Free dForce Bouncing Balls and Things
Some ready-to-use dForce bouncing props, in a demo scene.
Includes:
- Bouncing Balls
- Bouncing Torus
- Bouncing Cuboid
See attachments:
dForce Bounce Demo 01 animated GIF
dForce Bounce Demo 01 Scene .duf (with Genesis 8 Female figure), Pre-Simulation.
dForce Bounce Demo 02 Scene .duf (without Genesis 8 Female figure), Pre-Simulation.
Use as you wish.
NB: Requires DAZ Studio v4.12.0.47 or later
dForce_Bounce_Demo_01_067.png
300 x 400 - 116K
dForce_Bounce_Demo_01_096x128.gif
96 x 128 - 1M
duf
duf
dForce_Bounce_Demo_01_pre-Sim.duf
574K
duf
duf
dForce_Bounce_Demo_02_pre-Sim.duf
486K
Post edited by Praxis on
Comments
Notes, in no particular order:
Background information, and related links:
https://www.daz3d.com/forums/discussion/comment/4127746/#Comment_4127746
https://www.daz3d.com/forums/discussion/comment/4127906/#Comment_4127906
https://www.daz3d.com/forums/discussion/303561/a-script-to-create-a-polylines-dforce-add-on-modifier-for-a-bouncing-ball
https://www.daz3d.com/forums/discussion/comment/4313076/#Comment_4313076
https://www.daz3d.com/forums/discussion/comment/4315191/#Comment_4315191
And for all things dForce: https://www.daz3d.com/forums/discussion/208141/how-to-use-dforce-creating-a-blanket-draping-clothes-on-furniture-and-much-more-commercial/p1
Here are some challenges for someone to make this stuff more useful:
Challenge #1: Apply the UVs and Texture form the (free) Hexagon Soccer Ball to the dForce Sphere_22cm in this Demo scene.
(22cm is the diameter of a regulation size 5 soccer ball)
I don't know how to do it - the soccer ball in this post of mine is just the (non-dForce) Hexagon soccer ball that was made to follow the path of the (invisible in Render) dForce 22cm Ball. i.e. It follows the motion, but it does not deform at all.
And I had to write a script to do that, because you can't just parent the Hexagon soccer ball to the dForce ball - it does not move: Watch this dForce Demo with the Joint Editor Tool active and one of the dForce objects selected: the Origin (= Position) of the object remains at its initial position thruout the Simulation. i.e. dForce Simulations are implemented purely as animated Morphs of the geometry, not as animated Motions plus Shape Morphs.
Challenge #2: Create and post a decent animation of Demo 01 (or your own scene using these dForce objects).
I'm having trouble getting the GIF to actually animate when displayed in this thread. Can't upload even this < 2MB animated GIF to giphy.com
thanks
This looks amazing!
Maybe it's a dumb thoght, but it's possible to create a script or a plugin that can make a selected prop "Ready to use" in a click (or two)?
I mean something that makes the necessary steps (adding the modifier, setting the right values, creating the polyline stuff) for a "normal user"?
For props that are symmetric about their Origins in each of the X, Y, Z directions, and that have a fairly-regular mesh of quads, (like the props in this demo) the short answer is "Yes": If you already have a prop that meets these criteria then you should be able to just add a dForce Modifier: Dynamic Surface to it, then run the Add_Structure_v4.dsa script on it, then set its initial position/etc., and Simulate. (Similar to Notes 10 & 11 in my 2nd post above).
For the general case I guess it is possible in theory, but the more asymmetrical the prop is, the less likely the results will be what you want - without a lot of manual tweaking. At least with the facilities currently available to end-users in DAZ Studio. I'd love to be proved wrong... (waiting impatiently for full soft-body dynamics to come to DAZ Studio).
I see... So something like a bottle can be already too complex for a script like the one you linked?
Yes - that script creates the necessary polylines only between pairs of vertices that are symmetrically opposite. If your prop is completely XYZ-symmetric (like a Cylinder) then each pair will have a connecting polyline and will probably bounce how you want it to (provided that the mesh is even and has no or few triangles). If it has no symmetric pairs of vertices then it will have no polylines added and will flop like cloth. If it has some symmetric pairs then it will get some polylines and will behave like something between cloth and rubber. If your bottle is nearly-cylindrical then it might behave somewhat how you want.
There is a DAZ Sample script that lets you connect any pair of vertices (not necessarily symmetrically opposite) that you could use to create extra polylines to compensate for asymmetry - but that involves much more than just a few clicks: http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/geometry/generate_polyline_dynamic_surface_addon/start
At present we are trying to get 3D effects using only 2D (dForce Cloth) and 1D (dForce Polyline) tools - that is difficult to get working well except in the simplest cases.
I tried both of them on a cube on 4.12.0.47 but looks like it doesn't work properly, the cube gets crushed down at first frame.
I followed your instructions, I'm doing something wrong?
P.S. Sorry bothering you, but it looks REALLY interesting! It's ages I want to make a crumbling wall in DAZ Studio!
