Use an exact copy of the text and belt all the points. Use the vertex weight fields to influence the belt amount. Will let you control how much the type balloon inflates based on how much it is belted to the original static text mesh
Thank you, How do you stop the balloons from floating away and to stay static? You've said in the comments to turn off the gravity and I have done this but they still float away? I can't see anything in the balloon settings to turn off 'helium' or whatever. I am currently just making do with a little bit of gravity to delay the upward motion.
Hi, thanks for the tutorial, really great one ! Quick question, for some reason the jiggle deformer doesn't do anything, I reproduced the exact same steps, yet it's not jiggling a tiny bit. Any idea what to do ? When I use turbulence, the mesh self collides a LOT so I think only the Jiggle deformer would do the trick for me, if only I can get it to work...
How do you make the text editable and have that many segments? If I use a text spline, extrude it and turn it editable I have very little segments thus the balloon doesn't work right. How did you make the text?
hmmmm I think this could be simpler. Does anyone have a way of skipping using the posemorphs.... ????
Рік тому
Hi Jack! Thanks for the tutorial! Quick question, any idea how to make this work with animated objects? I put my mesh inside of a fracture object and animated with plain and random effectors to make the text appear from left to right using linear fields. I'm trying to implement this balloning effect on this animated object, making is puff then go back to normal from left to right.
Hey! Can try baking the animated object as an alembic and then use that to make your original and inflated states (Right click on object > Bake as alembic
can you go into more detail about the set up? Mine just balloons out completely smooth with no wrinkles at all, how were you able to achieve this effect?
Hey Jack, I'm running into an issue where my letters seem to push eachother to the side, I've checked both sets of gravity settings but no fix. Could you explain how you got your letters to hug like that even with the overpressure on?
@@shoeuzi I think he probably means use a vertex map (which can be driven with fields) in the 'mix animation' tab using the 'with pins' option. Not sure if it would work the same - but worth a try - could save a few steps and maybe even keep the whole thing live and parametric???
@@davidmorrow6363 I was just trying that, and it seems a little buggy to me. Using mix animations->with force and using a field, it seems to me that the balloon effects are completely limited where the field is less than one. In other words, when trying to limit the balloon effect with a linear field, the falloff is sharp, and the balloon effect is at 100% where the field is completely yellow, and 0 where the field is anything other than completely yellow - instead of a graduated falloff across the length of the field. Same seems to be true if using a random field. Only areas that are completely yellow have any effect on balloon.
@@maurypb Yeah, its that last stap of adding a jiggle deformer that fixes that issue, which is why i did it this way - however it turns out that you dont need to cache the simulation, so you can keep it live
your thought process is out this world 🤟
Frickin ACE!!! subbed off the back of this 👏🏻
Brilliant would have never thought of that workaround. Well, maybe after a few days!
Use an exact copy of the text and belt all the points. Use the vertex weight fields to influence the belt amount. Will let you control how much the type balloon inflates based on how much it is belted to the original static text mesh
Yeah that would work too! Nice
make a tut
Thanks for the tutorial Jack! Really fun way to play with type 🎈🎈🎈
Thank you man..really helpful tutorial.
super helpful! I just wanted to use fields with the balloon tab and i was like oh wait i can´t 😆 Thanks again Jack that is gold!
im sure they will add it on the next release, its so good!
I added the scene file to the description 🙃
Can you tell me how can i replace my text with urs ?
@unknowno1802 yeh I have another tutorial on my page showing you how to do the text
This was really helpful! Thanks
where were you yesterday I spend 4 hours animating pressure keyframes and position, love it and keep going.
just use a vertex map in "with pin" in the mix animation tab. works - and much easier...
Awesome!
There is a missing part of how you can make the letters not displace each other after applying the effect and just swell in place
Mix Animation tab of the balloon and check on 'With Force' and make sure the strength is at 1
@@shoeuzi Thank u
More tuts please! Loved it dude
Really helpful thank you
I followed the tutorial and everything works fine, but when I try to render with Redshift, it would ignore the field completely.... what should I do?
smart! thanks for sharing.
no probs!
How come your letters are not floating around when inflated? Mine do even with 0 gravity :o I think that's why my morphing is not working
thanks jack just what i needed.
nice!
so i think the answer lies in activating softbody and also removing the morph workflow.
can confirm the jiggle deformer isnt actually jiggling here.
Thank you, How do you stop the balloons from floating away and to stay static? You've said in the comments to turn off the gravity and I have done this but they still float away? I can't see anything in the balloon settings to turn off 'helium' or whatever. I am currently just making do with a little bit of gravity to delay the upward motion.
