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Softbody constrained to rigged mesh
Posted: 15 April 2017 09:09 AM   [ Ignore ]  
Total Posts:  81
Joined  2016-02-22

Hi

I found softbodies works better than cloth to make dynamic geometry hair.  I wish the mesh hair to constrain to a rigged character while allowing vertex maps to be used such as for the mass of the softbodies. The geo hair must collide with other objects and it self, and react the turbulence and wind.

Iv tried what seems everything to no result.

1: psr, and parent constrain, software geometry :dont follow rigged character
2: weighted hair mesh to same bone as head :softbody dont work with mass vertex map
3: giggle deformer :dont self collide, or have collision, and not react like softbodys
4: Softbody/forces Follow position/rotation : dont work moves off position

Any ideas how to do this would be great,

example: https://www.youtube.com/watch?v=D-a3ONpV4xU
example 2 shown done in C4D https://www.youtube.com/watch?v=ICDmUxTiVHY

Thanks, Dan

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Posted: 15 April 2017 02:34 PM   [ Ignore ]   [ # 1 ]  
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Hi Dan,

The example looks like Hair with instances. They intersect to a certain degree.

Instance in Hair have some dependencies to parameters all over the place. Hence why I share a short video clip to point those relations out.
The example has wind and joints in it, test them and have a look if that works for you.

Scene file
https://www.amazon.com/clouddrive/share/UyX1WWUsLXTDDnh57HcYDmBRQ9DqiSjlVoIKeJUr7K1?ref_=cd_ph_share_link_copy

One minute clip:
https://www.amazon.com/clouddrive/share/6LsCEzLN6jmlB9V7fVdsjnVcxoxqyMIZZXj9wulIFox?ref_=cd_ph_share_link_copy

All the best

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Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004
Maxon Master Trainer, VES, DCS

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Posted: 15 April 2017 06:32 PM   [ Ignore ]   [ # 2 ]  
Total Posts:  81
Joined  2016-02-22
Dr. Sassi - 15 April 2017 02:34 PM

Hi Dan,

The example looks like Hair with instances. They intersect to a certain degree.

Instance in Hair have some dependencies to parameters all over the place. Hence why I share a short video clip to point those relations out.
The example has wind and joints in it, test them and have a look if that works for you.

Scene file
https://www.amazon.com/clouddrive/share/UyX1WWUsLXTDDnh57HcYDmBRQ9DqiSjlVoIKeJUr7K1?ref_=cd_ph_share_link_copy

One minute clip:
https://www.amazon.com/clouddrive/share/6LsCEzLN6jmlB9V7fVdsjnVcxoxqyMIZZXj9wulIFox?ref_=cd_ph_share_link_copy

All the best

Thanks for your reply and help.  The hair was the first option I looked at initialy and soon ruled out simply because if you look at the video I posted the ball has no hair colider tag on it, how on earth it interacts I have no idea, but the main issue for me with the hair is simply that the instance geometry does not self collide, this is why I ruled this option out.  Also Im thinking of hair having volume that has not as seperate dreg lock type strands, but cape like draped hair as its main volume, then maybe some strands. If I can use actual geometry then I can have its own Uvs, alpha maps, and bump detail.

Can you confirm if a object with sofbody can, or cannot be applied to geometry that is being driven by joints, or if it can be somehow constrained to geometry that is being driven by joints.

Thanks, Dan

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Posted: 15 April 2017 07:55 PM   [ Ignore ]   [ # 3 ]  
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Hi Dan,

There is certainly a sweet spot that can work with Soft-Bodies and Connectors (edit: not joint based directly /edit), but I have not a good feeling to suggest this, it needs a lot of fine tuning with weight-maps to follow naturally at any given “speed”. But perhaps you have a certain range and it might work flawless. Key parts: Connector and weight-maps, IMHO.

As shown in my little video the Hair>Dynamic>Surface Radius should have an influence in that, but not really, so far I can tell practically.

The YouTube video shows a clear intersection of the hair. If a Tag is visible or not is easily accomplished. Just go to the Object Manager and Show Filter [the eye icon] allows you to filter out anything, hence why it is only sign if it is visible, to say it was perhaps sued. Screenshots/captures are not 100%. Like yesterday where I showed that a Layer browser could be gray and not visible in the icon. Guessing is not comfortable and wasting more time than it could help.

Perhaps if you like to have something working perfectly with no intersection:
https://www.cineversity.com/vidplaytut/siggraph_2016_rewind_-_chris_schmidt_creating_advanced_controllable_dynamic

I couldn’t find anything more stable for your request so far.

All the best

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Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004
Maxon Master Trainer, VES, DCS

Photography For C4D Artists: 200 Free Tutorials.
https://www.youtube.com/user/DrSassiLA/playlists

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Posted: 15 April 2017 11:05 PM   [ Ignore ]   [ # 4 ]  
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P.S.: I explored it a little bit more and after some experiments I found a little workaround to keep things way more stable.

The idea was to place a little plane on a Join (so no weighting influence on the points of that object). In this way the the Head can get the “pony-tail” and it follows easily.
The key is to have an initial frame which always has the same configuration (keyframe it), otherwise the pony-tail will create perhaps a distance to the head and keep that distance.

Have a look at here, scene file:
https://www.amazon.com/clouddrive/share/u4dQeBKBprJQuYxATT0cf2G9SVJWoO2oYAGV2e2E3Np?ref_=cd_ph_share_link_copy

Edit … and with sphere collider test:
https://www.amazon.com/clouddrive/share/CGSGz5ZIgeYDqyxq7aHjNuveHGKZszgNWOynMjwFow3?ref_=cd_ph_share_link_copy

I hope that creates what you were looking for.

Intersections of the Hair might be avoided with more Segments, but with a lot of Hair, that can slow down your scene.

All the best

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Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004
Maxon Master Trainer, VES, DCS

Photography For C4D Artists: 200 Free Tutorials.
https://www.youtube.com/user/DrSassiLA/playlists

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