or moved.
If this setting is active, the first clone will assume the position, scaling, and rotation of the Cloner (for you XPresso lovers out there: its matrix will be assumed).
Thank you! I also want to try random effector, is there anyway to prevent the facades from positioning below the ground? I tried to reduce the inner offset of the box field, but this method made the randomization scale at the bottom smaller. I want to keep the full scale at the bottom, thank you!
Thanks for using google, huanle5062, a source I trust.
I need a scene file, images have a minimal information depth, compared to the project file.
Typically the Min/Max value of the Random Effector is set to -100% to +100. I can see only the Field parameters. This shows me that whatever is in the Random Effector will be given between 0-100%. To be clear, the Field 0-100% means the default -100% to +100% in the effector.
Where is the filed by itself located, that is not clearly visible, it could be below the “floor”, or above. A project file would help here a lot.
Thanks for using google, huanle5062, a source I trust.
I need a scene file, images have a minimal information depth, compared to the project file.
Typically the Min/Max value of the Random Effector is set to -100% to +100. I can see only the Field parameters. This shows me that whatever is in the Random Effector will be given between 0-100%. To be clear, the Field 0-100% means the default -100% to +100% in the effector.
Where is the filed by itself located, that is not clearly visible, it could be below the “floor”, or above. A project file would help here a lot.
What I did so far was moving the facades upward the same amount as the P.Y random value. Is there any other way to make the facades always stay above the ground? Thank you!
Another thing I noticed is, in the video, with the given P.Y value of the Plain Effector should make the facades move up, but in my case, the ground floor goes down.
I checked on the Up vector and set the min to 0 in the Random Effector.
The Random Effector in file 11 had no parameter checked on.
Thank you for taking your time to help me! I totally forgot about the min value.
I didn’t check any parameter of the Random Effector because the video told me to do so. I still don’t know why the Plain Effector in your file can move all the facades up while my file in the post #6 has the problem I mentioned. I have another question, how can we push the randomized facades apart from the building (post #4)? There is some facades stay inside the building.
Yes, the video was done based on a technique that was an essential part of the way nearly all Effectors worked.
This technique was called Weight. Each Effector puts a different weight on each clone to have a different influence on them. Think of the Falloff limiting the amount of change based on a single Effector.
This was used to set up one Effector to define how much every following Effector could influence the clone. The following Effectors had then not Weight on their own. Example: The Random Effector provides this Weight for all, like in the Tutorial, the Plain Effector. Even it was mighty, it was kind of a hidden information-flow, and often not used based on that alone (so far my observation over the years since 2006, when MoGraph was introduced.)
Since we have Fields in Cinema 4D, the typical approach would be in this way: https://www.amazon.com/clouddrive/share/Q0X5Tzlys7I95cRGwwY2L35ID9A15PIAyGnlo5WL0dx
The influence of a Random Field has pretty much the same effect, but it has many advantages. It is clearer to read, manage, and the best of all, each field can be used in a wide variety of places.
However, there might be a case where one really wants to work with the weight of an effector that is then set up, as shown in the file below. https://www.amazon.com/clouddrive/share/Vf66xKI7wUVPNRHgxlX6td84hUjGaicdK7A5dLegeX8
Have an eye on the Matrix’s icon, it should be the Matrix icon, not the point icon. However, this is most of the time not needed. I shared it, so you see how Fields have changed the MoGraph world.
To have no window-elements inside the building, I would split the clone’s influence into Movement and scale (Plain-Effector) and rotation (Random-Effector), as in the file below. https://www.amazon.com/clouddrive/share/gI2LV2Hcqy6b9Hk5bWlSMfWyMZdWNg6KhC3PrSrm7Ob
Both Effectors could have shared the same Field, but the option to have control over the effect is much better with the second Field. I placed it as a child, which is not mandatory, but it takes the animation from the “cube”. If you adjust the Linear Field in Position.Y, the results will change a lot. Please explore this.
I hope this answers the questions above.
My best wishes
P.S.: I just saw you last post. I hope you read through it anyway, as it holds information that might answer future questions already.
To have no window-elements inside the building, I would split the clone’s influence into Movement and scale (Plain-Effector) and rotation (Random-Effector), as in the file below. https://www.amazon.com/clouddrive/share/gI2LV2Hcqy6b9Hk5bWlSMfWyMZdWNg6KhC3PrSrm7Ob
Both Effectors could have shared the same Field, but the option to have control over the effect is much better with the second Field. I placed it as a child, which is not mandatory, but it takes the animation from the “cube”. If you adjust the Linear Field in Position.Y, the results will change a lot. Please explore this.
Thank you for your files! The last file still have windows inside the building though.
No idea how that happened, I must have forgotten to save, I flipped the two Effectors and checked it, and obviously shared it without saving again. Sorry about this, it should not happen.
Here is a double-checked file, just flipped the two Effectors inside the Cloner list. I changed a little bit the Linear Field as well.
No idea how that happened, I must have forgotten to save, I flipped the two Effectors and checked it, and obviously shared it without saving again. Sorry about this, it should not happen.
Here is a double-checked file, just flipped the two Effectors inside the Cloner list. I changed a little bit the Linear Field as well.
No no, I have to say thank you! I tried to fix that using your method right after I post the reply.
This is my file, please have a look if you have free time. You’re so kind to this community.
There are still some windows get inside around the corner after the random effector applied, because in the first place we have this problem with the plain effector like in the photo. With my little knowledge I think there is nothing I can do now and I’m pleased with the result so far, but it would be nice if you have any solution for that. Thank you for teaching me a lot!
It is all in the P.Y value of the Linear field. As I mentioned above, I changed that just a little bit, allowing the windows to fly into the final frame, but only a little bit. This was my sweet-spot between how it looks and how I have turned windows into a building to get them into the final position (I designed and built in the city of Berlin buildings over ten stories high, and I drew from that experience). Anyway, not important, you want to have them fly in and be flat with no corner peeking inside of the structure at all. The P.Y value of the Linear Field has been adjusted accordingly. Please have a look.
It includes as well the test file, also fixed. What happens is here that windows intersect. I go ahead and assume that if flat montage all the way is wanted, then the intersection is not desired as well. If so, the Inheritance Effector solution is the way to go, which the initial source just being a copy (scaled) of the “building-polygon”. Now, no windows intersect, and no windows fly into the structure.
I have screen-captured with one frame per second what I see here, no intersection, and no flying into the building.