0:15 "Hello, i think i got the attention of that ship over there! I can lower this platform and get us down there, hold tight until i can bring this platform back up."
"That's the difference between you and me, Morty! I spam dot products when I need to! You're all too happy to be rigid and never achieve any interesting physics!"
I would've liked a computational comparison between the "hard" and soft bodies. Something along the lines of "hard bodies only need to make 1 colission check while the soft body has to do(for squre example, 64 colission checks and 174 spring force calculations" And then showcase the limit before it start lagging with hard bodies and compare it with softbodies. Anyway great video. I like this new type of video.
That's a good observation. You can actually see the frame-rate dip below 60 in a few sections if you really look for it. In sections that featured multiple soft-bodies (mainly the ending shots) I actually remove them completely once the camera leaves to save performance. The stress balls (yes I know...) contain ~600 particles and ~7000 spring connections alone. I've used GPUs to get a set of 10,000 springs working above >150 fps in real-time, but didn't want to redo it for this project.
10:07 This is a Wacky Wavy Inflatable Tube Man. That is the only name you are permitted to call it. Nothing more, nothing less. It is a Wacky Wavy Inflatable Tube Man.
@@acherrysodacan Was just about to make the crucial correction. Good thing there are appropriately-cultured random internet strangers 'round here. 😤😤😤
@@evaluator8906 it still uses soft body physics underneath the visible part,its not like flatout 2 where everything is a rigidbody with mesh deformation It uses soft body physics,using a special physics mesh (.jbeam format) and the beams connecting the nodes act as springs So,the game uses the soft body physics to (very simply put) deform the meshes,so they are completely different things,yes but in beamng they are connected to each other
@@coolkatboy6991 No idea! I assume it has something to do with his Patreon group? Maybe they have a "spot the card" challenge where they get Nitro or something.
the thing at the end, i always heard people call it the "wacky arm-flailing inflatable tube man" and despite how comically long of a name that is, its accurate enough so thats what ive been calling it too 🤣
Seeing this reminded me of just how complex the misaligned and open vertices were in Mario 64 and all its invisible walls, floors, and death planes. I can only imagine the chaos that would’ve ensued if there were soft body physics in that game
1:12 As a fighting game player, I believe that they are trying to go in and out of their opponent's attack range, baiting the other to do an attack, only for them to swing and miss, to hit them with an attack of their own. This is known as "whiff punish baiting" and is an important element of the neutral game.
You can solve most of jiggle physics on a character by rigging the giggly part to a ball constrained to a spring. The ball collides with the hard portions of the parent mesh or the skeleton. Another way is to have a physics active set of bones that are spring tied to the intended animation and the collisions/sudden jolts effect the child mesh
If you have your cube with a Shane in each corner and add one in the center of the cube, you have the bcc crystal structure, which room temperature iron uses
This video is really fun and engaging, I would normally get bored with these topics, but the animations and humor helped me keep hooked and interested!
I've been faking water and cloth recently in unreal materials - because doing the real maths is too much complexity for a giant water world and a lot of sailing ships. rather than 'springs' between verts I've been using dampened and shifted sign waves. Works quite well, gives the illusion of cloth and water waves with a fraction of the maths. This soft body demo was very cool man, might have to use something similar for various flora and fauna.
Just curious- how do you give the illusion of buoyancy in this case? Assuming water world's mean many floating things. I'm not a coder at all, so forgive me if this question is trivial
@@Deerifius no problem. Simple answer: im using the plugin for buoyancy mechanics, but using my own materials for the water visuals to avoid the physical fluid dynamics calcs, Im using a lot of vertex offsets in the material to give the appearance of movement(client side).. but collision wise and network wise its just a simple plane. complex answer: there is a plane for the water surface and actors colliding with that plane have points of buoyancy defined on them. These points are relative to the actor origin and in each case cause an upforce, this upforce is multiplied by how deep the point is. this causes things to float, bob in the water then find a natural equilibrium. A boat for example may have say 10 points of buoyancy.. so thats 10 calcs vs 1 plane compared to modeling millions of water 'particles' or using gersian waves or full on fluid dynamics and transmitting that data across the net. By adding variety to the upforce you can simulate rougher water.. its not perfect obviously but its orders of magnitude less calculation and network traffic. btw.. definitely NOT a trivial question, you have a keen analytical mind, if you can think to ask this question I bet you could be a decent coder if you wanted.
