[Fisio SB addOn released] Fisio: Physics Simulator

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  • AlbertoAlberto Posts: 1,436

    stem_athome said:

    Alberto said:

    The precision in Fisio RB has embedded the substeps; precision 2 uses the same method as precision 1 but with ten times substeps.

    Hi,

     

    Thanks for the info.

    How many substeps in precision 1?

    100 substeps per frame (thus, higher FPS increases the total substeps of the simulation).

    The  3 and 4 precision levels use other methods, each at 200 substeps per frame.

    All the levels of Precision automatically increase the substeps if there are links in the scene. Precision 1, by 16 times, precision 2 and 4 by 10 times, and precision 3, two times.

     

  • stem_athomestem_athome Posts: 518

    Hi,

    Thanks for the reply.

    So in a sim with links at precision 1, there will be 100 X 16 (1600) substeps. That is a lot.

    I am attaching a scene file to show issue I am having. It is a simple rig. A main body with 8 cubes (4 blue, 4 red) and a ground see pic.

    I ran a number of sims with different fixed links.

    1. Body with 4 fixed links, one to each blue cube. P1 (precision 1) and P2(Precision 2) both failed (blue cubes moved)

    2 each blue cube fixed link to body. P1 OK

    3 I added fixed links from red cubes to blue cubes (as in scene file) P1 red cubes translated along X, failed. P2 red cubes translated along X just more slowly.

    4 I changed the links of red to blue and made them blue to red, still failed.

     

    The only way I found to get the fixed links to hold was to reduced the Density of the main body down to 10 (from default 1000), which IMHO should not be needed.

    When running a sim on my main test rig, there are wheels connected to the main body via 4 links (suspension system). Reducing the main body density is not a solution, as the density of the other objects in the links are causing issue to the other links. I have attemted to balance out the density of the objects to get the rig stable. But not been able to.

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  • AlbertoAlberto Posts: 1,436

    stem_athome said:

    Hi,

    Thanks for the reply.

    So in a sim with links at precision 1, there will be 100 X 16 (1600) substeps. That is a lot.

    I am attaching a scene file to show issue I am having. It is a simple rig. A main body with 8 cubes (4 blue, 4 red) and a ground see pic.

    I ran a number of sims with different fixed links.

    1. Body with 4 fixed links, one to each blue cube. P1 (precision 1) and P2(Precision 2) both failed (blue cubes moved)

    2 each blue cube fixed link to body. P1 OK

    3 I added fixed links from red cubes to blue cubes (as in scene file) P1 red cubes translated along X, failed. P2 red cubes translated along X just more slowly.

    4 I changed the links of red to blue and made them blue to red, still failed.

     

    The only way I found to get the fixed links to hold was to reduced the Density of the main body down to 10 (from default 1000), which IMHO should not be needed.

    When running a sim on my main test rig, there are wheels connected to the main body via 4 links (suspension system). Reducing the main body density is not a solution, as the density of the other objects in the links are causing issue to the other links. I have attemted to balance out the density of the objects to get the rig stable. But not been able to.

    Use the Precision 4, it's the more robust when using links. I tried your scene with P4 and it worked.

  • stem_athomestem_athome Posts: 518

    Alberto said:

    Use the Precision 4, it's the more robust when using links. I tried your scene with P4 and it worked.

    Hi,

    I posted the simple rig to highlight the problem with materials. But you do not see that as an issue.

    On the more complex rigs I am building, if simply changing to precision 4 was a solution to the instability in the rigs I see, then I would use it, but it is not.

    As no one else has reported these problems, which is probably due to no one building complex types of RB rigs, I will stop taking up our time on this.

    Regards,

  • CyperImerCyperImer Posts: 1
    edited February 27

    Alberto said:

    hookflash said:

    Alberto said:

    hookflash said:

    Alberto said:

    hookflash said:

    Alberto said:

    jhandy said:

    can't load fisio engine functions

    It seems it's a problem similar to this: https://www.daz3d.com/forums/discussion/comment/7874911/#Comment_7874911 

    Check these comments:

    https://www.daz3d.com/forums/discussion/comment/7878706/#Comment_7878706

    https://www.daz3d.com/forums/discussion/comment/7879396/#Comment_7879396

    Let me know if the comments help you, please.

    I'm having this same issue. CFF Explorer reports the same missing DLLs, so I tried installing the VC++ Redistributable you linked to. The installation failed, as I already have a more recent version installed (which I reinstalled, but that didn't solve the problem). Any advice?

