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Can you do a point cache on a child object?
Posted: 05 April 2022 06:19 PM   [ Ignore ]  
Total Posts:  80
Joined  2020-01-07

I have a shot of a pretty complex vehicle animation. My set up is a parent null of the whole car, which I animate translation and rotation. I then have a stripped-down separate proxies of the body and the wheels, which I can add secondary motion to, (which I have the high rex parts parented to each proxy part).
My question is, can I do all the animation on the null and proxy parts, (which drive the high rez mesh parented to), then bake out a point cash on the high rez meshes? I need to do an animation and simulation, so I need it caches to I can do a slow motion re-time. I added a point cache to the high rez mesh, but it did nothing.
Is this possible, or do I need to actually do my keyframe on the high rez mesh to begin with. Just from a speed and ease point, it’d be easier to work on the proxy instead.

Is this doable?

Thanks in advance.

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Posted: 05 April 2022 07:47 PM   [ Ignore ]   [ # 1 ]  
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Hi psussi,

The points of an object relate to its axis. The axis relates to the parent or, if no parent, the world system. In short, points have no idea what happens after that object’s axis. You could take the point values and iterate through them to produce a copy. However, the proxy has naturally fewer points, so the transfer will not work. The Cage deformer comes to mind, but that seems not to be the solution, given slow-mo as a target. It could be if the proxy gets deformed; tell me if that is the case.

My idea would be to have a rig in proxy resolution and a replica of the rig with full-res parts. It must be the same; I repeat this as there is no exception. All objects need to have their axis at the exact location (proxy == full res)

When the proxy is animated, you take the whole hierarchy and create a motion Clip. Save that clip. Add a Motion System tag to the Full-res version and apply the Animation clip to that hierarchy. Click on the clip, and in the Attribute Manager, you will find an Advanced tab; here, you can set the speed. Or just stretch the animation clip.

We have a series here on Cineversity Animation techniques for Teams
https://www.cineversity.com/vidplaytut/animation_techniques_for_teams_part_01_course

It covers a wide variety of cases, how to get things into a Motion System and keep it open for new animations (if the hierarchy has the same constellation)

Here is a quick workflow sketch:
https://www.cineversity.com/vidplaytut/animation_techniques_for_teams_part_01_course

All the best

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Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004
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Posted: 05 April 2022 07:54 PM   [ Ignore ]   [ # 2 ]  
Total Posts:  80
Joined  2020-01-07

thank you for the insight. I will check it out.

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Posted: 05 April 2022 08:00 PM   [ Ignore ]   [ # 3 ]  
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Thanks for the reply, psussi!

If there is anything that I have missed, please let me know; I’m happy to look into it.

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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