This is an unsupported feature in cinema 4d : You can use Selection Tags on Primitive Objects and even Nurb Generators ! You can use it to control the distribution of clones on Parametric Objects, to animate branches, and a few more tricks, some of which are probably still completely unexplored ...
Apparently this has been hidden in c4d for a long time. In some versions it worked, in others it didn't. Appears to depend on the platform as well. Guys like Per, Darter, Joel, Jeremy, Richard, Troyan, Brian, ... and a few more clever folks were already experimenting with this a few years ago.
Last month it surfaced again on cgtalk. ( http://forums.cgsociety.org/showthread.php?f=47&t=990527 )
Jeremy remarked : "Perhaps if we can demonstrate enough interest, and some samples of why this would be useful, it might get elevated to an actual feature."
So this is me playing with it for about 15 minutes. Nothing too fancy, just testing out the basics.
The first part is some experimenting with changing Subdivisions on Primitives and cloning onto the Selection. The second part is using it on a Sweep Nurb with an Extrude Deformer to do some branching.
Here's David and Jeremy playing with this as well :
Since you're watching and reading this, you're probably a c4d user and you may want to do some experiments with this yourself ;)
If you come up with something interesting, it would be cool to upload a quick screencast or a scene file somewhere, and post a link to it in the thread on cgtalk or in the comments here.
EDIT : I did this screencast on Win7 / Darter had it work with 12.048 under OS X 10.6. / So did Troyan. / so did Joel on 10.7.
EDIT : People tend to forget to actually drag the Selection Tag ONTO the Object, not just next to it.
EDIT : Follow-Up on the second part : check http://screenr.com/2rWs for a way to use this technique to apply different textures to different Polygon Selections of Primitives with Extrude Deformed Geometry
EDIT : In some versions it worked, in others it didn't. I recorded this with R12. In R13 apparently it no longer works.
I'm reasonably familiar with the basic functionality of the Pose Morph Tag. I'd used it before with hierarchies and vertex maps all fine. Yesterday night, using it with uv's appeared to be a no go for me.
Couldn't find trails of other people having difficulties with it, couldn't find any introductory tutorials for dummies either, so it had to be that a child can do it.
But me ....
There i was trying to simply edit coordinates and parameters on the texture tag itself to no avail.
Apparently (thanks Scott) you need to use c4d's uv edit tools for that.
So going to uv edit layout makes perfect sense and works just fine.
Already 2 people asked me for more info since i got it to work, so I decided to do a quick screencast.
Still in trouble ?
Make sure you have an editable mesh with a uvw tag !!
And set the Projection of your texture to UVW Mapping of course.
Here's a new MoGraph Effector I patched together :
The d_PolySize Effector rescales MoGraph clones that are being cloned onto a Polygonal Object, based on the Surface Area of the individual Polygons.
It's an extremely simple idea, but it's very useful.
Almost shocking that this wasn't possible previously with the standard MoGraph tools.
You can download a c4d-file containing the Effector on http://www.mediafire.com/file/gcu9ouwk9eiz2nv/d_PolySize-Effector-1.c4d
The video walks you through how the d_PolySize Effector works, what the controls do, how to use it with MoGraph Weight Transform, and it shows you an important limitation and the workaround.
- To be used with a MoGraph Cloner in Object Mode, Distribution set to Polygon Center.
- It's a Coffee Effector, so you need at least R12.
- It works in combination with the standard Effectors (= MoGraph Weight ).
- Using a lot of Polygons and experiencing slow Viewport Playback ? It's MoGraph, so the MoGraph Cache Tag works just fine.
Easy future access ?
Save the d_PolySize Effector as an Object Preset to quickly load it from the Content Browser ("User / Objects" Folder) or from the Object Manager's File Menu.
credits to Sandi Dolšak and Nick Woolridge for the Surface Calculation Math, and to Sataneev for the challenge ( vimeo.com/34398062 )
Hope you have a lot of fun with it. Let me know if you do.
Glad I can share this with you.
Showing off a few Python Effector experiments, that make MoGraph behave more like a "real" Particle system.
These are all based on the same simple technique: I store values for properties of MoGraph clones to use at a later point in time. That way I can use information about a clone that I stored in a previous Frame to base the calculations on for its behavior in the current Frame.
It's a pretty obvious concept to come up with from a programming point of view, but I haven't really seen too many people use it before in a Python Effector. Big shame really, since the potential is huge.
It allows for doing time based / progression based effects, like fades for example. Some of these effects even look like there's anticipation going on ;)
- The Flocking Effector allows for organic flocking behavior.
- The Velocity Effector maps Velocity values to a Color Range for the MoGraph Color system. It can take Dynamics into consideration as well ;)
- The Grid Effector can do Collision / Velocity / Acceleration / "anticipation"-like effects. In the examples I use the Effector to fade clones between MoGraph and Dynamics ;)
- The Random Walker Effector makes, euh,... Random Walks.
I don't intend to just give away all these files for now, but I'm planning to make a tutorial about the technique, although that may take a while. For now, the clever among you should be able to figure it out, knowing you can store copies of Arrays as "previousArrays" to use in the loop. As I said, it's a simple principle.
This exploration started for me after Lennart Wahlin (tcastudios.com) mentioned some Velocity/Collision/Acceleration based effects he was experimenting with.
Hoping this video can inspire some of you guys as well.
With a little bit of luck in the next few months we'll see a whole new range of crazy Effectors pop up, for all of us to play around and have a whole lot of fun with.
This video shows a simple approach to knitting with hair and mograph in Maxon's Cinema4d. Thanks to Andy Moorer for feedback and to douwe for making d_Polysize Effector, which is needed for further development of this concept.