Dynamics

 
 
 
Posted by:magilla
Data created:23 March 2017

Hey I'm wondering if there is a comprehensive guide or section of the manual that covers using dynamics in a pipeline and across a render farm.

I don't have time to search through dozens of videos and looking through the manual the information is either out of date or just missing vital steps.

Once I apply the Ox Dynamics and get some simulation what happens then? Or is that it, does it store the animation in the dynamics modifier?

Hi Magilla,

We talk about this in the docs here. You can bake the simulation and export an .ABC file, then you can import this animation cache into the Animation modifier.

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

thanks Jeordanis, I have seen those videos, they do not mention anything about caching, loading or exporting. So do I bake massfx dynamics on the dynamic hair objects in the simulation file, export the hair object as an alembic and then apply a strand Animation modifier in the render file and load the alembic into that?

You are correct, in MassFX bake selected object, Export Seleted Object and export as an .ABC (Alembic Ornatrix) or .OXH file (Maybe you only want to export the animation and not the object) then add a Strand Animation modifier and load the cache file. And thanks for pointing it out! I have to include this in the documentation. 

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

I figured it was something like that but yeah, couldn't find anything to specifically say 'this is how you do it'. Is it normal to take about ten minutes to bake out simulation on 200 guides? Man this is sloooow!

Hi Magilla,

If I recall correctly in the videos I linked before Michael explain how to optimize the dynamics modifier for faster simulation and baking.

 

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Here is a link to a docs page about speeding up MassFX Dynamics too. Also for otheres that might find the thread I posted dynamics videos that might help.

https://ephere.com/plugins/autodesk/max/ornatrix/docs/5/Speeding_Up_MassFX_Dynamics.html

 

Dynamics Basics Part1:

 

Dynamics Basics Part 2

 

Long Hair Dynamics

with the utmost respect - those videos do not represent production assets.

I have 200 guides with detail set to 3 segments on a point cached mesh, I baked out a 100 frame sequence, it took ten to fifteen minutes. There is no real time anything with massFX - unless you are using a sphere with uniform length guides.

I'll pretend you didn't post that cloth sim video, i can't think of a single asset I've groomed in the last five years that could use that workflow.

Yep we try to keep the videos simple so everyone can follow them. They should be adaptible to full scale scenes. In the end MassFX is a game dynamics tech so it will not be realtime on larger scenes for sure. 

 

Dont pretend I didnt post the cloth sim video for dynamcis. This method is used by leading studios like Blur currently. On large and complex scenes there is a huge value to cloth sims. 

 

Thanks

Michael

I get that they are representational for learning but I'm asking for a way to speed things up because when you have a whole character to simulate it's a painfully slow process. The long hair example is really the only method that applies to the assets I work with - although you have to factor in a deforming mesh just to slow it down a little more. After waiting for it to run through 100 frames and finding stray guides flying around or getting stuck in weird shapes there is nothing you can do except run the sim again and again, it's a time vortex. I also find that grooms contain hairs of multiple lengths so the settings that work for simulating longer hair doesn't work for short hair so you have to paint maps to mask out areas.

I would love to see an example of the cloth sim method working on a full groom. The problem i have with that method is that you need to be able to sim without modifying your 'look' and getting the groom into a position that looks right but also allows cloth not to be intersecting is near impossible.

Michael I don't mean to steal your thread here. Maybe I can shine some light for Magilla on hair dynamics in a production setting.

 

Magilla speeding things up in a dynamics shot is possible but not by much. This is how I do things and I get about 2-3 seconds a frame on simming long flowy hair. Turn your guides into poly strips, and use the cloth modifier to simulate your flowy hair. For long hair this has been the fastest and most efficient way that I have found so far to simulate hair. You can still hold your groom if you start your cloth from a shape and use the cloth parameters to hold shape and stiffen it up. If you pin your cloth strips to the scalp/head with a weld constraint you won't have flying guides all over the place. And with 2 seconds frame time you can run the simulation over and over again a bunch of times. This method only works on long hair lets say if the character's hair is long enough to reach the character's eyebrows use this method for the short hairs use the dynamics modifier. One of the bad parts is that it uses the massFX engine, and that has not been updated since dinosaurs walked the earth. So you get what you get. You can play with the substeps and solver iter. to speed up the simulation but you don't really have much control other than that. With this method I ran into the problem of collisions between strands it created a lot of unwanted movement. It was harder to simulate none moving hair then it was with moving hair. The hairs just kept dancing and jittering when no forces were added. It took me a long time to get the collision parameters worked out. So it's definitely not plug and play but it will get you results. Hope that helps.

thanks for the suggestions nottoshabi but cloth is totally impractical for the very reason you mention - collision. The groom was for a wolf, long fur all over the body interspersed with shorter fur, there is no practical way to convert the groom to cloth strips without days of tweaking to get an intital state that doesn't immediately explode or constantly flicker and jiggle. The motion needed to be very subtle, just enough to gauge movement but not be completely obvious - which is always the most difficult type of sim.

I ended up making edit guide mods that could be animated on and off for up/down/left/right.

The wolf and fur transition shots were done with Ornatrix.

https://vimeo.com/211225494