
:: Post Date: 2007-04-14 11:28:26 [Post Comment] [Post Articles]
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Simulating Real Time Soft Body on a Deforming CharacterSoftware Used:Autodesk 3ds MaxAuthor:Julio AlvaradoStep 1You put a bone for each cluster. It is very important that the bone/mesh is oriented properly so that when the simulation occurs, the vertex/face normals around the cluster don't go through the mesh. ![]() Step 2Create the bones and points necessary for a full IK System in the TOP viewport. ![]() Step 3To each bone independently (actually a bone{bone01} and its terminator bone{bone02}), add an IK limb constrain (in case you hadn't already). An IKChain object is created by maxscript where appropiate and the bones follows it. ![]() Step 4Create a point objects as necessary and align it with the IKChain using the options pictured. reiterating:you should have aligned point02 in orientation and position to the firstmost bone's object pivot and the point01 to the IKChain01 object). Optionally, rename the new point objects and bones created to identify easily. Repeat to each parent bone the same process. ![]() [Click Here for larger image] Step 5After creating, aligning and linking your parent bone {bone01} to point02 (the parent ![]() Step 6Select point01 indepently and add a spring controller (preferably not from the animation menu, but from the animation panel) Create a gravity object, you will be using it to get the bounce needed. Also create a motion object such as a biped with animated footsteps and parent the bone system's point parent to any part of the animated object as necessary for proper skin/physique deformation (If you are using physique do this AFTER applying physique so that you may use these bones as extra bones). ![]() Step 7To each point leave all spring parameters as they are pictured here, Mass=300, Drag=5; add an influence object, and make that any object (with -2 precedence) that is parent to the IK Chain's parent point. Add gravity and add an influence as mentioned. proceed to step 8. ![]() [Click Here for larger image] Step 8Final Step: Heres the tricky part most people don't get and there are no tutorials about it on the net (until now) from what I have seen. Change the damper factor of the new influence to -0,5. Set iterations to 2 or 3(slow but realistic: never 4). Repeat for each IK Chain's parent point (this point is aligned with the IKC object). Done! Play the animation and if your bones have assigned weights to a mesh (via Skin or Physique), You can see a soft body animation play in real time*. You could optionally mirror your created IK system by selecting the whole Ik System and mirroring it in the perspective viewport using the mirror tool. You can opt to instance the spring controllers but I have not tried it so I wouldn't recommend it. *Minimum system requirements (vary according to number of springs used, mesh density and character complexity): 1Ghz processor. ![]() |
| ya very confusing a final video would be good |
| The tutorial is a good one... but it needs a final production pic/clip and the text needs to be more discriptive and easy. |
| Sorry to say, im not sure what the result is. And you seperated each step into even more tiny steps on the pictures, same with text its confusing. |
| thanks, but a clip will help us understand how it works |
| can you show movieclip of the result please? thn |
| Very confusingly written. |