Votes
2
Product:
iClone 7
Version:
7.92
Status:
Active
Issue 8054
Adjustable Physics Calculation Time for Sophisticated Scenes
It's an issue when you've built something from many props with many constraints and the only way to show it functionally held together is to lengthen the speed of the clip to give it more time to calculate but then you'd have to shrink it back to the original size later.

I've also found that Render Resolutions directly correspond to physics calculations. 4k output prevented my chain links from holding together but the iPhone Portrait resolution allowed the chains to remain intact.
OS: Windows 10
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Submitted byAscensi
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COMMENTS (13)
Ascensi
To be  clear what I'm suggesting is a  Physics Bake Manager to Que Props and on the modify tab --> physics, the user can tag prop to be added to the que and additionally assign the prop belonging to a  group of physics props to sequence bake  them.

What this would entail is 

1. User enables auto physics/Physics Que Manager and optionally gives it a group name tag that other prop can be assigned to.

2. Press Silent Bake - Internally copying a prop or group of props/constraints in  the que  to a temporary hidden timeline to auto stretch the clip(s)  using the Physics Bake Manager settings and allow the user to set a percentage  to calculate how slow or fast the clip speed should be to get an accurate bake.  - providing the user the option to change screen resolution during the bake might also help accuracy and bake time - larger resolutions slow video cards down (FPS) so this actually make sense but it means the user will temporarily see their viewport resolution reduced.
 
3. Once completed the physics is copied back to the regular timeline with the original clip speed and the physics is disabled if auto physics/Physics Que Manager still has it check boxed.

This feature could also work silently or in idle mode allowing the user to keep working on their project save time by not needing to go through every prop with physics to enable, disable or play the scene by frame to get the physics calculated, it could all be done internally & more efficiently. 

If Reallusion is aiming to attract bigger clients/turn heads and allow users to show off sophisticated scenes, this will be an essential requirement. I understand Reallusion maybe testing/working on Soft Body Character Physics and currently in my own tests working with character physics, enabling soft vs soft collision in the Global Physics Settings causes iClone to crash on an i7 and a RTX 2080 Ti with 32 GB & 32 GB of Virtual memory when having two soft body characters interacting.  Although they might be integrating screen space particle colliders like PopcornFX has or tapping the physics engine of PopcornFX, this could increase performance exponentially and even pave the way for water simulation like Nvidia Flex https://developer.nvidia.com/particles but certainly, even this could possibly be added to the Physics Que Manager -the more ability for speed and efficiency the faster and amazing iClone projects could look and function. 

I hope this provides some insight and perspective. As I use iClone as an artist and developer, I try to give Reallusion a potentially easy solution to any limitation I find that severely impacts my creativity in a negative way and that might empower other users.
Ascensi
Hi Joanne, thanks, yes I do know how to bake first by frame mode then turn off the physics for final rendering. I was testing out many variables. Rampa had also informed me that stretching out the clip time will also help calculate the physics properly (that worked)  also changing the world scale lower also helped.. but I discovered that Viewport size also matters - the smaller, the more accurate.

 I've been talking with him in depth about these solutions and the solutions he's shared but I realize that they require a lot of tinkering, that it causes/would cause a lot of issues not apparent for the general user such as needing to slow the clip to get a better bake or change the viewport resolution, world scale  etc

My project contained cloth physics as well as constraints and I know technically one should be baked first by frame then physics disabled and enable physics on the other etc but some scenes are sophisticated (many physics parts) Perhaps in the future, in the time line and prop on the physics tab can have an auto disable physics using by frame mode check box (can be toggled on globally in the timeline for those marked  with auto disable or individually toggled on)

***So the physics system right now is ok for simple projects but not robust for management and calculation of sophisticated projects - the management part could sequence bake props added to a physics group que and temporarily adjust the time line (copied to a separate timeline internally for reducing clip speed &  baking per frame then copies it back  to the regular timeline with the original clip speed.)***
Feedback Tracker Admin
Hi,

There will be the baked animation in every simulation, you can find it in Timeline > Animation. (image 01)
Suggest you can simulate the physics by frame mode (image 02), and turn off the Rigid Body Simulation when rendering video (image 03).
No matter which resolution you selected, you should get the same result.
Hope the information is helpful for you.

Thank,
Joanne
Attachment:
  • 03-turn off the rigid body.png
  • 02-by frame mode.png
  • 01-Baked Physics animation in timeline.png
Ascensi
Also since the physics calculation is better on export, it should be added to the regular "by frame mode" for proper baking otherwise this could be a bug.
Ascensi
This first link is an iPhone Portrait resolution, the chain held together perfectly https://youtu.be/p84ql4suoW8

 This is a 4k render, the chains broke and scattered everywhere https://youtu.be/27sM1jsEyGU

A simple way to add this feature is add a checkbox with a script to set the resolution to the lowest and use "by frame" mode with bake on but after disables bake.

These video demonstrations will likely not stay up.
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