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Full Version: I put some dynamics in
Hash, Inc. Forums > Forum Archives > A:M Forums Archive > (2010)
steve392
I have been playing with dynamics in other areas than the more usual ones ,thank's to Ruscular and Matt who got me interested,heres what I got so far in the cheeks.Im finding that the waighting is very important
mtpeak2
I'm not sure if dynamics are needed on the cheeks, but the bones themselves would aid in animating the face.

Also, the neck could use some weighting. At the base of the neck blend the weighting between the back2 bone and the neck bone til you get a better transition when rotating the head on the Z axis.
steve392
Yea I thought that when I watched this movie ,Im not sure about the dynamics on the cheeks but I think it would work good on an animal model like a dog or something with a flopy mouth when the head is shaken
Just playing around at the moment ,see what work's and what don't Mark, but Im finding the dynamics interesting and think it could be used more
ruscular
QUOTE(steve392 @ Feb 6 2010, 04:51 AM) *
Yea I thought that when I watched this movie ,Im not sure about the dynamics on the cheeks but I think it would work good on an animal model like a dog or something with a flopy mouth when the head is shaken
Just playing around at the moment ,see what work's and what don't Mark, but Im finding the dynamics interesting and think it could be used more

I thought you were referring to the sitdown cheek of the buttocks. That I could see as useful, although I never set up one like that before, but I have seen other animation that have animated a buttocks bounce in a walk cycle.
steve392
laugh.gif Yea I done that aswell and it work's pretty good but you need to just have a small section of cp's and then wiaght some of the surounding cp's to it a bit,to even it out,you should give it a go ,will post what I got
steve392
heres what I got on it so far ,just one bone for each cheek
steve392
Playing with a diferant model,using dynamic bones on the belly and cheeks ,the lower mouth and jaw are a pose
John Bigboote
AWESOME! Go NUTZ with those dynamics! Thats what they are there for...pretty easy- right? LOVE IT!
animas3D
This is interesting. I would like to know more about dynamics - I've never used them. How would one begin learning about how to set those bones to respond to dynamics? Is it Newton Dynamics? Where is the best resource to learn how to use Newton Dynamics?

Much Thanks!
NancyGormezano
QUOTE(animas3D @ Feb 9 2010, 01:27 PM) *
How would one begin learning about how to set those bones to respond to dynamics? Is it Newton Dynamics?


It's not Newton, it's Dynamic Constraints! - a wonderful tutorial is here in the wonderful Featured tutorials section in the wonderful Tutorial section in the wonderful Hash, Inc Forums
steve392
Well thats just Wonderfull laugh.gif
steve392
Still playing around ,just wondering how to stop the hair sorta jittering
NancyGormezano
I have noticed that baking of particle systems, and the behavior of dynamic hair seems to have changed in 15i from 15e (which seemed to work wonderfully better from prev 13, 14 versions) - especially when used with a model that also has dynamic booby constraints (spring system simulate)

This is anecdotal, as I haven't confirmed it by trying a test project in 15e and then trying in 15i - but I have noticed funny, unexpected behavior.

Perhaps try your project in 15e? simulate spring systems first - with hair off. Turn hair on. Bake particle systems. Then render.

Also - show/tell us your dynamic settings and tell us your procedure of baking or not
steve392
This is the settings I used ,but I think maybe I done it a bit differant in that I baked particles and save the cho then imported that and done the sim,spring systems,I will see if I can dl v15e tommorow and try that
not sure if I can or not ,can I go back to e now Im on i. Allso would I have to do the baking again even if I didn't change any hair settings or do you have to do it every time you render.Thank's Nancy
NancyGormezano
QUOTE(steve392 @ Feb 11 2010, 02:14 PM) *
This is the settings I used ,but I think maybe I done it a bit differant in that I baked particles and save the cho then imported that and done the sim,spring systems,I will see if I can dl v15e tommorow and try that
not sure if I can or not ,can I go back to e now Im on i. Allso would I have to do the baking again even if I didn't change any hair settings or do you have to do it every time you render.Thank's Nancy


I think? you can also install 15e on your computer - don't know about subscription dates and logistics etc - I have the CD and have both installed. Install in separate directories (as I believe compilation of plug-ins changed after 15f).

But before trying in 15e - Try in 15i to simulate spring systems first. (probably not the culprit as that looks good). Other thing would be to turn off collision detection for hair to see if that is what is causing twitch (I have never used that)

If the baking of the hair is correct - you would not need to re-bake - I believe a file is created (external to the project), with pointers, indices to the .par file. These pointers are contained in the chor, under the model who has hair. So unless you delete the file (.par extension?) or delete the pointers in the chor - no need, in theory to redo if you are happy. Notice I said "in theory".

Similarly if the dynamic constraint bones look good - wouldn't need to re-simulate - so my guess is perhaps collision detection is culprit?

EDIT: - one other thing - do you have face camera for hair emitter = 0 - I think? I find that works better to stop twitch - not sure

EDIT2: another thing: try putting angle limit back to 180 - and trying with or without collision

EDIT3: try increasing drag to 20%

EDIT4: try increasing or decreasing collision radius? try No bounce? no friction?

EDIT5: try rendering with multipass OFF versus with multipass ON and see if there is a difference

EDIT6: I have not yet been able to detect a difference between 15i and 15e with some simple tests that I have tried..so...I dunno...AND I have NOT been baking the hair (being computed on the fly) - just simulated springs and rendering with both MP and No MP - but haven't tried collision detection
TheSpleen
That's some really great stuff!
steve392
Thank's Spleeny .I triede v15e but its still the same problem,jittery.I was wandering if it could be that I have the friction at 70% and the bounce at 25% ,would that be sortoff conflicting
edit
Just tried v15g and its still the same ,must be the settings.Is it possible to turn dynamic hair on/off in the timeline somehow as its good until the walk
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