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Hash, Inc. Forums > Forum Archives > A:M Forums Archive > (2010)
steve392
How do you unbake the particle system manualy.I triede it in the chor but it tells me to unbake manualy,any idea anyone
NancyGormezano
QUOTE(steve392 @ Feb 13 2010, 02:33 AM) *
How do you unbake the particle system manualy.I triede it in the chor but it tells me to unbake manualy,any idea anyone


delete the pointers in the chor under the shortcut to model for the .par file-

The pointers are under something called Groups (under shortcut to model in the chor) - if you expand Groups- you'll see the hair groups - you can delete the whole thing - but before you do - also note where the .par file was created - you may want to delete that as well (it might be corrupted?)

I wish there was a way to specify where to put the .par file - I notice that if the chor or the project hasn't been saved, it puts the file in a folder Program Files/hashInc/15g/Libraries/NameofMaterial_number.par - otherwise it seems to write the files to where either the project or chor? folder is located
steve392
Thank's a lot Nancy ,theres a lot of them ,but it seems ok now I hope .I decided not to use dynamics on the walk part ,thats where I had the problem unbaking .Heres what I got
NancyGormezano
looks quite good - I wonder why the walking part wasn't working ? - the running part works wonderfully.

still using collision? same settings?

Are your running, walking actions being rendered from the same chor? did you bake particles for the entire length of chor? or just for those "running action" frames range?

It might be you would have to render separate chors, and then concatenate/edit them together after for getting them both to work? Is that what you did to NOT bake particles in the walking part?
Darkwing
what exactly is baking anyways?
NancyGormezano
QUOTE(Darkwing @ Feb 13 2010, 01:41 PM) *
what exactly is baking anyways?


Essentially, for hair, other particle systems - the dynamics are computed in the chor frame range specified (once), and stored in external files - and then are used for rendering (and I think? real-time display), rather than being recomputed on the fly or during rendering.

This is a good thing for when one is using multi-pass, as well as for when rendering is distributed across computers (have to make sure those files are distributed as well).

A similar method for "baking spring systems (eg, using bones and dynamic constraints), one "simulates springs" in the chor. However, after "simulating springs" - the bones will have channels for the motion, created in the chor, not in separate file.

This is also a good thing as then one can interact with the dynamically created bone movement, and also have faster real-time response - ie, not recomputed on the fly.

I have found (may be fantasy on my part) - that it seems to be a good idea to simulate springs first (with hair turned off) and then turn hair back on, and "bake particles"
John Bigboote
Nancy's got it. 'Baking' is pre-computing, so it does not all get done at render time. On my 'cloth girl', as Nancy commented in that thread- there was lots of dynamics involved. First, I would simulate the cloth, and dink with it until I got it right. Then, I would turn on my spring poses (earrings, butt, chests) and run a Simulate Spring Systems to get that nailed-down. THEN- I would have the option of pre-computing the hair by 'baking particles'. I chose to let the particles render on the fly at rendertime in these tests however. I am still 'up in the air' as to the benefits of pre-computing the hair systems- you can not play the animation in realtime once a sim has been run...but you CAN move across the timeline much faster...
steve392
Well sillily I didn't think of doing the walk seperately I was trying to get it all in one render,so I turned off the dynamics and unbaked them aswell (after your help) so then I just renderd the walk in the same chor with dynamics off but changed the timeline to run just that part ,it was all done to targa files so was ok.It did work fine and I was pleased with the rest of it .Didn't change anything ells.Not really happy with the transition to the walk but I think the two runs work ok.Above you talk about the dynamics having keyframes and channels ,doese that mean we can use the channels like any other animation ,that would be very handy Thank's
steve392
Matt I found after running the sim on the springs it seemed not to move as much as it did on the fly ,don't know if you noticed that or my brians gone
Shelton
Steve

I like the run cycle. it reminds of ginormica from Monsters vs Aliens.

Very good stuff

Steve

Darkwing
i think i understand, of course I won't fully understand until I put it to practice, so, I shall have to find some time to play with baking! mmm, cookies
steve392
Thank's Steve
NancyGormezano
QUOTE(steve392 @ Feb 13 2010, 02:52 PM) *
Above you talk about the dynamics having keyframes and channels ,doese that mean we can use the channels like any other animation ,that would be very handy Thank's


yah sure...you betcha...expand the channels for your dynamic bones created after simulating and you'll see there's a keyframe created for every frame.

This is a good thing to have. You'll be able to have other things interact with dynamic bones - eg a hand that might be grabbing something dynamic (don't know what body part that might be...hmmmm?) will then be able to track accurately

QUOTE
I found after running the sim on the springs it seemed not to move as much as it did on the fly ,don't know if you noticed that or my brians gone


This is true - the real-time display is different than the sim/baked version - that's one of the reasons to sim/bake first. Your brians nor brains, for that matter are not gone.
NancyGormezano
QUOTE(John Bigboote @ Feb 13 2010, 02:47 PM) *
I chose to let the particles render on the fly at rendertime in these tests however. I am still 'up in the air' as to the benefits of pre-computing the hair systems- you can not play the animation in realtime once a sim has been run...but you CAN move across the timeline much faster...


I'm still up-in-air as well about baking hair - but I think? it has benefits if you render with multipass ON if you bake first - not sure.

Simulating springs is a definite "do it"
John Bigboote
QUOTE(steve392 @ Feb 13 2010, 02:55 PM) *
Matt I found after running the sim on the springs it seemed not to move as much as it did on the fly ,don't know if you noticed that or my brians gone


I've noticed that too...as Nancy says, at realtime the momentum on the springs must be greater than at sim-time. MAKE SURE you set the 'Reduction Tolerance Error' setting from .01 to zero in the choreographys property/dynamics box. Not sure how this helps, but it does. If need be, set your dynamics springs to be a little 'looser' than what you see in the realtime player. AND- once simulated you get access to the keyframes...you could always 'boost' them...
steve392
Oh Im going to have to play with this,its a prety groovey thing biggrin.gif and Im so pleased my biriany is still here lol
Thank's a lot
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