The idea is here to run the Random Field only in the falloff part of the Linear Field. This would overlap with the use of the same Linear Field utilized to create the main build-up effect.
So, I use a Curve layer here to change the way the “main” Linear Falloff works: it starts a little bit later and is shorter. Enough to see the Random Field contributing to the effect.
Last but not least: The Delay is added to get a little more life into the scene, as suggested in the tutorial.
If you like to use weight as before, it can be applied to a Matrix object that can be used then inside of the Field List.
I would suggest to leave it alone until there is no other way to achieve the effect you are after. Typically, the Fields will cover your needs.
Hi! I’m working through this tutorial, and have reached the section where we apply the plain effector to the Radial Cloner in order to animate the blocks building vertically. Everything seems to be working until the section where we rotate the Plain Effector 25 degrees in order to offset the animation between the front and back of the pillar. When I rotate mine, it doesn’t effect the animation the same way it does in the video. I’m using R22, which seems to treat fields differently than in the version used in the tutorial. I’m a super newbie, so I’m hoping you can point me towards some silly little checkbox that I’ve missed or a setting that needs changing.
I’ve attached images to show the difference between what the tutorial shows and the result I’m getting. As you can see, in my version, even though the effector is rotated, the effected area remains parallel to the floor.
Please let me know if there is any additional info I can provide to get some help.
You’re very welcome, Samir, thanks for the kind reply.
As I mentioned, the Weight, only if really needed, can be set up with a Matrix roundtrip.
The Matrix object takes the Cloner setup as Mode> Object/Axis.
Then uses an Effector to create a useful Weight source.
This goes then into the Field list of the Effector that is used in the scene.
Again, if you can solve it without this roundtrip, it is perhaps the better way.
I have merged this thread to the thread of the tutorial that I believe it belongs to.
If there is at any time a question about the tutorial content, please use only the HELP button bellow the tutorial, do not open any thread on your own nor change the headline of the new thread. Thanks a lot. Otherwise, it gets really hard to find anything.
Thanks for about question of additional material, very much appreciated. Typically, an image often tells only a fraction of the story. I work mostly with project files. (They need to be zipped)
Would you mind checking out the content of this thread? It “feels” like it might answer your question.
If not, I’m happy to look into the file you are working on, of course!
Thank you for relocating my post to the right place. I thought I was posting under this specific thread—my mistake. Sorry about that.
I just finished watching through the series you recommended on fields. Very helpful overall, but I didn’t get the answer to my specific problem. I still can’t seem to figure out why the linear field in my project isn’t matching up with the Roman Pillar tutorial. No matter which direction I rotate the field, the bricks of the pillar still insist on animating on “straight across” instead of at an angle like the tutorial. I’d love your insight on what I’m missing here. My project file is attached.
The Cloner that creates the first “ring” (Base) is set to a radius of zero. The Cloner is also set up to use the Childs Matrix (Reset Coordinates is off). Here is the problem located. ALL (!) clones have the same location, so the Falloff and the Plain effector work on the same “matrix” for every single clone. As a result, they get treated in the exact same way.
Since the set up requires two Cloners, you can see at all some progress and variety.
If you need to have the clones being zeroed out, then you need to change the setup. Which increases the complexity a lot.
Take the file …0003b.c4d and just place a Plain Effector with a Falloff into it (Base Cloner only). Scale set to Uniform -1. Rotate the Falloff to the Degree you need. It should work fine.
Let me know if there is anything else, I’m happy to look into it.