After seeing this walkthrough (vimeo.com/11005057) over an interactive Fracture System on 3D Max I thought about trying to replicate the functionality in Cinema. With a little bit of xpresso, iterated ray collisions and some vector magic I was able to come up with exactly the same behaviour.
There are two other ways to have almost the same behaviour, the first one is utilizing the Clamp function on the Constraint Tag. But with 1000s of pieces it is really slow and has some hickups. The second one is to use rigid body dynamics with an high follow Position/Rotation value which can also slow down significantly with higher Pieces number. Also controlling the dynamics can be quite tricky.
BEWARE: It is really important that your fractured geometry pieces have their axis on the same Y value as otherwise your pieces won't be aligned and positioned correctly.
(You can skip the metaball baking part between 3:40 and 4:25)
Hi guys, as one of the c4d betatesters I had a great time playing with some of the new features of Release 14. While Maxon released today information about what will be in the box, I thought I point to one particular feauture which is just awesome news for everyone working in a pipeline environment or has to bake animations ever so often. Maxon incorporated Alembic File Import and Export to R14 and this not only means interoperability between almost all of the major 3D apps out there – it also means that we now have a inapp solution for baking everything inside C4D.
You can now bake:
- Objects with changing point count (e.g. Metaball)
- Thinking Particles
- Tracer Object
- Mograph/Dynamic Animations
But it gets better:
As the abc file is just linked to your c4d scenefile, the actual scenefile size doesn't change! No more waiting to save huge scenefiles onto your harddrive or network drives.
The first implementation has some minor bugs, but I guess they will be sorted out (fingers crossed)
(The screengrab you are watching is recorded on a Macbook 2.26GHz Intel Core Duo with 4GB of Ram)