    Edit: One thing that might be worth noting is that, when I click "Run Simulation" a second time (after it fails the first time), Daz Studio crashes.

    If the redistributable installation fails, it usually is because it's already installed.

    Could you post a screenshot of the contents of the "/DazStudio4/libs/Fisio" folder? And a post of the report of CFF Explorer, please.

     

     

    Screenshot-2024-01-23-091100 Screenshot-2024-01-23-091243

    Also, not sure if this is relevant, but the non-softbody version of Fisio seems to run fine on my system. Only FisioSB is giving this error.

    Is Filament working in your system? Check, please, "dzfilamentapi.dll" with CFF  (it's directly inside "/DazStudio4/").

    If with Filament you see the same missing, you can update your system with any (or both) of these Windows updates;

    https://www.microsoft.com/en-us/download/details.aspx?id=53587

    https://support.microsoft.com/en-us/topic/update-for-universal-c-runtime-in-windows-c0514201-7fe6-95a3-b0a5-287930f3560c

    CFF Explorer seems to be showing the same files as missing for dzfilamentapi.dll, but, oddly, Filament runs fine. I tried updating with the files you linked to, but installation fails with the error, "Another version of this product is already installed." Very strange...

    Yes, very strange: CFF and FisioSB both miss the files, but Filament doesn't. Let me see what I can find about it.

    Have you found a solution to this? I am also having the same problem as described above and have went through the different steps as well.

    Also,  I've manually installed the api-ms-win-crt dlls such that there's no missing dependencies but the simulations are still failing in the same way as before unfortunately.

    If I try to "Run Simulation" again after the error message, then daz studio crashes. A crash report snippet is attached.

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  • AlbertoAlberto Posts: 1,436

    CyperImer said:

    Have you found a solution to this? I am also having the same problem as described above and have went through the different steps as well.

    Also,  I've manually installed the api-ms-win-crt dlls such that there's no missing dependencies but the simulations are still failing in the same way as before unfortunately.

    If I try to "Run Simulation" again after the error message, then daz studio crashes. A crash report snippet is attached.

    Not yet, but your CFF report could help. 

    The "api-ms-win-crt-heap-l1-1-0.dll" in your computer is for a 32-bit machine (it says Portable Executable 32), but the requirement is a Portable Executable 64. So this file is not compatible. Could you install the 64-bit version?

    See the following image from my computer:

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  • tylerreinelttylerreinelt Posts: 0

    Alberto said:

    CyperImer said:

    Have you found a solution to this? I am also having the same problem as described above and have went through the different steps as well.

    Also,  I've manually installed the api-ms-win-crt dlls such that there's no missing dependencies but the simulations are still failing in the same way as before unfortunately.

    If I try to "Run Simulation" again after the error message, then daz studio crashes. A crash report snippet is attached.

    Not yet, but your CFF report could help. 

    The "api-ms-win-crt-heap-l1-1-0.dll" in your computer is for a 32-bit machine (it says Portable Executable 32), but the requirement is a Portable Executable 64. So this file is not compatible. Could you install the 64-bit version?

    See the following image from my computer:

     

     

     

     

     

    I just purchased this and have the same issue, Filament works perfectly. but the moment i run simulation i get an error and the second time it just crashes daz for me all together. 

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  • AlbertoAlberto Posts: 1,436

    tylerreinelt said:

    Alberto said:

    CyperImer said:

    Have you found a solution to this? I am also having the same problem as described above and have went through the different steps as well.

    Also,  I've manually installed the api-ms-win-crt dlls such that there's no missing dependencies but the simulations are still failing in the same way as before unfortunately.

    If I try to "Run Simulation" again after the error message, then daz studio crashes. A crash report snippet is attached.

    Not yet, but your CFF report could help. 

    The "api-ms-win-crt-heap-l1-1-0.dll" in your computer is for a 32-bit machine (it says Portable Executable 32), but the requirement is a Portable Executable 64. So this file is not compatible. Could you install the 64-bit version?

    See the following image from my computer:

     

     

     

     

     

    I just purchased this and have the same issue, Filament works perfectly. but the moment i run simulation i get an error and the second time it just crashes daz for me all together. 

    Try the following. After each step,  check if the plugin is working.

