Great tutorial! Thanks EJ for doing this in detail. Really helpful. One small thing that I also noticed working with new sim system is: When starting simulation, that freeze at first frame is actually beggining of GPU computation. So if you have 2 or more GPUs in your computer, set simulation GPU in project settings to one that has no monitors attached (=lower overall system usage) and it will start simulation much faster.
Anyone else get very different results following this exactly? I really had higher hopes for this new dynamics system - the older one was much more art-directable, even with jitters etc. The huge hang at the start of the playback is such a creativity killer :/
The tut is great, but I really wanted to get a scene file to play around. But unfortunately it didn't came on both of my emails and yes, I've checked the spam folder. Why don't you give a direct link here?
Very helpful tutorial, got me making some fun stuff pretty quick. Project files download isn't coming through :( I already have a SoM account and am on the newsletter
Just updated. I got the most peculiar thing happening. The clones stack neatly on top of each other, then expand upwards (like they are intersecting) and then topple over. The regular rigid body works just fine. But the new one does this thing... So I tried a new scene with the default scale and it's the same thing. So weird.
When I use your project file with the legos it's fine, but if I replace the bricks with cubes I get this bug. So I kept one brick and added one basic cube. In the sim the bricks topple over first, then the cubes afterwards, even though they're part of one cloner. It really makes no sense!
this is cool. BUT lets say I have a lego set made up of thousands of pieces already that i want to do this to. do i still need to put that model (with all of its pieces) directly into a cloner? i dont want to duplicate the model - i just want to shatter it like you have shown.
4:40 What's the point of the 1.5cm "rigid body thickness"? Why is that the default? I can't think of a situation where you would want to simulate objects colliding with an invisible force field surrounding them. And then...why did you set that gap to 0.2? When you lowered the camera you can see the gap still. Is it a math thing/collision limitation of the software?
That's not how it works. The thickness is used like a search radius for collisions. It won't create a gap between colliding rigid body objects. The gap will only show on colliders, but that you can usually solve be separating the collider geometry from the render geometry.
@@Havealot But...when you say "the gap will only show on colliders" that's not true, is it? If I have two rigid body cubes that land squarely on each other, I can visibly see the gap grow between the two cubes AND between the collision object (floor) as I increase the 'thickness' property. Which makes the whole 'search radius' idea seem irrelevant. The collision surface (at least the invisible surface that we 'see' colliding) has now become the exterior of the 'search radius'. Apologies if I'm confusing terms here.
You're tutorial is great as always, but you must be running on a beast of a machine. I tried these settings on my Macbook Pro 2019, with the most recent update of C4D, did a 10x10x10 cloner and my machine was absolute chugging! Almost crashed several times. Same speed as in the past, no faster for me unfortunately.
For the entirety of my life I and everyone I know has called them legos. Unless we are saying Legoland. Point being, just say it how you say it and don’t worry about how he does 🤷🏽♂️
According to Lego (the company) the plural of lego is neither lego nor legos, it is "lego bricks". But that's just a fun fact, who cares what the lego brand team wants you to call them. I've called them Legos since the day I've upgraded from DuploS and have no intention of changing that :D
I see doubling down on being wrong is still popular with the U.S. 🤣 Everyone in the rest of the world raises a little chuckle every time we hear their toddler-like pronunciation of a beloved European brand.
@@jimmyhowzer What you seem to not see is that literally nobody cares. It's Legos. Here we raise a little chuckle every time we hear a toddler-like adult throw a fit over the pronunciation of a beloved toy. Literally nobody cares other than you. I see this is all you have like this is really deep for you. For some reason you need this, and if you'll die without it, then I guess rest in peace because nobody cares lol.
Great tutorial! Thanks EJ for doing this in detail. Really helpful.
One small thing that I also noticed working with new sim system is: When starting simulation, that freeze at first frame is actually beggining of GPU computation. So if you have 2 or more GPUs in your computer, set simulation GPU in project settings to one that has no monitors attached (=lower overall system usage) and it will start simulation much faster.
Ooooh thank you!
What a mission with the jigger! Thanks for the help, Sir!
Your tutorials are extensively explanatory ❤
Hey EJ, thanks for sharing the knowledge!
