Julez4001
12-04-2003, 12:54 PM
http://www.flarenova.com/sbd1.jpg
Not necessary a tutorial (but I will do one if its still vague).
This is for everyone who wants to do a character with the skirt
http:\\www.flarenova.com\sbd_skirt2.mpj
** There are two collision proxie spheres:
1 parented to the Thigh and other to the shin.
So you wil have to add more objects for parts you want to collide.
There are some collision rules to SBD clothes in messiah
1. You must add some thickness to your CLOTH model for pressure. Not necessary for SBD effects but for collision - yes!
2 Its better to use collision objects (preferablly spheres but u can make crude replicas of the objects (collision proxies) that will the colliding objects)
a. use radius for edge adjust
b. set your collision radius
3 For lightwavers, Do not use layered objects..create separate objects for body, the cloth and the collision proxy objects
4. Keep replacing objects to a minimal, SBD sometimes use the same deformation information from previous object on ur new object when you replace.
5. Write your sbd settings down
6. sbd is realtime, so it can change from playback to playback
check setting to make sure you get the same repeated performance..sometimes it could be the metanurbs slowing down playback or such.
7. Good starting point for softbody settings SLIDER BAR
Set everything to 0 except for Global weight and Gravity Scale..set them to 1.
SideNotes
Triple objects or proxies to see what changes in dynamics, you may get better results.
Add more polys especially in the bending areas of the cloth.
Higher the poly count, the better deformation but also the slower but there always MetaNurbs :)
Unnecessary uses cloth dynamics:
- Jackets and shirts unless the sleeves or flaps hang
- Capes and hanging cloth shouldn't solely use SBD - use bones as well and you have more control. Add SBD after bone animation, think about using PointOven. By this I mean ..
do you animation with just bones and then save teh deformation and apply sbd via messiah or third party (maya syflex or lw MD)..whatever you do apply sbd after main deformations.
---------------------------------------------------------------
FTM:
Key: Moves through the existing keyframe numbers. Enter a number in the entry field to go to a specific key or use the arrows to scroll through. Note: This is not referring to the frame number, but rather whether it's the first keyframe, second keyframe, etc. For example, the first keyframe might be on frame 0, and the second keyframe might be on frame 65.
Frame: Displays the frame number that a keyframe is on. Also, you can type a number in here to change the actual frame that a keyframe is on. For example, lets say you have keyframe #2 and it's on frame 33. Just type in 52 and now keyframe #2 will be on frame 52. It's a really fast way to accurately move a keyframe.
Fluid Density: Sets the density of the atmosphere that the object is moving through. For example, you can set this to be thick, like water, or thin like air. The higher the number, the "thicker" the atmosphere.
Damping: Sets the damping of the movement-- how quickly it stops jiggling or waving, or whatever.
Global Weight: The weight of the points in the object. A positive number will make it weigh more, a negative weights will make it float.
Internal Pressure: An imaginary force that comes from within the object that pushes out toward the surface normals of the points. Picture a hot air balloon: a gust of wind will push in and deform it, but the pressure of the hot air inside the balloon pushes it back out into its original shape.
Gravity Scale: A multiplier for gravity. The default gravity in messiah is set for real gravity. If you need it more intense or less intense, use this setting.
Spring Damping: This dampens the reaction to compression and stretch.
Not necessary a tutorial (but I will do one if its still vague).
This is for everyone who wants to do a character with the skirt
http:\\www.flarenova.com\sbd_skirt2.mpj
** There are two collision proxie spheres:
1 parented to the Thigh and other to the shin.
So you wil have to add more objects for parts you want to collide.
There are some collision rules to SBD clothes in messiah
1. You must add some thickness to your CLOTH model for pressure. Not necessary for SBD effects but for collision - yes!
2 Its better to use collision objects (preferablly spheres but u can make crude replicas of the objects (collision proxies) that will the colliding objects)
a. use radius for edge adjust
b. set your collision radius
3 For lightwavers, Do not use layered objects..create separate objects for body, the cloth and the collision proxy objects
4. Keep replacing objects to a minimal, SBD sometimes use the same deformation information from previous object on ur new object when you replace.
5. Write your sbd settings down
6. sbd is realtime, so it can change from playback to playback
check setting to make sure you get the same repeated performance..sometimes it could be the metanurbs slowing down playback or such.
7. Good starting point for softbody settings SLIDER BAR
Set everything to 0 except for Global weight and Gravity Scale..set them to 1.
SideNotes
Triple objects or proxies to see what changes in dynamics, you may get better results.
Add more polys especially in the bending areas of the cloth.
Higher the poly count, the better deformation but also the slower but there always MetaNurbs :)
Unnecessary uses cloth dynamics:
- Jackets and shirts unless the sleeves or flaps hang
- Capes and hanging cloth shouldn't solely use SBD - use bones as well and you have more control. Add SBD after bone animation, think about using PointOven. By this I mean ..
do you animation with just bones and then save teh deformation and apply sbd via messiah or third party (maya syflex or lw MD)..whatever you do apply sbd after main deformations.
---------------------------------------------------------------
FTM:
Key: Moves through the existing keyframe numbers. Enter a number in the entry field to go to a specific key or use the arrows to scroll through. Note: This is not referring to the frame number, but rather whether it's the first keyframe, second keyframe, etc. For example, the first keyframe might be on frame 0, and the second keyframe might be on frame 65.
Frame: Displays the frame number that a keyframe is on. Also, you can type a number in here to change the actual frame that a keyframe is on. For example, lets say you have keyframe #2 and it's on frame 33. Just type in 52 and now keyframe #2 will be on frame 52. It's a really fast way to accurately move a keyframe.
Fluid Density: Sets the density of the atmosphere that the object is moving through. For example, you can set this to be thick, like water, or thin like air. The higher the number, the "thicker" the atmosphere.
Damping: Sets the damping of the movement-- how quickly it stops jiggling or waving, or whatever.
Global Weight: The weight of the points in the object. A positive number will make it weigh more, a negative weights will make it float.
Internal Pressure: An imaginary force that comes from within the object that pushes out toward the surface normals of the points. Picture a hot air balloon: a gust of wind will push in and deform it, but the pressure of the hot air inside the balloon pushes it back out into its original shape.
Gravity Scale: A multiplier for gravity. The default gravity in messiah is set for real gravity. If you need it more intense or less intense, use this setting.
Spring Damping: This dampens the reaction to compression and stretch.
