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Reallusion iClone7 Content Using Physics Toolbox ?

Posted By GOETZIWOOD STUDIOS 7 Years Ago
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GOETZIWOOD STUDIOS
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Pixtim (3/19/2018)
../..But I have the impression that the complexity of implementation poses a problem. Or maybe the engine generates too much error when adding different physical nested reactions .. I do not know for the moment ...

Well, if you do not know, then why did you even start criticize the engine or the system so violently  ? You started a few messages above with:

Pixtim (3/16/2018)
I admit that I am quite surprised by reading this discussion ... Am I the only one to find the results of the Physic Toolbox are not good? ../.. Physical engine reactions are bad!../..

The reaction aren't bad, there are no suspension, so the system react accordingly, that's all.

There are still peoples who have the impression the earth is flat.

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Pixtim
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Argus1000 :Quite simply in the sequence that you show us, there are no suspensions to the vehicle ...
The wheels should be in permanent contact with the ground, especially at this slow speed. And the body of the vehicle should have a movement "smoothed" by the suspension. If you were in this vehicle as a passenger, you would feel like you are in a washing machine! :)

Look again at the video I posted just before. Look at the movement of the wheels in relation to the ground and the body of the vehicle ...

Currently, I do not know if the physical engine and the interface we have can make it so accurate.

It seemed to me to have seen a video with a vehicle that had suspensions but I can not find it ...
Anyway, I guess if it were simple and efficient, all the vehicles we found for Iclone would have this system ...

___________

excuse me Postfrosch, I did not see your message ..

I agree with you, normally the physics engine should handle that.
But I have the impression that the complexity of implementation poses a problem. Or maybe the engine generates too much error when adding different physical nested reactions .. I do not know for the moment ...


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argus1000
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I took an Antareus vehicle powered by physics toolbox. I didn't go into iClone 5. I just applied the automatic settings. Will somebody please tell me what is so "unbelievable" about it so that I can educate myself?




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Postfrosch
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Hello Pixtim,
Based on the video that you show I understand what you mean. Looks really good.
However, I believe that the shown has more to do with the construction of the vehicle than with the physics (although that probably also plays a role).
I can not say if this is the case with Iclone (I do not think so) - but that's why the physics box is not broken. In order to create something in the style you prefer and want, you have to use C4d or a similarly high-priced product.
For (m) one (e) claims me enough the physics box of RL. I also do not do too much with vehicles and therefore raise no objection to be able to suddenly create super projects (or to want) just because it is IClone 7 with its umpteenth plugin.
Greets from Germany
Postfrosch


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Pixtim
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Argus1000: we all have different needs and depending on the project, a result can be satisfactory or not.I have no reason to judge that you are satisfied with little.

Postfrosch: The general reaction is correct as you show in your video but we do not see the work of the suspension.
For the contact on the ground and the work of the suspension, here is a link to a simulation that I find interesting.The terrain is rugged but each tire remains in contact with the limit of the travel of the suspension.There are no hops.



I'm not sure we can get the same result with Iclone ...


But you are right gentlemen, I can not criticize this engine without doing extensive testing.:)
As soon as I have a little time, I'll dive in to see if I can get what I want ...

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Postfrosch
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I tested the Physicbox IC 5 with IClone 7
- it works out. You just have to switch from PhysXEngie to "BulletEngine" to work with the physics box (there are also all the necessary switches and controls available) and after creating go back to "PhysXEngine" to use the result in IClone 7.
I also think that the vehicles are not that bad (mine are eg no extra physical vehicles - I only used them with Hexagon for the Physikbox (wheels etc.).) I probably do not have the necessary knowledge to decide what is good and bad - but for me the result would be enough for a scene as shown in the test.
The "jumping" of the vehicle while driving can be avoided by the way, if you do not set the speed too high.
Greetings from Germany
Postfrosch



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argus1000
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Pixtim (3/16/2018)
I admit that I am quite surprised by reading this discussion ... Am I the only one to find the results of the Physic Toolbox are not good? Maybe it's a cutting-edge technology, I do not know, but if it's one, then the version we have here is completely restrained!Indeed, there is a new pack of vehicles that is very well done, but the demo of the vehicle that rolls on the dunes is like any other. Physical engine reactions are bad!
The set is rigid and hopping. There is no inertia in the movements, the contact on the ground is incoherent, etc ... in short .. for me, it does not work.
Maybe I'm wrong but I have never seen a vehicle video made with Iclone that is interesting (for physical reactions). If you have a good example, I will be very interested. I bought this engine, I had some tests but I never took the time to really learn because between my tests and the video I saw, I really afraid of wasting my time. ..


