[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/3/ - 3DCG

Name
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File
  • Please read the Rules and FAQ before posting.

08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
[Hide] [Show All]


[Advertise on 4chan]


File: slywink.png (68 KB, 316x250)
68 KB
68 KB PNG
trying to get a npr rig of a "doughnut" and "biscotti" working im using a cloth sim to simulate "doughnut jiggle" and im struggling to get the "biscotti" to penetrate through the donut hole and then have the hole return to its regular shape,also trying to simulate "coffee liquid and bubbles" to spill out of the donut hole,since its npr so it dosent have to be realistic and the less intense it is on my pc the better

any suggestions or tutorials you can recomend?
>>
>>1024300
>>
>>1024300
here is the simulation

https://www.youtube.com/watch?v=I1cNctgGmhE
>>
Just like getting a real biscotti through a real dounut, friction is your enemy. Set it to 0. Animate that parameter if you need it in other parts of the simulation, but you probably wont.
Heres the real deal though. You will spend the rest of your life fine tuning the parameters of the dynamics and never get it right. You want save yourself work as opposed to animating the thing with bones and blendshapes.
I would strongly siggest a hybrib approach. Make a static doughnut you animaye by hand. Broad strokes animations. That mesh drives a dynamic mesh which is trying to copy the static mesh which is also sensitive to momentum and collisions.
Ive been researching biscotti doughnut rigs for awhile and what i keep coming back to is that the solution is blend shapes and bones.
>>
File: 1730149229354444.gif (892 KB, 545x535)
892 KB
892 KB GIF
Here's one i made to test. Also a cloth sim with vomume conservation.
>>
File: slywink.png (231 KB, 643x594)
231 KB
231 KB PNG
>>
>>1024308
tried adding bones actually helped alot thanks anon!ill keep posting as i go along currently trying to add shapekeys
>>
File: rimrig2.webm (250 KB, 960x540)
250 KB
250 KB WEBM
>>1024300
This tutorial is of course a classic, referenced to do the thing on the left: https://www.youtube.com/watch?v=bLps8bgIeJ4

the general idea is the shrinkwrap on the eight guide bones will keep the donut hole wrapped around the biscotti, but only if the biscotti is between them and the hole is smaller, apart from that it just follows whatever motion you animate
>>
>>1024313
this is incredibly usefull thank you!
>>
File: slywink.png (89 KB, 579x456)
89 KB
89 KB PNG
adding bones helped a ton do any of you know how to get shapekeys to activate the closer bone the further away bone A pushes bone B?(limit distance bone constraint)

https://youtu.be/je-aajBigrg
>>
Thought of this thread after making this
>>>/h/8813050

>>1024439
One way is to make a bone stretching to bone B then use a driver based on (stretching bone's length -1)/expected max length, on the shape key's weight
>>
>>1024471
whoops, meant scale factor -1
>>
Updates?



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.