3ds Max +TyFlow TUTORIAL: Character Ragdolls +Scene Files!

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  • Опубликовано: 18 окт 2024

Комментарии • 26

  • @jimmwagner
    @jimmwagner 4 года назад +1

    I just used this to create a flock of animated birds. Thanks for this! Looking forward to the next one.

  • @miniamotionschool1572
    @miniamotionschool1572 4 года назад +1

    thanks for this lovely explanation i wish you have patrion you deserve support

  • @vrayguide
    @vrayguide 3 года назад

    Good stuff man, just a side note when you switch to skin and remove the biped, make sure to switch Proximity Bind "Partciles" on.. otherwise you get Mr Rubber lol

  • @thomasbussey3116
    @thomasbussey3116 4 года назад +1

    Nice one! I want to get my head around the biped/actor system in tyflow and this was a fun place to start.

  • @蔡思楷-q1c
    @蔡思楷-q1c 2 года назад

    Thank your sharing, it is an useful tutorial.

  • @nawrasryhan
    @nawrasryhan 4 года назад +2

    Thanks for sharing!
    The actor collect is needed here to bring all the rig parts to this event as soon as one bone meet the test (in this case surface test)
    Without this operator only few bones will be sent to this event each frame and they won't bind tegother.
    In short, tyflow see each bone as one particle.
    not sure If I made it clear or the opposite 😅
    Thanks again! Keep them coming!

    • @simulation_lab
      @simulation_lab  4 года назад +1

      That's an excellent explanation! Thanks for clarifying, makes perfect sense that TyFlow treats each bone as a particle.

  • @John-mz8rj
    @John-mz8rj 4 года назад +1

    Nice one. Biped revenge sweet.

  • @tarktatldil8631
    @tarktatldil8631 25 дней назад

    nice. thank you.

  • @carlherner9458
    @carlherner9458 4 года назад +1

    Love all tyflow content:) if I could give a suggestion it would be super cool to see a tutorial on how to create recursive growth with tyFlow!

    • @simulation_lab
      @simulation_lab  4 года назад +1

      Thanks! I have a similar growth tut I'm planning to do, which involves recursively growing objects on a surface, like a virus. Is that sort of what you were thinking?

    • @carlherner9458
      @carlherner9458 4 года назад

      @@simulation_lab Cool! I am thinking of growing coral like structures, a good example is this video ruclips.net/video/ehRq87GXzww/видео.html
      around 0.35 etc. I know tyson has an example of using pheonix fd on his instagram aswell, I sent the video above in the discord community and he said that is made with VDBs. Since Im a beginner and haven't messed with VDBs im not sure if something similar is possible to create with tyFlow so I am on the hunt for creative ways of using tyFlow for creating expanding coral-like/smoke like growth:) Let me know what you think is possible since tyFlow is particle based (?). Someone on the discord also mentioned that perhaps the tyMesher (?) could maybe be used for something like this?

  • @tv-ve1rh
    @tv-ve1rh 4 года назад +1

    So good job

  • @HoomanBhr
    @HoomanBhr 4 года назад +2

    Thank you , but how to active ragdoll on pre rigged characters that are not standard biped system ? I selected only mesh on actor but tyflow can't sim ragdoll effect . (my character is a fbx file that has helper bones )

    • @simulation_lab
      @simulation_lab  4 года назад +1

      There's an actor scene file in the TyFlow examples pack you can look at. It's the worm scene, which has a worm rigged with helper bones. You might have to play with the different options in the Actor Collect operator, but the ragdoll effect should work if your physX Bind is set up properly.

    • @HoomanBhr
      @HoomanBhr 4 года назад

      @@simulation_lab Thank you so much , I'll check that out

  •  4 года назад +1

    nice tut, i did it with a cat rig, dindt have problems

    • @simulation_lab
      @simulation_lab  4 года назад

      Awesome! Did you notice the cat rig having any weird issues with the joints twisting too much? That's the issue I had when I tried with a cat rig. With the studio biped, the joints twisted much more naturally and didn't spin out of control.

    •  4 года назад

      @@simulation_lab nothing too noticeable for me, everything look good so far, no arms shaking or parts jumping

    •  4 года назад

      @@simulation_lab check the scene file included in this tutorial it has a CAT rig working fine ruclips.net/video/tYnjahL-D54/видео.html

  • @ramdpshah
    @ramdpshah 4 года назад +1

    Can we have a tutorial regarding Ragdoll..like it's walking and after some time it I'll run and jump and then fall..with all action ..

    • @simulation_lab
      @simulation_lab  4 года назад

      Yes, that should be pretty simple to set up. You would have to create animations on your character for each action. Then in TyFlow, you can set up time tests, or use dummy geometry as triggers to transition between animations. For example, you can use a surface test to test if the actor passes through a box, and if he does, he plays a specific animation. Does that help?

    • @ramdpshah
      @ramdpshah 4 года назад

      waiting for the Tutorial..i tried but i am not able to figure it out

  • @livegamers7849
    @livegamers7849 3 года назад +1

    how do you add body mesh on bipeds

    • @simulation_lab
      @simulation_lab  3 года назад

      If your character is already skinned to a biped, then in your tyactor, you just select the skin mesh, and the bones automatically carry to your sim. Check out my channel, I have another tutorial that covers this. :)