The cloth is assumed to always be a 2D plane with dimensions defined by the "width" and "height" parameters regardless of how many variables are in the "boneformat" string. The "width" and "height" parameters are self-explanatory the "boneformat" parameter is described in more detail at. Another file, windrunner_ is also included as an example of rigging a cloth model from DOTA 2. An example cloth model is included in the /usermod/models/narry/ folder. So for the best results, leave the model in its default position (ie, t-pose for ragdolls, straight line for ropes) and then animate any kinematic bones into position before the scene starts and give the sim a second to stabilize. Ropes use the positions of bones at the start of the time selection to determine how joints should line up.I'll add an option to use the model's normal bones for fully-kinematic objects in the future. Animation with ragdolls is difficult since you have to use the physics handles.There's no need to re-rig objects (the sim is reset automatically every time "Run sfmphys Simulation" runs). To run a simulation again, just run "Run sfmphys Simulation" again.If SFM doesn't respond immediately just be patient. Once the scene is set up, right-click any animation set and run "Run sfmphys Simulation".The simulation will not run if the time selection is infinite in either direction. Select a period of time to simulate over in the motion editor (ie, with the floating modification layer).The defaults are generally fine for rigidbodies you may want to increase for ragdolls, and cloth physics will require tweaking on an individual basis. If objects are shaking uncontrollably, try increasing the damping if they are moving too slowly, try decreasing. The "damping" controls determine how quickly objects lose momentum over time.The "center of mass" control currently does not function properly, and the "force" control will need some tweaking to be more useful (note that you can also rotate the "force" control to apply torque to an object).The "kinematic" control is "dynamic" for values 0.5.The "shape" control works as follows: if value 0.5 (slider on the right half), "sphere" is selected.Attach a rig_physics to any objects you want included in the simulation. Extract and copy the "platform" and "sdktools" folders to /common/SourceFilmmaker/game.zip ("Download ZIP" button in the right margin) Grab this repository with git, or download the.These will (hopefully) be in a later release.smd or other formats might, but not for a while. Support for capsules and spheres will be added at a later date. Only the bounding boxes are used for simulation.(Models do not have to be visible to be included in the simulation!) You can get around this by adding kinematic objects where the level geometry is.What does this not do? (Planned or Impractical Features) If you're concerned, backup your important files, just in case. You can animate external forces on objects.You can adjust the density, bounciness, and friction of objects.Can simulate cloth physics, given a properly set-up model.Can create ragdolls and ropes, assuming the source model is set up with proper hitboxes.Can create physics-controlled, static, and kinematic bodies.Handles collision detection and response.Incorporates physics simulation into SFM via python scripts.Just pretend I started with the April 23 release if it makes any difference :P. soft-body physics, with an emphasis on cloth (and the possibility for some other limited applications).better automatic rigging for ragdolls, and more configurable joint constraints.If you are updating to this version from a previous version, try to remove the files from the previous version to avoid any conflicts there aren't be any specific problems that I am aware of, but just to be sure.See also: large cloth needs extra mass to scale well, so if you're working with large cloth and things pass through or break entirely, consider adjusting the mass. The default of 1 should serve well enough for most props, but for exceptionally large or small props (or if you want to simulate, say, something like a seesaw) it's now there for you to adjust. Added a "mass" attribute for rigid and soft bodies, accessible through the element viewer.Updated to Python 2.7 (for the May 1 SFM update).Started work on some fancy GUI things - not included in this update, just thought I'd mention.Moved phys_simulate to the global scripts menu it is no longer a "rig" script.Updated all guis to use PySide qt bindings.Updated to Python 2.7.5 (for the July 31 SFM update).
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