What Antareus shows us in his video about his Bullet Physics vehicles movements satisfies me. I don't find there is no inertia in the movements. I don't find that the contact on the ground is incoherent. Sorry. You may be one of the few who finds the bullet engine and how it is applied by Physics toolbox...horrible and inacceptable. I don't. You're probably thinking right now: it doesn't take much to satisfy this guy, but you would be wrong. It takes a LOT to satisfy me. De gustibus non disputandum est.



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Pixtim
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grabiller (3/16/2018)
@Pixtim
I had the chance to use the Bullet engine through Houdini for certain shots of some animated movies and I can't tell you it helped me solve tricky issues that some well known other solvers could not handle.
So I believe blaming Bullet is not appropriate here, I think the setups made out of Bullet could be better and for that, of course we need to have access to the properties and constraints panels, only available in iClone v5, in order to edit those. And yes, there may be some bullet parameters not exposed to the users.
Then of course there is the know how in setting any physics engine. It is like anything else, something you can't learn by being impatient or pressing button randomly. Physics simulation is not the easiest VFX domain to get it right.


I do not speak of the engine itself because I do not know the name of the engines used in this or that software.
Moreover in my message, I say that if this engine is so powerful and that it is the base of the tools present in Iclone, then it is restrained in one way or another ...
I speak in terms of result compared to what I see and what I produce.

I use the dynamic engines of Cinema 4D and Unity a lot. I know what I can do, I have a good experience on it.

Frankly, have you seen a vehicle animation made with Iclone and Physic ToolBox that is really believable? Really if you have a reference, I will be very happy to be convinced! :)

Of course having access to the settings is paramount. Especially for the physical dynamics.
When I say that cars jump on terrain, it may be as simple as the ground does not have a mesh tight enough to generate good collision detection ... but I'm really surprised no one has produced a credible animation if the tools allow it ...




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GOETZIWOOD STUDIOS
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@Pixtim
I had the chance to use the Bullet engine through Houdini for certain shots of some animated movies and I can't tell you it helped me solve tricky issues that some well known other solvers could not handle.
So I believe blaming Bullet is not appropriate here, I think the setups made out of Bullet could be better and for that, of course we need to have access to the properties and constraints panels, only available in iClone v5, in order to edit those. And yes, there may be some bullet parameters not exposed to the users.
Then of course there is the know how in setting any physics engine. It is like anything else, something you can't learn by being impatient or pressing button randomly. Physics simulation is not the easiest VFX domain to get it right.

--
guy rabiller | GOETZIWOOD STUDIOS
"N.O.E." (Nations Of Earth) Sci-Fi TV Show, Showrunner.

Pixtim
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I admit that I am quite surprised by reading this discussion ... Am I the only one to find the results of the Physic Toolbox are not good? Maybe it's a cutting-edge technology, I do not know, but if it's one, then the version we have here is completely restrained!

Indeed, there is a new pack of vehicles that is very well done, but the demo of the vehicle that rolls on the dunes is like any other. Physical engine reactions are bad!
The set is rigid and hopping. There is no inertia in the movements, the contact on the ground is incoherent, etc ... in short .. for me, it does not work.

Maybe I'm wrong but I have never seen a vehicle video made with Iclone that is interesting (for physical reactions). If you have a good example, I will be very interested. I bought this engine, I had some tests but I never took the time to really learn because between my tests and the video I saw, I really afraid of wasting my time. ..

https://forum.reallusion.com/uploads/images/0a0894ca-d56b-4356-859c-f08b.jpg


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