Re: Mesh jiggle (secondary motion)

2014-02-06 Thread Andreas Böinghoff

Nice Example Alan!

On 2/6/2014 1:26 AM, Alan Fregtman wrote:
Haven't looked at Noel's take on this, but here's a dumb jiggly sphere 
demo scene I did long ago for a friend who asked me about a 
Verlet-based setup:


https://dl.dropboxusercontent.com/u/441883/xsi/ICE_verletJigglyBits_alan.scn

Hit Play and drag the null around, rotate or scale it.

/sphere_jiggly/ has a sim and a weightmap to define the jiggly zones. 
Play with the VerletFramework compound's /Iterations/ slider (for 
stiffness) and with gravity, damping and restitution force intensities 
to adjust the feel of it. --- You can take off the gravity force if 
you want, but I like it because when the character leans the fat still 
droops downward.


/sphere_rigged/ has an envelope with one deformer to the controlling 
null, meant to represent a rigged character. (If it's not obvious: 
topo of both rigged and jiggly meshes must be identical in this setup.)


FYI, the more Iterations in the VerletFramework compound, the stiffer 
the effect BUT also the slower the computation will be.


It could be more polished of course, but hey, it's pretty fast and it 
works. :p

Cheers,

   -- Alan


ps: I'll probably make this a TDSurvival tutorial at some point, also.




On Wed, Feb 5, 2014 at 6:11 PM, Noel FROGER nnois...@gmail.com 
mailto:nnois...@gmail.com wrote:


So here is a 2014 model working, just press play.
In fact i'm sorry i totally forgotted, i've altered the Andy
compounds to work with a moving object and a weight map.
you'll find the weight map part on the unsimulated animated
mesh... yes you need 2 mesh...

https://www.dropbox.com/s/qk9cn41v5ye4jlf/nnVerletDemo.emdl

A+
Noël



On Wed, Feb 5, 2014 at 9:46 PM, Noel FROGER nnois...@gmail.com
mailto:nnois...@gmail.com wrote:

Hi,

Because i found the softimage verlet integration don't really
preserve volume, I recently used as a basis theses coumpounds
linked bellow.

This is verlet but simplified with a working volume
preservation as a simple spring system.

If you disconnect the collision part you'll normally end up
with a simple spring verlet system ;-)



http://www.si-community.com/community/viewtopic.php?f=15t=1648p=12195hilit=+ripple#p12195


A+

Noël






--




ANDREAS BÖINGHOFF

3D Artist




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Re: Mesh jiggle (secondary motion)

2014-02-06 Thread Sergio Mucino

  
  
Thanks a lot guys!
@Noel: Thanks a bunch! We're running 2012 here though... I'm not
sure I can open those files. I'll give it a shot.
@Alan: Thanks Alan! Sounds like the ticket for me. I want to keep
this as lightweight as possible. All I need is exactly that... to be
able to paint weightmaps for the jiggly parts, that's all. The
jiggle will be damped quite a bit, I just need to see the motion
there. I'll echk out your scene.

Thanks all again!

On 06/02/2014 3:09 AM, Andreas
  Binghoff wrote:


  
  Nice Example Alan!

On 2/6/2014 1:26 AM, Alan Fregtman wrote:
  
  
Haven't looked at Noel's take on this, but here's
  a dumb jiggly sphere demo scene I did long ago for a friend
  who asked me about a Verlet-based setup:
  


https://dl.dropboxusercontent.com/u/441883/xsi/ICE_verletJigglyBits_alan.scn
  
  
  
  Hit Play and drag the null around, rotate or scale it.

  
  
  sphere_jiggly has a sim and a weightmap to
define the jiggly zones. Play with the VerletFramework
compound's Iterations slider (for stiffness) and
with gravity, damping and restitution force intensities
to adjust the "feel" of it.  You can take off the
gravity force if you want, but I like it because when
the character leans the fat still droops downward.
  
  
  sphere_rigged has an envelope with one
deformer to the controlling null, meant to represent a
rigged character. (If it's not obvious: topo of both
rigged and jiggly meshes must be identical in this
setup.)
  
  
  FYI, the more Iterations in the VerletFramework
compound, the stiffer the effect BUT also the slower the
computation will be.
  
  
  It could be more polished of course, but hey, it's
pretty fast and it works. :p
  Cheers,
  
  
   -- Alan
  
  
  
  
  ps: I'll probably make this a TDSurvival tutorial at
some point, also.





  

 
  
  On Wed, Feb 5, 2014 at 6:11 PM, Noel
FROGER nnois...@gmail.com
wrote:

  So
  here is a 2014 model working, just press play.
In

  fact i'm sorry i totally forgotted, i've altered the
  Andy compounds to work with a moving object and a
  weight map.
you'll

  find the weight map part on the unsimulated animated
  mesh... yes you need 2 mesh...


https://www.dropbox.com/s/qk9cn41v5ye4jlf/nnVerletDemo.emdl



A+
Nol


  
  

  

On Wed, Feb 5, 2014 at 9:46
  PM, Noel FROGER nnois...@gmail.com
  wrote:
  

  Hi,
  Because i found the softimage verlet
integration don't really preserve volume, I
recently used as a basis theses coumpounds
linked bellow.
  This is verlet but simplified with a
working volume preservation as a simple
spring system.
  If you disconnect the collision part you'll
normally end up with a simple spring verlet
system ;-)
  
  
  http://www.si-community.com/community/viewtopic.php?f=15t=1648p=12195hilit=+ripple#p12195
  
  
  A+
  Nol

  


  

  

  
  

  
  
  
  -- 











  

  


ANDREAS BINGHOFF
3D Artist
   

Re: Mesh jiggle (secondary motion)

2014-02-06 Thread Sergio Mucino

  
  
Damn... Alan, which version are you using? I can't open your file.
Thanks!

