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Cinema 4D Voronoi Fracture Challenge
Posted: 04 September 2016 11:35 PM   [ Ignore ]   [ # 16 ]  
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Thank you, Mark.

I know that a “problem” comes back, until it is solved. I think Character Animated Voronoi was not target, so I try to get clear about how far we can push it. I have always the idea that there must be some else, hence I search ;o)

Here is the an example that might come closer to the “Matrix” solution (the z+ idea) Check the Mode Volume to surface or just Surface, which results in cast difference results.
https://www.amazon.com/clouddrive/share/RyeBe1n5poR8Zm3vhz2QXADo2ZiZZzAbNCfTjAtacjd?ref_=cd_ph_share_link_copy

More complex, with Character Animation, here is a small little example:
https://www.amazon.com/clouddrive/share/z3tpB3EQm81v5FjsDKNYdEf9HwWam1KP4lnd3eghaam?ref_=cd_ph_share_link_copy

Just to be clear, the target is not to pull your character through an scattered space, which can be done by “corner-stone” objects and create points outside. I also connected all joints in a MG-Tracer and got interesting results, but it looked more like cutting slices of a body.

Enjoy

Clip Voronoi Character Object based. 15 seconds, a C4D doodle ;o)
https://youtu.be/Ys3yoLJY-uQ

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Posted: 06 September 2016 02:59 AM   [ Ignore ]   [ # 17 ]  
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Mark, as initially mentioned, Particles are certainly a key. The problem with MoGraph and Particles is, so far I know, that they produce everything each frame newly. Again, talking about Thinking Particles.
With this one can use PGroups, but only if the Life of the Particles is limited to one frame.

I avoid here more than one Group. In short, the Information is taken via Matrix, then fed into Thinking Particles and from there is used a “PPosition Follow”.

This was cached and reversed, as you like to have it from the floor to the figure.

Please note, if you have cached it, it can be saved in R18 and used again. The beauty of this is, that it is kind of universal now: Once the “chunks” are produced, the set-up can be smaller, see file “…_42”.
(Perhaps you need to load it again, based on a different file-path)

https://www.amazon.com/clouddrive/share/u4zGqWgiHPnXtbfwRmpIYtgrnkOqZ7whVPuokSvuQxq?ref_=cd_ph_share_link_copy

But it’s getting even better. The cached set-ups, as well new set ups can be mixed now, as shown in file “…_43”. I left a HUD slider on the screen, and the random rotation of the “chunks” is based on Inheritance - set to rotation only. PSR can be checked, and that works like a filter for PSR.

I guess the rest is not combining all the parts, and find your expression.

If there is something else, let me know.

My best wishes with the project

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Posted: 16 September 2016 03:49 PM   [ Ignore ]   [ # 18 ]  
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P.S.: this is more an additional idea. Click on the XPresso Tag once, go to Attribute Manager>User Data. While playing a a complete scene duration switch between the < and the =

https://www.amazon.com/clouddrive/share/pPuzWC46l2Y2XHDN9ylviXNwCHUqEZQs2rN63rUdQNS?ref_=cd_ph_share_link_copy

Enjoy.

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Posted: 16 September 2016 04:16 PM   [ Ignore ]   [ # 19 ]  
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I’m amazed that you’re still thinking about this, Doc!  I am, too, but haven’t made much progress toward exactly what I want.  Thank you so much for all your effort!  I look forward to investigating your latest discovery.

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Posted: 16 September 2016 05:30 PM   [ Ignore ]   [ # 20 ]  
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Thank you, Mark.

There was this morning another question, and I thought, this could be done with Voronoi. So, at one point your thread came to my mind again, and there is no harm done to share related things. ;o)
In my “world” anything we explore will fill our creative library. From there, we CREATE. Hence why I’m not really into short cuts, presets and “speed things up plug-ins”, if I can explore things instead, to [as said before] fill my library. :o)
Or as the NLP guys say, there is no failure, only explorations.

Enjoy

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Posted: 16 September 2016 06:17 PM   [ Ignore ]   [ # 21 ]  
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Well said, Doc.  When I create, I feel alive!

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Posted: 16 September 2016 06:18 PM   [ Ignore ]   [ # 22 ]  
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That’s the point! Thanks a lot, Mark!

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Dr. Sassi V. Sassmannshausen Ph.D.
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