    1. Update Windows.
    2. Install the Visual C++ Redistributable (https://www.microsoft.com/en-in/download/details.aspx?id=48145 )
    3. Repair installed Visual C++ 2015 Redistributable package: (https://answers.microsoft.com/en-us/windows/forum/all/how-to-fix-api-ms-win-crt-runtime-l1-1-0dll-is/5c50232f-5af7-4f09-bf06-63718bb17e22)

    See this also: https://helpdeskgeek.com/help-desk/how-to-fix-program-cant-start-because-api-ms-win-crt-runtime-l1-1-0-dll-is-missing/

    Let me know if the problem persists.

  • UthgardUthgard Posts: 863

    This may be not feasible, but is there any way to get some presets for characters, even if as a paid add-on? My computer is old enough that trial-and-error with a crash-prone DAZ is not an enjoyable prospect.

  • AlbertoAlberto Posts: 1,436

    Uthgard said:

    This may be not feasible, but is there any way to get some presets for characters, even if as a paid add-on? My computer is old enough that trial-and-error with a crash-prone DAZ is not an enjoyable prospect.

    It could be a good idea. But, I'm just preparing an update to fix some bugs, adding a new, more stable, method to make the plugin more manageable, If after this update is necessary, I could try the presets you said. 

  • UthgardUthgard Posts: 863

    Hey, thanks for even thinking about it! It's also great to hear you're still improving the plugin.

  • FISIO SB Engine will not start MacO when I click RUN SIMULATION

     

    Files are installed in /Applications/DAZ 3D/DAZStudio4 64-bit/libs

     

    Help???????

     

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  • AlbertoAlberto Posts: 1,436

    andersonfilm said:

    FISIO SB Engine will not start MacO when I click RUN SIMULATION

     

    Files are installed in /Applications/DAZ 3D/DAZStudio4 64-bit/libs

     

    Help???????

     

    Did Fisio, the main plugin, work? 

  • Yes. Main Plugin works just Soft Body plugin giving error when I hit 'run simulation'.

  • AlbertoAlberto Posts: 1,436

    andersonfilm said:

    Yes. Main Plugin works just Soft Body plugin giving error when I hit 'run simulation'.

    OK. Let me know, please:

    1. Do you have installed the last update?
    2. Did you install FisioSB with DIM?
    3. Did the plugin show you an additional error message? Could you show it?
  • AlbertoAlberto Posts: 1,436

    andersonfilm said:

    Yes. Main Plugin works just Soft Body plugin giving error when I hit 'run simulation'.

    OK. Let me know, please:

    1. Do you have installed the last update?
    2. Did you install FisioSB with DIM?
    3. Did the plugin show you an additional error message? Could you show it?
  • andersonfilmandersonfilm Posts: 4
    edited September 7

    I believe I have the latest. It was installed with DIM. 

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  • AlbertoAlberto Posts: 1,436

    First, let's see if it was correctly installed.

    Please, run the attached script in Daz Studio to see if the library is inside the proper folder so the plugin can access it. It will show a message saying if the engine can be located.

     

    dsa
    dsa
    locateFisioEngineMacOS.dsa
    532B
  • Alvin, I appreciate the help. Here is the output I get from the script with MacOS Sonoma.

     

    I forgot to mention that I AM able to get the plug in to load and work, run simulations, on my WINDOWS machine.

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  • AlbertoAlberto Posts: 1,436

    andersonfilm said:

    Alvin, I appreciate the help. Here is the output I get from the script with MacOS Sonoma.

     

    I forgot to mention that I AM able to get the plug in to load and work, run simulations, on my WINDOWS machine.

    I sent you a PM. 

  •  Can Fisio be used to create an animation of a human figure with limbs that have lost their strength and fall over?

     Would Fisio be able to represent a scene such as a human figure falling down a flight of stairs?

  • AlbertoAlberto Posts: 1,436

    Space Jingoroh said:

     Can Fisio be used to create an animation of a human figure with limbs that have lost their strength and fall over?

     Would Fisio be able to represent a scene such as a human figure falling down a flight of stairs?

    Like a ragdoll?, no it canoot.

    An update, soon to be available, could partially animate skeletons (e.g., selected limbs) using the cable model type.

  • Space JingorohSpace Jingoroh Posts: 167
    edited September 25

    Alberto said:

    Space Jingoroh said:

     Can Fisio be used to create an animation of a human figure with limbs that have lost their strength and fall over?

     Would Fisio be able to represent a scene such as a human figure falling down a flight of stairs?