Small factoid: The "Air Dancer" (US Patent US6186857B1) is officially referred to as an "inflated undulating figure". Peter Minshall came up with the idea, and Doron Gazit helped realize it, then patented the design without Minshall. They were created for the 1996 Summer Olympics and are known by several names, which include: FlyGuy, Tube Man, Sky Dancer, Tall Boy, Inflatable Man, and (my favourite) "Wacky Waving Inflatable Arm-Flailing Tube-Man".
i may not understand all of this math stuff but as a 3d artist i gotta say these videos are awesome. from the editing to the jokes and the actual information. keep it up :3
NGL, that particle total looks like what you would expect a dude named Shane to look like. That jerk keeps borrowing money from me and takes his sweet time paying me back and is like "I totally got you man..."
Can someone tell me from which game is this loading animation is? I swear I have seen it before but cant make it from which game. It's driving me crazy!
You have forced me to recall my computer modelling course rather than my artificial intelligence course for today, and I am equally confused and amused by the explanations I used to understand. How dare you, and good on you, dude. I wrote a paper trying to explain these concepts. Man, I sucked at it.
I've got a question. For more complex 3D objects would it be more effective to create add a few points to the outer plains and then smaller, simpler, more rigid version of the same shape on the inside that all the surface points can connect to (alongside the extra spring joints)? Or even multiple layers of decreasing rigidity, rather than creating several matrixes that cause arbitrarily flexible shapes based on how many planes of points are used? Or would effectively re-calculating the same shape over and over eat more resources than the method you showed in this video?
That's great thinking! For some scenarios that would be a fantastic way to do semi-soft body physics. Think about how many things have a skeleton covered in flexible layers. Combine it with traditional spring-damper joint modeling for the internals and you could create some very realistic behaviors with low computational costs. It could also give much better control over specialized deformations.
An elegant way of testing whether a point is inside an enclosed N dimensional surface is to cast a ray in a random direction starting at the point, and seeing how many times the ray intersects the surface. Each time the ray intersects the surface it has to cross over from inside to outside or vica versa, meaning that if there are an odd number of intersections then the point must have been on the inside. Though the binary tree method scales better with complex meshes
VERY awesome video. Informational, and hilarious as always! Thanks for making it! If you're interested, we took a completely separate approach to soft body physics in our game, INK INSIDE. Basically, we baked soft body "squash & stretch" movements into fixed animations. This took a fairly complicated animation rig to pull off, but it saved us massively on performance hits as no physics calculations are done when characters are getting hit by physics objects. Instead, every animation is "pre-made" to perform as if it was a soft body all along. The animation is "canned," but we use a variation of them with minor adjustments so the action appears organic. However, the only reason we can get away with it is because of our art style. (Cal arts / Saturday Morning cartoons). But I figured it was worth mentioning as an option when it comes to making rigid things squash & stretch in a game :)
I love the little loading title that popped up at the bottom of the screen. 4:07 I really feels like your going through an interactive experience. Good work
really like this style of content! As a small hint/request: it would be interesting and funny to see programming mistakes that lead to funny outcomes. Not too much, but just some unexpected gags or cool visual things
1:20 they just don't want to be awkward like they respect eachothers personal space but also don't want to stand too far away so they're just dancing back and forth cuz they didn't expect the other one to do the same :D
I just discovered your channel and I love your videos! I am 13 and im learning news things without decaying from boredom,I think my school sehould do this because I would actually be interested @@b2stud
0:15 "Hello, i think i got the attention of that ship over there! I can lower this platform and get us down there, hold tight until i can bring this platform back up."
Huh?
I agree with Bomba, huh?
What
Explanation: It's a reference about a game in roblox "Guts & Blackpowder"
BARRYYYY
this video is 60% educational, 30% comedy and 10% fever dream
10%? Ha 😂
For a 10% fever dream this looks quite tame. Instead of eldritch horrors chasing you, you've got funny fish
10%? For me looks like 100000%
I just had a fever dream yesterday and I can confirm
60% educational, 30% comedy, 9% fever dream, 00.2% booba, 0.38% circle fanfic, 0.39% confusion and 00.1% burp.
Interesting thumbnail you got there
it never fails...
