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4u2ges
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4u2ges
Posted 9 Months Ago
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Group: Forum Members
Last Active: 4 days ago
Posts: 5.3K,
Visits: 16.4K
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The idea is not new. You probably have done it for props. But for characters we keep sticking with that clumsy built-in Collision system. While it's still far from full body collision (like MD, Blender), you can push iClone soft simulations to the max with dynamic collision sets. The main advantages of external dynamic Collision Shapes is, that you may set your own pivots, observe behavior without keeping the Collision panel up, and animate them at the timeline - thus fixing the pocks through and humps on the fly. Possibilities are endless here. The only con is the need to set them up and tweak, but the outcome well worth it. Here is a quick video scratching the surface of the subject. Some experience with Soft Cloth Physics required.
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Nirwana
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Nirwana
Posted 9 Months Ago
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Group: Forum Members
Last Active: 2 Months Ago
Posts: 242,
Visits: 1.5K
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Interesting concept. If I were still using soft-cloth sims in iClone, I would be looking for RL to come up with a better collision system (but I suppose, long-time iClone users have been waiting for that for a long time...). Not something I would have a need for, though. ;-) Also, how would you integrate other objects from the environment so that the cape can also interact with those (in light of the 16-collision-body limit)?
My YouTube channel: Animations made with Cinema 4D and Reallusion Products
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4u2ges
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4u2ges
Posted 9 Months Ago
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Group: Forum Members
Last Active: 4 days ago
Posts: 5.3K,
Visits: 16.4K
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I would be looking for RL to come up with a better collision system (but I suppose, long-time iClone users have been waiting for that for a long time...) Yes, we've been asking for this for years. I doubt, they will ever change it though.
Also, how would you integrate other objects from the environment so that the cape can also interact with those (in light of the 16-collision-body limit)? Technically it's 32. It's just a Capsule (most convenient Collision Shape) comprised with 2 spheres and counted as such. So you can have 12 capsules and 8 spheres or boxes for instance to reach the limit. But yes, if you need to have cloth interact with external objects, then character collision shapes have to be limited respectively.
Not to mention NVIDIA can utilize uneven capsules, which would be great for legs for instance, but RL odd shapes bounding (Convex Hull and Self Mesh) does not work with soft cloth.
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Nirwana
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Nirwana
Posted 9 Months Ago
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Group: Forum Members
Last Active: 2 Months Ago
Posts: 242,
Visits: 1.5K
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Not to mention NVIDIA can utilize uneven capsules, which would be great for legs for instance, but RL odd shapes bounding (Convex Hull and Self Mesh) does not work with soft cloth.
If collision detect were hardware (GPU) based, then I would much prefer it to be on a polygon level (i.e. each polygon of the collision body, for example a character's body mesh, is considered in the detection and not just simplified shapes, even if these are "uneven" capsules); as far as I'm concerned, real-time performance (outside of gaming) is not the be-all and end-all.
My YouTube channel: Animations made with Cinema 4D and Reallusion Products
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AutoDidact
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AutoDidact
Posted 9 Months Ago
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Group: Forum Members
Last Active: 2 days ago
Posts: 2.1K,
Visits: 13.6K
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If collision detect were hardware (GPU) based, then I would much prefer it to be on a polygon level (i.e. each polygon of the collision body, for example a character's body mesh, is considered in the detection and not just simplified shapes, Thats is essentially the way it works in nearly every other app even Daz and poser and of course Maya’s Ncloth system. I think RL has taken the approach of making it easier to export Characters &motion to other programs for more advanced physics, rendering etc instead of trying to compete with the other apps on a performance level. those who remain exclusivity with the Reallusion ecosystem will have to accept it's built-in limitations real-time performance (outside of gaming) is not the be-all and end-all. “Realtime” animation has alway been essentially Iclone’s Major Selling point and to a degree Iclone works somewhat like a realtime game engine however when compared to other modern realtime engines ,like UE5, Iclone is a bit behind in performance ,particularly when you involve something other than just a character.
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Nirwana
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Nirwana
Posted 9 Months Ago
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Group: Forum Members
Last Active: 2 Months Ago
Posts: 242,
Visits: 1.5K
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“Realtime” animation has alway been essentially Iclone’s Major Selling pointand to a degree Iclone works somewhat like a realtime game engine Yes, I realize that. It is just that I don't care much about that particular "selling point"; of course, others may do so. Also, especially in single-frame mode, iClone is not "real time" (i.e. at least 30 FPS) on my hardware when simulating clothing and hair (unless both are baked).
Thats is essentially the way it works in nearly every other app even Daz and poser and of course Maya’s Ncloth system. Daz and Maya have GPU-based collision detection for cloth simulation? I did not know that.
My YouTube channel: Animations made with Cinema 4D and Reallusion Products
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AutoDidact
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AutoDidact
Posted 9 Months Ago
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Group: Forum Members
Last Active: 2 days ago
Posts: 2.1K,
Visits: 13.6K
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Daz and Maya have GPU-based collision detection for cloth simulation? I did not know that.
Actually Daz “Dforce” is GPU based but I run the old Optitex cloth system in Daz studio and it is CPU based. But Maya Ncloth is CPU based but it has a really fast calculation and caching system that is magnitudes faster that Blenders cloth Baking. In both Daz & Maya you tell the cloth sim whatever scene objects are “colliders’( including your animated characters body mesh) an it obeys with no the need for cumbersome proxy collission shapes like Iclone.
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Nirwana
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Nirwana
Posted 9 Months Ago
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Group: Forum Members
Last Active: 2 Months Ago
Posts: 242,
Visits: 1.5K
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I see. Since I only know the cloth sims in iClone and C4D, I have no other yardstick (e.g. Blender) for comparison. In C4D you can select whether you want the simulation to be CPU or GPU based (but you can't have both at the same time). I always choose GPU based, otherwise the sim times would be even longer than they already are.
My YouTube channel: Animations made with Cinema 4D and Reallusion Products
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