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Softbody Triggering
Posted: 25 February 2018 11:20 PM   [ Ignore ]  
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Hello!
I was wondering if there’s a way to trigger softbody simulation based on a vertex map animation.
Something similar to what the Dynamic Body State node does in Xpresso with cloner objects.
I’ve made a quick setup, dragging my vertex map to the mass map in the soft body tag, but it only takes the first frame of the state, it doesn’t work on animated vertex map.
I tried the dynamic body state within xpresso, but with no success…
Any ideas would be really appreciated.
Thanks!
José

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Posted: 26 February 2018 01:09 AM   [ Ignore ]   [ # 1 ]  
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Hi José,

I can offer only a workaround.

Please have a look at the scene file:
https://www.amazon.com/clouddrive/share/gXaguOyF68OQlHH95PI61syv17Y4wA8bCUS21nEGlGW

I have introduced a second Vertex Tag. Both will be used every other frame, so the Tag has to update/refresh its information.

All the best

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Dr. Sassi V. Sassmannshausen Ph.D.
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Posted: 26 February 2018 07:49 AM   [ Ignore ]   [ # 2 ]  
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Hi Dr. Sassi
That just worked like a charm!
Thank you for your huge help as usual.
Best,
José

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Posted: 26 February 2018 03:47 PM   [ Ignore ]   [ # 3 ]  
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You’re very welcome, José!

Thanks for the nice feedback.

My best wishes for your project.

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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: 27 February 2018 04:23 PM   [ Ignore ]   [ # 4 ]  
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Hey Dr. Sassi
I kept digging on some soft body triggering setups.
I was wondering if the bodystate node in Xpresso for triggering dynamics works also with softbodys?.
I see there’s a point index input, but it doesn’t seems to work as the object index input. What exactly is the point index input for?.
Thanks, José

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Posted: 27 February 2018 04:54 PM   [ Ignore ]   [ # 5 ]  
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Hi José,

Think of a big bag. If you push this bag in the middle, it will just move (roughly). If it has a handle on the side and you pull on that handle, tangentially, it might rotate/revolve more around its own axis first, than moving just straight.

In other words, the Point Index allows you to specify for a none-clone object where a “power” would attack.

To illustrate that in a better way, please have a look at the file below. Go to the Take System and let it play with take 123 and then with 369 [point numbers]. The outcome is quite different.
Scene file
https://www.amazon.com/clouddrive/share/kQ6efdAaQjJ2nHzK5B5nQXGcpxbujNCImh4CeFFGCZo

All the best

P.S.: based on your file:
https://www.amazon.com/clouddrive/share/bMCWs7BHRYiVH2JZoe08sN9d0iqRrgvQasEDr8HPVV0
I use the subtract instead of Add -1 for a better reading of the script.
Please use the Take System.
The X-Manager should be sorted for a cleaner reading as well. Top is first , bottom is last in the execution. This might help to prevent delays.

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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.
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Posted: 27 February 2018 05:39 PM   [ Ignore ]   [ # 6 ]  
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I see, thanks for the info Dr. Sassi
Very clear… So the point index it’s for different purposes than the object index.
The Tag with animated vertex on the Mass Map would be the right option to trigger the sim on a special part of the geometry I believe.
Thanks a lot!
Best,
José

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Posted: 27 February 2018 06:06 PM   [ Ignore ]   [ # 7 ]  
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You’re very welcome, José.

The Object Index is related to all objects affected by Dynamics Rigid, Soft< Collider, Ghost), or limed if the Node has an Object in the specific field.

When or what will trigger it is certainly a question of the scene set up, but yes, that sounds reasonable.

My best wishes

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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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