can anybody help me with a problem - I want to sweep cloned instances with Hair (hair tips) to animate a sweeping process. Can I get this done by using mograph/dynamics or do I have to use Thinking Particles in that matter?
Turn the Hair Object into a Collider with and Dynamic tag.
Set the Hair >Attribute Manager>Hairs>Interpolation>Type>Square
In the Project Settings [Cmd-D], go to Dynamic>Expert and increase the “Steps Per Frame” if needed.
( … set the Hairs and [Hair-] Clones to an appropriate number, not too high, at least not during set up.)
What you get is a one way interaction, a strong broom that is not affected by the Dynamic objects.
You could surround the broom with Hair that doesn’t sweep the Clones, but get affected by the Clones.
Here the Hair>Generate> stays at Spline, and the Clones are set up to be a Spline Collision.
I assume that is the most efficient way, to convey the idea of a broom which hits the clones, but to show that it needs a certain “power” (amount of “hair”) to provide the force to sweep them.
sorry for the late reply and thanks again for the kind help and your scenefiles. They were really helpful.
I already had a pretty similar setup, but the “Generate Type” in the Hair object did the trick .
However, I still have a another problem to solve…maybe I could ask you for another help?
I want to sweep objects between 2 brushes. These should then fall into a container behind.
The cloned objects should follow the rotation of the brushes and than land into the container.
Right now, the cloned objects are pushed away in front of the brush.
I also tried Xpresso and Hair proximity to stick the object to the hair tips.
But it didnt gave me the results I am looking for.
I´d be really grateful for another help!
I attached a scenefile and a screenshot.
The main adjustment was needed in the “Dust-box” [cube]. It was set to Automatic in the Dynamic Tag>Collision> Shape. It should be Moving Mesh. What it has maybe decided with Automatic was a egg or box like shape around it, so it repelled all particles/clones from entering.
To make this work, I changed the bristle length and variation of it. Plus, I made it a little bit less stiff. What the “Brushes” do while rotating, is as well as to create some air movement, which I added with three little Wind-Objects.
To get a little bit around the clogging in the tight part, I introduce a Null Object with a Vibrate Tag above each brush. Which simulates a natural vibration while the engine is working.
Settings like friction and bounce were adjust for the floor as well.
Last but not least, the dust needs to settle in the “cube”, so I used a Friction-Object here. Otherwise the brushes might push the dust partially out again.
All of that is just a suggestion of course, and you might pick only from it what is right for your projects.
My best wishes
P.S.: I left the shape for the Hair to Automatic. As it seems to be a working setting, which saves some time.
first of all, thank you very much for all your work and effort!
This is really more than I could expect.
I already thought on using the wind object but hoped there is another way, a more controllable way.
But on the other hand its more realistic and that’s what I am looking for.
So I will do it your way!
And thanks for thinking of the friction-object in the “cube”!!!
All of these elements are just suggestions, and you might adjust things as you go ahead of course. I normally go with what looks right, but here it was just a pleasure to add some wind for example. ;o)
I hope that you don`t mind if I ask one last question about the sweaping-Broom scene.
I was thinking about another way because the wind-modifier-way looks pretty good
but will not give me the right result I am looking for.
The objects move unpredictably, and some cloned objects get lost in front of the brushes. All clones that come to the brushes shall be sweaped. A bit sticky behavior of the clones at the hair objects would be cool too.
Is it possible to tell the clones by xpresso to stick to the hair tips/points for a while and then release to fall into the “cube”?
Unfortunately my xpresso skills are a bit rosty :( I can’t figure out how to get this done.
If you have any idea, I’d be very grateful!
I found an example-Szene in the c4d-Content (example 11) which I attached here.
This is pretty much what I am looking for but It`s made with a TP Particle-Emitter and I
would like to use a cloner-object.
It would be awesome If you could help me out here!
With the Thinking Particles, Hair Nodes, XPresso set up combination, let me share this:
This feels more like a case for Cineversity 1on1, with someone who can guide you in one or two hours through the steps. Just a suggestion, and I do not participate in 1on1 sessions, so I’m not biased here.
