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Posts posted by robcat2075
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I have split IvanBryan82's Spring System discussion into its own thread...
https://forums.hash.com/topic/52155-spring-systems/
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That works better!
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30 minutes ago, ivanbryan82 said:
FYI your video isn't playing on my side. it's stuck as a blank player.
try RMB>Save Video As
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You already know more than I do! I just finally found the cloth wizard.
QuoteI can't find how to constrain the CP to the mass particle if I want to create the softbody cage manually. All that's available is a mass to bone constraint.
If you create a bone for each CP you can attach the CP to a bone and constrain the bone to the mass.
But are Masses like bones?... if you select a mass then you select the CPs that are supposed to be attached to it?
I haven't had much success creating springs from scratch. Do you have this problem...
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8 minutes ago, Tom said:
interesting!
The second video did not show up online...
See if the new one works.
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Another one...
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Some soft body effects can be done with Simcloth.
PRJ: SpringCloth005 SIMMED.prj
Cloth set to "Springs" and suitable stiffness will try to return to its original shape after being deformed.
The outer edge of the grid is an Attach Group, to prevent the cloth from being knocked away.
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@ivanbryan82 Look at pg 182 of the TechRef for info on spring systems. If you know anything about Spring Systems I'd be eager to hear it.
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The camera needs a clear view of the motion. A camera facing you, or you facing the camera would have worked better.
It's legal to do this stuff outdoors where you have more room.
Don't stop! Give it another go!
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1 hour ago, ivanbryan82 said:
Is the spring system dead?
The tools are still there. If they do not show in your interface, you can add the Dynamics Motion Mode button to a toolbar from Tools>Customize>Commands.
Add Mass and Add Spring...
In a Pose I was able to RMB>New>New Spring System
So the tools seem to still be there. I've never used them and am not sure of their potential.
QuoteAlso will there be any tutorial on how to apply softbody in parts of a character?
Bullet Soft Body? I'm not sure that's possible since Bullet animates the mesh to be independent of any bones it was attached to.
Maybe Spring System is for squishy meshes? I've never tried it!
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I've heard several people say things like, "...but my character isn't rigged."
Bring it in. We'll get it rigged! -
Steve @Shelton and I looked at an interesting problem a few days ago. Steve had rigged a new character of his and was SmartSkinning several joints when he realized he had been doing the SmartSkins on control bones, not geometry bones.
Why is that undesirable?
Well... control bones are created to consolidate the manipulation of multiple (geometry) bones into one (control) bone. For ease of animating. In the case shown below, TSM has two geometry bones in an upper arm. the first swings around to move the arm forward/back/up down while the second only rotates on its long axis to handle the twisting of the upper arm. this helps mimic the motion of the skin on the upper arm... the skin near the elbow is what moves most when you twist your arm.
The TSM2 arm control manages both of those bones' particular motions via constraints, but that means it will do twisting motion the first geometry bone never does.
Additional SmartSkinning COULD be done to compensate for this but... it's easier to do fewer SmartSkins than more.
So, what to do?
It is always possible to delete this undesired SmartSkin and redo it on the proper bone. That is entirely doable.
However, after some experimenting we found that some text editing could transfer the SmartSkin information from the wrong bone to the right bone.
Loading the MDL file into a text editor we searched on "smart" and paged through the instances until we found the one associated with the control bone "1 left upper arm". Smart Skins are held between a pair of OBJECTSHORTCUT tags.
We copied the name of the correct geometry bone "1 left upperarm1" (note the slight difference in spelling) in A:M and pasted it over the undesired control bone "1 left upper arm".
Then we saved the altered text file into a new model name, loaded it into A:M and tested the arm motion.
SHA-ZAAM! It worked!
Be careful not to change anything about the spacing before or after your copied and pasted bone name. That can created odd corruptions of your file.
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I'll just alert @Jason Simonds that you've sent a transfer request in.
Maybe he can get to it this weekend.
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In the Chor or in an Action you can
>Bake Dynamic Systems.
Note that the results of Baking tend to be quite stiffer than the real-time result. You will need to esperiment with settings to get a Baked result you like.
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I'm always surprised to read that alternative comics artist Robert ("Fritz the Cat", "Keep on Truckin", "Mr. Natural") Crumb is still alive. He looked old in that documentary-bio that came out about 20 years ago.
But he is alive, in France.
NYT has a lengthy profile on his current state...
Even from his refuge in France, the comics artist still makes America’s pulse race.
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@Wildsided Dan, thank you so much for your investigating, it has helped immensely!
I'm going to buy you a beer! And I'm even going to drink it for you!
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ooohhh... look at this.
It didn't work in v19.5, it didn't work in v19.0, but it did work in v18.0...
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It's real close.
I didn't have to do any renaming if I do your library path thing and stick to "release".
I get a grid_64.hxt file in the 64/release folder. But if I put it in v19.0 I get this error...
If I put it in v19.5 I don't get the error but it doesn't show up in the
menu where it should show up.
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55 minutes ago, Wildsided said:
first go into the project properties -> general -> additional library directories
I don't find "additional libraries" under General.
Do you get an hxt file in the release folder?
I presumed that the "d" was the difference between "debug" and "release".If I have VS set to "Debug" it fails to find the 'plugin_64d.lib' which is missing from the SDK
If I have VS set to "Release" it fails to find the 'plugin_64.lib' which does exist in the SDK
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It's some sort of directory "paths" problem I presume but the .sln file or the project file should have that all defined already.
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Here is an error I recall seeing previously in VS 2019
Build started... 1>------ Build started: Project: GridTurb, Configuration: Release x64 ------ 1>LINK : fatal error LNK1181: cannot open input file 'plugin_64.lib' 1>Done building project "GridTurb.vcxproj" -- FAILED. ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
I know that lib exists, it's in the SDK, but for some reason it's not getting found?
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Dan are you accepting these defaults when you load a .sln?
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Spectre mitigations
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@WildsidedWas it the "Community" edition of 2022 that you downloaded?
And what options did you select? You didn't select "Desktop development with C++" or "C++ MFC for latest v143 build tools"
Cap Your Mo! Join the Summer Mo-Cap Challenge
in Animation:Master
Posted
You have one month... to get your mo together!
Get off the sidelines and get mo-capping!
If you still have questions... ask!