Spring Dynamics! AWESOME!

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Comments

  • 3Diva3Diva Posts: 11,728
    edited November 2020
    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

    Set up the animation how you normally would. Then add dForce clothing. And in the Simulation Settings tab where it says "Frames to Simulate" change it from "Current Frame" to "Animated (Use Timeline Play Range)". Then Simulate. That should add all the dForce movement as keyframes to the animation timeline. You can then render out the animation how you normally would.

    I recommend saving fairly often and in stages. And definitely save the scene as soon as you have the animation set up how you like it (before you add the dForce clothing). And I recommend saving it as a separate version before you run the simulation. That way if there are any issues with the simulation you can just load up the "clean" animation version again and try again.

    Post edited by 3Diva on
  • kwannie said:

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

    Not yet. I've run lots of different simulations on a few different objects, but I must be doing something wrong because I can't get anything that looks like it's working on any dFormers. I plan to keep trying until I figure it out, but it hasn't been easy so far.

  • Saxa -- SDSaxa -- SD Posts: 872
    edited November 2020

    may repost what wrote later

     

    Post edited by Saxa -- SD on
  • NathNath Posts: 2,848
    3Diva said:
    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

    Set up the animation how you normally would. Then add dForce clothing. And in the Simulation Settings tab where it says "Frames to Simulate" change it from "Current Frame" to "Animated (Use Timeline Play Range)". Then Simulate. That should add all the dForce movement as keyframes to the animation timeline. You can then render out the animation how you normally would.

    I recommend saving fairly often and in stages. And definitely save the scene as soon as you have the animation set up how you like it (before you add the dForce clothing). And I recommend saving it as a separate version before you run the simulation. That way if there are any issues with the simulation you can just load up the "clean" animation version again and try again.

    Do you put extra frames in before the main part of the animation to let the clothing 'settle' on the figure?

  • 3Diva3Diva Posts: 11,728
    Nath said:
    3Diva said:
    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

    Set up the animation how you normally would. Then add dForce clothing. And in the Simulation Settings tab where it says "Frames to Simulate" change it from "Current Frame" to "Animated (Use Timeline Play Range)". Then Simulate. That should add all the dForce movement as keyframes to the animation timeline. You can then render out the animation how you normally would.

    I recommend saving fairly often and in stages. And definitely save the scene as soon as you have the animation set up how you like it (before you add the dForce clothing). And I recommend saving it as a separate version before you run the simulation. That way if there are any issues with the simulation you can just load up the "clean" animation version again and try again.

    Do you put extra frames in before the main part of the animation to let the clothing 'settle' on the figure?

    Yeah. I usually try to start the animation around frame 5 and/or just don't keep the first few frames of the animation. Since I render out the animation as a series of images it's easy to just exclude the first few frames when putting them together in a video.

  • kwannie said:

    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.

    In my case the script keeps releasing my limits... which is a bit annoying.

    And when I tried using both DForce and the spring dynamics script, I got a crashed computer or explosions. I've discovered you want to use the spring dynamics first on my system, and then DForce... well let's just say it would be nice if it could be used in one frame of an animation and then tell it to pick upa gain from where it was (which I've tried). But it will reset the other frames previous if you try spot draping.

    I did  manage to get the deformer to work with the script one time, but I had to have the node parented to a bone that was the child of a bone and tell the parent bone to run. Which makes the situation pretty moot.

     

  • Okay what I have figured out on the deformer scope so far, and I'm doing this without ANY documentation because the script won't let me see the PDF.

    Create your deformer. Set it up how you want it. This script is a lot like mcasual's script that does the same thing (but a bit more powerful) so I'm just setting things up like I normally do.

    Take your deformer node, that little part that you move around to actually manipulate the look of the object, and parent it to the final bone. In my case it's the tip of my character's hair.

    Run script.

    The deformer node follows the final bone around and creates some nice effects.

    But if you don't want the final bone to be moving, then create two deformers.

    One is your movement deformer.

    The second one, which I named Freeze Zone, is a "frozen" deformer. I set the field to 1% (because 0% made all of the vertices light up and that's not what I wanted) and left it like it was. Then I took it's node and set it to the final bone in the hair tip.  Then I placed parented the movement deformer node to the frozen node.  

    I ran the script on the frozen node and got lots of swishy movement without the hair being touched by the script at all.

  • Okay what I have figured out on the deformer scope so far, and I'm doing this without ANY documentation because the script won't let me see the PDF.

    Create your deformer. Set it up how you want it. This script is a lot like mcasual's script that does the same thing (but a bit more powerful) so I'm just setting things up like I normally do.