    Like a ragdoll?, no it canoot.

    An update, soon to be available, could partially animate skeletons (e.g., selected limbs) using the cable model type.

     I appreciate your response.

     I am eagerly awaiting your update.
     It's quite challenging to create the effect of people falling over by hand.
     I believe the updated features will be beneficial.

     I am also looking forward to seeing “Mopat for Daz Studio”.
     I think it will be an indispensable tool for animation work in Daz Studio without “Path Constraint”.

    Post edited by Space Jingoroh on
  • AlbertoAlberto Posts: 1,436

    Thank you!

  • Alberto said:

    mazinkaiserzero said:

    Hellboy said:

    Hi.

    I'll be that person...

    Will this work to properly animate breasts or male anatomical elements?

    Thanks.

    Came here to ask this, so I'll second it.

    I already bought it and have been trying to do a simple animation with a G8F figure moving up and down, I'm using springs with the active facets only option to select only the mesh for the breasts. Sadly, they deflate completely. I tried using the skin young presets and same results. I did notice increasing density helps a bit in keeping the shape but then gravity affects them even worse. Also, the selected mesh now doesn't seem to follow the figure at all. Turning off the gravity stops the breasts from deflating but then the breasts just stayed in the same place while the figure moved up and down. Then I tried doing a collision with a rigid body and I just couldn't get any bouncing back effect, it almost just feels like a regular dforce sim.

    So I'd like to ask if you could show how to do it like in the nose press promo picture and if this can actually be used for bouncy animations with figures (and how)

    Thanks! 

    Use Shell instead of Spring. There are some presets for the Fisio Materials (in Smart Content - Props - Fisio SB - Materials (they're not surface material for renders, but properties preset applicable to the Fisio Materials.

    If you use Spring, use the Stiffness of the Spring property to control the stiffness.

    You can't animate with keyframes the Soft bodies, but you can transform the simulation into morphs and then disable the soft body (or unsign it as a soft body) to use the morphs.

    The soft bodies and the rigid bodies can collide, but when using the Non Smooth contacts System type, the objects tend to stick. What are the settings of the bodies and the system you used?

    How do I transform the simulation into morphs? 

  • AlbertoAlberto Posts: 1,436

    illmiimusic said:

    Alberto said:

    mazinkaiserzero said:

    Hellboy said:

    Hi.

    I'll be that person...

    Will this work to properly animate breasts or male anatomical elements?

    Thanks.

    Came here to ask this, so I'll second it.

    I already bought it and have been trying to do a simple animation with a G8F figure moving up and down, I'm using springs with the active facets only option to select only the mesh for the breasts. Sadly, they deflate completely. I tried using the skin young presets and same results. I did notice increasing density helps a bit in keeping the shape but then gravity affects them even worse. Also, the selected mesh now doesn't seem to follow the figure at all. Turning off the gravity stops the breasts from deflating but then the breasts just stayed in the same place while the figure moved up and down. Then I tried doing a collision with a rigid body and I just couldn't get any bouncing back effect, it almost just feels like a regular dforce sim.

    So I'd like to ask if you could show how to do it like in the nose press promo picture and if this can actually be used for bouncy animations with figures (and how)

    Thanks! 

    Use Shell instead of Spring. There are some presets for the Fisio Materials (in Smart Content - Props - Fisio SB - Materials (they're not surface material for renders, but properties preset applicable to the Fisio Materials.

    If you use Spring, use the Stiffness of the Spring property to control the stiffness.

    You can't animate with keyframes the Soft bodies, but you can transform the simulation into morphs and then disable the soft body (or unsign it as a soft body) to use the morphs.

    The soft bodies and the rigid bodies can collide, but when using the Non Smooth contacts System type, the objects tend to stick. What are the settings of the bodies and the system you used?

    How do I transform the simulation into morphs? 

    Click on the button Create a morph... in the Pane, and select the initial and last frame for the calculation of the transformation.

  • CaetlynCaetlyn Posts: 85

    This may have been asked before but does this work for different poses in G8 characters? I'm looking to animate one such character passing out on the floor. 

  • AlbertoAlberto Posts: 1,436

    Caetlyn said:

    This may have been asked before but does this work for different poses in G8 characters? I'm looking to animate one such character passing out on the floor. 

    It works with any figure. The requirement is that the geometry is closed or nearly closed. G8 characters are nearly closed. 

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