m-egger Posted November 10, 2019 Share Posted November 10, 2019 Hey guys! I'm struggling a bit with a setup that's probably quite simple but I couldn't get behind it for a couple of days now. My shot requires me to have pieces which a character consists of (Megascan-assets scattered on a character) follow the character's animation. This looks something like this: walkcycle_fox.mp4 Now what I've tried to far was to go about the following with some fancy orientation math in a SOP-Solver in the dopnet to get the euler-W-acceleration to target the goal-orientation, but somehow the pivot offsets made this way harder than expected. My next approach (which I should have rolled with from the beginning) are constraints. So I'll try to have a soft constraint for each piece to a world anchor and target the rotation. But just how exactly does rotation-constraining work with the RBD-tools? I've found very little information on this topic - only for things that are individual objects, but not 800 pieces... I'm happy for any hint towrads a solution. Cheers, Martin Quote Link to comment Share on other sites More sharing options...
m-egger Posted November 12, 2019 Author Share Posted November 12, 2019 Alright, found a great setup by good old Matt Estela. http://www.tokeru.com/cgwiki/index.php?title=ConstraintNetworks2 "leaves_rbd_speedlimit_and_torque.hipnc" Depicts a pretty great workflow to set this up. Got it working with pigheads in a redo-scene. I only switched out the old spring constraint relationships to bullet soft constraint relationships. They work wonderfully. 1 Quote Link to comment Share on other sites More sharing options...
mestela Posted November 12, 2019 Share Posted November 12, 2019 Who you callin old? Can't wait to see the finished project, you folk at Filmakademie always make amazing stuff! 1 2 Quote Link to comment Share on other sites More sharing options...
m-egger Posted November 13, 2019 Author Share Posted November 13, 2019 Hahaha, emphasis was on good!!! But only with age comes wisdom, no? I'd be so lost without your wiki, man! I gotta visit you down under and buy you a couple of beers one day. I'm excited for it as well, it's a 2 min full CG short with the spirit of the forest fleeing from a wildfire and taking on all shapes and forms. My colleague Justin Braun, the director, developed a Machine Learning setup that replaces Quill-strokes with Megascan-assets - it's pretty awesome. Quote Link to comment Share on other sites More sharing options...
mestela Posted November 13, 2019 Share Posted November 13, 2019 Sounds crazy! I was lucky enough to visit Filmakademie several years ago, maybe I'll come collect those beers in person... Quote Link to comment Share on other sites More sharing options...
m-egger Posted November 18, 2019 Author Share Posted November 18, 2019 assemblyRnD_martin_v21_walksim_working.mp4 That's how a first version ended up looking! Just some noise to make it more alive... But it's something to start the buildup from. 1 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.