    Take your deformer node, that little part that you move around to actually manipulate the look of the object, and parent it to the final bone. In my case it's the tip of my character's hair.

    Run script.

    The deformer node follows the final bone around and creates some nice effects.

    But if you don't want the final bone to be moving, then create two deformers.

    One is your movement deformer.

    The second one, which I named Freeze Zone, is a "frozen" deformer. I set the field to 1% (because 0% made all of the vertices light up and that's not what I wanted) and left it like it was. Then I took it's node and set it to the final bone in the hair tip.  Then I placed parented the movement deformer node to the frozen node.  

    I ran the script on the frozen node and got lots of swishy movement without the hair being touched by the script at all.

    I must be dense because I can't figure out what you're describing. Any chance of some screenshots to illlustrate the steps? I'm a more visual person.

  • I have no idea if this embeds or not.

     

  • KnittingmommyKnittingmommy Posts: 8,191
    edited December 2020

    @spearcarrier Thanks. I think that actually helped me figure out what I was doing wrong when I was trying to figure out the dFormer stuff. I'll have to play with it and see if I can figure it out. As for the pdf, the only one I saw was a couple of pages. While it gave a short description of each of the parts, I don't remember there being any specific details on how to actually use the script. We're all flying in the dark. Most of the info I got on how to use the script came from the forums and watching the 3DUniverse video which was a little light on instructions.

     

    ETA: Or apparently, I still can't figure it out. I'm trying to do the belly jiggle as he moves thing, and it's not going well. Sigh.

    Post edited by Knittingmommy on
  • @spearcarrier Thanks. I think that actually helped me figure out what I was doing wrong when I was trying to figure out the dFormer stuff. I'll have to play with it and see if I can figure it out. As for the pdf, the only one I saw was a couple of pages. While it gave a short description of each of the parts, I don't remember there being any specific details on how to actually use the script. We're all flying in the dark. Most of the info I got on how to use the script came from the forums and watching the 3DUniverse video which was a little light on instructions.

     

    ETA: Or apparently, I still can't figure it out. I'm trying to do the belly jiggle as he moves thing, and it's not going well. Sigh.

    I guess I have a working edge having used mcasual's script, then. The similarities to use when it comes to deformers are a big one. I suggest finding his page where his script his housed. He gives detailed how to's. It won't be the exact same thing, but it will give you an idea maybe?

  • marblemarble Posts: 7,500

    I discovered that with jiggle (not using dFormers though), there needs to be enough frames to show the effect. I tried with a short loop of a dozen frames (24 FPS) and the dynamic movement was hardly noticeable, even with the settings on full strength. I guess that's obvious if you think about it but I can get a better effect if I pose the bones by hand.

    I still use IRay because Filament is just not good enough for render quality so a dozen frames still takes quite a while to render. I would never attempt to render some of these aniblocks with hunreds of frames.

  • SevrinSevrin Posts: 6,309

    Okay what I have figured out on the deformer scope so far, and I'm doing this without ANY documentation because the script won't let me see the PDF.

    The PDF should be here according to the File List, and you shouldn't need a script to open it.

    /data/3D Universe/Spring Dynamics/3duSDHelp.pdf

  • Rev2019Rev2019 Posts: 180

    spearcarrier said:

    Okay what I have figured out on the deformer scope so far, and I'm doing this without ANY documentation because the script won't let me see the PDF.

    Create your deformer. Set it up how you want it. This script is a lot like mcasual's script that does the same thing (but a bit more powerful) so I'm just setting things up like I normally do.

    Take your deformer node, that little part that you move around to actually manipulate the look of the object, and parent it to the final bone. In my case it's the tip of my character's hair.

    Run script.

    The deformer node follows the final bone around and creates some nice effects.

    But if you don't want the final bone to be moving, then create two deformers.

    One is your movement deformer.

    The second one, which I named Freeze Zone, is a "frozen" deformer. I set the field to 1% (because 0% made all of the vertices light up and that's not what I wanted) and left it like it was. Then I took it's node and set it to the final bone in the hair tip.  Then I placed parented the movement deformer node to the frozen node.  

    I ran the script on the frozen node and got lots of swishy movement without the hair being touched by the script at all.

    this is an animation tool

    show us your final animations instead of writing A4 papers with explanations  

  • Rev2019Rev2019 Posts: 180

    marble said:

    I discovered that with jiggle (not using dFormers though), there needs to be enough frames to show the effect.

    i noticed it

    it takes awhile before the boobs starts to move ;) 

  • kwanniekwannie Posts: 869

    Rev, I actually, like the explanations, but I gotta say spearcarrier you lost me in the the process of setting up DFormers. Has anybody gotten any info from 3D Universe about how they did the belly jiggle in the promo. I can't image that it would be an extremely complicated procedure.