On 06/02/2014 9:58 AM, Sergio Mucino
  wrote:


  
  Thanks a lot guys!
  @Noel: Thanks a bunch! We're running 2012 here though... I'm not
  sure I can open those files. I'll give it a shot.
  @Alan: Thanks Alan! Sounds like the ticket for me. I want to keep
  this as lightweight as possible. All I need is exactly that... to
  be able to paint weightmaps for the jiggly parts, that's all. The
  jiggle will be damped quite a bit, I just need to see the motion
  there. I'll echk out your scene.
  
  Thanks all again!
  
  On 06/02/2014 3:09 AM, Andreas
Binghoff wrote:
  
  

Nice Example Alan!
  
  On 2/6/2014 1:26 AM, Alan Fregtman wrote:


  Haven't looked at Noel's take on this, but
here's a dumb jiggly sphere demo scene I did long ago for a
friend who asked me about a Verlet-based setup:

  
  
  https://dl.dropboxusercontent.com/u/441883/xsi/ICE_verletJigglyBits_alan.scn



Hit Play and drag the null around, rotate or scale it.
  


sphere_jiggly has a sim and a weightmap to
  define the jiggly zones. Play with the VerletFramework
  compound's Iterations slider (for stiffness)
  and with gravity, damping and restitution force
  intensities to adjust the "feel" of it.  You can take
  off the gravity force if you want, but I like it
  because when the character leans the fat still droops
  downward.


sphere_rigged has an envelope with one
  deformer to the controlling null, meant to represent a
  rigged character. (If it's not obvious: topo of both
  rigged and jiggly meshes must be identical in this
  setup.)


FYI, the more Iterations in the VerletFramework
  compound, the stiffer the effect BUT also the slower
  the computation will be.


It could be more polished of course, but hey, it's
  pretty fast and it works. :p
Cheers,


 -- Alan




ps: I'll probably make this a TDSurvival tutorial
  at some point, also.
  
  
  
  
  

  
   

On Wed, Feb 5, 2014 at 6:11 PM,
  Noel FROGER nnois...@gmail.com
  wrote:
  
So

here is a 2014 model working, just press play.
  In


fact i'm sorry i totally forgotted, i've altered the
Andy compounds to work with a moving object and a
weight map.
  you'll


find the weight map part on the unsimulated animated
mesh... yes you need 2 mesh...
  
  
  https://www.dropbox.com/s/qk9cn41v5ye4jlf/nnVerletDemo.emdl
  
  
  
  A+
  Nol
  
  


  

  
  On Wed, Feb 5, 2014 at
9:46 PM, Noel FROGER nnois...@gmail.com
wrote:

  
Hi,
Because i found the softimage verlet
  integration don't really preserve volume,
  I recently used as a basis theses
  coumpounds linked bellow.
This is verlet but simplified with a
  working volume preservation as a simple
  spring system.
If you disconnect the collision part
  you'll normally end up with a simple
  spring verlet system ;-)


http://www.si-community.com/community/viewtopic.php?f=15t=1648p=12195hilit=+ripple#p12195


A+
Nol
  

Re: Mesh jiggle (secondary motion)

2014-02-06 Thread Alan Fregtman
2013, but it's all factory compounds which you could reproduce in a previous version.
You might even be able to copy and paste the icetrees between two open Softimage sessions. It works within the same version, but maybe also between generations?

On Thu, Feb 06, 2014 at 10:34 AM, Sergio Mucino sergio.muc...@modusfx.com wrote:
  

  
  
Damn... Alan, which version are you using? I can't open your file.
Thanks!

On 06/02/2014 9:58 AM, Sergio Mucino
  wrote:


  
  Thanks a lot guys!
  @Noel: Thanks a bunch! We're running 2012 here though... I'm not
  sure I can open those files. I'll give it a shot.
  @Alan: Thanks Alan! Sounds like the ticket for me. I want to keep
  this as lightweight as possible. All I need is exactly that... to
  be able to paint weightmaps for the jiggly parts, that's all. The
  jiggle will be damped quite a bit, I just need to see the motion
  there. I'll echk out your scene.
  
  Thanks all again!
  
  On 06/02/2014 3:09 AM, Andreas
Böinghoff wrote:
  
  

Nice Example Alan!
  
