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Voronoi on a Cloner with Dynamics
Posted: 03 February 2017 07:00 PM   [ Ignore ]  
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Joined  2012-01-05

Still coming to terms with how the Voronoi Fracture works in combination with other aspects of C4d…
I have a cloner that has a dynamic simulaton.  I cached the simulation and turned off dynamics, after setting an intitial state in the dynamics tag.  Then I put a Voronoi Fracture as a parent, and immediately the Cloner returns to the initial frame of the simulation before dynamics are calculated…

What am I doing wrong?

File here
https://www.dropbox.com/s/59meqg97puvi8dd/Dodeca_Image_0003.c4d?dl=0

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Posted: 03 February 2017 07:37 PM   [ Ignore ]   [ # 1 ]  
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Hi Alex,

The main idea is, that even you might see influences of MoGraph, Dynamics takes over. Otherwise there wouldn’t be any dynamics.

In other words, the PSR of the Clones are not changed in the Cloner, and that data base is used in, so far I can tell, in the Voronoi.

Based on that, the Voronoi takes obviously the MoGraph Data and not the dynamic data.


To solve it, I would just set the initial state and use then the MoGraph Cache, as this obviously caches the final position. Only downside, the hierarchy seems to fail, as the priority is to use the latest state of the MoGraph, not the Dynamic, so the first frame looks like the initial MoGraph set up. To counter this, the Playback>Offset> -1Frame can heal that. But you need then a one frame longer scene time to not lose the last frame.

All of this can go into the Voronoi and should work nicely. The Voronoi can be then later cached again to save time.

As I can see it in your scene file, the Cloner made editable, might be the better way, faster and less work on the long run.

All the best

Your file:
https://www.amazon.com/clouddrive/share/ykt2J3iVsOScIx4bfbOmjblOJ57JbIC8PBY50GFKYLv?ref_=cd_ph_share_link_copy

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Dr. Sassi V. Sassmannshausen Ph.D.
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Posted: 03 February 2017 08:44 PM   [ Ignore ]   [ # 2 ]  
Total Posts:  434
Joined  2012-01-05

Thanks Sassi, that makes sense.  I saw this happen when I tried to get a texture to stick on the position of the clones after the dynamics, and it would jump back to the position of the clones before the dynamics as well.

I have a follow up question, based on this same file… I want to store this dynamics position (either using the cloner technique you outlined, or using my editable cloner) and then have another object fly through this construction and trigger dynamics again.  So in my editable setup, all the objects are in position, no dynamics tag. I then put a fresh tag and set it to be triggered on collision.  The problem is that the shapes are too close to each other and so there is already a collision “built in” to the position once the dynamics kick in, and the whole thing explodes.  Is there a way around that? 

Thanks!

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Posted: 03 February 2017 09:10 PM   [ Ignore ]   [ # 3 ]  
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Alex, use the Attribute Manager> Dynamic Tag> Trigger> On Collision. Perhaps “At Velocity Peak”.

I would go with the editable version for sure. You can save a version as backup, if you really need to back at one point. To set up a certain UV for the images seems more efficient. As in Camera Projection and Create UVW Corrdinates to get rid of the Camera after all.

In the Voronoi Fracture object you could go to

Attribute Manager> Object> Offset Fragments> Just a little bit

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.
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Posted: 04 February 2017 12:03 AM   [ Ignore ]   [ # 4 ]  
Total Posts:  434
Joined  2012-01-05

Thanks Sassi, that would indeed work…
One thing I wonder about that is in another scene I have a displacer object creating some slight movement.  That movement is enough to trigger the velocity peak, but it is lower than the speed of the object colliding with the dynamics structure. Is there a way to have dynamics ignore the speed initiated by the displacer but respond to the speed of the collider object?

Thanks!

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Posted: 04 February 2017 12:43 AM   [ Ignore ]   [ # 5 ]  
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Hi Alex,

Have a look in the

Attribute Manager> Dynamics>(Trigger = Collision)>Trigger Velocity Speed

How to know the best value? Go to Timeline>F-Curve>>Menu> F-Curve> Show Velocity
Then you get a new “graph” in the F-Curve viewer and with the specific time of the collision, you will know the amount. You might try some variances of that value.

There are more options, but that seems to be the easiest. XPresso has some nice Dynamic Tags, but that would certainly too much to go through all of them, but:

http://old.cineversity.com/forum/forum_posts.asp?TID=2720&PN=1

I hope that helps.

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.
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