In this tutorial, I'm going to show you how you can create a seamless cloth simulation/dynamics loop in Cinema 4D. First, I'll show you how you can create your cloth ribbon using SplineWrap. Then, I'll show you how to apply a Cloth tag and pin parts of your geometry down so you can create undulating cloth movements using Turbulence and Wind Particle Forces. Next, I'll show you how to apply Camera Mapped striped textures to turn this animation into some "Op Art". Finally, I'll show you my method for creating a seamless cloth dynamics loop. If you have any questions, be sure to hit me in the comments below! Have fun and if you make something with this technique, be sure to share it! Enjoy!
Using the correction deformer, you can use polygon modeling tools on objects without the need to make them 'editable' and thus losing the parametric approach. You can change the topology of the parametric generator object even after some modeling has been done.
Here I want to show you how particle deforming/sculpting is possible using the matrix object. Using this method, you can also affect the particles with Mograph effectors, and apply Dynamics as well.
Please apologize that there's no sound, I try to explain the setup here step by step and hope to make it clearer
- a simple standard emitter is created
- the emitter is linked to a matrix object, which gives us matrices exactly where the particles are
- a cloner generates clones (spheres in this case) and is linked to the matrix object, thus the cloned spheres are where the matrices are
- the matrices can now be affected via various deformers, in this case a twist and a camera deformer for particle sculpting, by simply making the deformers children of the matrix object.
- mograph effectors (a random effector here changing the size) can be applied
- dynamics can be applied, and using the "follow position" parameter in the dynamics tag all clones try to follow their initial position while staying dynamic and still collide with other dynamic objects (the torus in my example)