  On 2/6/2014 1:26 AM, Alan Fregtman wrote:


  Haven't looked at Noel's take on this, but
here's a dumb jiggly sphere demo scene I did long ago for a
friend who asked me about a Verlet-based setup:

  
  
  https://dl.dropboxusercontent.com/u/441883/xsi/ICE_verletJigglyBits_alan.scn



Hit Play and drag the null around, rotate or scale it.
  


sphere_jiggly has a sim and a weightmap to
  define the jiggly zones. Play with the VerletFramework
  compound's Iterations slider (for stiffness)
  and with gravity, damping and restitution force
  intensities to adjust the "feel" of it. — You can take
  off the gravity force if you want, but I like it
  because when the character leans the fat still droops
  downward.


sphere_rigged has an envelope with one
  deformer to the controlling null, meant to represent a
  rigged character. (If it's not obvious: topo of both
  rigged and jiggly meshes must be identical in this
  setup.)


FYI, the more Iterations in the VerletFramework
  compound, the stiffer the effect BUT also the slower
  the computation will be.


It could be more polished of course, but hey, it's
  pretty fast and it works. :p
Cheers,


 -- Alan




ps: I'll probably make this a TDSurvival tutorial
  at some point, also.
  
  
  
  
  

  
   

On Wed, Feb 5, 2014 at 6:11 PM,
  Noel FROGER nnois...@gmail.com
  wrote:
  
So

here is a 2014 model working, just press play.
  In


fact i'm sorry i totally forgotted, i've altered the
Andy compounds to work with a moving object and a
weight map.
  you'll


find the weight map part on the unsimulated animated
mesh... yes you need 2 mesh...
  
  
  https://www.dropbox.com/s/qk9cn41v5ye4jlf/nnVerletDemo.emdl
  
  
  
  A+
  Noël
  
  


  

  
  On Wed, Feb 5, 2014 at
9:46 PM, Noel FROGER nnois...@gmail.com
wrote:

  
Hi,
Because i found the softimage verlet
  integration don't really preserve volume,
  I recently used as a basis theses
  coumpounds linked bellow.
This is verlet but simplified with a
  working volume preservation as a simple
  spring system.
If you disconnect the collision part
  you'll normally end up with a simple
  spring 

Re: Mesh jiggle (secondary motion)

2014-02-06 Thread Sergio Mucino

  
  
Well, the thing is that we're on 2012... I can't open it, or merge
it, it seems (so I have no way of inspecting what's inside, unless
you know of some black magic I can use). Kinda screwed, I guess...
but thanks for the effort man. I'll keep trying stuff out.

On 06/02/2014 10:42 AM, Alan Fregtman
  wrote:


  2013, but it's all factory compounds which you could
reproduce in a previous version.
  You might even be able to copy and paste the icetrees
between two open Softimage sessions. It works within the same
version, but maybe also between generations?
  
  
  
  On Thu, Feb 06, 2014
at 10:34 AM, Sergio Mucino sergio.muc...@modusfx.com
wrote:
  
  
 Damn... Alan, which version are you using?
  I can't open your file. Thanks!
  
  On 06/02/2014 9:58 AM, Sergio
Mucino wrote:
  
   Thanks a lot guys!
@Noel: Thanks a bunch! We're running 2012 here though... I'm
not sure I can open those files. I'll give it a shot.
@Alan: Thanks Alan! Sounds like the ticket for me. I want to
keep this as lightweight as possible. All I need is exactly
that... to be able to paint weightmaps for the jiggly parts,
that's all. The jiggle will be damped quite a bit, I just
need to see the motion there. I'll echk out your scene.

Thanks all again!

On 06/02/2014 3:09 AM, Andreas
  Böinghoff wrote:


  Nice Example Alan!

On 2/6/2014 1:26 AM, Alan Fregtman wrote:
  
  
Haven't looked at Noel's take on this,
  but here's a dumb jiggly sphere demo scene I did long
  ago for a friend who asked me about a Verlet-based
  setup:
  


https://dl.dropboxusercontent.com/u/441883/xsi/ICE_verletJigglyBits_alan.scn
  
  
  
  Hit Play and drag the null around, rotate or
scale it.

  
  
  sphere_jiggly has a sim and a
weightmap to define the jiggly zones. Play with
the VerletFramework compound's Iterations
slider (for stiffness) and with gravity, damping
and restitution force intensities to adjust the
"feel" of it. — You can take off the gravity
force if you want, but I like it because when
the character leans the fat still droops
downward.
  
  
  sphere_rigged has an envelope with one
deformer to the controlling null, meant to
represent a rigged character. (If it's not
obvious: topo of both rigged and jiggly meshes
must be identical in this setup.)
  
  
  FYI, the more Iterations in the
VerletFramework compound, the stiffer the effect
BUT also the slower the computation will be.
  
  
  It could be more polished of course, but hey,
it's pretty fast and it works. :p
  Cheers,
  
  
     -- Alan
  
  
  
  
  ps: I'll probably make this a TDSurvival
tutorial at some point, also.





  

 
  
  On Wed, Feb 5, 2014 at 6:11
PM, Noel FROGER nnois...@gmail.com
wrote:

  So


  here is a 2014 model working, just press play.
In



  fact i'm sorry i totally forgotted, i've
  altered the Andy compounds to work with a
  moving object and a weight map.
you'll



  find the weight map part on the unsimulated
  animated mesh... yes you need 2 mesh...



