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Mograph Random Dynamics Activation
Posted: 05 March 2020 08:00 AM   [ Ignore ]  
Total Posts:  292
Joined  2017-09-24

Hi,

Is there a way for mograph random dynamics activation?

I can see that there is a mograph selection option and I suppose I can use fields (growth propagation) but it’s not really random.
It starts in one place then grows to the rest.

I would prefer random.

Also, is there a way to control the rate of activation?
For instance, for every frame, two objects are activated and can be changed to five later.

You can see the bare project here (where everything falls at the same time):
https://www.dropbox.com/s/v85ibyt2wanm60x/c4d224_random_dynamics_activation.c4d?dl=0

Regards,
Ben

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Posted: 05 March 2020 05:11 PM   [ Ignore ]   [ # 1 ]  
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Hi Ben,

Thanks for the dropbox file!

Here is your file back, with a random set up, either with the Seed value or in the Animation Speed parameter.
Project files:
https://www.amazon.com/clouddrive/share/LzaHoMHwXTqSYOOnzdXmKLqtDN6ncICqGip8YzKsTLh

Going by your other questions, perhaps you should use a Particle Emitter instead.

All the best

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Dr. Sassi V. Sassmannshausen Ph.D.
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Posted: 05 March 2020 05:57 PM   [ Ignore ]   [ # 2 ]  
Total Posts:  292
Joined  2017-09-24

Hi Dr. Sassi,

Thanks for the response. It works but its not quite what I was after.
The problem with the suggested set-up is that no matter how many objects in the cloner (i.e. 10 or 10,000),
they will most likely have same duration because all of the objects are affected by the fields at the same time.

I was looking for “For instance, for every frame, two objects are activated and can be changed to five later.”
In this case, the number of objects is accounted.

Anyhow, no worries. I understand this might not be possible with vanilla fields.

Thanks again for the response.

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Posted: 05 March 2020 06:19 PM   [ Ignore ]   [ # 3 ]  
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Ben,

As I mentioned, use the Particle Emitter for that. It is random, and it has the option to provide an absolute count per frame and can be fed into the Cloner.

Example:
https://www.amazon.com/clouddrive/share/xVJJqc46lcZ3z7ADiExGQuzqkwug5WqKmPfW99gWt3x

Cheers

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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: 07 March 2020 06:33 PM   [ Ignore ]   [ # 4 ]  
Total Posts:  292
Joined  2017-09-24

Hi Dr. Sassi,

Thanks for the response.
Apologies for the lack information.

I should add that the objects should all be visible on the first frame.
So the Particle Emitter per se does not work because it emits particles in every frames.

I want the particle emitted only at single frame and falls randomly (thru dynamics) as suggested above.

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Posted: 07 March 2020 09:17 PM   [ Ignore ]   [ # 5 ]  
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Hi Ben,
Let me wear for a moment a mentor hat. I have answered so far many tens of thousands of times in fora about Cinma4D in my life. this has let to some observations.

I guess based on the many questions in the past few days, I got an idea of what the core problem here is.

Typically when I get a question, I try to understand what the initial problem was. As I usually get a question here, when people get stuck. The question is then, more often than not, based on the steps so far taken. The expected solution should be given to the point where the problem occurs. That is understandable, but not the best way at all.
Furthermore, if a project is the base of many questions, but these questions are only given as separated parts of the whole, it becomes even more complicated. Call it a patchwork.

The best way is to start with the initial project set up, i.e., what is expected on the outcome, with all dependencies defined.
This will allow for a more global search for the (hopefully) useful solution.
The opposite is to ask along the scattered way, and the given solution is only a detour, not the shortest connection between start and finish.

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: 07 March 2020 11:27 PM   [ Ignore ]   [ # 6 ]  
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Ben,

Here is the particle solution connected with MoGraph. Please click on the XPresso tag, to get the User Data of this in the Attribute Manager.

Scene file
https://www.amazon.com/clouddrive/share/XOIFhDFjbnwpCsCZqOA52JK4wTx7QPPEaHRxt76jahV

Use Step interpolation for the animation of the parameter.

One emitter creates a random field of positions, that will feed the MoGraph Cloner. The other emitter will feed the MoGraph Selection.

Screen Shot
https://www.amazon.com/clouddrive/share/BGndOWHX1wYB4B5ipiVbhbkzdPXot7D8o0aoJsKi9zo

Cheers

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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.
https://www.youtube.com/user/DrSassiLA/playlists

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Posted: 08 March 2020 05:40 AM   [ Ignore ]   [ # 7 ]  
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P.S.: Typically, I’m not particularly eager to share those, as they work pretty much only while played from the start frame. Any time-slider move back, and fore will not represent the results given during rendering. So, bake the result!

I placed a little support inside to have stability while it is on a single frame. The refresh (A-key) would otherwise add as well the current “Per Frame” number each time to the MoGraph Selection.

Project file:
https://www.amazon.com/clouddrive/share/qrbJk42yXrJXCNUuRoFQCzoFyhKV1EA8fiLLESRdJnf

Cheers

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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.
https://www.youtube.com/user/DrSassiLA/playlists

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