Search found 912 matches

by tsn
Mon Feb 05, 2018 7:26 am
Forum: Cinema 4D
Topic: Lack of "Frame Offset" for the Cache
Replies: 10
Views: 793

Re: Lack of "Frame Offset" for the Cache

The bug with Dyverso and the retimer has been fixed in the latest version, so it shouldn't crash anymore. Are you on 10.1.2.0162? And, yes, meshes shouldn't be retimed, because you have a changing topology there: RF isn't able to interpolate the changing number of vertices and polygons. Therefore it...
by tsn
Sat Feb 03, 2018 9:30 am
Forum: Cinema 4D
Topic: Lack of "Frame Offset" for the Cache
Replies: 10
Views: 793

Re: Lack of "Frame Offset" for the Cache

Many thanks for the link. That's an amazing tool. Never heard about it, but great to know that there's such a plugin.
by tsn
Wed Jan 31, 2018 12:56 pm
Forum: Realflow
Topic: Interaction between Dyverso granular and SPH
Replies: 1
Views: 289

Re: Interaction between Dyverso granular and SPH

Please take a look at this answer in the official forum:

https://forum.realflow.com/viewtopic.php?f=28&p=11841
by tsn
Wed Jan 31, 2018 8:13 am
Forum: Realflow
Topic: disable ONE axis of a daemon
Replies: 1
Views: 282

Re: disable ONE axis of a daemon

No, that's not possible. Sorry.
by tsn
Wed Jan 31, 2018 8:05 am
Forum: Cinema 4D
Topic: Lack of "Frame Offset" for the Cache
Replies: 10
Views: 793

Re: Lack of "Frame Offset" for the Cache

Unfortunately, there's currently no built-in feature for defining offsets in RF|C4D, but the 2.1 update with the "Frame Offset" function is not too far away. Maybe there’s a way to cache the cached scenes to an ale bic sequence? Same here: unfortunately not, although it's on our roadmap. B...
by tsn
Tue Jan 30, 2018 7:23 am
Forum: Cinema 4D
Topic: Lack of "Frame Offset" for the Cache
Replies: 10
Views: 793

Re: Lack of "Frame Offset" for the Cache

It'll be a feature of the upcoming RF|C4D 2.1 and I forgot to tag it accordingly in the manual. Thanks for pointing me to that.
by tsn
Fri Jan 19, 2018 5:28 pm
Forum: Python-Scripting
Topic: emit particles from colliding objects
Replies: 9
Views: 1531

Re: emit particles from colliding objects

Hey, you're welocme. Just one last thing on this line of code: if (len(results) > 1 and results[1] == True): Instead of >1 it should be >0. It doesn't make too much difference (in fact none at all, since the second condition implies that there are either 4 or no entries in "results"), but ...
by tsn
Fri Jan 19, 2018 11:59 am
Forum: Python-Scripting
Topic: emit particles from colliding objects
Replies: 9
Views: 1531

Re: emit particles from colliding objects

did your script work for you? Yes, it works. I guess your cube object doesn't have enough resolution. And I've put the script under StepsPre. You can use a batch script to subdivide the cube - that's what I did: Cube01.tesselate(0.02) And if you need a sphere with more vertices: scene.addSphere(4) ...
by tsn
Fri Jan 19, 2018 9:27 am
Forum: Python-Scripting
Topic: emit particles from colliding objects
Replies: 9
Views: 1531

Re: emit particles from colliding objects

do you know if there is a function to get the normal vector of this collision points. Not directly, but via a detour. There's the following function for Dyverso particles: [Vector, Vector, int, float] getNearestPointToObject( Vector, string ) Find the nearest point in the object to the particle in ...
by tsn
Thu Jan 18, 2018 7:37 am
Forum: Python-Scripting
Topic: emit particles from colliding objects
Replies: 9
Views: 1531

Re: emit particles from colliding objects

Here's a very basic script to illustrate the concept - add it to the "StepsPre" section of the Simulation Flow events tree: collPoints = Sphere01.getCollisionPoints(scene.getObject("Cube01")) for position in collPoints: DY_Domain01.addParticle(position, Vector.new(0,0,0)) Line 1 ...

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