Re: Mesh jiggle (secondary motion)

2014-02-06 Thread Alan Fregtman
I don't know why I'm so nice, but...
https://dl.dropboxusercontent.com/u/441883/xsi/ICE_jigglyVerlet_example_si2012.emdl

On Thu, Feb 06, 2014 at 11:04 AM, Sergio Mucino sergio.muc...@modusfx.com wrote:
  

  
  
Well, the thing is that we're on 2012... I can't open it, or merge
it, it seems (so I have no way of inspecting what's inside, unless
you know of some black magic I can use). Kinda screwed, I guess...
but thanks for the effort man. I'll keep trying stuff out.

On 06/02/2014 10:42 AM, Alan Fregtman
  wrote:


  2013, but it's all factory compounds which you could
reproduce in a previous version.
  You might even be able to copy and paste the icetrees
between two open Softimage sessions. It works within the same
version, but maybe also between generations?
  
  
  
  On Thu, Feb 06, 2014
at 10:34 AM, Sergio Mucino sergio.muc...@modusfx.com
wrote:
  
  
 Damn... Alan, which version are you using?
  I can't open your file. Thanks!
  
  On 06/02/2014 9:58 AM, Sergio
Mucino wrote:
  
   Thanks a lot guys!
@Noel: Thanks a bunch! We're running 2012 here though... I'm
not sure I can open those files. I'll give it a shot.
@Alan: Thanks Alan! Sounds like the ticket for me. I want to
keep this as lightweight as possible. All I need is exactly
that... to be able to paint weightmaps for the jiggly parts,
that's all. The jiggle will be damped quite a bit, I just
need to see the motion there. I'll echk out your scene.

Thanks all again!

On 06/02/2014 3:09 AM, Andreas
  Böinghoff wrote:


  Nice Example Alan!

On 2/6/2014 1:26 AM, Alan Fregtman wrote:
  
  
Haven't looked at Noel's take on this,
  but here's a dumb jiggly sphere demo scene I did long
  ago for a friend who asked me about a Verlet-based
  setup:
  


https://dl.dropboxusercontent.com/u/441883/xsi/ICE_verletJigglyBits_alan.scn
  
  
  
  Hit Play and drag the null around, rotate or
scale it.

  
  
  sphere_jiggly has a sim and a
weightmap to define the jiggly zones. Play with
the VerletFramework compound's Iterations
slider (for stiffness) and with gravity, damping
and restitution force intensities to adjust the
"feel" of it. — You can take off the gravity
force if you want, but I like it because when
the character leans the fat still droops
downward.
  
  
  sphere_rigged has an envelope with one
deformer to the controlling null, meant to
represent a rigged character. (If it's not
obvious: topo of both rigged and jiggly meshes
must be identical in this setup.)
  
  
  FYI, the more Iterations in the
VerletFramework compound, the stiffer the effect
BUT also the slower the computation will be.
  
  
  It could be more polished of course, but hey,
it's pretty fast and it works. :p
  Cheers,
  
  
 -- Alan
  
  
  
  
  ps: I'll probably make this a TDSurvival
tutorial at some point, also.





  

 
  
  On Wed, Feb 5, 2014 at 6:11
PM, Noel FROGER nnois...@gmail.com
wrote:

  So


  here is a 2014 model working, just press play.
In



  fact i'm sorry i totally forgotted, i've
  altered the Andy compounds to work with a
  moving object and a weight map.
you'll



  find the weight map part on the 

Re: Mesh jiggle (secondary motion)

2014-02-06 Thread Eric Thivierge
You're hoping for beer as a reward, and to this day no one has 
fulfilled their pledge to send someone beer on the list...  but you 
still hold out hope.


- Eric T.

On Thursday, February 06, 2014 11:26:26 AM, Alan Fregtman wrote:

I don't know why I'm so nice, but...




Re: Mesh jiggle (secondary motion)

2014-02-06 Thread Alan Fregtman
Let's just say if I had a beer for every time I've helped someone with
Softimage... I'd probably be a raging alcoholic. :p

Nonetheless I can still dream though, right? right?? lol -- I'll settle
for *raging
optimist*.



On Thu, Feb 6, 2014 at 11:31 AM, Eric Thivierge ethivie...@hybride.comwrote:

 You're hoping for beer as a reward, and to this day no one has fulfilled
 their pledge to send someone beer on the list...  but you still hold out
 hope.

 - Eric T.


 On Thursday, February 06, 2014 11:26:26 AM, Alan Fregtman wrote:

 I don't know why I'm so nice, but...





Re: Mesh jiggle (secondary motion)

2014-02-06 Thread Rob Chapman
I vaguely remember someone receiving a crate of fine beers as kudos for
assist and posting to the list...  sometime around 2002 ish


On 6 February 2014 16:31, Eric Thivierge ethivie...@hybride.com wrote:

 You're hoping for beer as a reward, and to this day no one has fulfilled
 their pledge to send someone beer on the list...  but you still hold out
 hope.

 - Eric T.


 On Thursday, February 06, 2014 11:26:26 AM, Alan Fregtman wrote:

 I don't know why I'm so nice, but...





