![phong material cinema 4d phong material cinema 4d](https://assets-global.website-files.com/61406347b8db463e379e2732/617f2420a43e108577e0a026_Select_Menu.png)
the sphere sends a series of rigid body tag interactions in order to give this effect much like dominos. This is because the sudden expansion of the shere acts like an explosion. You can see in the screen shot that the cubes are all over the place (assuming a rigid body tag as been applied). If I then track further along my timeline a few frames and increase the radius of the sphere suddenly up to 100. Next I created a sphere at the base of the tower with a radius of zero, this will have no effect upon the tower. At this point as they are placed upon the plain they wont fall, rather sit as a tower. Providing the rigid body tag at this point is applied to the cube all the clones will all bounce off one another when they fall.
![phong material cinema 4d phong material cinema 4d](https://architosh.com/wp-content/uploads/2009/06/08_materials_applied.jpg)
After this I applied a Cloner Mograph like I have used previously creating a tower of cubes, through a series of small tweaks to ensure they are all aligned. Next I brought a cube into my scene where I adjusted the “phong tag” to put emphasis onto it, as the phong tag will try round of strate edges. If I were to use Mograph at this point I could clone my object and have a random effector applied to these attributes to give the impression of many shapes of the same size having different weights and/or sizes. As mentioned at the start here I can change the mass, friction and bounce of the object, aswell as the Collider body. If you were to compare it to gravity, gravity would not affect Collider body’s, but would others. If the Collider body tag wasnt placed the object would simply keep falling, the plain doesnt fall as it is only set up to be collided with and not itself fall. If I press play at this point the object falls, bounces a little then rests on the floor. This sets the plain up in the scene as a floor in which objects can fall onto and react accordingly with. I have then created an object above which in this case have applied a, simulation rigid body tag too. Here I have created a floor(plain) on which I have applied a, simulation Collider body tag too. I could also implement this upon the object that were to fall on it aswell as things like weight/mass. For example if I used a plain object as a floor, once I had applied a dynamic tag to it I could dictate how bouncy or how much friction the floor has. As always parameters are adjustable and can be pre determined. It allows for objects to interact through each other not in a pre determined manner but one in which them physically touching in the scean dictates how they act. Animation, Motion Graphics and Kinetic Processes 2.ĭynamics in C4d is both easy to use and extremely affective like much of the other tools I have sampled.