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:

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 <[email protected]> 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...


A+
Noël



On Wed, Feb 5, 2014 at 9:46 PM, Noel FROGER <[email protected]> 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=15&t=1648&p=12195&hilit=+ripple#p12195


A+

Noël





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