Re: Mesh jiggle (secondary motion)

2014-02-06 Thread Sergio Mucino

  
  
Alan, I definitely owe you a beer 
:-) . Really.
Thanks a lot man!!

On 06/02/2014 11:31 AM, Eric Thivierge
  wrote:

You're
  hoping for beer as a reward, and to this day no one has fulfilled
  their pledge to send someone beer on the list...  but you still
  hold out hope.
  
  
  - Eric T.
  
  
  On Thursday, February 06, 2014 11:26:26 AM, Alan Fregtman wrote:
  
  I don't know why I'm so nice, but...

  
  
  


-- 
  

  



Re: Mesh jiggle (secondary motion)

2014-02-06 Thread Sergio Mucino

  
  
As much as it is a better option, for some reason, saying "Alan, I
owe you some bacon slices" just doesn't sound right...  ;-) 

On 06/02/2014 11:39 AM, Alan Fregtman
  wrote:


  Let's just say if I had a beer for every time I've
helped someone with Softimage... I'd probably be a raging
alcoholic. :p


Nonetheless I can still dream though, right?
  right?? lolI'll
  settle for raging optimist.


  
  

On Thu, Feb 6, 2014 at 11:31 AM, Eric
  Thivierge ethivie...@hybride.com
  wrote:
  You're
hoping for beer as a reward, and to this day no one has
fulfilled their pledge to send someone beer on the list...
but you still hold out hope.

- Eric T.

  

On Thursday, February 06, 2014 11:26:26 AM, Alan
Fregtman wrote:

  I don't know why I'm so nice, but...


  

  


  


-- 
  

  



Re: Mesh jiggle (secondary motion)

2014-02-06 Thread Eric Thivierge

Don't worry, Alan hates bacon anyway.

On Thursday, February 06, 2014 11:57:33 AM, Sergio Mucino wrote:

As much as it is a better option, for some reason, saying Alan, I owe
you some bacon slices just doesn't sound right... ;-)

On 06/02/2014 11:39 AM, Alan Fregtman wrote:

Let's just say if I had a beer for every time I've helped someone
with Softimage... I'd probably be a raging alcoholic. :p

Nonetheless I can still dream though, right? right?? lol — I'll
settle for /raging optimist/.



On Thu, Feb 6, 2014 at 11:31 AM, Eric Thivierge
ethivie...@hybride.com mailto:ethivie...@hybride.com wrote:

You're hoping for beer as a reward, and to this day no one has
fulfilled their pledge to send someone beer on the list...  but
you still hold out hope.

- Eric T.


On Thursday, February 06, 2014 11:26:26 AM, Alan Fregtman wrote:

I don't know why I'm so nice, but...





--





Re: Mesh jiggle (secondary motion)

2014-02-06 Thread Eric Thivierge

Ah, I was just graduating high school...

Eric T.

On 2/6/2014 11:39 AM, Rob Chapman wrote:
I vaguely remember someone receiving a crate of fine beers as kudos 
for assist and posting to the list... sometime around 2002 ish



On 6 February 2014 16:31, Eric Thivierge ethivie...@hybride.com 
mailto:ethivie...@hybride.com wrote:


You're hoping for beer as a reward, and to this day no one has
fulfilled their pledge to send someone beer on the list...  but
you still hold out hope.

- Eric T.


On Thursday, February 06, 2014 11:26:26 AM, Alan Fregtman wrote:

I don't know why I'm so nice, but...







Re: Mesh jiggle (secondary motion)

2014-02-06 Thread Alan Fregtman
Blasphemy! I like bacon as much as the next guy, but in moderation. I much
prefer a refreshing beer; Sapporo preferably.



On Thu, Feb 6, 2014 at 12:11 PM, Eric Thivierge ethivie...@hybride.comwrote:

 Don't worry, Alan hates bacon anyway.


 On Thursday, February 06, 2014 11:57:33 AM, Sergio Mucino wrote:

 As much as it is a better option, for some reason, saying Alan, I owe
 you some bacon slices just doesn't sound right... ;-)

 On 06/02/2014 11:39 AM, Alan Fregtman wrote:

 Let's just say if I had a beer for every time I've helped someone
 with Softimage... I'd probably be a raging alcoholic. :p

 Nonetheless I can still dream though, right? right?? lol -- I'll
 settle for /raging optimist/.




 On Thu, Feb 6, 2014 at 11:31 AM, Eric Thivierge
 ethivie...@hybride.com mailto:ethivie...@hybride.com wrote:

 You're hoping for beer as a reward, and to this day no one has
 fulfilled their pledge to send someone beer on the list...  but
 you still hold out hope.

 - Eric T.


 On Thursday, February 06, 2014 11:26:26 AM, Alan Fregtman wrote:

 I don't know why I'm so nice, but...




 --





Re: Mesh jiggle (secondary motion)

2014-02-06 Thread Sergio Mucino

  
  
A Sapporo it is then!
Alan... you made a grammatical mistake there... one cannot use
"bacon" and "in moderation" in the same sentence. The sentence makes
no sense at all anymore. There. Just so you know...  ;-) 

On 06/02/2014 1:24 PM, Alan Fregtman
  wrote:


  Blasphemy! I like bacon as much as the next guy,
but in moderation. I much prefer a refreshing beer; Sapporo
preferably.


