Spring Dynamics! AWESOME!

13

Comments

  • 3Diva3Diva Posts: 11,728
    Uthgard said:

    I personally found it impressive that they managed to do all that promo work about a product such as this without a single reference to "jiggle physics." Astonishing XD

    On another note, I finally managed to get it to work; it seems my issue was with my baking animations to keys not quite working for some mystifying reason. Even now, it takes hours to bake a 120 frames animation, which I am guessing is far from normal behavior.

    Yeah, taking hours is definitely far from normal. :(  That's very odd.

  • UthgardUthgard Posts: 866
    edited November 2020

    When I loaded the scene today, it had nearly 3000 keyframes (all but the first 120 empty) so something very weird is definitely going on. I will do a few tests, but I don't see much I can do to solve it on my end, so I guess it will come down to the overworked ticket handlers.

    Also, has anyone come up with a script to avoid having mesh intersections in the timeline? Because it was very annoying to find out it was happening in the middle of a lengthy dForce simulation...

    Post edited by Uthgard on
  • PaintboxPaintbox Posts: 1,633
    Uthgard said:

    It should work with the free version. Just get to the animate pane, right-click on the empty space below the tracks, and select "bake to keyframes."

    Perfect, thank you!

  • jd641jd641 Posts: 459

    I have a question for those who have been getting to know the script.

    What seems to be the best number of keyframes for 400+ frame animations? The default is 2 so that's a whole lot of keyfames if there's a lot of spring involved.

    Also, once the spring animations are applied, what I want to change something, do I have to clear the entire animation tree or can I just reapply over what's already there?

  • 3Diva3Diva Posts: 11,728
    edited November 2020
    jd641 said:

    I have a question for those who have been getting to know the script.

    What seems to be the best number of keyframes for 400+ frame animations? The default is 2 so that's a whole lot of keyfames if there's a lot of spring involved.

    Also, once the spring animations are applied, what I want to change something, do I have to clear the entire animation tree or can I just reapply over what's already there?

    Good questions. I don't really know. For the above animation, I bumped it up to 3, but I don't know what the optimal setting is really.

    And if you want to change the Spring Dynamics settings, you should be able to just adjust the settings and then rerun the script. It took me several tries and a couple different test renders before I got the settings for the pectoral bones that didn't make them either go completely crazy or just make them "vibrate" (that's the best way I can describe what happened with one of the tests - they looked like they were just vibrating it was really funny! lol).

    So yeah, you should be able to make changes and just reapply the script without needing to clear the scene. Though to be on the safe side, you might save a separate "clean" version of the scene before you start playing with the script. In case you decide you don't want to use it or if you accidentally muss something up. I usually end up with at least two versions of animation just in case I mess something up, I have a backup or a "WIP" version or two.

    Post edited by 3Diva on
  • So it's just used for b00b$? wink

  • 3Diva3Diva Posts: 11,728
    edited November 2020
    Granville said:

    So it's just used for b00b$? wink

    Obviously not.

    It's good for anything with bones that you want to have spring/bounce or delayed motion in an animation.

    Post edited by 3Diva on
  • kwanniekwannie Posts: 869

    Did anybody try using springs with deformers yet? I tried but I couldn't get it to work right.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,524
    edited November 2020
    Granville said:

    So it's just used for b00b$? wink

    seems the go to choice

    I saw the same phenomenon with other softwares in which BTW the male geografted bits work well with spring

    I as I said don't own it but ot should work on rigged trees etc too

    Post edited by WendyLuvsCatz on
  • SevrinSevrin Posts: 6,309
    Granville said:

    So it's just used for b00b$? wink

    seems the go to choice

    I saw the same phenomenon with other softwares in which BTW the male geografted bits work well with spring

    I as I said don't own it but ot should work on rigged trees etc too

    What?  Boobs don't grow on trees!

