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Glad to know that it’s not just me.
Me too when I was tryin to learn houdini lol. It's complex as hell, and you can combine everything in a million different ways to get a billion different results.
Houdini is complex. Most of the feeling of complexity, though, I think comes from how different it is from other 3D software. But for the price (free, or if you pay for Indie), though, the features are unmatched.
Here's an animation I threw together: https://gfycat.com/tidylinearamethystgemclam
Basic workflow: Apply daz animation and export two FBX's. One a fixed A-pose and the other the animation. I followed the tutorial I linked to pretty closely, but then I also split the romper off from the model and re-applied it to the model later as a vellum cloth (using the physics-applied model as a collision). I think it turned out pretty well. Then I exported an OBJ of the first frame and and MDD cache. I imported into Blender and lit/textured/rendered with Eevee.
I still need to figure out how to import material groups into Houdini when I bring in the FBXwhich is part of why the materials are the way they are here—that and I figured statues don't violate the TOS.
Perhaps the coolest thing about this technique is that the model is a collider. So if a hand brushes over part of the model, it self-collides and will squash and stretch as needed. This can't be said for most of hte other methods in this thread. You could even do collisions with other geometry like walls, windows, etc.
EDIT: One thing I didn't do was bring in the hair as its own mesh and apply physics to it. It's very high polygon, so I'm going to need to figure out a way to apply the physics to a lower resolution version of it. Still learning, but I'll get htere.
Wow dude, that is pretty cool looking!
+1
You're not alone - I've been using those same scripts for breast and glute movement for animations and static images, as they speed up posing massively, especially when combined with Walk animations, and then dForce clothing and wind nodes.
Fortuanetly in my case, I only tried 4.11 on a new laptop, rather then my main PC, because I'm paranoid enough to want to check before I screw up the main PC.
What I found was that with all the required items installed to run those scripts on G8 characters, I got the same error as you did Gary.
Frankly, it doesn't make sense to me, to have had something changed in the guts of Studio that suddenly breaks a previously funtional script, if it's affected these, it'll have affected others as well. :(
(wryly) I always wondered why the keyframable 'breath' morph that V4 had got removed for Genesis,...
So, I'm stuck in the middle - I want to try the new dForce hair tools, but I'm not willing to loose the power of these scripts.
Ivy - I tried the Genesis Alive scripts, and they're no substitute for the gravity & seismic math used in these scripts, and in most cases the Alive ones don't move realistically - example - the in to middle / out to sides movement of natural soft tissues during each breath.
Using the Alive aniblock for just the breathing, and then the scripts for the soft tissue movement, looks thousands of times better.
The video you shared, in the second shot where the character is jogging, you've got, odd, side to side movement (they look like those Newtonian Motion desk toys, with the five steel balls hanging in a frame), with no up/down and in/out motion - all of that is calculated in these scripts, in a very natural motion, once the limits of the scripts is understood.
If you've seen that video of Kate Upton on the catwalk,.. that's close to what these scripts can get close to. :)
If you search my name on Deviant Art, there's an example,... ;)
Oh, heck yes, 100% agreement - Keyframing is best for very minor adjustments, and Only once you've remember to set key frames Before and After any section you want to tweak.
And it's easier to adjust the animations in the keyframe editor for the aniblocks, then it is to do it in the timeline editor.
And it will still cause headaches!
Y'know, I think it's okay for people to be miffed, when something was working, and now doesn't, because of a change deep inside the software - this really is a Bug IMHO.
Yuuuup.
@ Gary - I can confirm that round-tripping between 4.11 and 4.10 - Creating scene etc in 4.11, saving scene, opening in 4.10, running movement script, saving, reopening in 4.11, running dForce simulation,... does indeed work for getting the soft body physics in to a project.
I swear, I'm gonna end up with one master content library on a network share, and just point which ever Studio install I'm using at that :D
It might be too late to help with your client project, but if you have an older PC/Mac, you could install a copy of 4.10 on it, and share 4.11's runtime across a network - it'll be a performance hit to load, but it will run the scripts.
Your work is more impressive each time i see something new you posted.. any ETA on when you get this film finshed?
I just tried the Breast Jig script on Rendo. Seems ok. With some minimal tweaking it seems you can get some decent results. I can't compare it to Breast Physics, however, as I didn't get that one in time.
Yeah, I agree. The plugin seems to work well enough for still shots at least.
Hello everyone,
I’m working on a script to replicate the ones that use to be on this discussion. I’m using simple harmonic oscillation for the first part and damped oscillation for the second. This however does not move based on body displacement at the moment, still trying to figure that out. I entered the starting position and the displacement for both breast and ran two different scripts to simulate the movement. The hip movement and offset of the scripts are done manually as well. Please feel free to mess around with it. I’m looking for help, so if you figure out somethings, please repost to this thread. It’s a start to breast physics at most.
First animation here is my scripts working
Next is me trying me best to get breastjig looking similar. Main reason im doing this, because I can never get breastjig to look natural.