  • ValidUserNameValidUserName Posts: 26
    edited June 2021

    The script doesn't appear to work at all. It runs and pretends it's working on the bones you selected, but then theres no actual movement. Even if I set the strength to 100%, Dampening to 5% and spring to some low value, I see nothing happening. Even tried making the character bounce around crazily in her animation, still nothing.

    Post edited by ValidUserName on
  • Catherine3678abCatherine3678ab Posts: 8,388

    Here's a new tut! By the WP Guru :-)

     

  • Rev2019Rev2019 Posts: 180

    how do you apply spring dynamics to an d former?

  • For this plugin, does anyone know if the subject has to be moving in order to jiggle?

     

    Or can you say, on frame X, start jiggling (in this case perhaps there is a collision on frame X for example).

  • takezo_3001takezo_3001 Posts: 1,997
    edited September 2021

    915106877 said:

    Hi, can you use it on any part of the figure like thigh or upper arm? or abdomen?  I tried but failed.
     
     
    回复

    It advertises being able to animate the belly and use DFormers but there's literally no instruction from the PA on how to use it, nor will there ever be a viable tutorial on how to use it seeing as the bulk of users will be animating mouse tails and boobs...

    If you're going to animate boobs/mouse tails, it works just fine, but you'll never be able to animate arm/leg/glutes because you would need to use DFormers for those, and the PA could not be bothered to whip a simple explanation on how to achieve this, even though they advertise that it can be done!

    Rev2019 said:

    how do you apply spring dynamics to an d former?

    I am looking for the same thing, but the PA could not be bothered to explain it so your best bet would be to wait a bit for a rare tutorial that doesn't deal with boobs/mouse tails, and just get a refund as the PA did not explain how to use the script that he's asking people to buy from him...

    Next time, search for any instruction from the PA/tutorials on how to use their product, and if they don't/isn't any, do not waste your time and money on them as they consider instruction on how to use their product a waste of time!

    ================================================

    Update!

    I finally found a proper tutorial on how to animate parts of the body that are not the breasts or mice tails, no thanks to the lazy PA!

    From this youtube video in the comment section, the guy's name is Crusty:


    GEOMETRY EDITOR
    JOINT EDITOR
    NODE WEIGHT MAP BRUSH


    1 -GEOMETRY EDITOR

    1. Use Polygon Selector Tool to select the area on your figure you want to influence with Spring Dynamics. It will be highlighted.
    2. After you are done create/name your face group...
    3. Options/ Geometry Assignment / Create Face Group From Selected --> Enter a Unique name in the pop up box.


    2- JOINT EDITOR

    1. You will now see your figures bones. Select a bone that is nearest to the face group you just created....then
    2. Right click on bone / Create / Create Child Bone  - - > Enter same name you used for your face group for consistency.
    3. In the <Selection Group> Drop down box select the face group you created earlier to assign to this child bone you just created.
    4. * Use < Rotation Order> to orient your child bone to point towards your face group.
    5. * Use RED and YELLOW arrows to fine tune position and size of your child bone.
    6.   RED= Size
    7.   YELL= Translate
    8. Play around with these until bone is to your liking....Do not let bone poke out of the figure mesh.


    3- NODE WEIGHT MAP BRUSH

    1. You will now see your new bone in parameters tab..select it.
    2. In <Weight Maps> Tab select General Weights under Maps column..
    3. Use Shift P - To paint your weight map over the face group you created....This will assign the bones influence over this part of the figures mesh.
    4. Use Shift S - To smooth the influence of the bones movement over the vertices so as to look more flesh like....
    5. Like everything you will need to tweak until it looks decent....
    6. After all this you will be able to select your bone and move the face group with X Y Z parameters....
    7. You will also be able to influence with Spring Dynamics....


    GOOD LUCK...

    LAZY PA DOESN'T TELL YOU HOW TO ACHIEVE THIS.png
    1829 x 704 - 233K
    Post edited by takezo_3001 on
  • Thanks takezo_3001 for posting this here, seems to work. Just sad, that there is no easier way to animate like this without an additional bone that has to be customized by hand every time. Anyway, it works, but if it worked with a deformer, you could have cheap soft body physics.