  
  

On Thu, Feb 6, 2014 at 12:11 PM, Eric
  Thivierge ethivie...@hybride.com
  wrote:
  Don't
worry, Alan hates bacon anyway.

  
  On Thursday, February 06, 2014 11:57:33 AM, Sergio Mucino
  wrote:


  
As much as it is a better option, for some reason,
saying "Alan, I owe
you some bacon slices" just doesn't sound right... ;-)

  
  
On 06/02/2014 11:39 AM, Alan Fregtman wrote:
  
  

  Let's just say if I had a beer for every time I've
  helped someone
  with Softimage... I'd probably be a raging alcoholic.
  :p
  
  Nonetheless I can still dream though, right? right??
  lol  I'll

settle for /raging optimist/.

  
  
  
  On Thu, Feb 6, 2014 at 11:31 AM, Eric Thivierge


  ethivie...@hybride.com
  mailto:ethivie...@hybride.com
  wrote:
  
You're hoping for beer as a reward, and to this
  day no one has
fulfilled their pledge to send someone beer on the
  list... but
you still hold out hope.
  
- Eric T.
  
  
On Thursday, February 06, 2014 11:26:26 AM, Alan
  Fregtman wrote:
  
  I don't know why I'm so nice, but...
  
  
  

  
  
  --
  


  


  


-- 
  

  



Mesh jiggle (secondary motion)

2014-02-05 Thread Sergio Mucino

  
  
Hey there. I could use some recommendations here. I'm trying to add
some jiggle as secondary motion to a mesh I have. I just need it in
certain parts of the mesh. So, I did some research, and decided to
use this guy's compound...

http://vimeo.com/41299656

I got it running, but it's INSANELY slow (I have no idea how he got
it to run like that in his video. My mesh is more complex, but
nothing extraordinary... and it's just a stand-in! The real model
will definitely be higher-res).
So, before I run down the road of using proxies, shrink-wraps, etc.
does anyone have any suggestions around creating this kind of effect
on an object in a more efficient manner? I'm all ears. It doesn't
have to be incredibly accurate. Just need to see some motion going
on there (I need it to 'simulate' fat on a character, but nothing
massive).

Thanks for any suggestions!
-- 
  
  



Re: Mesh jiggle (secondary motion)

2014-02-05 Thread Eric Thivierge
Look at the docs for the Verlet integration I believe they have an 
example in there.


Eric T.

On Wednesday, February 05, 2014 3:53:56 PM, Sergio Mucino wrote:

Hey there. I could use some recommendations here. I'm trying to add
some jiggle as secondary motion to a mesh I have. I just need it in
certain parts of the mesh. So, I did some research, and decided to use
this guy's compound...

http://vimeo.com/41299656

I got it running, but it's INSANELY slow (I have no idea how he got it
to run like that in his video. My mesh is more complex, but nothing
extraordinary... and it's just a stand-in! The real model will
definitely be higher-res).
So, before I run down the road of using proxies, shrink-wraps, etc.
does anyone have any suggestions around creating this kind of effect
on an object in a more efficient manner? I'm all ears. It doesn't have
to be incredibly accurate. Just need to see some motion going on there
(I need it to 'simulate' fat on a character, but nothing massive).

Thanks for any suggestions!
--




Re: Mesh jiggle (secondary motion)

2014-02-05 Thread Sergio Mucino

  
  
Will do. Thanks Eric!

On 05/02/2014 3:57 PM, Eric Thivierge
  wrote:

Look
  at the docs for the Verlet integration I believe they have an
  example in there.
  
  
  Eric T.
  
  
  On Wednesday, February 05, 2014 3:53:56 PM, Sergio Mucino wrote:
  
  Hey there. I could use some
recommendations here. I'm trying to add

some jiggle as secondary motion to a mesh I have. I just need it
in

certain parts of the mesh. So, I did some research, and decided
to use

this guy's compound...


http://vimeo.com/41299656


I got it running, but it's INSANELY slow (I have no idea how he
got it

to run like that in his video. My mesh is more complex, but
nothing

extraordinary... and it's just a stand-in! The real model will

definitely be higher-res).

So, before I run down the road of using proxies, shrink-wraps,
etc.

does anyone have any suggestions around creating this kind of
effect

on an object in a more efficient manner? I'm all ears. It
doesn't have

to be incredibly accurate. Just need to see some motion going on
there

(I need it to 'simulate' fat on a character, but nothing
massive).


Thanks for any suggestions!

--

  
  
  
  


-- 
  

  



Re: Mesh jiggle (secondary motion)

2014-02-05 Thread Sergio Mucino

  
  
Okay. I must be missing something simple, but I cannot get this to
work.
I've followed the instructions here:

http://softimage.wiki.softimage.com/xsidocs/idef_deforms_VerletIntegration.htm
I'm even working with a simpler example. No forces or anything. Just
the framework (and the init node of course) and a weight map. And
when I play back the scene... nothing. The mesh is not moving at
all. Even the envelope in the Anim context is not working either.
Have I missed something? Thanks!


