3DXchange 7
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
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Submitted byAscensi
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

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
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.
To add to this important toolset, please also vote for the "Physics Brush"  - a universal brush to influence cloth (Soft Body characters and clothing) resting position, objects linked together by constraints such as a chain or parts added to hair or scatter or attract rigid body objects into a pile in a scene!
Detailed description: imagine an impact or stomp that created a shockwave throughout the body fat..  ape pounding chest or simply  pressure being applied to the body such as a poke or squeeze and what about skydiving or a dog with its head out the window for air -it would be great to see wind turbulence and amplitude etc against the skin. What about pinching the skin/pulling on it? -this all could be possible. Characters are currently static/lifeless.  It could be interesting to be able to put animated objects inside a person representing a heart/veins or  lungs that automate physical movement from under the skin.. or how about a creature wiggling inside?? Hand prints pushing out from inside? This opens up a huge door.

Please vote for this if you like the idea.