  • Maybe it's just me, but I'm finding that Spring Dynamics doesn't run if I specify the "Play Range" - ie The green progress bars don't appear and there is no effect. Selecting "Animation Range" or "Custom Range" avoids the problem. (I'm using 4.15.0.2 and 4.15.0.30 Beta.)

  • cridgitcridgit Posts: 1,757
    edited May 2022

    Redacted

    Post edited by cridgit on
  • rillarilla Posts: 57

    takezo_3001 said:

    915106877 said:

    Hi, can you use it on any part of the figure like thigh or upper arm? or abdomen?  I tried but failed.
     
     
    回复

    It advertises being able to animate the belly and use DFormers but there's literally no instruction from the PA on how to use it, nor will there ever be a viable tutorial on how to use it seeing as the bulk of users will be animating mouse tails and boobs...

    If you're going to animate boobs/mouse tails, it works just fine, but you'll never be able to animate arm/leg/glutes because you would need to use DFormers for those, and the PA could not be bothered to whip a simple explanation on how to achieve this, even though they advertise that it can be done!

    Rev2019 said:

    how do you apply spring dynamics to an d former?

    I am looking for the same thing, but the PA could not be bothered to explain it so your best bet would be to wait a bit for a rare tutorial that doesn't deal with boobs/mouse tails, and just get a refund as the PA did not explain how to use the script that he's asking people to buy from him...

    Next time, search for any instruction from the PA/tutorials on how to use their product, and if they don't/isn't any, do not waste your time and money on them as they consider instruction on how to use their product a waste of time!

    ================================================

    Update!

    I finally found a proper tutorial on how to animate parts of the body that are not the breasts or mice tails, no thanks to the lazy PA!

    From this youtube video in the comment section, the guy's name is Crusty:


    GEOMETRY EDITOR
    JOINT EDITOR
    NODE WEIGHT MAP BRUSH


    1 -GEOMETRY EDITOR

    1. Use Polygon Selector Tool to select the area on your figure you want to influence with Spring Dynamics. It will be highlighted.
    2. After you are done create/name your face group...
    3. Options/ Geometry Assignment / Create Face Group From Selected --> Enter a Unique name in the pop up box.


    2- JOINT EDITOR

    1. You will now see your figures bones. Select a bone that is nearest to the face group you just created....then
    2. Right click on bone / Create / Create Child Bone  - - > Enter same name you used for your face group for consistency.
    3. In the <Selection Group> Drop down box select the face group you created earlier to assign to this child bone you just created.
    4. * Use < Rotation Order> to orient your child bone to point towards your face group.
    5. * Use RED and YELLOW arrows to fine tune position and size of your child bone.
    6.   RED= Size
    7.   YELL= Translate
    8. Play around with these until bone is to your liking....Do not let bone poke out of the figure mesh.


    3- NODE WEIGHT MAP BRUSH

    1. You will now see your new bone in parameters tab..select it.
    2. In <Weight Maps> Tab select General Weights under Maps column..
    3. Use Shift P - To paint your weight map over the face group you created....This will assign the bones influence over this part of the figures mesh.
    4. Use Shift S - To smooth the influence of the bones movement over the vertices so as to look more flesh like....
    5. Like everything you will need to tweak until it looks decent....
    6. After all this you will be able to select your bone and move the face group with X Y Z parameters....
    7. You will also be able to influence with Spring Dynamics....


    GOOD LUCK...

     

    My facebook convo with 3DUniverse:

    Me: Hi, how are you? I had a question about spring dynamics. I'm trying to figure out exactly how to do the jiggly belly in the promo that was supposedly done with d-formers? 

    3D Universe: We are great, thanks for asking. For the jiggle belly, we added a d-form to the figure and centered the zone on the stomach area. We placed the center point near his spine, so that the rotation of the affecter created the right kind of belly deformation. We then ran spring dynamics on the affecter.

  • DartanbeckDartanbeck Posts: 21,715

    kleinefotoman 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. 

    Here's an interesting solution that I think gets overlooked for animators:

    1. Imagine how you want the tree to behave (canopy swaying in a gentle(?) wind, etc.,)
    2. Keeping frame 0 intact, animate movement to the tree
    3. Run the Spring Dynamics Script
    4. After the sim is complete, select the movements keys and delete them from the timeline.

     

    Now I'm wondering if it's possible to save such a completed thing to the library - complete with animation? I'd imagine so. Otherwise, perhaps the creation of some aniBlocks!

  • cridgitcridgit Posts: 1,757
    edited May 2022

    Redacted

    Post edited by cridgit on
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