CINEMA 4D FFD DEFORMER TUTORIAL


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This is how I understand the Weight suggestion in the help-content. Here is a little scene to showcase which deformer works first. I have a rigged angler fish mouth, fins, head light etc… and on top of this I am trying to apply a mesh deformer being driven by a box that is bound to an IK chain with dynamics switched on – this is to get good body and tail motion. In an ideal world I need to have the rigged fish in a group then deform that group with the mesh deformer. Perhaps make the cage large enough. The Motion Clip System?

Hi Thanks for this! I have a rigged angler fish mouth, fins, head light etc… and on top of this I am trying to apply a mesh deformer being driven by a box that is bound to an IK chain with dynamics switched on – this is to get good body and tail motion. Leaving the FFD deformer in place would deform the body mesh, too. I want the closed eyes to be attached to the body and not have them be obviously separate objects. Log me in automatically. Quick screen capture, one minute:

Its as if the the simple ik chain bound to the box is trashing the bones inside the fish. Photography For C4D Artists: Hi Thanks for this!

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This topic is now closed to further replies. However, I have tested it again, and perhaps this should work as requested https: This tutorial shows basically half of what I am doing to achieve this: Whoops – that was the IT dept here that set the account up! The Bend Deformer is only used as an example, anything done to the cage should translate nicely.

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If the object is moved by one defomer the later working deformer might have nothing to work with anymore. Quick screen capture, one minute: Here is a little scene to showcase which deformer works first. Archived This topic is now archived and is closed to further replies. Here is one option that I mentioned above, based on the tutorial: This is how I understand the Weight suggestion in the help-content.

Ffd Deformer: Making Result Editable? – New Users & Beginners – C4D Cafe

Example outside of the cage: The Problem that you might encounter is the weighting. The object just maintains its previous non-deformed shape.

Have you tried a simple Wave deformer? I right click on the object and select current state to object. Is tutotial any way to make an FFD deformer editable once you’ve gotten the deformation to your desired shape?

Hi Wondering if any one can help? Hi Whoops – that was the IT dept here that set the account up! Sign In Sign Up. This website uses Javascript to provide essential functionality.

A remedy could be, to use tuhorial joints as well to deform the cage to begin with, so it follows the main object as it follows the joints. Share this post Link to post Share on other sites. The body is a separate object that the eyes fit into, but neither are a child of each other. The hierarchy is as follows: No registered users viewing this page.

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In an ideal world I need to have the rigged fish in a group then deform that group with the mesh deformer. Your browser has disabled Javascript.

I’ve animated these eyelids the way they are, and they do work well, but I don’t necessarily like the way it integrates with the tutoriao of the body. Any one have any ideas where I am going wrong. Perhaps make the cage large enough. I have a rigged angler fish mouth, fins, head light etc… and on top of this I am trying to apply a mesh deformer being degormer by a box that is bound to an IK chain with dynamics switched on – this is to get good body and tail motion.

I want the closed eyes to be attached to the body and not have them be obviously separate objects. The goal is actually to have these eyelids at this shape attached to the main body mesh. What Chuckdraws suggested will work, just make sure you’re right clicking and running tutirial ‘current state to object’ command rather than the usual make editable button.

The body isn’t a child of the eyelids.