For the forums question about this,
I’m not really certain what to suggest here. You mentioned “Rusty XPresso Skills”. The Cineversity Forum is not the place to just produce things that one can use, without targeting that the suggestions being understood fully.
What I can do is to suggest some steps.
The main difference here (compared to the example file) is, that the Particles are initially static, that the “brushes” are moving instead, and that there are two brushes.
So, it is even more complex than the example file, as it it needs “twice” the initial amount to even decide what brush and particle is to set in relation.
Then we need a set up that prevents the particles to intersect with each other, even per brush and of course both brush groups then.
With this assumed to be solved, the position of the Hair and its velocity is in the file “discussed”, but the slowed down positioning inside the box and taking a final place inside the box is another problem that needs to be described in nodes. That is certainly nothing that I can set up quickly and certainly (which is the main part) explain it in a forum. This is more a tutorial suggestion, and perhaps takes a series to provide all the needed data. even then it would be not a starter tutorial.
Besides all of that, that is not even close how this works in reality, which might be a reason that no one will really start working on a series about it.
If you like to dive into a Node based solution, start with a single Hair-“spline-guide” and just one object to be picked up and let go. When this works nicely, you have the core of what is needed.
The last file can be also used to place the MoGraph Cloner into a Tracer, let it run from 0 to end, and make it editable.
Then use the resulting spline as Object in a Cloner. Since each frame produces a vertices, it is easy to place the objects along the spline. Since the spline can be edit, the maipualtion is now pretty simple to do. Just brainstorming here. ;o)
The first one [_01] gives a short introduction, move the object [Platonic.Move-me!] I guess that allows for a fast exploration of the function.
The second file [_02] uses this with a kind of particle based MoGraph/Hair set up. The Radius of the Hair Intersection node is crucial here.
Finally, the file three [_03], this explores a little bit more the “Velocity-Input”. Since the distance and velocity (expressed as vector) is the key for this exploration, I have set up a Null [Velocity-Sim] to allow for a fast exploration of its function. Velocity is used a vector, here the distance from the zero/origin creates an xyz value, and this will be used as Velocity value to feed the Hair Intersection. Where it is placed will determin if the “particles” are taken and let go of. Press play and move.
With file [_03] I hope your exploration will get some support.
wow, you are still working on it. Thank you very much for your support and the new files.
Just like the last ones, these are certainly also very helpful.
I will keep you postet about the progress of the project.
I hope those will support your efforts.
I was looking for a way to make the TP example that you “quoted” more accessible, so you can explore it faster.
I have here two file which I have reduced more [_12] and more [_13] to the core, by reducing secondary features and show more what is essentially driving this set up. The original file [_11] has of course a much better over all quality and my attempt here is just educational, not a critique at all on the great set up.
I hope you are doing great. I had to pause the broom project for several months but I am back on it and
still try to find a good way to get what I want… a broom or sweeper that sweeps “particles/objects” into a container.
I hope I do not bother you too much… but I am back on one of your examples which I think is a good approach..
(CV2_r18_drs_16_HAxp_03.c4d - In case you dont have it anymore, I attached your file to this post)
Is there a way to set a specific time for the hair tips to stick to the particles and release them after that period so that the particles/objects may fall into a container?
Well there is a point where one needs to go a little bit deeper into Thinking Particles.
Since MoGraph is more or less an easy to use but luxury particle system let’s use the right tools for the right job. Shall we!?
The more one likes to manage a single particle (clone) the more one might need to dig deeper and then things become much more manageable.
Three states:
1. the dust is on the floor. (Need more dust: PMatterWaves Shot parameter)
2. the broom moves over it. (click on the XPresso tag to adjust the radius.)
3. the moment the dust stays. (PAge)
Of course step three is just introduced. To move all particles in Group 3 means, you could just move them or place them elsewhere (dust box), simple position math.
Please not that pretty much any parameter can be stored to a single particle (Channels) and for the use in MoGraph, you can read those and supply Integer to MoGraph selections, or normalized values to the weight options. Since PSR values are as well given, and even Color could be used via weight, the options are pretty large.