On 05/02/2014 3:58 PM, Sergio Mucino
  wrote:


  
  Will do. Thanks Eric!
  
  On 05/02/2014 3:57 PM, Eric Thivierge
wrote:
  
  Look

at the docs for the Verlet integration I believe they have an
example in there. 

Eric T. 

On Wednesday, February 05, 2014 3:53:56 PM, Sergio Mucino wrote:

Hey there. I could use some
  recommendations here. I'm trying to add 
  some jiggle as secondary motion to a mesh I have. I just need
  it in 
  certain parts of the mesh. So, I did some research, and
  decided to use 
  this guy's compound... 
  
  http://vimeo.com/41299656
  
  
  I got it running, but it's INSANELY slow (I have no idea how
  he got it 
  to run like that in his video. My mesh is more complex, but
  nothing 
  extraordinary... and it's just a stand-in! The real model will
  
  definitely be higher-res). 
  So, before I run down the road of using proxies, shrink-wraps,
  etc. 
  does anyone have any suggestions around creating this kind of
  effect 
  on an object in a more efficient manner? I'm all ears. It
  doesn't have 
  to be incredibly accurate. Just need to see some motion going
  on there 
  (I need it to 'simulate' fat on a character, but nothing
  massive). 
  
  Thanks for any suggestions! 
  -- 




  
  
  -- 

  


-- 
  

  



Mesh jiggle (secondary motion)

2014-02-05 Thread Noel FROGER
Hi,

Because i found the softimage verlet integration don't really preserve
volume, I recently used as a basis theses coumpounds linked bellow.

This is verlet but simplified with a working volume preservation as a
simple spring system.

If you disconnect the collision part you'll normally end up with a simple
spring verlet system ;-)


http://www.si-community.com/community/viewtopic.php?f=15t=1648p=12195hilit=+ripple#p12195


A+

Noël


Re: Mesh jiggle (secondary motion)

2014-02-05 Thread Sergio Mucino

  
  
Thanks Noel. It seems I can't get this to work. I plugged the Init
Verlet Deformation compound in my Init tree, and the
BasicVerletSpringDeformation compound in my simulation tree, but the
latter stays red. I don't need collisions, so I'm not sure what I'm
missing to get it to work. Any ideas? Thanks!


On 05/02/2014 4:46 PM, Noel FROGER
  wrote:


  
Hi, 
Because i found the softimage verlet integration
  don't really preserve volume, I recently used as a basis
  theses coumpounds linked bellow.
This is verlet but simplified with a working volume
  preservation as a simple spring system.
If you disconnect the collision part you'll normally
  end up with a simple spring verlet system ;-)


http://www.si-community.com/community/viewtopic.php?f=15t=1648p=12195hilit=+ripple#p12195


A+
Noël
  


-- 
  

  



Re: Mesh jiggle (secondary motion)

2014-02-05 Thread Sergio Mucino

  
  
Okay. I needed to reference the mesh in the Deformation compound to
get it to work.
It's technically working, but the mesh is still not moving at all.
It just seems to be broken. I assume that given the previous
compound doing the same, I'm missing something that would get
Softimage to actually simulate, or something (according to the docs,
I just need to hit play, but seems not to be the case).
Am I missing something I need to enable for the sim to run, or
something similar? Thanks!

On 05/02/2014 4:46 PM, Noel FROGER
  wrote:


  
Hi, 
Because i found the softimage verlet integration
  don't really preserve volume, I recently used as a basis
  theses coumpounds linked bellow.
This is verlet but simplified with a working volume
  preservation as a simple spring system.
If you disconnect the collision part you'll normally
  end up with a simple spring verlet system ;-)


http://www.si-community.com/community/viewtopic.php?f=15t=1648p=12195hilit=+ripple#p12195


A+
Noël
  


-- 
  

  



RE: Mesh jiggle (secondary motion)

2014-02-05 Thread Grahame Fuller
Try the Deformation_Verlet_Cloth sample in the XSI_SAMPLES project. Does it 
work for you? It does for me. I’m thinking there’s something about how you are 
setting up the tree but I’m not sure what.

gray

P.S. Documenting “jiggly bits” was one of the highlights of my career at 
Softimage.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino
Sent: Wednesday, February 05, 2014 5:06 PM
To: Noel FROGER; softimage@listproc.autodesk.com
Subject: Re: Mesh jiggle (secondary motion)

Okay. I needed to reference the mesh in the Deformation compound to get it to 
work.
It's technically working, but the mesh is still not moving at all. It just 
seems to be broken. I assume that given the previous compound doing the same, 
I'm missing something that would get Softimage to actually simulate, or 
something (according to the docs, I just need to hit play, but seems not to be 
the case).
Am I missing something I need to enable for the sim to run, or something 
similar? Thanks!
[cid:image001.gif@01CF2295.E8870CF0]
On 05/02/2014 4:46 PM, Noel FROGER wrote:
Hi,
Because i found the softimage verlet integration don't really preserve volume, 
I recently used as a basis theses coumpounds linked bellow.
This is verlet but simplified with a working volume preservation as a simple 
spring system.
If you disconnect the collision part you'll normally end up with a simple 
spring verlet system ;-)

http://www.si-community.com/community/viewtopic.php?f=15t=1648p=12195hilit=+ripple#p12195

A+
Noël

--
attachment: winmail.dat

Re: Mesh jiggle (secondary motion)

2014-02-05 Thread Sergio Mucino

  
  
It works, but I don't see anything particular about what this scene
is doing compared to mine... I'll have to look further...