  • UthgardUthgard Posts: 866

    I used it to have a kitsune character's tail swish with her walk animation, as well as added a couple of bones to her hair to have it bounce a bit with her steps. The hair could have used some work (first time adding bones; it was quick and dirty), but the tail movement was very impressive--and thanks to Filament I could see the results of changing the parameters quickly enough that multiple tests weren't much of a hassle. I just wish Daz could set up colliders for bone movement, the physics are too limited to painlessly animate anything.

  • Granville said:

    So it's just used for b00b$? wink

    seems the go to choice

    I saw the same phenomenon with other softwares in which BTW the male geografted bits work well with spring

    I as I said don't own it but ot should work on rigged trees etc too

    Good idea to use it on trees. It would be nice to have more animated trees then the iREAL Animated Hybrid Tree. The question though is if you can use the spring dynamics with the wind node or if it is only usefull for earthquakes. 

  • Fixme12Fixme12 Posts: 589

    Is this spring modifier working in realtime, when move figures in world? it seems still needs to calculate, wich sounds so end of 90'ies early 20's.
     

  • Fixme12 said:

    Is this spring modifier working in realtime, when move figures in world? it seems still needs to calculate, wich sounds so end of 90'ies early 20's.

    It's a script, so it is modal.

  • PaintboxPaintbox Posts: 1,633
    Uthgard said:

    I used it to have a kitsune character's tail swish with her walk animation, as well as added a couple of bones to her hair to have it bounce a bit with her steps. The hair could have used some work (first time adding bones; it was quick and dirty), but the tail movement was very impressive--and thanks to Filament I could see the results of changing the parameters quickly enough that multiple tests weren't much of a hassle. I just wish Daz could set up colliders for bone movement, the physics are too limited to painlessly animate anything.

    A nice extension to this mod would indeed be collisions.

  • KravenKraven Posts: 16
    edited November 2020

    Hello, I have the Spring Dynamics purchased and installed.  I think that I'm missing something but I'm unable to find the Spring Dynamics Interface?  I have tried applying the Spring Dynamics script to various objects but I only get an error message in my log and there doesn't seem to be a new "Tabs (Panes)" option.  Would anyone be able to help me get started?  Thanks for the help

    update: Manually copy/pasted the script to my My DAZ 3D Library/Scripts and now it seems to be working :)

    Post edited by Kraven on
  • I really need to work on my animation skills, but here's a short test I did with Spring Dynamics. Spring Dynamics applied to the antenae nodes and are reacting to the movement of the head which I have to say is pretty cool!

  • 3Diva3Diva Posts: 11,728

    .

    I really need to work on my animation skills, but here's a short test I did with Spring Dynamics. Spring Dynamics applied to the antenae nodes and are reacting to the movement of the head which I have to say is pretty cool!

    Oh that came out cool! What settings did you use? :)

  • KnittingmommyKnittingmommy Posts: 8,191
    edited November 2020
    3Diva said:

    .

    I really need to work on my animation skills, but here's a short test I did with Spring Dynamics. Spring Dynamics applied to the antenae nodes and are reacting to the movement of the head which I have to say is pretty cool!

    Oh that came out cool! What settings did you use? :)

    Thanks!

    The only thing I played with were the tone mapping settings. I used the 3DUniverse IBL light set up from Toon Girl Sadie. I changed the Exposure Value to 14.50 and left everything else at defaults. I'm still figuring out what all the different settings do, but I know how tone mapping works so I figured it was safe to change those. Other than that, I didn't change much. The textures for Springy were all the original 3Delight textures and they rendered close to what it would have for 3Delight.

    Edit: Oops! You were asking about the Spring Dynamics settings, weren't you? I'm such a dork! I changed the Strength to 92 for some and 88 for others. I changed Stiffness down to 10.4 and I left Damping alone. I didn't know what Damping does yet.

    Oh, and I don't know what difference it makes yet, but I had Show Smoothed Effect Only selected for all but one. I forgot to check that on at least one. Don't know what that does yet either.

    SpringDynamicsSettings.jpg
    518 x 594 - 62K
    Post edited by Knittingmommy on
  • 3Diva3Diva Posts: 11,728
    3Diva said:

    .

