yevgeni Thanks man! Yes, I’m planning to make tuts on ragdoll actors and crowd sims soon. I have a tut on using animated actors, but I didn’t implement any crowd behavior in that tut. Stay tuned 😉
@@simulation_lab yes pls omg pls i really need help i want to create a crowd simulation of children who run outside from classroom after time over of school and during this they are randomly hit to eachother several times and some of it fall down and some push each other heavily like soldiers fight in battlefield will u pls
Is there a reason for not using a torus or circle with thickness as a mesh collider in the default physx engine? Sorry I don't really know tyflow so what I said might not make sense, just think it looks overkill to simulate bindings for a solid torus
Yes, PhysX doesn't simulate concave shapes (yet), so a solid torus wouldn't interact properly with the other simulated rings. I could probably have explained that in the video, lol. Good question!
If you look in the modifier stack, you should see an icon next to the TySplines mesher, make sure that's set to visible. Otherwise, check the settings in the Spline Paths operator in your tyflow, and make sure it's set to PhysX bindings.
I could put together a tut for character clothing. For that, I might actually use marvelous designer, because there's much more control of the actual garment design. You can even bake out realistic animations. I'm not sure TyFlow cloth is the best tool for the job for character cloth, but I can plan a tutorial for how it can be useful.
Thanks, bro amazing tutorial but I want to make chain simulation over rigging car like you know 4 Wheel car pulled by a chain and something like that Blessed you
Do you mean in a procedural way with TyFlow? There's probably a way to do it with operators, but I would probably do something like that with C#. What are you trying to do with the spline?
You are an example of how to make tutorials. Right to the point, with a preview of the result and not boring. Thank you very much!!
Fred Sena Thank you!! I’m glad you liked it! 😊
Amazing tutorial, very spot on.
The attention to details is very enlightening, so much appreciated 🙏🏼
Very clear and straight tutorial. Cheers 👍
Thank you! :)
Nice tutorial
please keep uploading very helpful
nizum fx Thanks! I’ll definitely continue making more!
Ah this is great man! Gonna binge on your tutorials this weekend :-)
Haha awesome man, let me know what you think while you're crushing through them ;)
Thanks for share your tutorials.
Felipe Gl You’re welcome! 😊
Thanks for awesome tutorial
Awesome! thank you Kyle
teofilattodeleonzi You’re welcome!! 😊
0:27 Holy Fkin Shi%##%#.....this is incredibly realistic ! my mind is blown !
I REALLY LEAR A LOT FROM YOU! THANKS !
Thanks!! I'm glad you find the tutorials to be helpful!
god bless you young man
Great Tutorial! Thank you so much!
You're welcome!!
Great one, thank you!!!
You're very welcome!
It’s sooo cool! Is it possible to get the .obj models of the stone and the knots? thanks in advance!
another great tutorial man ,,,great attention to technical details
can you do something with crowd sims and tyactor stuff
yevgeni Thanks man! Yes, I’m planning to make tuts on ragdoll actors and crowd sims soon. I have a tut on using animated actors, but I didn’t implement any crowd behavior in that tut. Stay tuned 😉
@@simulation_lab yes pls omg pls i really need help i want to create a crowd simulation of children who run outside from classroom after time over of school and during this they are randomly hit to eachother several times and some of it fall down and some push each other heavily like soldiers fight in battlefield will u pls
@@AaliDGr8 hah
an interesting lesson, I tried to make a knot on a rope using this method, but I can't do anything, it would be nice if you did a similar review
at 26:28 you skip how to make the bindings visible as cylinders instead of lines, how do you do that?
Is there a reason for not using a torus or circle with thickness as a mesh collider in the default physx engine? Sorry I don't really know tyflow so what I said might not make sense, just think it looks overkill to simulate bindings for a solid torus
Yes, PhysX doesn't simulate concave shapes (yet), so a solid torus wouldn't interact properly with the other simulated rings. I could probably have explained that in the video, lol. Good question!
@@simulation_lab ahh I see :) thanks
Hi, i can't see the tyspline mesh even though i increase the radius?
If you look in the modifier stack, you should see an icon next to the TySplines mesher, make sure that's set to visible. Otherwise, check the settings in the Spline Paths operator in your tyflow, and make sure it's set to PhysX bindings.
i got same issue too . if you can solve please let me know how
Can we have tutorial regarding cloth for character..
I could put together a tut for character clothing. For that, I might actually use marvelous designer, because there's much more control of the actual garment design. You can even bake out realistic animations. I'm not sure TyFlow cloth is the best tool for the job for character cloth, but I can plan a tutorial for how it can be useful.
Thanks master..how can I follow in Facebook
Thanks, bro amazing tutorial but I want to make chain simulation over rigging car like you know 4 Wheel car pulled by a chain and something like that Blessed you
Hi! Does anyone know if it's possible to remove the first and last particle along a spline? thanks!
Do you mean in a procedural way with TyFlow? There's probably a way to do it with operators, but I would probably do something like that with C#. What are you trying to do with the spline?
Thank sir, but my animation become glitch when collide with sphere, sorry bad english. Thank sir
Try increasing your PhysX solver steps in the main tyflow modifier rollout, that might help smooth it out.
@@simulation_lab thank's sir, that tips helpful, my problem solved, 😁👍👍👍