Thanks man!!
amazing keep'em comin'
Hi, thanks for the tutorial, really great one ! Quick question, for some reason the jiggle deformer doesn't do anything, I reproduced the exact same steps, yet it's not jiggling a tiny bit. Any idea what to do ? When I use turbulence, the mesh self collides a LOT so I think only the Jiggle deformer would do the trick for me, if only I can get it to work...
Hi! How Can explode it later? I need inflate text and then explode it... :/ As a balloon
Needed this! some guy!
i think this tut needs to be redone.
very good!
When using the mix animation - is there a way to inflate the object then deflate with a separate field?
How do you make the text editable and have that many segments? If I use a text spline, extrude it and turn it editable I have very little segments thus the balloon doesn't work right. How did you make the text?
Just uploaded a video for you
@@shoeuzi You're the best, man!
Will you upload more Cinema 4D content in the future?
@@michaelkablitzeditor if i do something good sure!
hmmmm I think this could be simpler. Does anyone have a way of skipping using the posemorphs.... ????
Hi Jack! Thanks for the tutorial!
Quick question, any idea how to make this work with animated objects? I put my mesh inside of a fracture object and animated with plain and random effectors to make the text appear from left to right using linear fields. I'm trying to implement this balloning effect on this animated object, making is puff then go back to normal from left to right.
Hey! Can try baking the animated object as an alembic and then use that to make your original and inflated states (Right click on object > Bake as alembic
Is this method useful to blend between trhee pose states? I cannot make it work.
how do you make the text with all those ordered polygons, when i subdivide my text i get shitty polygons
here you are m8 : ua-cam.com/video/8nJK5rCwSz4/v-deo.html
can you make a proper tutorial from start to finish on this? creating the text, remeshing etc. thanks
did anyone get turbulence to work ?
Nice! What font did you use for this?
It's a modified TT Commons
How can we change the text?
How can I prevent objects from blending/clipping?
Try playing with simulation settings in project settings. Turn up Substeps, Iterations and Collision passes/Extra Iterations
anyone know how to actually introduce jiggle?
can you go into more detail about the set up? Mine just balloons out completely smooth with no wrinkles at all, how were you able to achieve this effect?
You can download the scene in the description and have a look at the settings!
Hi! I put gravity as 0, but text still falling down. Could you help with the advice...?
Thanks for the tutorial!
Solve it. brother
There are two gravitys in the scene settings one under bullet and one under animation - scene.
@@spacefordigitalvisualresea8031 Thanx!!! I've updated Cinema to the latest version and easily found it all.
Hey! How do you keep the ballooned text from floating away? - could you do a quick run down of your settings for the effect? That would be great! :)
Gravity should be set to 0 in scene settings
Stickiness 100, in the Balloon Surface Cloth Tag
Hey Jack, I'm running into an issue where my letters seem to push eachother to the side, I've checked both sets of gravity settings but no fix. Could you explain how you got your letters to hug like that even with the overpressure on?
Yeh ok so go into the Mix Animation tab of the balloon and check on 'With Force' and make sure the strength is at 1
Why not use the pin animation with fields
Im sorry i dont understand? You mean the animate pin in the Pose Morph? Theres just no option to use fields there.
@@shoeuzi I think he probably means use a vertex map (which can be driven with fields) in the 'mix animation' tab using the 'with pins' option. Not sure if it would work the same - but worth a try - could save a few steps and maybe even keep the whole thing live and parametric???
@@davidmorrow6363 I was just trying that, and it seems a little buggy to me.
Using mix animations->with force and using a field, it seems to me that the balloon effects are completely limited where the field is less than one. In other words, when trying to limit the balloon effect with a linear field, the falloff is sharp, and the balloon effect is at 100% where the field is completely yellow, and 0 where the field is anything other than completely yellow - instead of a graduated falloff across the length of the field. Same seems to be true if using a random field. Only areas that are completely yellow have any effect on balloon.
@@maurypb Yeah, its that last stap of adding a jiggle deformer that fixes that issue, which is why i did it this way - however it turns out that you dont need to cache the simulation, so you can keep it live
@@shoeuzi Weird bug, and weird workaround 🙂 Thx!
How can I start the simulation from 30f ?
key frame the expansion time on frame 30 with a value of 0
@@shoeuzi thank you!
i've never found the fucking cloth tag with baloon fx in r25
It's not in 25. Came in 26
@@shoeuzi ohhh ok
did you use settings in the dresser tab for this effect ?
No just balloon and surface
@@shoeuzi were you able to achieve similar result with C4D 26 ?
@@InstansVisio yeh same in 26
@@shoeuzi would u mind sharing the scene ?
@@InstansVisio Added to desciption
It would be a better tutorial if you'd started from scratch.
Bad tutorial
hi , I have 25 versions, but I don't have Balloon' tab in Cloth the one you use.Is there any way?🥺🥲
No it's new to r26