sprockets Learn to keyframe animate chains of bones. Gerald's 2024 Advent Calendar! The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D
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Hash, Inc. - Animation:Master

johnl3d

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Everything posted by johnl3d

  1. Had to try one more simple sweep and then added some of the free darktree/simbiot textures. Rendered to tgas..saved file ...saved animation to qt this is the results SCREEN000.mov
  2. Swept a small ball across a cube then put some streaks on the ball and got this this should do it for awhile sweep3a.mov
  3. Nice emotion with the face the only thing that bothered me at this point is the blinking..seemed almost constant..my .02
  4. Interesting Character will have to watch what developes
  5. It runs in v11.1 the sample project was done in 11.1. The sphere or any shape can be used it follows the splines that make up the shape More to follow when time allows
  6. here's the project file the sprites are on the cd part of the space material sweep2.prj
  7. This that inspired this a galaxy generator sweep2.mov
  8. Doing a little playing with the sweeper plugin ..bought last night ...got this playing around using a simple sphere for the path
  9. Just wanted to say this will be a great toy... Got this tonight and had to try it even though I'm 3/4's asleep from my cold meds So my first attempt ..a little rough as usual....is a big Thanks So easy even I figured it out...weird how it interpreted the script path
  10. I did something similar to fake a boolean http://johnl.inform.net/pages/10material22.htm Nice jub on your project
  11. Vern what ever became of your tutorial that inspired this project http://johnl.inform.net/pages/boolmorph.htm
  12. the render times were quick but the simulation times where high because of the setup.
  13. very fast test of beta sorry its a little fast and rough...never thoought i would be making a dress. Needs a few tweaks betadress.mov
  14. okay here is the project hope this helps someone and if you get a better sample please post shirtthom06.zip
  15. okay I've added some pants and for now i'm done with this project test so i'll also post the project next respone shirtthom_06.mov
  16. If you turn up the number of sub steps you'l won't get the breakthrough you got at the end also if you turn off self collide the shirt moves better.
  17. okay fps down to 30 sub steps up to 32 changed bendtype to springs. Looks as if the substep does the same think to help ..oh also lengthen the sleeves one extrusion when do you what the project posted ? by the way if anyone else has tips or if I'm stating something incorrect please step in remember I'm just a tinkerer not an expert shirtthom_05.mov
  18. the question on attach groups here is a picture showing the attach group if you are wondering what that is review the clothsim tuts especially the flag
  19. With simcloth if the action is too fast or sudden the simulation stops. So if you are doing an action at 30 frames per sec the parts of the action is spread over 30 frames. By changing the rate at the top of the PWS to 90 fps the action is spread over 90 frames and the simulation moves is smaller steps. It was suggested that that same effect could be to increase the sub steps I haven't tried that. Now this is just for the simulation you can go back to 30 fps when rendering but I have left it the same for the postings I've made and with sorenson 3 compression the file size has been for most has been small
  20. okay here is the next sample with collision tolerance reduced from 3 to 1 ..I also lowered the shirt on thom a little.. Yes there is an attached group I mentioned it above its the neck ring and the top of the sleeve ring by the armpits. I'll try the substep idea as well but it really isn't bad otherwise shirtthom_04.mov
  21. Thanks for the comments. I'll hopefully be posting more versions tonight. As far as settling time for these examples scroll back to the first frame this is the 'cloth" as a normal patch the second frame it goes to the simcloth and its on from there. The last sleeve example shows the cuffs ballooning out. As for features I have not really played with that would be mostly rigging and lighting and my modeling skills are the reason I play with the rest I think for most uses of sim cloth the settings will have to be made custom to the actual use. If anyone else is playing with this I found actually learned from an earlier posting that increasing the fps helps the simulation causing it to happen in smaller steps I have been using at least 60 and lately 90 fps. I wonder if this would help the older regular cloth ? Darn another thing to play with ! Edit: attaching a picture of how simcloth appears while simulating.I also enchance the screen grab in PS to show the density (setting 16)
  22. here is a wireframe of the shirt
  23. The collision tolerance is the default I basically just turned off selfcollide and set stretch type to spring. I'm just trying to feel my way through the parameters. This posting I lengthened the sleeves and trying bending the arm more. I should note that the shirt is assigned to the neck bone and I used the attach group (see flag tut) as the neck hole and the top of the holes where the sleeves start in the armpit area. I will adjust the collision tolerance tomorrow night and get the sleeves tighter. shirtthom_03.mov
  24. sleeves added thanks Rodney next to move arms more and see if i need to anchor the sleeves differently shirtthom_02.mov
  25. this is just a test rig again but off to a good start ? shirtthom01.mov
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