“This is hard”
*well it could make things- I hate myself
very nice
How did I miss that?
Well it did work
nice stress balls
uh.. yeah! stress balls! don't we have them too? like uhhhhhh
nice balls
9:24
Nice balls
2:11
6:28 i don’t know Rick, sounds really complicated…
😂
I read this is mortys voice😂
Oh Jeez Rick, this stuff is really complex huh ?
Anyone else notice bro getting more and more unhinged with each video. This trajectory is concerning.
Why's it matter, we get content
this is the natural progression of any game dev or mod developer
It's called character growth.
@@Well-Rounded_Wildcardfrfr
@@Well-Rounded_Wildcard He is indeed very slowly losing his marbles
6:29 "Morty, you gotta take each **belch** entry in the dataset and add it to the goddamn tree, Morty!"
“Morty! I turned myself into a soft body model Morty! I’m soft body riiiick!!!”
"this'll generate the same tree structure we saw with the numbers, morty"
"That's the difference between you and me, Morty! I spam dot products when I need to! You're all too happy to be rigid and never achieve any interesting physics!"
Bruh, idk why but it started selling after that
I was hoping that someone would make a joke out of it and I'm happy now
8:29 ... who was that speaking? A collaborator? A family member? A fancy AI-generated voice? B2, after intensive vocal training?
No he was just talking normally there?
I love how you left the possibility of a girlfriend off the list
It's zyger
@@tino_-td7ok come on man, we all know getting a gf is harder than solving NP complete...
_why didn't I even question this?_
There was something incredibly unhinged about this video, especially by the end when we had stressballs and hard-to-soft appendages
and i loved it
Hands down the absolute best patreon plug to be witnessed by man.
My life needs more squishy things
No boobies for you.
mrrw :3
Same man. Same
don't we all?
@@Agvazela_Vega same…
I need some femboy thighs in my life
*The correct, official name for the dancing air dudes is:*
"Wacky waving inflatable arm flailing tube man"
Came down here to say this. A man of culture I see.
You can get some at Al Harrington's Wacky Waving Inflatable Arm Flailing Tube Man Emporium and Warehouse on Route 2 in Weekapaug!
Yes it is I even got the search button for it
I would've liked a computational comparison between the "hard" and soft bodies. Something along the lines of "hard bodies only need to make 1 colission check while the soft body has to do(for squre example, 64 colission checks and 174 spring force calculations" And then showcase the limit before it start lagging with hard bodies and compare it with softbodies.
Anyway great video. I like this new type of video.
That's a good observation. You can actually see the frame-rate dip below 60 in a few sections if you really look for it. In sections that featured multiple soft-bodies (mainly the ending shots) I actually remove them completely once the camera leaves to save performance. The stress balls (yes I know...) contain ~600 particles and ~7000 spring connections alone. I've used GPUs to get a set of 10,000 springs working above >150 fps in real-time, but didn't want to redo it for this project.
I'm glad you liked the video, AI is always interesting but there's so much other stuff to explore
i love you b2 studios i fear youre too iconic for this world
I love you
@@b2stud man I love parasocial relationships ❤❤❤
Is that a threat?
@@sewerside01142 i believe the only threat involved is b2 changing the definition of the word diva to their name
@@4kleidisc b2diva
9:24 sure... stress balls.
I mean... to the right person they can be...
I hate myself.
Well, squeeze that "stress balls" is really anti-strees
10:07
This is a Wacky Wavy Inflatable Tube Man. That is the only name you are permitted to call it. Nothing more, nothing less. It is a Wacky Wavy Inflatable Tube Man.
wacky waving inflatable *arm-flailing* tube man. you can't forget the arms.
@@acherrysodacan Was just about to make the crucial correction. Good thing there are appropriately-cultured random internet strangers 'round here. 😤😤😤
*Wacky waving inflatable arm-flailing tube man.
Don't spread misinformation, otherwise you're the news :p
Balloon Guy
Is this a zeronium reference
maybe im just sleep deprived but this video feels so much more unhinged than all the ones youve made before
10:18 Why its a whacky wavy inflatable arms flailing tube man
More people should be aware of its true name, its so beautiful.
@@shark_girl ikr
Reference?
