Character Ragdoll physics in Iclone


https://forum.reallusion.com/Topic391875.aspx
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By AutoDidact - 6 Years Ago
Just  sharing some ragdoll tests In Iclone
Rendered in preview mode.( apologies for the  rubbish video compression artifacts)
I may eventually create a large set of ragdoll imotions
and post them to share.


By kungphu - 6 Years Ago
These are great!!!!
By AutoDidact - 6 Years Ago
Thanks !!
By AutoDidact - 6 Years Ago
Thanks !!
By toystorylab - 6 Years Ago
Cool!
I love ragdoll...
Have all (that are available in store & marketplace) ragdoll motions for iClone.
Some new ones would be great w00t
By dante1st - 6 Years Ago
Was that Anya playing?
By ken_1171 - 6 Years Ago
Looks great! I didn't know iClone had ragdoll physics. Or is it sold separately?
By Delerna - 6 Years Ago
Your ragdoll animation looks pretty good.

For those interested stuckon3D showed how he created ragdoll characters. These were done with iClone 5.
If you go to his uTube channel you will find several videoes on this topic. He has actually done several good tutorials
I never actually got into ragdoll but I am going to try this to see that it still works this way in iClone7. 
I have had a quick look so far and it certainly looks like it works the same in iClone7. User interface is different but still looks like it will work the same.


By AutoDidact - 6 Years Ago
ken_1171 (11/11/2018)
Looks great! I didn't know iClone had ragdoll physics. Or is it sold separately?

https://forum.reallusion.com/uploads/images/88ad57f2-5ec1-423c-8d9e-1696.jpg
Hi 
I am using a completely separate application called "Endorphin"
By a company called Natural Motion.
Sadly,They no longer sell commercial versions of their Character 
dynamics software to the public.
Endorphin is a complete Ragdoll physics solution that has Behavioural 
events that go far beyond the figure  simply falling limp to the ground.
I can even control the direction and strength of the scenes gravity
or decide how much I want the Character to writhe  or struggle 
against constraints etc, all in realtime of course.
I can import  my pre-animated Iclone Characters rigs as BVH 
,simulate them and export the motion back to Iclone via 3DXchange
as I did in the video I posted here.
By ken_1171 - 6 Years Ago
AutoDidact (11/11/2018)I am using a completely separate application called "Endorphin" By a company called Natural Motion.
Oh yeah, I know Endorphin and had some experience with it when it first came out. It uses procedural behaviors to complement ragdoll physics to make motions more realistic. If I am not mistaken, there is a game engine plugin based on it, called Havoc, that has become almost mandatory in games nowadays. 

Back in the day, I have created a few stick figure animations using Endorphin to generate the character motions, and then animate them in Poser. Later on, Poser got it's own ragdoll plugin, so Endorphin was no longer necessary, though like you said, Endorphin provides much more than just ragdoll physics. 
By ken_1171 - 6 Years Ago
Delerna (11/11/2018)
Your ragdoll animation looks pretty good.
For those interested stuckon3D showed how he created ragdoll characters. These were done with iClone 5.


Very good tutorial with a very simple method. I bet this also works in Poser, since it has the Bullet engine with the same capabilities. Smile
By AutoDidact - 6 Years Ago
Back in the day, I have created a few stick figure animations using 
Endorphin to generate the character motions, and then animate them Endorphin to generate the character motions, and then animate them 
in Poser. Later on, Poser got it's own ragdoll plugin, so Endorphin in Poser. Later on, Poser got it's own ragdoll plugin, so Endorphin 
was no longer necessary, though like you said, Endorphin provides was no longer necessary, though like you said, Endorphin provides 
much more than just ragdoll physics. much more than just ragdoll physics. 



I used the old Python/ODE poser physics plugin for years even doing 
some commercial animation work.

The big problem with the poser physics plugin was it was all trial and 
error with very few parameters to effect the simulation outcome.

Endorphin has an excellent constraint system for pinning body parts 
during simulation and the ability to mix simulation events with 
imported BVH motion for more complex Character interaction
and adjustable behavioural settings such as Writhe or struggle and 
arms flailing etc .

Here are two more clips 
one showing how well endorphin's constraint system 
can pin a character  for an impalement as well as
the "struggle" parameter.
The other is a complex fight scene where imported motion is mixed 
with collisions dynamics