bullet physics for DS 1, 2, 3, 4 PC/Win ... teaser

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Comments

  • RAMWolffRAMWolff Posts: 10,211
    edited December 1969

    Looks really cool!

  • mCasualmCasual Posts: 4,607
    edited October 2013

    RAMWolff said:
    Looks really cool!

    one advantage of Daz Studio is that it's easy and fast to build am interesting scene, with figures and props
    compared to Blender which often leads users to build empty scenes with a few primitives
    just having a character in a scene makes it more interesting
    or having expensive things instead of cubes

    today's test scene ( the pendulum will be animated "manually" for now )

    fig. 2 more interesting with a big chain

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    Post edited by mCasual on
  • RAMWolffRAMWolff Posts: 10,211
    edited December 1969

    For your Aiko figure, is she just simply parented to the ball??

  • mCasualmCasual Posts: 4,607
    edited December 1969

    Oh my oh my there's a demonstration movie ! http://www.youtube.com/watch?v=0l6GdTCLSWs&feature=youtu.be

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  • mCasualmCasual Posts: 4,607
    edited December 1969

    RAMWolff said:
    For your Aiko figure, is she just simply parented to the ball??

    very close, the ball and Aiko are parented to the cylinder, which swings according to a sinewave

    down the road Aiko will be parented to the ball which will be physically constrained to a series of physically constrained chain links

  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    Oh wow! This is so amazingly awesome!

  • mCasualmCasual Posts: 4,607
    edited December 1969

    test swing for the "hinge constraints" of the physics simulation

    itallhingesonthehinges.jpg
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  • mCasualmCasual Posts: 4,607
    edited October 2013

    now that the swing animation tutorial is done ( twas a special request ) we resume work on the physics simulator constraints ... hinges

    the upper rack will be a static body

    the chair with Amy will be a dynamic body

    the 4 red cylinders ( invisible at render time ) will be Hinge-constraints

    the 4 suspension rods will be dynamic

    ---

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    Post edited by mCasual on
  • mCasualmCasual Posts: 4,607
    edited October 2013

    Figure 1 i got lured away by modeling ! ... i'll finish this guitar later ... and post it on my site

    Figure 2 ... but back to physics, i'll add the handling of the basic collision shapes

    box, sphere cone cylinder pill

    later on, the composite shape

    and i'll implement the constraints : point-to-point, hinge, slider, twist-cone, 6DOF

    lespaul2.jpg
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    Post edited by mCasual on
  • patience55patience55 Posts: 7,006
    edited December 1969

    Awesome looking guitar!

  • mCasualmCasual Posts: 4,607
    edited October 2013

    Awesome looking guitar!

    most of the work left is the neck and head

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    Post edited by mCasual on
  • patience55patience55 Posts: 7,006
    edited December 1969

    Might I inquire as to the settings for getting the gloss/reflection so well done?

  • mCasualmCasual Posts: 4,607
    edited December 1969

    Might I inquire as to the settings for getting the gloss/reflection so well done?

    note that it's a Blender-Cycles render

    so in daz studio applied a random texture image to the 'reflective' channel of the surface

    when exported by mcjTeleBlender

    in Blender the material was reflective ( Glossy - Sharp )

    i turned down the strength of the glossiness so we could see the color of the guitar body

    ---

    for Daz Studio's renderer you could use a chrome shader and turn down the reflectivity strength

    http://www.sharecg.com/v/27568

  • patience55patience55 Posts: 7,006
    edited December 1969

    Casual said:
    Might I inquire as to the settings for getting the gloss/reflection so well done?

    note that it's a Blender-Cycles render

    so in daz studio applied a random texture image to the 'reflective' channel of the surface

    when exported by mcjTeleBlender

    in Blender the material was reflective ( Glossy - Sharp )

    i turned down the strength of the glossiness so we could see the color of the guitar body

    ---

    for Daz Studio's renderer you could use a chrome shader and turn down the reflectivity strength

    http://www.sharecg.com/v/27568

    Blender! okay ... well it certainly does a nice job.

