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Old 01-18-2013, 02:51 PM   #16
vid2k2
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Quote:
Originally Posted by tcastudios
The Hair Object is set to make a spline,
so I don't see the issue?

Otoh, if want to work with a regular spline,
you can use the same idea the Hair Object does
keeping the main direction of the spline by "locking"
the first two points to its parent.
Tuck a low point spline under i.e.a Null,
select the first two points and fix them
in the Hair Dynamic Tag.

See Here

Cheers
Lennart


Been following this thread just to learn some about spline dynamics.
Question:
Why would using your spline with a sweep nurb not perform as well as
your cube / spline wrap setup ?

TIA for your reply Lennart
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Last edited by vid2k2 : 01-18-2013 at 03:00 PM.
 
Old 01-18-2013, 03:25 PM   #17
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I can't tell as I get the same performance as with the
wrap here doing so.

Cheers
Lennart
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Old 01-18-2013, 04:02 PM   #18
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Hmmm, I must be missing something
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Old 01-18-2013, 04:10 PM   #19
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That plays full speed here, so I still can't tell.
Maybe try set your profile with less segments?

Cheers
Lennart
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Old 01-18-2013, 04:45 PM   #20
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Quote:
Originally Posted by tcastudios
The Hair Object is set to make a spline,
so I don't see the issue?

Otoh, if want to work with a regular spline,
you can use the same idea the Hair Object does
keeping the main direction of the spline by "locking"
the first two points to its parent.
Tuck a low point spline under i.e.a Null,
select the first two points and fix them
in the Hair Dynamic Tag.

See Here

Cheers
Lennart


Sorry, I just got snowed under with more work. Um, the problem is really control and finesse of the spline. Using constraints will work with enough time but you still get some unnatural wobble between the constraints. So it looks and feels like a wobbly strand of something where you tried to constrain it at different parts instead of like a tail that is comprised of a series of interlocking bones where there is diminishing motion from tip to base. Constraints and hair dynamics just doesn't feel the same as the wobble you get from an IK chain and it's dynamics. Hopefully this is making sense. IK chain's dynamics looks more like a natural tail.
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Old 01-18-2013, 04:53 PM   #21
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Quote:
Originally Posted by tcastudios
The Hair Object is set to make a spline,
so I don't see the issue?

Otoh, if want to work with a regular spline,
you can use the same idea the Hair Object does
keeping the main direction of the spline by "locking"
the first two points to its parent.
Tuck a low point spline under i.e.a Null,
select the first two points and fix them
in the Hair Dynamic Tag.

See Here

Cheers
Lennart


That's feeling better than anything I've been able to do with it so far. I've made a spline exactly like yours but there must be something in your mix of force settings that's working better than mine. Let me give that a go. Thanks Lennart, I really appreciate the time.
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Old 01-18-2013, 06:06 PM   #22
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Troyan, are you looking for the Rest Mix parameter in the Spline Dynamics' Properties tab?
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Old 01-18-2013, 07:59 PM   #23
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Dont' know if this is of use, but I just ran across this:

http://c4dtools.net/edge-to-joints/
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Old 01-18-2013, 11:50 PM   #24
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Here's the spring setup I mentioned.

Basically I've got a control joint chain to identify my final position. It could be anything - FK, IK, IK Spline, etc.
Then I have several nulls that reference each joint's location. Each null has a Spring Constraint, with the damping value increasing as you go further through the chain.

Then, I have a final joint chain that's for the skin bind. It's got the same dimensions as the control chain, but each one has an aim tag pointing to its corresponding null.

The advantage of this setup is it's not actually physics-based. Rather it's all about controlling the delay each joint has to get to its final position. That means you get much better control over the chain's behavior throughout its length, and you can control its final shape.

------------------
note:
Doing this setup manually will take time. I actually write scripts to automate this process, and I set up my own GUI to modify the damping/spring factors for each joint.
Attached Files
File Type: zip floppy_springs.zip (72.3 KB, 20 views)
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Old 01-19-2013, 09:00 PM   #25
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Why don't you use Xpresso to connect the spline to the dynamic joint chain? That should workjust fine.
btw don't use Strength to control the dynamics. Use RotHold combined with the Rotation Curve instead.

And here is an excellent tutorial on how to do that.
spline to joint

Last edited by bunk : 01-20-2013 at 02:37 PM. Reason: added link to tutorial
 
Old 01-21-2013, 03:20 PM   #26
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Hey guys

Thanks for all of the replies. Under a huge deadline for next week. Dying to check these out, always more than 1 way to flop a spline

T
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Old 01-21-2013, 03:20 PM   #27
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