    I really need to work on my animation skills, but here's a short test I did with Spring Dynamics. Spring Dynamics applied to the antenae nodes and are reacting to the movement of the head which I have to say is pretty cool!

    Oh that came out cool! What settings did you use? :)

    Thanks!

    The only thing I played with were the tone mapping settings. I used the 3DUniverse IBL light set up from Toon Girl Sadie. I changed the Exposure Value to 14.50 and left everything else at defaults. I'm still figuring out what all the different settings do, but I know how tone mapping works so I figured it was safe to change those. Other than that, I didn't change much. The textures for Springy were all the original 3Delight textures and they rendered close to what it would have for 3Delight.

    Edit: Oops! You were asking about the Spring Dynamics settings, weren't you? I'm such a dork! I changed the Strength to 92 for some and 88 for others. I changed Stiffness down to 10.4 and I left Damping alone. I didn't know what Damping does yet.

    Oh, and I don't know what difference it makes yet, but I had Show Smoothed Effect Only selected for all but one. I forgot to check that on at least one. Don't know what that does yet either.

    Cool! Thank you so much for sharing your settings! :D Yeah, I'm trying to remember what the different settings do too. I keep having to take a peek at the PDF to remind me when I'm setting up my animation. 

    According to the PDF the Stiffness affects how fast the spring effect changes direction. A low stiffness setting will result in slower "oscillation effect". To me that setting should be named something else or the slider's effect should be reversed or something. Because, to me, when you think of a higher stiffness setting you think something as being stiffer, but I THINK it's the opposite here. lol


    The Damping "parameter determines the resistance the spring effect has to oscillating. A lower setting will cause the spring effect to carry on swinging for longer, while a higher setting will cause the spring effect to return to a motionless state quickly."


    Strength is pretty self-explanatory, the lower the strength the less movement.

    To me, "Damping" and "Stiffness" should have their names reversed as it makes more sense (to me) that way, but that's just a personal taste thing. 

  • @3Diva I'm also learning it's better sometimes to only pick one node to apply the Spring Dynamics to and let it take care of the flow. I picked several nodes on each of the antenae of Springy and that worked, but it might have been better if I'd only picked on node on each. I'm working on an animation with a tail at the moment. Applying Spring Dynamics on one node at the base is having a much nicer effect on how that tail moves than if I'd applied the SD to multiple nodes.

  • 3Diva3Diva Posts: 11,728

    @3Diva I'm also learning it's better sometimes to only pick one node to apply the Spring Dynamics to and let it take care of the flow. I picked several nodes on each of the antenae of Springy and that worked, but it might have been better if I'd only picked on node on each. I'm working on an animation with a tail at the moment. Applying Spring Dynamics on one node at the base is having a much nicer effect on how that tail moves than if I'd applied the SD to multiple nodes.

    Oh that makes sense! So you select like the bone at perhaps the base? And then check "Include Follow"?

  • UthgardUthgard Posts: 866
    3Diva said:
    3Diva said:

    .

    I really need to work on my animation skills, but here's a short test I did with Spring Dynamics. Spring Dynamics applied to the antenae nodes and are reacting to the movement of the head which I have to say is pretty cool!

    Oh that came out cool! What settings did you use? :)

    Thanks!

    The only thing I played with were the tone mapping settings. I used the 3DUniverse IBL light set up from Toon Girl Sadie. I changed the Exposure Value to 14.50 and left everything else at defaults. I'm still figuring out what all the different settings do, but I know how tone mapping works so I figured it was safe to change those. Other than that, I didn't change much. The textures for Springy were all the original 3Delight textures and they rendered close to what it would have for 3Delight.

    Edit: Oops! You were asking about the Spring Dynamics settings, weren't you? I'm such a dork! I changed the Strength to 92 for some and 88 for others. I changed Stiffness down to 10.4 and I left Damping alone. I didn't know what Damping does yet.

    Oh, and I don't know what difference it makes yet, but I had Show Smoothed Effect Only selected for all but one. I forgot to check that on at least one. Don't know what that does yet either.