    Have the shaders ... and a whole bunch from here too ... have tons of fun with them.

  • bighbigh Posts: 8,147
    edited December 1969

    Awesome looking guitar!

    for sure - very cool

  • mCasualmCasual Posts: 4,607
    edited October 2013

    Fig 1

    new file format for the physical scene file sent from Daz Studio to the bullet-physics-engine-server ( or processor for now )

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    Post edited by mCasual on
  • mCasualmCasual Posts: 4,607
    edited December 1969

    was not supposed to but i worked a bit on the guitar :)

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  • patience55patience55 Posts: 7,006
    edited December 1969

    Sure you were ;-)

    Beautiful work.

  • RAMWolffRAMWolff Posts: 10,211
    edited December 1969

    Such talent!

  • mCasualmCasual Posts: 4,607
    edited October 2013

    so far the guitar is 37K polys ill try to bring it dowb to 32k

    it's a bit high but the guitar survives close-up examination

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    thisshoulddo.png
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    Post edited by mCasual on
  • mCasualmCasual Posts: 4,607
    edited December 1969

    ( image not by me )

    the dynamic hair in the program Miku Miku Dance is possibly based on bullet physics

    so down the road .... maybe we'll get this in Daz Studio!

    hatsune-miku-gif-vocaloid.gif
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  • bighbigh Posts: 8,147
    edited December 1969

    Casual said:
    ( image not by me )

    the dynamic hair in the program Miku Miku Dance is possibly based on bullet physics

    so down the road .... maybe we'll get this in Daz Studio!


    hope you get it to work - Daz will not I'm thinking .

  • patience55patience55 Posts: 7,006
    edited December 1969

    That would be great! And for flowing horse manes too?!

  • mCasualmCasual Posts: 4,607
    edited December 1969

    That would be great! And for flowing horse manes too?!

    maybe fire manes ! >>> http://www.youtube.com/watch?v=uH1RL0RruAU

    well within Daz Studio for starters it would probably be d-form rigged hair

    or if the hair/mane prop/figure has animation morphs/joints built in then maybe it could be animated indirectly by the physics objects

  • mCasualmCasual Posts: 4,607
    edited October 2013

    the first not totally failed results of including a hinge constraint in the scene

    well i mean for example the pill-shape objects reacts like a pill shaped object

    the green ball moves so it's not static

    the green ball is constrained by a hinge, the hinge is where the magenta cylinder is located

    the kinetic object seems ineffective

    the green ball doesnt roll away, so , part of the hinge works

    the yellow cone thinks it's 2 times shorter than it really is ... which is why it acts like one

    hingetest1.gif
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    Post edited by mCasual on
  • patience55patience55 Posts: 7,006
    edited December 1969

    First thought was this would be neat for those "fly through doorway quick before it closes again" scenes.

    No burnie horsie!!!

  • mCasualmCasual Posts: 4,607
    edited October 2013

    apparently the mass of the kinematic ( animated ) box was important

    when the mass was at its default value of 1 it was not impacting the objects much

    also i made the objects in the scene 10x larger, so that they are much larger than the "collision margin" that Bullet engine uses

    and i fixed the cone issues

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    Post edited by mCasual on
  • patience55patience55 Posts: 7,006
    edited December 1969

    Oh the Coneheads! Haven't seen that for years.

  • mCasualmCasual Posts: 4,607
    edited October 2013

    improved the neck and trimmings
    who knows maybe i'll complete it tomorrow !

    and lets remember that one of the Graals of guitar props is dynamic guitar straps ... which is somewhat related to physics engines

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    Post edited by mCasual on
  • ghastlycomicghastlycomic Posts: 2,531
    edited October 2013

    Casual said:

    and i fixed the cone issues

    Meps!

    Post edited by ghastlycomic on
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