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Ragdoll or rig dynamics?
Posted: 13 August 2020 01:56 PM   [ Ignore ]  
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Hello

I’m using a basic character rigged in Mixamo that I need to have “falling” in the sky, and have the limbs and head sort of “flailing” around as if they are fighting gravity
I attached an image but here is a dropbox link in case that doesn’t work
https://www.dropbox.com/s/2rzkst9ird1j1to/tumblr_ed3444d0d33ada3adc57d8ed86624408_818fefef_1280.jpg?dl=0

I’m wondering if, to do this, I need some kind of ragdoll setup (which I’ve never done) or if I can do it just with built in dynamics within a rig?

Thanks for any suggestions!

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Posted: 13 August 2020 03:46 PM   [ Ignore ]   [ # 1 ]  
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Hi Alex,

This was discussed a few months ago:
https://www.youtube.com/watch?v=KcwNSry-R9o&list=PLIqMw1vG1TWYY0XwA6_CkB5xRqrG7-2Yy&index=14

Perhaps worth a try?
I have to get a new character from Mixamo and try to find something faster/simpler since your image indicates more the movement like drowning? Slow and mostly body moves like waves? I might have some ideas, but I would love to have that little input. Images can mislead a lot.

Cheers

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Dr. Sassi V. Sassmannshausen Ph.D.
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Posted: 13 August 2020 04:49 PM   [ Ignore ]   [ # 2 ]  
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Hello Sassi

Yes I’ve seen some tutorials about modifying an asset without a rig, which works well for the figure character because it has these built in pivot points.  But with an asset like the one here
https://www.dropbox.com/s/hsu9mgepgyfdnlr/TPose.fbx?dl=0
I believe that the geometry would just fall apart with this type of approach?

So in terms of the effect I’m after, imagine that people are falling from a tall building, but in slow motion.  So they are essentially looking like they are swimming, but they have a downward motion and in general they are “fighting gravity” if that makes sense?  I think you could also imagine that they are underwater and being pulled down by a current and they are struggling to go back to the surface?  Both those types of movements would work


Thanks!

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Posted: 13 August 2020 06:21 PM   [ Ignore ]   [ # 3 ]  
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Hi Alex,

This is the most straightforward set up I can think of.
I excluded, for now, the downward or speed details.
Just to get small feedback if that could work at all for you.

Project file:
https://www.amazon.com/clouddrive/share/mSiWItZ2n0OH7LUktoMjucYWxHdpNxe9ZkinKngKFvw

Based on their position in the Random-field, they take a specific post (blended from position to position)

Cheers

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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: 13 August 2020 08:41 PM   [ Ignore ]   [ # 4 ]  
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P.S.:

Here is a short little loop animation, 2 seconds, baked as PLA into the mesh.

The Step Effector separates all animation equally, so no puppet has the same animation, except you have more than 48 in it.

Some Effectors create more chaos, position, and rotation wise, while one Plain effector is purely responsible for the fall. I have set up a curve for that, so it accelerates a little bit over time. (Just eyeballing).

Project file
https://www.amazon.com/clouddrive/share/oEhBBkGQl6SS3ufSHz6LNnI3Gpx7LjnqbetouNU8opa

Cheers

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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: 14 August 2020 12:09 AM   [ Ignore ]   [ # 5 ]  
Total Posts:  434
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Hi Sassi!
That’s a great technique.  I could combine this with maybe two or three different animations so I have enough variation between the source mesh and the effectors?
What technique do you use to bake the rig animation to PLA?

Thanks!

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Posted: 14 August 2020 12:49 AM   [ Ignore ]   [ # 6 ]  
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You’re very welcome, Alex, thanks for the reply.

The PLA: I animated the Rig (joints) first. Starting by setting the first and last frame with identical keys. Then used a Point-Cache to get all the values Stored. I switched the Skin object off and used Cappucino with only PLA enabled (no P, S, R). Use the Shift+C shortcut to get Cappucino via Commander.

Yes, several animations will work. Perhaps consider a more extended sequence, and set here also the first and last keyframe identical, then animate some key positions of the puppet in the between. If it is long enough, the Step Effector will spread everything, and it will perhaps work as well as many different shorter sequences.

After the PLA was done, I extended the Timeline duration and used the Timeline> Function> Track Before/After to repeat the animation.

Let me know if I left a point un-answered, I’m happy to share more.

Cheers

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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: 14 August 2020 04:56 PM   [ Ignore ]   [ # 7 ]  
Total Posts:  434
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Thanks Sassi

You put the Point Cache tag on the geometry right?  I tried putting it on both the geo and the root of the rig, but in both cases it remains greyed out (can’t check the enabled tickbox)...
What am I doing wrong?

Thanks!!

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Posted: 14 August 2020 04:58 PM   [ Ignore ]   [ # 8 ]  
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Hi Alex,

Please have a look at the Takes. Set it to the top one: Main.

Obviously, the FBX has defaulted this.

Point Cache on the Geometry.

Cheers

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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: 14 August 2020 05:12 PM   [ Ignore ]   [ # 9 ]  
Total Posts:  434
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Yes, that’s what I thought…But I had opted to not import takes on this test and made sure I had Main Take active anyways.
See the screen recording below
https://d.pr/v/HyNOSW

Thanks!

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Posted: 14 August 2020 05:15 PM   [ Ignore ]   [ # 10 ]  
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Hi Alex,

I’m glad it worked.

I do not click on shortened or camouflaged links. Sorry.
(DropBox, Amazon, Apple, Google, Adobe or Wetransfer only)
I’m happy to send an upload link, of course.

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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Posted: 14 August 2020 05:38 PM   [ Ignore ]   [ # 11 ]  
Total Posts:  434
Joined  2012-01-05

Oh sorry, I started using called Droplr that saves videos directly to the cloud, but I just saved it to Dbox here
https://www.dropbox.com/s/uot5nsvj7q6lkv4/2020-08-14_14h36_16.mp4?dl=0

For some reason the PointCache stays disabled regardless of Takes…

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Posted: 14 August 2020 05:46 PM   [ Ignore ]   [ # 12 ]  
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Thank you very much, Alex, this was really kind of you.

I share so many files and have a few NDAs that I have to keep it super safe here. Thank you for understanding, even it looks like being neurotic. wink

So, what I see that the Point Cache is not initiated. Press the Store State button. It should be all fine now.

ENJOY.

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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: 15 August 2020 05:23 PM   [ Ignore ]   [ # 13 ]  
Total Posts:  434
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Thanks Sassi
It all seems fine except the disabling of the skin part…If I disable the skin the model gets disconnected from the rig…Maybe there is something I need to do with the point cache tag that I’m missing?

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Posted: 15 August 2020 05:55 PM   [ Ignore ]   [ # 14 ]  
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Hi Alex,

After the point cache has stored the information, the Skin object is shut off, not before.

If the Skin object is left on, the object will get the information twice, and it would be useless. (Except one likes to have the figure looking more like an abstract paint-stroke.)

Is this solving it?

Cheers

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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 August 2020 06:25 PM   [ Ignore ]   [ # 15 ]  
Total Posts:  434
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I figured it out…Once the point cache was recorded I needed to turn off “Use Deformer” smile
Now my problem is with Cappuccino…I remember it was mostly used to record things that the user is doing in the viewport, but how do you get it to record an existing animation?  Sorry if this is a super basic question, I think I haven’t used Cappuccino in years!

Thanks!

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