The System Of a Down bit really woke me up haha
thank you for sharing your knowledge Ejay
More tutorials need subtle System of a Down references
Anyone else get very different results following this exactly? I really had higher hopes for this new dynamics system - the older one was much more art-directable, even with jitters etc. The huge hang at the start of the playback is such a creativity killer :/
The tut is great, but I really wanted to get a scene file to play around. But unfortunately it didn't came on both of my emails and yes, I've checked the spam folder. Why don't you give a direct link here?
Very helpful tutorial, got me making some fun stuff pretty quick. Project files download isn't coming through :( I already have a SoM account and am on the newsletter
Just updated. I got the most peculiar thing happening. The clones stack neatly on top of each other, then expand upwards (like they are intersecting) and then topple over. The regular rigid body works just fine. But the new one does this thing... So I tried a new scene with the default scale and it's the same thing. So weird.
When I use your project file with the legos it's fine, but if I replace the bricks with cubes I get this bug. So I kept one brick and added one basic cube. In the sim the bricks topple over first, then the cubes afterwards, even though they're part of one cloner. It really makes no sense!
Awesome, there was a lot of tips i needed to know, it was perfect!
UE5 will be the future of 3D rendering and animation. C4D needs to speed it up. They've been 10 years behind the ind every 10 years tbh.
Hey EJ @eyedesyn Thank you for the System of a Down reference. Needed that! ( Wake Up! )
this is cool. BUT lets say I have a lego set made up of thousands of pieces already that i want to do this to. do i still need to put that model (with all of its pieces) directly into a cloner? i dont want to duplicate the model - i just want to shatter it like you have shown.
Great! Very helpfull. Thank you
Is there a way to make one set of clones glow when they get within a specified proximity of other clones?
4:40 What's the point of the 1.5cm "rigid body thickness"?
Why is that the default? I can't think of a situation where you would want to simulate objects colliding with an invisible force field surrounding them.
And then...why did you set that gap to 0.2? When you lowered the camera you can see the gap still. Is it a math thing/collision limitation of the software?
That's not how it works. The thickness is used like a search radius for collisions. It won't create a gap between colliding rigid body objects. The gap will only show on colliders, but that you can usually solve be separating the collider geometry from the render geometry.
@@Havealot
But...when you say "the gap will only show on colliders" that's not true, is it? If I have two rigid body cubes that land squarely on each other, I can visibly see the gap grow between the two cubes AND between the collision object (floor) as I increase the 'thickness' property. Which makes the whole 'search radius' idea seem irrelevant. The collision surface (at least the invisible surface that we 'see' colliding) has now become the exterior of the 'search radius'. Apologies if I'm confusing terms here.
Informative, interesting, related, and all, thank you
👍
"Legos" = Facepalm. Lego is the Plural. It's like saying Mooses, Sheeps, Cattles, Polices
You're tutorial is great as always, but you must be running on a beast of a machine. I tried these settings on my Macbook Pro 2019, with the most recent update of C4D, did a 10x10x10 cloner and my machine was absolute chugging! Almost crashed several times. Same speed as in the past, no faster for me unfortunately.
"Lego" that's it. No one calls it "Legos" just like no one says "sheeps"
For the entirety of my life I and everyone I know has called them legos. Unless we are saying Legoland. Point being, just say it how you say it and don’t worry about how he does 🤷🏽♂️
Legos Legos Legos Legos Legos Legos Legos Legos Legos Legos Legos Legos Legos Legos Legos Legos Legos Legos
According to Lego (the company) the plural of lego is neither lego nor legos, it is "lego bricks". But that's just a fun fact, who cares what the lego brand team wants you to call them. I've called them Legos since the day I've upgraded from DuploS and have no intention of changing that :D
I see doubling down on being wrong is still popular with the U.S. 🤣 Everyone in the rest of the world raises a little chuckle every time we hear their toddler-like pronunciation of a beloved European brand.
@@jimmyhowzer What you seem to not see is that literally nobody cares. It's Legos. Here we raise a little chuckle every time we hear a toddler-like adult throw a fit over the pronunciation of a beloved toy. Literally nobody cares other than you. I see this is all you have like this is really deep for you. For some reason you need this, and if you'll die without it, then I guess rest in peace because nobody cares lol.