@@Inputname433 Scribblenauts
I love that he not only left a burp in the video, but also put it in the captions too. Dude could not be bothered to re-record XD
Now I get why youtube didn’t like some stuff in your video
surely it's not that crazy
@@payprice5487crazy enough for 2024 tho.
I like 9:54
what stuff?
I like 9:55 :)
"this is hard" well yeah then it obviously isn't squishy...
8:29 did you have a cold for this part?
perfect combination of jokes and actual talk that makes the video entertaining the whole way through
Ragdolls + Softbodies = An amazing time. Could make for a fun filler video
BeamNG: "Am I a joke to you?"
Slime Rancher watching from the corner:
Mesh deformation and softbodies are two completely different things
Human fall flat: YOU DIDNT INVITE MEEE
@@Somerandofurryomg a slime rancher fan
@@evaluator8906 it still uses soft body physics underneath the visible part,its not like flatout 2 where everything is a rigidbody with mesh deformation
It uses soft body physics,using a special physics mesh (.jbeam format) and the beams connecting the nodes act as springs
So,the game uses the soft body physics to (very simply put) deform the meshes,so they are completely different things,yes but in beamng they are connected to each other
Now I know you're a real game dev. You're getting crazier by the minute
I'm gonna be so sad if we don't get an 'AI Learns Trampolining' video in the future after watching this.
Wacky inflatable tube man is the name >:(
wacky inflatable flailing arm tube man*
Wacky waving inflatable arm-flailing tube man!
@@chargle*wacky waving inflatable arm-flailing tube men
@@chargle *wacking waving inflatable arm flailing tube man
wacky wavey arm inflatable tube man
The burp at 6:29 😂
then, morty, like before *burp* we can take each entry...
it's cringe
^ so are you 😊
Me reading this comment right as I'm about to release one myself 💀
what an absolute legend
2:53 what is that redeem card?
There's another one too 👀
what is it? i see discord, but i don't know what to do with it
@@coolkatboy6991 No idea! I assume it has something to do with his Patreon group? Maybe they have a "spot the card" challenge where they get Nitro or something.
@@Jademalo Ah good eye!
@@coolkatboy6991theres a bot you can use to create your own fish, and these redeem codes give you points for the shop
the thing at the end, i always heard people call it the "wacky arm-flailing inflatable tube man" and despite how comically long of a name that is, its accurate enough so thats what ive been calling it too 🤣
8:30 WOMAN JUMPSCARE
it was zyger
@@FireBlast2.0who is zyger?
@@cvjlmaker9890 a game developer
I was so scared 😢
literally went to comment the same thing
Seeing this reminded me of just how complex the misaligned and open vertices were in Mario 64 and all its invisible walls, floors, and death planes.
I can only imagine the chaos that would’ve ensued if there were soft body physics in that game
10:20 wacky wavey inflatable arm flailing tube man!
Yeah Family Guy named these way back in the day.
Incorrect it is a blowdaddy
FUCK
YOU BEAT ME
Did you just say wacky waving inflatable arm flailing tube man?
hahaha
I love you left the huge belch in it was hilarious
1:12 As a fighting game player, I believe that they are trying to go in and out of their opponent's attack range, baiting the other to do an attack, only for them to swing and miss, to hit them with an attack of their own.
This is known as "whiff punish baiting" and is an important element of the neutral game.
9:23 actually made my jaw drop
did it go boioioioing
Ooga booga neuron activation
Vtubers when they move 1 centimeter
@@b____oobies jiggle physics 💀
Time to become a programmer
You can solve most of jiggle physics on a character by rigging the giggly part to a ball constrained to a spring. The ball collides with the hard portions of the parent mesh or the skeleton.
Another way is to have a physics active set of bones that are spring tied to the intended animation and the collisions/sudden jolts effect the child mesh
this is my favourite video of yours so far, i love game dev nerdy stuff and would LOVE to see more
you're in for a treat
@@b2studFIRE EMOJI🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥
If you have your cube with a Shane in each corner and add one in the center of the cube, you have the bcc crystal structure, which room temperature iron uses
This video is really fun and engaging, I would normally get bored with these topics, but the animations and humor helped me keep hooked and interested!
I'm glad you enjoyed it!
@@b2studyo ma
so thats what the community post was about…
What
00:53 I had a heart attack when you said that name.
why? cuz your name is Shane? lol
@@Brandon11746 🫢ummmmm, no?
