Votes
53
Product:
3DXchange 7
Version:
7.4
Status:
Active
Issue 6161
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.
OS: Windows 10
  •  32
  •  3084
Submitted byAscensi
COMMENTS (32)
Ascensi
Reallusion, if you're permitted to add an addition to the popcornFX, or make a request to the PopcornFX developers the ability to add a static mesh emitter over the body aligned to the normals that can be evenly distributed, you might have an instant high performance particle physics system for characters and since  PopcornFX is available for both Unity and UE4, you're a step closer to providing your own character physics for both platforms if you wanted to do so. 

The user would only have to add a PopcornFX Character Physics preset and either use an existing physics weight maps either from my templates or be able to paint their own.

The PopcornFX can influence other objects, if it can self collide then this might be the ultimate tool unless you develope your own. https://youtu.be/dKR52_x7lOk?t=1106
Ascensi
---High Performance GPU Screen Space Particle Colliders-- 

Reallusion could implement "GPU screen space colliders" for faster performance. You would keep the current collision shapes but add additional ones that are "screen space colliders  which make a lot of sense because you will only want shots of physical changes that you can see anyways so in this case all interactions would are required to be visible to the camera. This could greatly improve performance and be able to increase the collider resolution.
Example https://vimeo.com/217015171
Silviu Caraba
All serious animation programs have an option for a soft body to a body .... Also poser from 15 years ago already .... Just reallusion is to slowly ....
Ascensi
Just letting people know that my Soft body physics example can be driven by MOCAP, it was created through CC3. My request originally made was through 3DXchange but my over all request would be about enabling physics on characters in iClone and have CC3's paint tools in iClone to paint what areas you want to jiggle. I may create a mocap video to present this.

4 things would need to be done to get this happening for iClone in my opinion.

1. Enable Physics for Characters

2.Use the full beard profile for physics characters to track cloth to drive facial morphs

3.Add CC3's paint system for greyscale physics texture painting (you will likely have a simple color painter in the future for CC3 anyway)

4.Add particle collider system for soft bodies that are bound to the mesh normals in a grid that has collider resolution sliders (per material in the physics texture display so collisions don't have to be enabled all the time on all body parts) This should also help save performance if someone just wants to  focus on a body part for a face punch, pinching an arm, poking the belly only etc.  If collider resolution can be adjusted per body part it will help make detailed physics deformities. For example an arm (hand specifically) would need more resolution to  pinch a cheek but the head should also have increased collider resolution. You can't get this level of interaction using the shape collider system.
gunnaphergando
I've been trying to find a solution for softbodies for the longest, LIKE C'MON REALLUSION!!!