What you can try to do for odd shaped object is create a sphere, cube, cylinder that encloses the odd shaped object but intersects with the edges of the odd shaped object as much as possible and apply dForce to the cylinder/sphere/square. It would only be good for making falls and collisions though not with softbody physics deforms that result. You'd need to use the cutout opacity to make the sphere/cube/cylinder invisible too.
That's what most game engines do to save on massive amounts of math, especially on mobile platforms.
No - that happens to me too. It may work better if you play with the dForce Surface settings, but I think the problem is that there are not enough edges=springs in the model. Easier is to Sub-Divide the Cube to add edges. This is how I made a dForce "Brick":
No problem. I used the "Brick" described above to build a wall (by Duplicating it and arranging the copies), and fired a (non-dForce) ball at it - and the results are sort-of what you may want. The pre-Sim scene is attached: dForce_Bricks_pre-Sim.duf
Some notes about this Brick demo:
Good luck with your Wall!
Thanks a lot, I'll try it!
Yes, using "Proxy" objects helps a lot - especially as we can set them "Invisible in Viewport" and/or "Invisible in Render" (no need to use cutout opacity).
The problem in DAZ Studio is that the apparent motion of the dForce prop is implemented via Morphs of the prop's mesh, not as Motion of its origin plus Morphs of its shape. See my 3rd post above: You can't transfer the motion of the dForce prop to the "real" prop just by parenting - it needs some scripting (which I'm working on...:).
Oh, that's bummy.
It's somehow possible using the Rigid Node Follower ( not sure of the name) to "link" an object to a specific polygon.
If the DForce "proxy" is simple enough and really rigid, you can easily position it inside it ( or fit the dummy in the prop) and connect them to move at same time in same direction.
I remember an experiment with a rigid cube and an hammer somewhere in the forum.
Maybe not...
Of course! Thanks for that - I had forgotten about Rigid-Follow Nodes:
RGcincy's hammer-drop demo: https://www.daz3d.com/forums/discussion/comment/3256696/#Comment_3256696
And Mada's tutorial: https://www.daz3d.com/forums/discussion/203481/setting-up-items-with-rigid-follow-nodes-tutorial
I've attached a quick demo of G8F following the path of a bouncing Cuboid: dForce_Figure_03e_pre-Sim.duf
I copied Cuboid_40cm from Demo_01, then using the Geometry Editor Tool, I selected the center 4 facets of the bottom face of the Cuboid, then right-click > geometry Assignment > Create Rigid Follow Node from Selected... > named it Base_Center, and parented a G8F figure to that Rigid-Follow Node.
To run this demo:
It obviously needs a lot more work to be useful... And G8F does a load of wierd rotations, because the Rigid-Follow node has a lot of "jitter" during the animation - especially in Y Rotate. I tried making the Rigid-Follow Node from just 1 facet instead of 4, and that made no difference. Anyone know how to work around this issue?
Pretty crazy Y rotation there! I wonder why!
Anyway, yes, that's what I meant. Nice demo, Praxis!
I'll try to make mine right away!
*Little report *
It seems tyo not react in a very nice way to rotations... If you rotate the cuboid by 30 degrees on the Z axis and rerun the simulation, Genesis8 gets rotated crazily everywhere. It's very odd, since she should be firmly bound to the Rigid Follow...
Solved the issue!
Thanks to MCasual and his genious script: https://sites.google.com/site/mcasualsdazscripts7/mcjapplique
Thanks to that, the girl follows the cube the very perfect way, without any "vibration" or janky rotation.
Here a test, it looks pretty promising. Now we just need to tune the bounciness and the flexibility of the "proxy"!
Thanks again Imago - I'd forgotten about mclApplique also. And big thanks to mcasual as well - this is the answer to the problem!
Also, once the animation has been finalized and transferred to the mcjApplique Host node, the Simulation can be Cleared - which hugely reduces the size of the .duf file. And you can delete the Proxy object as well, because it's not needed unless you want to use dForce Simulation to generate a different motion.
The attached dForce_Figure_05e_Sim-Cleared.duf scene is based on my previous dForce_Figure_03a_pre-Sim.duf, but instead of a Rigid-Follow Node it uses mcjApplique to capture the motion of the Cuboid, and now the Simulated motion is useful - G8F now does a back somersault in celebration. Just load the attached scene .duf and click the Play button - this .duf contains the animation, but the no-longer needed Simulation data has been Cleared to reduce the file size.
Some notes about this demo:
Updated 2019-08-17: Attached a new variation of the scene: dForce_Figure_06d.duf
Ahahah! It looks very funny, well done!
Those primitive are a perfect starting point for some nice falling objects. The only thing that still is needed is a better control over bounciness. I see your examples are on default settings mainly... As soon I have some extra time I'll seek the right ones.
Thank you.
I've just added a variation of that to my previous post. It looks a bit more realistic, but the changes don't have anything to do with dForce.
Yes, all my demos so far have just used the default dForce Surface settings. I'm keen to see what you come up with!