you (will) can attach a marker/dangler/simulator-unit to any bone or object
that marker is made to react to movement as if it was a mass attached to the bone using a spring
you can set the spring stiffness and the limits the marker is allowed to swing about
then you convert those movements into morph settings
so in the case of breasts, the dangling marker attached to the right breast, has its vertical displacements converted into right-breast-up-down morph strengths
it will also be possible to convert a the movement of the simulated dangler into bone orientations, for swinging hair tails for example
here i'm showing that by animating the object on which a dangler is attached, we can get an impulsion
there's also a bouncing-wall system involved in this simulation
you (will) can attach a marker/dangler/simulator-unit to any bone or object
that marker is made to react to movement as if it was a mass attached to the bone using a spring
you can set the spring stiffness and the limits the marker is allowed to swing about
then you convert those movements into morph settings
so in the case of breasts, the dangling marker attached to the right breast, has its vertical displacements converted into right-breast-up-down morph strengths
it will also be possible to convert a the movement of the simulated dangler into bone orientations, for swinging hair tails for example
here i'm showing that by animating the object on which a dangler is attached, we can get an impulsion
there's also a bouncing-wall system involved in this simulation
Way cool! Pig tails will never have to look like dead bananas ever again!
So we have 3 main variables to play with: stiffness, rotation limit, translation limit?
re the bouncing wall, is it like fake collision?
@Ruphuss - huh what missing lucky god? I'm totally lost there!
There are 2 phases for each animation frame of the simulation
First phase: according to the time elapsed since the previous animation step and the speed the ball had then,
and depending of forces ( gravity, spring recoiling ) we compute the new expected position of the ball.
Second phase: if this movement brought the ball too far or through a wall, we pull it back
in the case of the bounce wall, my script evaluates where/when the ball hits the wall, and it "re-throws" it according to the angle it hit the wall
so it's not really really fake
After I bounced some Genesis 3 boobs using the older modified AmariJun breast bounce script, I'm getting the gist of this bouncy/jiggly/elasto operation.
I'm not so brave to venture into editing the scripts's sine/damping. But I'm curious about rotation trans limit setting.
I looked at the details of your ElasticSim again and glad to find more controllers (sim units?) per bone...
I'm more into springy skirt edge bones and wobbly rabbit ears and ponytails. And probably fox elephant tails. LAMH furry animals can do with some easy to apply bone-based dynamics!
I hope we can set your 'sim units" to bones other than breasts? And get some dangly springy sort of movement?
Is your elasticity = bone scaling (stretching longer shorter) or just translating (dislocating from previous joint like in snappy fashion)?
Hope I'm not asking stupid questions lol
You must be busy and all but aaaarrrhhh I can't wait to play with this one!!!
i strayed away from the bounce script because as always i thought i'd be done with that quickly
creating 'net-fence' fishnets as geometry then as drawn textures
but i'll put that aside and come back to it in fall
----
i want to publish the ElasticSim now
then come back to completing mcjNewcastle, because you see, ElasticSim was a stray-away from that project
-----
another reason for the delay is that i want to make mcjElasticSim universal, as you were suggesting
so you'll be able to attach the simulators to any body part or object
and the simulator's motions will be able to control any property or morph or d-form or rotation or translation of that body-part or figure or of other objects in the scene
that one was done using mcjLagEffect, which is based on delayed action
another reason for the delay is that i want to make mcjElasticSim universal, as you were suggesting
so you'll be able to attach the simulators to any body part or object
and the simulator's motions will be able to control any property or morph or d-form or rotation or translation of that body-part or figure or of other objects in the scene
YAY!!!
(and I'm scratching my head what has wobbly gyrating fish tail to do with April fool...)
In Italy, France, Belgium, The Netherlands, and French-speaking areas of Switzerland and Canada, April 1 tradition is often known as "April fish" (poissons d'avril in French, aprilvis in Dutch or pesce d'aprile in Italian). This includes attempting to attach a paper fish to the victim's back without being noticed. Such fish feature prominently on many late 19th- to early 20th-century French April Fools' Day postcards. Many newspapers also spread a false story on April Fools' Day, and a subtle reference to a fish is sometimes given as a clue.
This would be a great help to all. DForms in DS are not always preferable to use, and this would be another great tool for the arsenal. Is it possible to create a lattice with higher resolution than 4x4? Like the one Photoshop uses for deforming.
Yeh, take a look at the lattice in Blender, it works great.
