Buildings , Orig ami and C4D! By Luista ppa create the first bone, Objects / Deformation / Bone or click the Deformation icon, and choose bone, rotate the bone to orient it correctly (Y axis), [Pic 13]
bones as children of one another, which is exactly what we're looking for. And the beginning of the following bones is perfectly placed at the end of the latest. Now we've got bones for the walls, we're gonna organize our hierarchy. We create a "Null object" in which we place our "Fronts" (face) object and our bones. This is required for the rest to work fine. [PIC15]
means their weight is 0. Then, use the "point tool". To create the "vertex painting", we just need to drag the cursor, left button down, on the points composing the first wall.It becomes yellow, which means has a 100% influence. The "vertex painting" now shows the weight map we're gonna assign to our first bone. You now see in the "Object Manager" that our "Fronts" object has a new tag : the vertex painting tag. [Pic17]
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Tutorial
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Set its length as long as the first fa?ade, 580, here. To create the following bones, in the Move mode, , simply click the orange dot at the end of the bone, with ctrl/Command key pressed, we pull it till the end of "wall2". In order to manage this, it's better to restrict the moves only toward the Z axis. Now let's set the exact length of our bone, same as the wall's length : 250. [PIC14] Pic15
Faces/Bones Hierarchy Setting up the influences
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We'll now create a vertex weight map we'll assign to our bones. We use the "live selection" tool, in "active tools manager", we go to "vertex painting" and check "enabled", the mode is "set" and the "strength" is 100%. [Pic16]
Bone copy You'll notice that with this manipulation, c4d automatically creates the
We select our object "Fronts", set the display to "quick shading", you'll notice the polygons are red, which
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Let's assign this vertex map to our first bone. We name this weight map "wall1" by selecting its tag. Naming is quite essential, since it's the exact spelling we'll assign to the bones. We select the first bone, and put "wall1" in the first line of the restriction tag weight map list naming the vertex maps and assigning to bones. [Pic18] Even if we don't need this here, you'll notice you can assign several