Request to allow Softbody Physics on character's skin -influenced areas are to determined by weight map painting
I've already talked with support about this and was informed that the only way this is currently possible is to export the character as an FBX with animations then import into 3DXchange as a prop ( do not characterize it).
This is ok unless you want to see real-time action such as using mocap or the puppet tools.
I envision body flab jiggles after each stomp or impact, all jiggle areas are defined by the weight map. Spring joints are ok but take a lot of time to setup and fine tune and because you're applying the effect to a whole joint may not offer the same realism.
Since the last couple days I've examined that all your materials with maps containing non color information are taking up 2x more Vram, iClone & CC3 performance and hard drive space are set to RGB rather than Grayscale mode, changing all the maps to proper Grayscale will further help iClone/CC3 performance as well as setting iClone viewport resolution to 64x64 or closing it altogether will allow 3 times more faster CPU processing for faster bakes especially when the Global Gravity slider is set higher for accuracy. (see my Physics Manager post https://www.reallusion.com/FeedBackTracker/Issue/Adjustable-Physics-Calculation-Time-for-Sophisticated-Scenes/2
All these types of changes should/could be applied for more physics performance and effortless management. I'm grateful that you've now added occlusion culling to iClone 8, what about packing materials and streaming content to asynchronously unload/load via camera distance rather than loading an entire project in memory and completely remove project size limits?
With all these types of changes, I could foresee the potential for real-time viewing in VR potentially with realtime Softbody Character Physics using screen space physics like PopcornFX and additionally screen space displacement that doesn't need tessellation! (I've tried this in VR as well https://forum.unity.com/threads/screen-space-displacement-mapping-no-tesselation-progress.611659/)
It's good to note here that when you bake in physics on the face, you can't do any facial morphs unless you remove the baked animation first. Ignore previous comment about eye face puppet not being influenced.
Update: Issue- Tracking with blinking/winking using the Face Puppet tool on cloth characters doesn't seem to work but using Face Key expression sliders for blinking does.
My New Soft Body Character in Full Force!
- Soft Body Physics with Wind applied, Custom SSS, Displacement textures with Lip-sync-
Actually I still want to see if I can use morph editor on the soft cloth because then I can control the flow of melting skin, a sagging appendage that looks like it's about to fall away from the body etc - could get messy!
This served two purposes #1. to shine a bigger light on the power soft body physics can give us and #2. to hopefully win in the lip-sync contest ;)