I’m using a plain effector on some polygons that reside in a fracture object. I want each poly to scale from it’s corner rather than the default middle. How do I accomplish this?
Note: I have tried repositioning the axis of each polygon but this didn’t change anything.
I’m of course not aware of your set up an what the exact target is.
A scene file would help, to see if there is an option. Especially if you talk about single polygons by itself or from a group of polygon (as in a single Object).
If there is any problem to upload something, let me know, I can set up an upload link.
If you place all under a Connect first (or each by itself under a connect) they will be scaled from the Origin point you have set (Axis) since that was in the example all at one place they will act at the same time, as the Plain Effector will use the axis as “calculation point” then.
I guess that is not really the way you liked to have it, and to use four Plain Effectors to get there (MoGraph Selections) seems like an overkill.
What is the target, perhaps there is a better way, E.g., Blend and Clone Object?
The key is to switch off the Plain Effectors with the other “degrees”, while creating a specific MoGraph Selection, so only that one Plain Effector is working only on the specific Object. SomehowC4D needs to know where to start from. When all is sorted all needs to be active of course.
(As a side note, I remember partially (not the name sadly) of a plug in that grew polygons always in one direction, like an surface assembly.)
This works of course only if the target is more to scale the Texture Content of the Polygon Object.
The idea here is simple: I have animated two Gradients (U and V) so I have a straight edge and a corner, perhaps more is needed. The UV polygons from each single polygon or group can now be placed in the UV space where time and progress of the Gradient is preferable. The texture of the object is then Texture Tag>>Attribute Manager>>Tag> “Mix Texture” [checked].
Render a Preview, which takes only a few seconds and decide if that could be a base to work with.
One option would be as well to have a the UVs moving via PoseMorph.
I think the idea of a surface assembly is what I’m after. I’ve attached another c4d file. What I would like to achieve is the look of each polygon starting to scale as close to it’s predecessor as possible - looking like each polygon originates from (or closer to) an edge of a previous polygon. I was hoping that I could manually set the axis of each polygon to my liking so I could determine where it scaled from.
With the default/native options in Cinema 4D I might see a problem, besides the Python coding, or manual animation, given the last file.
Speaking of coding, and after some longer search (again :o) I found finally that plug-in I mentioned above. It is called unfurl http://www.kuroyumeszone.com/unfurl/unfurl-download-and-buy/
Which is based on the initial idea/use of Taylor James in an commercial.
It works with a single object and many polygons (triangles and Quads)
I couldn’t find a text which describes the safe use in R17. But try the Demo (serial number entry is: DEMO) and it will allow for 30 days testing.
If I get it correctly, use the Polygon Scale. Since this is a 3rd party product, I’m not certain how far I can help here, but it seams simple enough and the documentation (in the Plug in menu) is sufficient)
P.S.: even I think the answer is already given in the post above, I couldn’t resist to share this file here as well. It uses a simple square with the axis on one corner.
It scales from there, relatively boring, but – then I used the camera deformer (any other deformer will do!) to give it a little bit more variety. Have a look. :o)
Well, I’ve finally settled on this method; Using a Plain Effector in Object mode to effect each objects individual axis which I can control. Tedious, but it works.
My next challenge is to find a way to effect each objects transparency as they “fold” into place. I don’t want to see the slivers of white edges before they start folding on. I’ve tried using the mograph color shader on a fracture but I can’t get the desired results.
I found the Unfurl Options not bad, but if that doesn’t fit, of course manual is work, but you get more control over each single element.
Besides the UV version discussed above, try this:
Have a look to the scene I have attached. It is based on your scene. I use a gradient in the Alpha Channel. The Elements move now through this space. To make it more prominent, I have introduced a second Plain Effector. The second Plain Effector is not urgently needed, but simplifies the set up.
I used a Cylinder to see where the Gradient sits, for that the Plain Effectors should be switched off.