Hi shane
this guy sounds like he's going to break down and scream in pain at any moment
+3 props points lmao, 1 for keeping the burp in, 2 for each stressball
I've been faking water and cloth recently in unreal materials - because doing the real maths is too much complexity for a giant water world and a lot of sailing ships.
rather than 'springs' between verts I've been using dampened and shifted sign waves.
Works quite well, gives the illusion of cloth and water waves with a fraction of the maths.
This soft body demo was very cool man, might have to use something similar for various flora and fauna.
Just curious- how do you give the illusion of buoyancy in this case? Assuming water world's mean many floating things.
I'm not a coder at all, so forgive me if this question is trivial
@@Deerifius no problem. Simple answer: im using the plugin for buoyancy mechanics, but using my own materials for the water visuals to avoid the physical fluid dynamics calcs, Im using a lot of vertex offsets in the material to give the appearance of movement(client side).. but collision wise and network wise its just a simple plane.
complex answer: there is a plane for the water surface and actors colliding with that plane have points of buoyancy defined on them. These points are relative to the actor origin and in each case cause an upforce, this upforce is multiplied by how deep the point is. this causes things to float, bob in the water then find a natural equilibrium.
A boat for example may have say 10 points of buoyancy.. so thats 10 calcs vs 1 plane compared to modeling millions of water 'particles' or using gersian waves or full on fluid dynamics and transmitting that data across the net. By adding variety to the upforce you can simulate rougher water.. its not perfect obviously but its orders of magnitude less calculation and network traffic.
btw.. definitely NOT a trivial question, you have a keen analytical mind, if you can think to ask this question I bet you could be a decent coder if you wanted.
"why aren't games full of squishy things?"
every anime game ever:
1:11 Don't let the Heavy know your location...
Small factoid: The "Air Dancer" (US Patent US6186857B1) is officially referred to as an "inflated undulating figure". Peter Minshall came up with the idea, and Doron Gazit helped realize it, then patented the design without Minshall. They were created for the 1996 Summer Olympics and are known by several names, which include: FlyGuy, Tube Man, Sky Dancer, Tall Boy, Inflatable Man, and (my favourite) "Wacky Waving Inflatable Arm-Flailing Tube-Man".
6:35 I laughted so hard at the burp😂
i may not understand all of this math stuff but as a 3d artist i gotta say these videos are awesome. from the editing to the jokes and the actual information. keep it up :3
Part of why I love World of Goo and WOG 2, super underrated!
Succulent!
NGL, that particle total looks like what you would expect a dude named Shane to look like. That jerk keeps borrowing money from me and takes his sweet time paying me back and is like "I totally got you man..."
I came to RUclips for safety. Too high and very scared. Why was this fever dream recommended to me?
4:11 goddamit it's always the little details
The loading screen?
Can someone tell me from which game is this loading animation is? I swear I have seen it before but cant make it from which game. It's driving me crazy!
It’s a Wacky Wacky Inflatable Tube Man.
9:57 this implies 4/5 men are either constantly hard or soft forever
I thought he was talking about ED
@@frog_king6517 more than 1/5 of men have had times in their life where they didn't experience ED I'm pretty sure
@@GreenJalapenjo True, I don't know the percentage. That's just how I saw the joke.
no i think this is a joke about someone seeing a trap…
@@ExplodingSteve wait would that imply 4/5 men are into it then?
the jokes in this video go hard, literally
2:13 i did not consent to being touched like this... my lawyers will be in contact...
"stress balls" - uh huh😉
You have forced me to recall my computer modelling course rather than my artificial intelligence course for today, and I am equally confused and amused by the explanations I used to understand. How dare you, and good on you, dude.
I wrote a paper trying to explain these concepts. Man, I sucked at it.
8:30 Idk why or for what about, but that voice hit something in my brain. I was genuinely afraid of what was happening for a split second there.
I wish all my physics lectures were like this
4:11 Not the loading screen 💀
I GOT AN AD RIGHT WHEN I READ THIS COMMENT LMAO
I've got a question. For more complex 3D objects would it be more effective to create add a few points to the outer plains and then smaller, simpler, more rigid version of the same shape on the inside that all the surface points can connect to (alongside the extra spring joints)? Or even multiple layers of decreasing rigidity, rather than creating several matrixes that cause arbitrarily flexible shapes based on how many planes of points are used?