Nice thank you
I wish you luck and also wish I could lend a hand but I'm no coder. I'm glad to see someone else having a go at this though. I was looking at some Unity game developments recently and the soft body physics were incredible (and fast! - realtime animation!).
I've been looking for a way to do this as well for some time now. I have the breast jig in my cart at Rendo but am not willing yet to risk full price on it. I did try Jrod602's script but on my 4.12 beta at least it wasn't anything like what is shown here.
You sir, are awesome. :D
The second sample animation needs more damping to get rid of the tiny jiggles at the end.
And (here's the hard part) because the ribcage is curved, breasts don't move straight up and down, even when we gals bounce on the spot. There's a subtle outward swing in response to the curved tissue and bone underneath.
I'll give your script a go with an animation I did with the previous scripts, and post the output gif on my D.A. page. :)
Thnak you very much, for the much needed script :)
@Jrod - is there any frame number limit to your script? And, does it display a dialog?
I gave it a go today, double clicked to load, nothing appeared to happen, and then the timeline jumped forward about 150 frames.
That was in 4.10 - will give it a go in 4.11 next.
Hello old explanation in French . Sorry for that but googlyze traduct is ok
https://sites.google.com/site/iclonefr/daz/breast-jig
Okie, reading after translate, and I have to disagree with your assement of Masatok's math being wrong. Admittedly, I have the advantage of being able to walk down a hallway topless while looking at a large mirror (And, no, I'm not posting video of me doing it :p :D ) and what I see in the mirror is matched closer by Masatok's scripts then any other script or plugin out there.
The Bounce-O-Meter is a bad example to base anything on - it was created to sell a product, and it's movement is exagerated to highlight the issues that make more sales of those products.
The lateral motion isn't generated just from the arms swinging, it starts where our hips are rolling and twisting side to as we walk.
Part of the translation reads "During a walk or a run, when the woman puts her foot on the ground it causes a rise in the breasts which then fall back by their own weight (gravity effect).",.... this is also wrong.
The start of the motion, where the foot pushes down, the ribs rise, but the soft tissue lags behind, effectively a downward motion that trails behind, right until the end of the ribcages upward movement, at which points the soft tisue continues rising, and continues to do so until the elastic limit of the skin is reached, and where the motion suddenly reverses and the soft tisues remain at the elastic limit until they begin to fall at a faster rate then the ribcage is falling.
If I was to graph it out, the motion of the soft tissue is (roughly) between 70 and 130 degrees behind the ribcage movement, depending on the size of the soft body, and the age of the tissue being simulated - a B-cup 14 year old is going to have a much shorter response time to motion compared to a late 30's DD-cup.
Implants will also have a shorter response delay, although that alters with the time since surgery - expensive implants, once settled after about 12 months, will respond more like natural tissue, not perfectly, by more like real girls when they're younger ;)
Wow, back breaker science is amazing. hahaha
Lets be honest: are boob physics ever narratively important?
I'm not sure what you mean by narratively important (I'm assuning you mean important to the story). I don't do long animations or mini-feature movies so I guess other things might be important but speaking as someone who would like to see images and animations represent characters accurately, physics is important to me. Otherwise we are just dressing up Barbie - a solid, plastic doll.
Thankfully, we are moving away from the cardboard cloth of pre-dForce days but soft parts of the body still don't move. The clothes might respond to gravity but the body underneath may as well be a statue. If people are happy animating statues and Barbie Dolls, there's no wonder DAZ feels no need to develop soft body physics.
I think DAZ is interested in adding soft body physics, but wants to get rid of some legacy code while updating DAZ Studio right now.
Pretty sure DAZ is aware of the strong interest for soft body physics in some quarters. What's unclear is how they feel this is something they can monetize and how it impacts their current image.
Think we're just getting to the point where this is becoming feasible in the timeline. Even with RTX2080Ti would still be a bit clunky and slow, today anyway.
And they have to decide how to market this, as they seem to want to cultivate the public image of family oriented first. More leaning towards a Disney Channel family type image. Which can understand, in a way with the culture we live in.
And building a long-lasting physics system capable of realism is not that small a task. If they are really serious about making it a good product they have to figure out how they are going to allow for parameter changing. Soft body physics in some ways is more complex than straight dForce because of angular and collision responses.
Ideally they would find a way to use existing SDKs, like Bullet Physics.
Gotta say, think a survey showing votes in terms of prioritizing soft body physics vs correct floor solving may yield surprising results.
Where DAZ leadership sits on this issue is a whole other topic. Because at the moment Daz remains at the head of the pack for 3D products, they have luxury to let this remain undeveloped. Long term am not so sure that is an option for DAZ.
I wrote a long reply only to delete it because I knew that my opinions on these matters would bring the mods into action in an instant. Suffice to say that I take issue with some of your points but not necessarily with your assessment of what may happen going forward. I'd mention, in passing, that there is a one-man developer using Unity as a development environment who has soft-body physics working pretty well in real time, in VR, using DAZ characters (under licence) and it does so on my modest GTX 1070. It needs some polish and there is a sacrifice in terms of close-up realism but it is a hint of what is possible right now.