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Push apart multiple non cloner objects at once
Posted: 25 January 2022 11:44 AM   [ Ignore ]  
Total Posts:  18
Joined  2020-05-12

I have multiple objects grouped under one null and would like to push them apart radially (as if an expanding sphere were pushing them outwards). I there a way to do this(maybe with the designated “push apart” effector) or is this only possible for clone objects?
Many thanks in advance : )

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Posted: 25 January 2022 04:37 PM   [ Ignore ]   [ # 1 ]  
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Hi aedan.d,

Yes, you can, but I suggest using the Target Effector, either with a Fracture Object, or setting the Target Effector in Deform mode.
In both cases, the Effector> Repel option needs to be active.

Examples
https://www.amazon.com/clouddrive/share/yAumGUyzFAylS8OIcBRwhSMDVNrC3iLGmz82ADXTbQ

I have placed a circle spline into the scene to give a little bit of visual feedback; this is by no means needed for the function.

All the best

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Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004
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Posted: 25 January 2022 05:27 PM   [ Ignore ]   [ # 2 ]  
Total Posts:  18
Joined  2020-05-12
Dr. Sassi - 25 January 2022 04:37 PM

Hi aedan.d,

Yes, you can, but I suggest using the Target Effector, either with a Fracture Object, or setting the Target Effector in Deform mode.
In both cases, the Effector> Repel option needs to be active.

Examples
https://www.amazon.com/clouddrive/share/yAumGUyzFAylS8OIcBRwhSMDVNrC3iLGmz82ADXTbQ

I have placed a circle spline into the scene to give a little bit of visual feedback; this is by no means needed for the function.

All the best


Okay thanks, that worked perfectly for me! Is there some way to have a sort of disintegration effect for each of the objects where the quads of the meshes scale up individually when they are in range of a falloff field? I don’t know if it is understandable what I am asking for but basically I want the individual parts to appear, but not in a way that it just looks like the model was scaled up from nothing…xD Like if you apply a Voronoi Fracture to a cube, give it 2000 pieces and then add a plain effector with linear falloff…

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Posted: 25 January 2022 09:33 PM   [ Ignore ]   [ # 3 ]  
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Hi aedan.d,

To describe the whole problem from the start will eliminate some options or even open up some new ones. Anyway, it leads to better readability, which I like to have for everyone here. Thanks for considering.

Here is an idea, but be aware the problem is typically more complicated when fractured objects in different distances should be moved individually but equally while also being progressively affected by a time-based unfolding of information. This is true even more so in the example file below. Based on that, the object gets pushed in one direction and loses contact with the influence.

Below, the effect pushes the chunks of the Fracture away, based on the “grow” inside the MoGraph Weight map field. While being pushed, the distance/progress of the growing changes at that exact moment. I chose it anyway, as any exploration with gradients leads only to the conclusion that objects in different distances can’t be controlled progressively in a similar way.
This sounds cryptic as long as you have not explored the files. I hope my words will make sense after that.
Example
https://www.amazon.com/clouddrive/share/tFlvuf8L4Gnzym8ZiUdGfNxS5yLG8H09fQkFJSURSak

All the best

Below is a gif, please click on it. (Observe the red dots turning yellow.)

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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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