From the course: Cinema 4D: Cloth Simulations for Motion Graphics

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Caching and looping the sim

Caching and looping the sim - CINEMA 4D Tutorial

From the course: Cinema 4D: Cloth Simulations for Motion Graphics

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Caching and looping the sim

- Now that we have our cloth simulation dialed in, let's go ahead and look at how we can maximize the simulation itself, and get the most efficiency by having it loop. Often times in motion graphics, you'll take a certain piece of footage and have it loop so that way you can dictate its duration and not have to, you know, you can save on disk space as well. So it makes a lot of sense to not have to render out a 3000-frame simulation, when you can render out 300 and loop that, so let's see how we can apply that to our flag by use of the Point Cache tag. So let's go ahead and right click here on our flag, and we'll go down to Character Tags, Point Cache. And let's drag this guy down to the end here. And let's play back our simulation, and let's take a look at what's going on here. So for the most part, this is still live, our cloth tag is still calculating this simulation on the fly, frame by frame, so if we jump forward and backward, it's going to appear to be the same, because it's…

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