View Full Version : Breasts Simulation animation?
MDB101 03-15-2003, 08:54 PM Ok lets make two simple boxes right..then make those boxes as spring bones... now when in cs whwn we add a Physique to the mesh we can add bones? then those boxes can be bones with a spring modifier.. and they act like Juggly breasts :) Can this be done? if so how>?
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Hydra
03-15-2003, 10:46 PM
don't know how to do what you ask but you could try the flex modifier for something like that.
eliseu gouveia
03-15-2003, 10:57 PM
Problem with FLEX modifier is that not only the breasts bounce up and down like any decent breast should:cool: , but they also bounce outwards and inwards (towards the chest).
In my dictionary, thatīs not good.
Nope, for this to work, for good or worst, it has to be bones all the way.
CTRL+X
03-16-2003, 12:30 AM
but they also bounce outwards and inwards
I just had the worst image in my mind after reading that,, THANKS!!! I will never view a breast the same way again!!!
eliseu gouveia
03-16-2003, 12:52 AM
:) :) :)
Sorry about that, CTR+X.
Perhaps someone should address Discreet to implement breast simulation in the next Character Studio instalment? :cool: :cool:
[DSmod]Tweak
03-16-2003, 12:55 AM
Bouncy bouncy:bounce:
LFShade
03-16-2003, 01:14 AM
I'm working on some breast simulation technology of my own, but it's not yet stable enough for production use. I'll have to do a lot more real-world testing, I think:D
AnimBot
03-16-2003, 09:35 PM
Problem with FLEX modifier is that not only the breasts bounce up and down like any decent breast should , but they also bounce outwards and inwards (towards the chest).
In actuality that is what breast would do with certain motions in the torso. You could do it with the flex modifier just make sure that you limit the movement to exactly what you want it.
MDB101
03-16-2003, 10:11 PM
Hello again I'm back with a simple test. This test I put two boxes as breats, well I shaped them into more round that is.. so with the uh belly there :) All i did was LINKED the boobs to the spine bone below the neck, then once I get all my links setup I then added a sping controller, do some minor ajust ments and there you go :) Now when you add a physique to a mesh there, you can add floating bones and then select the breasts or a big jelly belly :) then u have to you know tweak the envolopes and stuff like that :)
Test: (needs Divx to play)
http://www.vi2.com/getFile/117303.avi
KingofDaveness
03-16-2003, 10:25 PM
I find the best way is to produce two bones for the breast.
one follows from to top of the chest and angles down to the fatty rounded section at the base. The second protrudes from that upwards to just above the nipple... the second mass.
The lower bone provides the first part of the bouce... that of the whole breast as it swings forward and back against the ribs. You could use a list controller to stop the bone passing through the ribs I suppose.
The second bone provides 'cleavage shift'... that is if you imagine a pair of breasts (come on guys, you can do that) in a bra. Now when our model jumps up and down, the fatty tissue of the breast lifts at the top in the exposed area.
heh, just thought... anyone tried doing a cloth simulation???
:bounce: :bounce:
snot_nose
03-17-2003, 01:53 AM
MDB:
i still didn't understand how are you going to connect the jumping jelly belly to your mesh.
i mean you will probably have to connect the spine envelopes to your mesh's belly, so what will you do with the jumping sphere that suppose to simulate your belly?
i hope that you understand my question.
it's a shame that it's not possible to limit XYZ in the flex modifier like with the spring controller.
it would solve us a lot of problems in life.
Stroker
03-17-2003, 02:33 AM
Alright, MBD, I did some playing with what you did. Luckily, I had a hooter mesh just lying around.
First thing, I didn't have the option of adding the breasts as floating bones. I think is because of the order of operation. Doesn't seem to be a problem, though.
However, one breast is misbehaving. Even though both Springs are identical, one gets very crazy. I did a simple walk cycle and one gets nuts with the jiggle. I added a little twist in the middle of the walk cycle and the same breast got even crazier. Hmm...
Then, just for fun, I added some gravity. Whoa!
Man, I can't imagine trying to get all of this to synchronize for good motion.
But it is fun to play with.
Gotta go and mess around some more.
edit:
I figured out why one was getting crazy. The Springs were not identical. Turns out the Interations were different. The that was behaving has Interations 3 and the naughty one has (had) Interations 1. Talk about a big difference.
KingofDaveness
03-18-2003, 10:41 PM
ahh lets just face it... its cheaper in time and much more fun to just manually jiggle them.
On a similar note, anyone got any good jiggle refs ;)
:bounce: :bounce:
edaddy
03-18-2003, 10:57 PM
Alright, MBD, I did some playing with what you did. Luckily, I had a hooter mesh just lying around.
^ a sentence you will never see on any other forum
:beer:
Stroker
03-18-2003, 11:41 PM
Actually, I do have some good jiggle refs. My woman can be so cool sometimes. But I don't think she is cool enough to share with anyone else.
After a little more playing around, I got the gravity thing figured out. I linked the breasts bones with spring and added gravity, but when things got moving, they immediately went down and bounced to a relaxed pose - not good. I guess you could say they became a little too saggy.
