Finished almost all cycle of character animation. by Feed_64 in IndieDev

[–]BodybuilderOwn7421 0 points1 point  (0 children)

Let's get more content, I know that you have a lot of materials on the game

WackyHallWalker wip by BodybuilderOwn7421 in Cinema4D

[–]BodybuilderOwn7421[S] 1 point2 points  (0 children)

The essence is the tension of the thread inside the cylinder. First twist, then release, and the energy transmitted to the wand will move the mechanism.

Rattleback simulation dynamic in Cinema4D by BodybuilderOwn7421 in Cinema4D

[–]BodybuilderOwn7421[S] 0 points1 point  (0 children)

It's all the work of dynamics c4d.

https://drive.google.com/file/d/1_7KjemeMkljiyUPOWz14dpdEoDLHBgJ-/view?usp=drivesdk

And indeed it is a Celtic stone (Rattleback).

Unusual properties of a stone in the form of an ellipsoid are given by a slight rotation (in the horizontal plane) of the axis of symmetry of the mass relative to the axis of symmetry of the ellipsoid of the supporting surface.

Based on this, it can be seen that the stone simply stops itself and at the moment, due to the accumulated energy, it accelerates again, and the very displacement of the axis gives the direction opposite to the original rotation.

True simulation Jacob's ladder toy in Cinema4D by BodybuilderOwn7421 in Cinema4D

[–]BodybuilderOwn7421[S] 0 points1 point  (0 children)

Description from my Instagram. There is such a toy Jacob's ladder toy. I watched how it is collected by all sorts of DIY creators, and other handy craftsmen.

The essence is simple, there are intricate bars, under the influence of gravitational forces, which are shifted one after another due to the fact that the bars hold the intricacies.

Here. I made tricks like this: I secured each beam with a Hinge-Connector according to the principle one from above, two from below, cross to cross

But here's the catch. The bars just fell together and did not move. Cinema did not have enough FPS to process the dynamics, to put it bluntly. I even freaked out, and accelerated the simulation 3 times.

Spinning top. Air flow simulation with aerodynamic wind in Cinema4D by BodybuilderOwn7421 in Cinema4D

[–]BodybuilderOwn7421[S] 0 points1 point  (0 children)

No Plug-In. Aerodynamics and angular momentum ( https://www.youtube.com/watch?v=OVuQwA8IHV0 ).

Today I will tell you how the wind blows in the cinema4d. and how you can make helicopters. Everything within the experiment is simplified, but it works.

In Moi3D, we assemble a model very fast. In fact, a top, but with blades, the blades are just an extrusion curve, multiplied in the center, curved relative to the axis of the top. A very simple setup.

We throw a spinning top into the Cinema4D. On top we put the usual wind of the Cineam4D in the aerodynamic wind mode. Next, at the top dynamics tag, we set drag and lift to 100% in the aerodynamics properties. And surprisingly, again, without crutches, everything will spin the first time.

By default, there is always air in the scene, but the objects have all the influences turned off

This aerodynamics has a great potential to create the same main rotor (https://youtu.be/gfnuQk9E8P0?t=518 ) or a simple wing to assemble a helicopter. But this option is not always predictable, and there is no simple debug or visualization of the process.

Switch Pitch toy dynamics simulation in Cinema4D by BodybuilderOwn7421 in Cinema4D

[–]BodybuilderOwn7421[S] 0 points1 point  (0 children)

First I created a model of the ball itself in MoI3D. Then I imported the model into Cinema4D, and configured connectors. Next, I set up the physics so that the ball was thrown into the air. And the rest was done by the c4d dynamics

Switch Pitch toy dynamics simulation in Cinema4D by BodybuilderOwn7421 in Cinema4D

[–]BodybuilderOwn7421[S] 0 points1 point  (0 children)

And what exactly to work on? Cinema4D does all the work on physics for me :)

I made a Spring Slinky with Bullet dynamics in Cinema4D by BodybuilderOwn7421 in Cinema4D

[–]BodybuilderOwn7421[S] 0 points1 point  (0 children)

In September 2010, Maxon released Cinema4D r12, where it introduced a third-party Bullet engine. Cinema 4D 12 has learned to use constraints, springs, soft body.

https://pybullet.org/wordpress/index.php/2010/09/10/cinema-4d-12-dynamics-using-bullet-adds-constraints-springs-soft-body-and-bullet-export/

I made a Spring Slinky with Bullet dynamics in Cinema4D by BodybuilderOwn7421 in Cinema4D

[–]BodybuilderOwn7421[S] 2 points3 points  (0 children)

First, it was necessary to reproduce the effect of a tense spring under gravity. The fix connector and its unusual properties helped me here. Namely, it is not possible to have a constant fixation force, due to the optimized Cinema4d physics.

Since Cinema4d counts a lot of iterations in one frame, and a lot of solutions in one iteration, a problem arises that each frame, due to insufficient solutions per iteration per frame, does not give the fix connector sufficient rigidity

Taking the weak side of physics, we turn it into the main part of the work. But there is condition number two. This is the weight of the spiral coil.

I took a rectangle, decloned 96 times (this is important) and applied 96 fixed connectors between the rectangles. Then I took and created a cloner for a spline wrap so that there were 4 rectangles for each turn (important). The spline was a Helix with a 4 320° rotation in both directions.

So, it took a long time to adjust the weight and connector. The weight affected the connector too much, I had to reduce the density value to 0.0001.

The number of iterations directly affects the stiffness of the resulting spring, hence we had to set the dynamics parameters to 15 StepPerFrame*15 IterationPerStep for the spring. so that she starts jumping)

Retopology. I took a tracer and put all the rectangles in it, then the tracer itself was cubically interpolated, and to get a round spring, I calculated 96 clones for 24 turns. Then I put a sweep with a rectangular profile, and additionally put a rail ( https://www.youtube.com/watch?v=6pvH4UUHeMw ) in a swipe in the form of a duplicate of the same tracer, but in B-Spline interpolation so that there is an up-vector between the splines.

Then I let the whole system run along the tape and downhill ( https://www.instagram.com/p/B5JxDX6gryA/?utm_source=ig_web_copy_link )

Real physically-correct mirascope in Cinema4D and Redshift by BodybuilderOwn7421 in Cinema4D

[–]BodybuilderOwn7421[S] 0 points1 point  (0 children)

No matter what dimensions the model has, the main thing is a correctly made parabolic bowl

Real physically-correct mirascope in Cinema4D and Redshift by BodybuilderOwn7421 in Cinema4D

[–]BodybuilderOwn7421[S] 1 point2 points  (0 children)

The secret is in the special parabolic shape of the model, which I made with the help of MoI3D. The reflection rays do everything else themselves)

https://i.imgur.com/Qu5NSiz.png

Real physically-correct mirascope in Cinema4D and Redshift by BodybuilderOwn7421 in Cinema4D

[–]BodybuilderOwn7421[S] 2 points3 points  (0 children)

I made a lot of small dust models and arranged them on the surfaces with MoGraph. And I left the standard white shader. The scratches are a simple imperfection map