Re: Mesh jiggle (secondary motion)
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 schönheitsfarm production GmbH Co. KG schönheitsfarm hamburg lippmannstrasse 79 22769 hamburg t +4940 432 91 200 f +4940 432 91 222 schönheitsfarm düsseldorf steinstraße 11 40212 düsseldorf t +49211 913 701 0 f +49211 913 701 99 schönheitsfarm frankfurt hanauer landstrasse 151-153 60314 frankfurt t +4969 484 484 90 w www.s-farm.de http://www.s-farm.de/ Geschäftsführung Manfred Brunwey DE 214892548 | Amtsgericht Hamburg HRA 95793
Re: Mesh jiggle (secondary motion)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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