To fix it, I had to dial back the gravity to start at around frame -50. Then I had to re-adjust the position of the breast bones to match the mesh.
I'm thinking it might be better to build the mesh with the breasts up a little, then let gravity do it's thing for the relaxed pose. Then again, I don't know if I have the strength to coordinate the mesh, rig, and spring in such a manner.
Once I get a few more things ironed out, I might be writing a tutorial.
Thank you, MDB, for this. It's been very edifying.
I do have a question related to this: How to stop the mesh from self-intersecting? You know, clipping?
gaggle
03-19-2003, 11:00 AM
Cloth simulation?
.. maybe settings could be tweaked in SimCloth or the likes to only act as a sort of intersection "guard dog", it should just keep faces apart, not do any gravity computations and such.
Just a ponder.
Fascinating topic, I just wish people would attach more pictures and movieclips dammit! :rolleyes:
edaddy
03-19-2003, 05:30 PM
i got some decent results from a quick test in simcloth, the mammaries acted pretty realistic -i.e. NOT the bouncy 'dead or alive' style madness - i haven't tried this w/ a complete mesh though so i'm not sure how it would look if my selection area was altered
eliseu gouveia
03-19-2003, 07:06 PM
Isnīt it possible to write a maxscript for it?
Personally, should I ever embrace the fine art of breast bounce simulation:cool: , Iīd appy the bulge ability in Character studio so that the breast would deform in such and such way according to itīs relative bouncing position.
KingofDaveness
03-19-2003, 11:49 PM
IVE GOT IT!!!!!
Has anyone thought of morphing?
we could model 'breast up' and 'breast down', or even left and right. ...then link the float value to the spring. or use a reactor to link them.
That way, even if the spring goes really far down or off to the side, the breast morph is invoked up to the absolute value of 100%.
Anyone with a hooter handy to try this?!!!
:lightbulb
:bounce: :bounce:
Stroker
03-21-2003, 12:00 AM
After quite a bit of playing, I came up with a rig for floppies that suites me just fine. I do still have a few issues with it, but I don't know quite enough to blast the little things that bother me.
I went with Biped.
Also, I didn't bother fixing the mesh too much. I did tweak it a little bit for an "up" position, but I didn't to a bang-up job on it.
A. This is the root for the breast bones. It's higher and smaller than usual because I want the pivot point to be at the proper height for the envelopes.
B. Helper object linked to A.
http://w3.chrlmi.cablespeed.com/~halmich/ozone/hooterrig.gif
C. This is the breast bone. It is linked to C and has a Look-At constraint to D.
D. Another helper object. This has Spring on it and is linked to A. Spring is affected by Gravity.
So, the hierarchies look something like this:
A > B > C
A > D
Put everything in the relaxed position and Gravity doesn't start until this frame. That is, Gravity has no effect just yet, so D doesn't move yet. After Physique/Skin is added, dial the Gravity start frame back so D will come to rest. After that, it's just a matter of tweaking for good motion.
It's not a perfect rig for big floppies, but it seems adequate with the tests that I've done. If I ever get around to learning more, I'm sure I'll come back and refine a few things. For example, making the breast bones a bit stretchy and constraining their rotation.
I did do some messing around to prevent clipping, but my poor little 'puter choked pretty hard.
That's about it from me.
CTRL+X
03-21-2003, 12:46 AM
Did you say "Breast Bone"?
OUCH!!!!
NeptuneImaging
09-18-2004, 03:34 PM
What about using Soft Bodies??
florian
09-20-2004, 04:52 PM
What about using Soft Bodies??
:beer:
YEAH soft bodies!!! ;)
That's they way i like it.
We should start a challenge with this.
ToddD
09-20-2004, 05:13 PM
You guys should post your results, I'd like to check out the jiggling Jubblies:applause:
NeptuneImaging
09-20-2004, 05:27 PM
What I mean by using soft bodies (I come from Lightwave) is taking the vertices or polygons, and making them a softbody object. In Lightwave the dynamics are set up as a section of a model and a value to make them look "smushy" is give. In max, you can detach the boobs from a model (but do not move them) and make it a whole new object, and keep it parented to the model, thus making the vertices fixed...
Try that... :thumbsup:
http://www.cgtalk.com/images/icons/icon13.gif
This seems to be a common theme lately, perhaps we should make it sticky!
If you want to see this concept in action look for Making of_550kbps.mpg & vinheta_globeleza.mov at this link.
WARNING there is nudity on the internet ;)
http://www.seagullsfly.art.br/
Originally posted by the Taoizm (http://www.cgtalk.com/member.php?u=63) da CG Monkey
http://www.cgtalk.com/showthread.php?t=159599
-Shea
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JayCMiller
09-21-2004, 12:39 AM
how about using Absolute Character Tools (if you can get yourhands on it) the mussle system can be affected by gravity so the bounce will be automated, but also you can set it up so that when She steches her arms up the breasts will streach with the movement. just a bit extra.
have to try out the bones way though.
NeptuneImaging
09-21-2004, 12:42 AM
That video was FRESH, and the girl looked good too...They could have used a bone with a flex modifier...
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