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Phearielord
02-03-2003, 03:29 AM
ok
I have a bit of a problem.
One of my characters i'm doing has REALLY long floppy ears.
How do I get them to flop around, without having to actually keyframe it?
I've tried softbodies, but they dont seem to behave right.
Jiggle is completely wrong...

Any ideas?:shrug:

lowkey
02-03-2003, 06:56 AM
have you already tried non-linear deformers?

i don't know how your model looks like, but i guess i can be done with a simple bend. :shrug:

Phearielord
02-03-2003, 07:53 AM
with a simple bend deformer it would look too controlled.
I really want it to look organic, almost like cloth flapping......
I will have to hunt around a bit.

olivier georges
02-03-2003, 08:11 AM
hi,
try to build joints inside your ears, then use a spline ik to control them, and turn your ik spline curve into a softbody with the option make original soft and make copy a goal, use a goal of 1 and then, with the component editor, lower each particles goal in a gradient maner, with for example 0.5 for the last particle ( at the tip of your ears) and 1 for the first particle, then, your can add spring between your particles to add stiffness and damping to your ears... it can be work with that way :)


i hope it will help you :)


Olivier

olivier georges
02-03-2003, 08:30 AM
hi,
try to build joints inside your ears, then use a spline ik to control them, and turn your ik spline curve into a softbody with the option make original soft and make copy a goal, use a goal of 1 and then, with the component editor, lower each particles goal in a gradient maner, with for example 0.5 for the last particle ( at the tip of your ears) and 1 for the first particle, then, your can add spring between your particles to add stiffness and damping to your ears... it can be work with that way :)


i hope it will help you :)


Olivier

Phearielord
02-03-2003, 08:59 AM
hey
thanks for that idea
will give it a try and see how it goes.
It just seem like a fairly complex setup, and might slow the whole scene down.
o well
sounds good though

Any other ideas anyone?

jbo
02-03-2003, 09:37 AM
just an idea, but you could make cloth dummy objects, and use a wrap deformer. I don't know if that would work or not though.

alex.ongaro
02-03-2003, 09:44 AM
Hi, I think Oliver method is the best one, and if you're concerned
about permormance, you can always swith off the dynamic simulation until you have your animation done.
Another interesting point is you can fix simulation problems animating by hand the goal object.
I also suggest you to use a very lowres proxy head object as a collision layer for your ear.

-alexongaro

bentllama
02-03-2003, 09:45 AM
Originally posted by olivier georges
hi,
try to build joints inside your ears, then use a spline ik to control them, and turn your ik spline curve into a softbody with the option make original soft and make copy a goal, use a goal of 1 and then, with the component editor, lower each particles goal in a gradient maner, with for example 0.5 for the last particle ( at the tip of your ears) and 1 for the first particle, then, your can add spring between your particles to add stiffness and damping to your ears... it can be work with that way :)


i hope it will help you :)


Olivier

Olivier beat me to that suggestion :)... it works great too... I have used it for alpha-tested fur and hair...etc...etc...

GrafOrlok
02-03-2003, 09:46 AM
I've worked with the solution Oliver Georges suggested doing a long floppy hat, and I would say this is the only suggestion if you want it to look fairly real. Speed is not an issue as long as you use a cache file for the particles/soft body. But it is a little tricky to set up but if you group things right things will work fine and you can forget about the ears and concentrate on the animation!

Phearielord
02-03-2003, 07:15 PM
wow!!

I've received some really great responses.
I was a bit worried at first, for this isn't just some question any beginner could answer.
I will try out all the proposes today, and see how it goes.
:thumbsup:

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