Comments
for mcjElastic
you (will) can attach a marker/dangler/simulator-unit to any bone or object
that marker is made to react to movement as if it was a mass attached to the bone using a spring
you can set the spring stiffness and the limits the marker is allowed to swing about
then you convert those movements into morph settings
so in the case of breasts, the dangling marker attached to the right breast, has its vertical displacements converted into right-breast-up-down morph strengths
it will also be possible to convert a the movement of the simulated dangler into bone orientations, for swinging hair tails for example
here i'm showing that by animating the object on which a dangler is attached, we can get an impulsion
there's also a bouncing-wall system involved in this simulation
Way cool! Pig tails will never have to look like dead bananas ever again!
So we have 3 main variables to play with: stiffness, rotation limit, translation limit?
re the bouncing wall, is it like fake collision?
@Ruphuss - huh what missing lucky god? I'm totally lost there!
There are 2 phases for each animation frame of the simulation
First phase: according to the time elapsed since the previous animation step and the speed the ball had then,
and depending of forces ( gravity, spring recoiling ) we compute the new expected position of the ball.
Second phase: if this movement brought the ball too far or through a wall, we pull it back
in the case of the bounce wall, my script evaluates where/when the ball hits the wall, and it "re-throws" it according to the angle it hit the wall
so it's not really really fake
Yay there is gravity too - and OMG it does sound like actual collision enough!
When when when do we get to play !!!? (Exclaimed with bouncing movement!)
I will make a new bouncy gif avatar when this happens!
i drifted into another project which i want to release today
it ( what's the word? ) spreads an animation across a chain of objects or actor poses
it can also be used to shift or reverse the animation of a single object or pose
and it can do this to material properties
my projects are all kind'of chronicled here everyday http://mcasual.deviantart.com/art/consoling-opportunities-615633782
... then i'll return-to and complete the bounce script
Haha nice! Good god you have so many things going on simultaneously...!
I think the word you're looking for is 'propagate'? Or 'infect'!
yes propagate
with a delay
maybe conflagrate
OMG pink spider. Hm looks a bit like a remote control on rigged props ?
Finding Mcasual depository is like entering a candy store for me, so many toys so little time!
And I haven't even re-settled properly into DS yet! Trying hard not to be distracted by all these fun stuff aaaarrrghhh!
After I bounced some Genesis 3 boobs using the older modified AmariJun breast bounce script, I'm getting the gist of this bouncy/jiggly/elasto operation.
I'm not so brave to venture into editing the scripts's sine/damping. But I'm curious about rotation trans limit setting.
I looked at the details of your ElasticSim again and glad to find more controllers (sim units?) per bone...
I'm more into springy skirt edge bones and wobbly rabbit ears and ponytails. And probably fox elephant tails. LAMH furry animals can do with some easy to apply bone-based dynamics!
I hope we can set your 'sim units" to bones other than breasts? And get some dangly springy sort of movement?
Is your elasticity = bone scaling (stretching longer shorter) or just translating (dislocating from previous joint like in snappy fashion)?
Hope I'm not asking stupid questions lol
You must be busy and all but aaaarrrhhh I can't wait to play with this one!!!
i strayed away from the bounce script because as always i thought i'd be done with that quickly
creating 'net-fence' fishnets as geometry then as drawn textures
but i'll put that aside and come back to it in fall
----
i want to publish the ElasticSim now
then come back to completing mcjNewcastle, because you see, ElasticSim was a stray-away from that project
-----
another reason for the delay is that i want to make mcjElasticSim universal, as you were suggesting
so you'll be able to attach the simulators to any body part or object
and the simulator's motions will be able to control any property or morph or d-form or rotation or translation of that body-part or figure or of other objects in the scene
that one was done using mcjLagEffect, which is based on delayed action
april 1st ... ya know
---
mCasual said
another reason for the delay is that i want to make mcjElasticSim universal, as you were suggesting
so you'll be able to attach the simulators to any body part or object
and the simulator's motions will be able to control any property or morph or d-form or rotation or translation of that body-part or figure or of other objects in the scene
YAY!!!
(and I'm scratching my head what has wobbly gyrating fish tail to do with April fool...)
also see
http://mcasual.deviantart.com/art/Dignified-Welcome-Dance-Practice-End-Of-Day-2-600029460
from wikipedia
April fish
In Italy, France, Belgium, The Netherlands, and French-speaking areas of Switzerland and Canada, April 1 tradition is often known as "April fish" (poissons d'avril in French, aprilvis in Dutch or pesce d'aprile in Italian). This includes attempting to attach a paper fish to the victim's back without being noticed. Such fish feature prominently on many late 19th- to early 20th-century French April Fools' Day postcards. Many newspapers also spread a false story on April Fools' Day, and a subtle reference to a fish is sometimes given as a clue.
April fish is a thing !! I learn something new and fun today!
will use it next April to impress my friends lol
Yeh, take a look at the lattice in Blender, it works great.