Or would effectively re-calculating the same shape over and over eat more resources than the method you showed in this video?
That's great thinking! For some scenarios that would be a fantastic way to do semi-soft body physics. Think about how many things have a skeleton covered in flexible layers. Combine it with traditional spring-damper joint modeling for the internals and you could create some very realistic behaviors with low computational costs. It could also give much better control over specialized deformations.
how could you forget the wacky wavy inflatable arm flailing tube man?
The editing and jokes here and there make this incredibly enjoyable to watch. So much so that i subscribed and commented!
Time to make a game with PLENTY of squishy things.........
An elegant way of testing whether a point is inside an enclosed N dimensional surface is to cast a ray in a random direction starting at the point, and seeing how many times the ray intersects the surface. Each time the ray intersects the surface it has to cross over from inside to outside or vica versa, meaning that if there are an odd number of intersections then the point must have been on the inside.
Though the binary tree method scales better with complex meshes
Very well explained. Easy to understand and fun visuals. I'm impressed
Came for the thumbnail, stayed for the amazing storytelling and animation 👌💯
What a bloody brilliant video - love it as always!
Luncheon kingdom vibes
Any relation to existing environments is purely coincidental
this man didnt think the thumbnail mixed with the title through
VERY awesome video. Informational, and hilarious as always! Thanks for making it!
If you're interested, we took a completely separate approach to soft body physics in our game, INK INSIDE.
Basically, we baked soft body "squash & stretch" movements into fixed animations. This took a fairly complicated animation rig to pull off, but it saved us massively on performance hits as no physics calculations are done when characters are getting hit by physics objects. Instead, every animation is "pre-made" to perform as if it was a soft body all along. The animation is "canned," but we use a variation of them with minor adjustments so the action appears organic.
However, the only reason we can get away with it is because of our art style. (Cal arts / Saturday Morning cartoons).
But I figured it was worth mentioning as an option when it comes to making rigid things squash & stretch in a game :)
I love the little loading title that popped up at the bottom of the screen. 4:07
I really feels like your going through an interactive experience. Good work
If I ever see anyone IRL call a Wacky Waving Inflatable Arm Flailing Tube Man an "Air-Dancer" it's immediate hands. Anyway, good video!
hollow 3d cube connected by spring joints shearing apart to form a 2d 3d-looking cube is so trippy.
Bro just burped outta nowhere and proceeds as if nothing happened LMAO
4:13 loading had me ROLLING 😅
3:11 Those middle springs and that ball make my brain have a complete meltdown ☠☠
2:39 love this part
The laughing is devious 😂
giving a thumbs up just for having the nerve to burp right in the middle of a educational video. absolutely feral
Meanwhile every single anime game: “Jiggle physics? That’s the easiest shit to ever learn. Very rewarding too.”
"Air Dancer" sure is a weird way to say "Wibbly Wobbly Inflatable Arm Tube Man"
Great video. Only complaint is that this video about softbodies gave me ptsd about trying to develop one before giving up.
Quality plus unhinged and educational is a beautiful trifecta!
9:38 This feels like a callout post especially considering I already did
The Atlyss dev making every player character 75% softbody:
1:34 SECRET THRID OPTION: friendzone
Hates this topic so much that he takes it without a bit of seriousness, he even burps and doesn’t cut it out! Absolutely amazing content
5:36 homestuck reference
really like this style of content! As a small hint/request: it would be interesting and funny to see programming mistakes that lead to funny outcomes. Not too much, but just some unexpected gags or cool visual things
8:29 I was violently dragged back to a memory of a sphere turning inside out
i just lost and gained braincells
1:20
they just don't want to be awkward
like they respect eachothers personal space but also don't want to stand too far away so they're just dancing back and forth cuz they didn't expect the other one to do the same :D
this viddeo is so good wtf
I appreciate you
@@b2stud and i appreciate your content. keep cooking
I just discovered your channel and I love your videos! I am 13 and im learning news things without decaying from boredom,I think my school sehould do this because I would actually be interested @@b2stud
“Soft bodies are hard to make”
*Procedes to code and animate 60*
it's nice that the video before this on the channel fit into one area.
POV: you watched this but have still no idea how to code this