surface and DYNA PI


#1

Hi all :slight_smile:

I’ve finalized the rigg of a swordsman…but…there’s a small problem at the part where he’s supposed to pick his sword…I’m not quite sure how to do that…because…I was using the DYNA PIP for that…and basically I was quite satisfied with the final results…but then I researched some more…and realised that the sword while using the DYNA PIP has no weight on itself…and the swordsman picks it like it’s made of paper or something…so…my first question is : how can I apply the gravity…or any other form of simulation that could give me a illusion of weight…of the picked object ?..

and…the second big problem is…when the swordsman picks the sword…his fingers curl inside the handle of the sword as if the surface does not exist…I know I’m pobably asking the dumbest questions here…but…I’m still learning…and…these little details are a world to someone like me…:slight_smile:
so…is there any way to create a NON-collision objects…which are actually bouncing of each other…and not crossing each others surfaces ?..

THANK YOU ALL so much :slight_smile:

tritochke


#2

He will pick up his sword in any way you choose to animate the scene. You can animate him so it feels light or so it feels heavy. If it’s heavy, obviously the wrist will bend some until he gets it under control. The speed that he can move it would be less than a “light” sword. You can fight/manuever a rapier much differently than a long English broadsword.

Evere pick up a box of candy? Ever pick up a cement block? You will use different body mechanics based on leverage and balance to accomplish the task.

As for the fingers issue…once you parent the sword to whatever Null you have set in the hand hierarchy, adjust the position of the Null after you close the fingers, and use that for your only position.

Best,
Rick


#3

…I have actually parented it to the little bone inside of swordsman’s fist…I didn’t know it could be done with the null as well…hm…I’ll give it a try…

thank you m8 :slight_smile:


#4

You might want to create a null and parent it to the main hand bone, then position that null where it needs to be for proper fit of the sword.

Best,
Rick


#5

…yap…that was right thing to do…:wink:
except…I’m still curious about the collision in general…for example…is it possible to create two objects…that are respecting each others volume…like lets say…hand that is grabbing the door knob…or some knob…it does not matter…the hand in that case should adjust the muscles and the skin accordingly to the stiffness of the knob…( cause the knob stays exactly as it is…)
and…is it a matter of collision or…something else.

I’m asking that…because…I believe that this principle is basically employable in some many stuff…so.:slight_smile:

uhm…I’ll post a drawing…for better explanation…

thank you :slight_smile:


#6

There are many things I am not up on, but as far as I know, collision is there for particles and the new hair dynamics. Things as you want are faked.

When I first saw the second Jurassic Park, I said to Hal Hickle, who animated the two raptors wrestling around on the ground…“Boy, you must have some great collision software for all that tight interaction.” He replied that they didn’t have any collision software, it was painstakingly animated to look like that.

I haven’t played with Bloat or Bulge in messiah, but you might be able to toy with those. Otherwise, my personal choice would be to animate the bone placement, and at the same time perhaps morph to a hand target that flattens in the way that I want. Perhaps adding a couple of flex curves could give you some specific deformation at places on the hand that you want.

Best,
Rick


#7

hm…seriously?
…isn’t it kinda funny that something simple as that is actually impossible to do…and…in messiah to be exact…i mean…this is ANIMATION ONLY modul…and…probably the finest one on the market…I dunno…thank you very much for your help catizone…:slight_smile: that solution with morphs is actually really good…I’ll try that :slight_smile:

cheers m8 !


#8

Don’t you wish you could just reach out and “touch up” little areas like that in your animation as your working?

Oh wait. . . we can.

Next version. . . :slight_smile:


#9

So…we’re going to have some external deformation tools? Based on image/screen placement ? Or outside the actual mesh?

That would be SSSSOOOOOOOOOoooooooo cool…

Can’t wait…

Best,
Rick


#10

hehehe…well…in that case…I CAN’T WAIT :slight_smile: :wink:


#11

Uhh. . . well its not quite what your describing . . . but accomplishes the same thing in a more intuitive less “technical” way.


#12

Wegg stop tripping man
you are on a role
saw the setuptab.com stuff
I’ve been abset for a while and thats good looking stuff


#13

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