On 05/02/2014 5:15 PM, Grahame Fuller
  wrote:


  Try the Deformation_Verlet_Cloth sample in the XSI_SAMPLES project. Does it work for you? It does for me. I’m thinking there’s something about how you are setting up the tree but I’m not sure what.

gray

P.S. Documenting “jiggly bits” was one of the highlights of my career at Softimage.

From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino
Sent: Wednesday, February 05, 2014 5:06 PM
To: Noel FROGER; softimage@listproc.autodesk.com
Subject: Re: Mesh jiggle (secondary motion)

Okay. I needed to reference the mesh in the Deformation compound to get it to work.
It's technically working, but the mesh is still not moving at all. It just seems to be broken. I assume that given the previous compound doing the same, I'm missing something that would get Softimage to actually simulate, or something (according to the docs, I just need to hit play, but seems not to be the case).
Am I missing something I need to enable for the sim to run, or something similar? Thanks!
[cid:image001.gif@01CF2295.E8870CF0]
On 05/02/2014 4:46 PM, Noel FROGER wrote:
Hi,
Because i found the softimage verlet integration don't really preserve volume, I recently used as a basis theses coumpounds linked bellow.
This is verlet but simplified with a working volume preservation as a simple spring system.
If you disconnect the collision part you'll normally end up with a simple spring verlet system ;-)

http://www.si-community.com/community/viewtopic.php?f=15t=1648p=12195hilit=+ripple#p12195

A+
Noël

--



-- 
  

  



Re: Mesh jiggle (secondary motion)

2014-02-05 Thread Noel FROGER
So here is a 2014 model working, just press play.
In fact i'm sorry i totally forgotted, i've altered the Andy compounds to
work with a moving object and a weight map.
you'll find the weight map part on the unsimulated animated mesh... yes you
need 2 mesh...

https://www.dropbox.com/s/qk9cn41v5ye4jlf/nnVerletDemo.emdl

A+
Noël



On Wed, Feb 5, 2014 at 9:46 PM, Noel FROGER nnois...@gmail.com wrote:

  Hi,

 Because i found the softimage verlet integration don't really preserve
 volume, I recently used as a basis theses coumpounds linked bellow.

 This is verlet but simplified with a working volume preservation as a
 simple spring system.

 If you disconnect the collision part you'll normally end up with a simple
 spring verlet system ;-)



 http://www.si-community.com/community/viewtopic.php?f=15t=1648p=12195hilit=+ripple#p12195


 A+

 Noël



Re: Mesh jiggle (secondary motion)

2014-02-05 Thread Alan Fregtman
Haven't looked at Noel's take on this, but here's a dumb jiggly sphere demo
scene I did long ago for a friend who asked me about a Verlet-based setup:

https://dl.dropboxusercontent.com/u/441883/xsi/ICE_verletJigglyBits_alan.scn

Hit Play and drag the null around, rotate or scale it.

*sphere_jiggly* has a sim and a weightmap to define the jiggly zones. Play
with the VerletFramework compound's *Iterations* slider (for stiffness) and
with gravity, damping and restitution force intensities to adjust the
feel of it. -- You can take off the gravity force if you want, but I like
it because when the character leans the fat still droops downward.

*sphere_rigged* has an envelope with one deformer to the controlling null,
meant to represent a rigged character. (If it's not obvious: topo of both
rigged and jiggly meshes must be identical in this setup.)

FYI, the more Iterations in the VerletFramework compound, the stiffer the
effect BUT also the slower the computation will be.

It could be more polished of course, but hey, it's pretty fast and it
works. :p
Cheers,

   -- Alan


ps: I'll probably make this a TDSurvival tutorial at some point, also.




On Wed, Feb 5, 2014 at 6:11 PM, Noel FROGER nnois...@gmail.com wrote:

 So here is a 2014 model working, just press play.
 In fact i'm sorry i totally forgotted, i've altered the Andy compounds to
 work with a moving object and a weight map.
 you'll find the weight map part on the unsimulated animated mesh... yes
 you need 2 mesh...

 https://www.dropbox.com/s/qk9cn41v5ye4jlf/nnVerletDemo.emdl

 A+
 Noël



 On Wed, Feb 5, 2014 at 9:46 PM, Noel FROGER nnois...@gmail.com wrote:

  Hi,

 Because i found the softimage verlet integration don't really preserve
 volume, I recently used as a basis theses coumpounds linked bellow.

 This is verlet but simplified with a working volume preservation as a
 simple spring system.

 If you disconnect the collision part you'll normally end up with a simple
 spring verlet system ;-)



 http://www.si-community.com/community/viewtopic.php?f=15t=1648p=12195hilit=+ripple#p12195


 A+

 Noël