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Hey everyone.  Sorry this took so long, I had to tear this up and redo things several times before I found a winning approach.  Some notes:

I originally tried to have all bones be collision models with small holes in the flesh that snugly fit around the bones, and then I would add little "attach points" where the flesh would adhere to the bones in strategic places.  But it wasn't working out.  I ultimately set it up where the ribcage was a collider and every other bone acted as attach/pin objects.

There is a cloth-simulated "sheet" of muscles around the ribcage that act like a shrink-wrap effect.  This is for two purposes; one is for the pectoral muscles..  It attaches at the sternum, clavicles and upper arm just beyond the shoulder.  So it slides over the ribcage and stretches with movement in a very natural way.  The other is to shrink-wrap over the scapulas.  This is not fully tested yet as it is just impossible to see the results with the muscular body.  I'll need to test this on the thin body to fully see how well it works.  If this works really well it suggests in the future I can do full-body shrink-wrapping which will be really cool.

The elbows and knees are still showing problems because they are not attached to the bones fully.  I suspect that means I need to set the particle resolution higher (which will slow it down for sims).  It took a while to sim this, but I am doing this on the slow machine while the fast machine is rendering Nadia.

I have the particle friction cranked up too high, which results in zero perceptible jiggle.  I need to lower this.  The head, hands and feet are not effected by soft body sims, but will be 100% bone driven.   In this test I only carried over the head bone movement, the hands and feet are mangled for this test.

As I mentioned in a previous post, I was not able to "fuse" the limbs to the torso.  But I did ask the developer to let us mask off this feature, and he liked the idea so hopefully soon that will happen.

Her breasts will be a secondary simulation that follow what the pectorals do, but in this test they are not simmed and simply follow along stiffly.  There is a single "pop" in her left pectoral.  This is due to euler flipping.  There used to be bunches of them.  I got rid of them all but apparently I missed one.

Next step is to prep her thin body to work with the Storm soft body sim... And also do a sim that keeps the elbows and knees looking good.  That will not take as long as this did.  In theory all I need to do is model a low poly cage of her thin body and then re-sim, everything else should carry over.

By the way Nadia's render is 69% complete. :/

More to come soon!

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