    Cool! Thank you so much for sharing your settings! :D Yeah, I'm trying to remember what the different settings do too. I keep having to take a peek at the PDF to remind me when I'm setting up my animation. 

    According to the PDF the Stiffness affects how fast the spring effect changes direction. A low stiffness setting will result in slower "oscillation effect". To me that setting should be named something else or the slider's effect should be reversed or something. Because, to me, when you think of a higher stiffness setting you think something as being stiffer, but I THINK it's the opposite here. lol


    The Damping "parameter determines the resistance the spring effect has to oscillating. A lower setting will cause the spring effect to carry on swinging for longer, while a higher setting will cause the spring effect to return to a motionless state quickly."


    Strength is pretty self-explanatory, the lower the strength the less movement.

    To me, "Damping" and "Stiffness" should have their names reversed as it makes more sense (to me) that way, but that's just a personal taste thing. 

    If it helps visualize it, think about a thin steel rod. It is stiff, obviously, you wouldn't describe it any other way, but if you bend it a little and let it go, it will sway back and forth very rapidly, vibrating once the range of motion is narrow enough. If you instead poke, let's say, a piece of jello, something which isn't rigid, it will wobble back and forth at a much more sedate pace. Regarding damping, think of it as the way the energy of the motion is dampened, dispersed, through the material. A steel spring conserves that energy very well and thus keeps moving long after the initial impetus, but a bent pillow would dampen the movement almost entirely with a few back-and-forths (like punching a pillow dampens the impact but punching steel just... isn't a very good idea).

  • 3Diva said:

    @3Diva I'm also learning it's better sometimes to only pick one node to apply the Spring Dynamics to and let it take care of the flow. I picked several nodes on each of the antenae of Springy and that worked, but it might have been better if I'd only picked on node on each. I'm working on an animation with a tail at the moment. Applying Spring Dynamics on one node at the base is having a much nicer effect on how that tail moves than if I'd applied the SD to multiple nodes.

    Oh that makes sense! So you select like the bone at perhaps the base? And then check "Include Follow"?

    Yes. I'm assuming "Include Follow" means what I think it means, i.e. all the nodes after the one I applied Spring Dynamics to. That's what it looks like anyway. I'm still getting some wonky movements so I don't have the right settings yet, but it's fun to play with.

  • nonesuch00nonesuch00 Posts: 18,293
    3Diva said:
    Granville said:

    So it's just used for b00b$? wink

    Obviously not.

    It's good for anything with bones that you want to have spring/bounce or delayed motion in an animation.

    I didn't watch it before but it sounds like he wears a long tailed tux, top hat, monacle, and carries a cane. laugh

  • Spring Dynamics with the setting set way too high on the hat. One node selected with "Include Follow" checked.

  • kwanniekwannie Posts: 869

    I have found using the the follow setting and making sure limits are applied to the nodes thare are being effected by the spring keeps the violent movements down.

  • kwanniekwannie Posts: 869

    Has anyone figured out how to use the parented node and the Dformer techniques used in the video?

  • 3Diva said:

    I added a dForce dress to the animation. Everything went pretty smoothly (other than the dress taking 50 minutes to simulate! lol oy! It rendered really fast with Filament once the simulation was done though.). I haven't tried combining both dForce AND Spring Dynamics on the same object. I'm not sure if it would work or not, one might override the other). I'll have to experiment with it later. :)

    (Make sure your audio is low - Youtube added the soundtrack at a pretty loud volume. Next time I think I'll just add audio before uploading.)

     

    Seriously, how did you get dforce to work in the animation? I cant find a tutorial for that anywhere and have been desperate to do it XD

  • marblemarble Posts: 7,500
    edited November 2020
    kwannie said:

    Has anyone figured out how to use the parented node and the Dformer techniques used in the video?

    I wondered that. I checked the PDF and it just says it can be done but not how.

    Use a D-Former node to adjust the mesh and apply the effect to the deformer to create things like a
    wobbly Santa stomach.

    I am ok with d-formers for quick morphs but I don't know what a d-former node is. 

    Post edited by marble on
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