Dynamic Simulations

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Revision as of 13:25, 26 March 2007 by Noel (talk | contribs) (Dynamic Constraints: move chor action instead of setting old on active at end.)
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Dynamic Constraints

Some characters in TWO have Dynamic Constraints as part of their rig. Scarecrow's belt and hat, Woots belt and backpack straps, are two examples.

Here is the current procedure to prepare a scene for rendering so the the dynamics will be correct.

  1. Make as many models inactive as you can (frame 0 on). Usually this will be all but one. This makes the simulation faster.
    1. It is a good idea to first make a pws filter on the word "Active", and note any objects that are currently set to inactive anywhere in their choractions.
  2. Set the rigs dynamic settings to be uniform from frame 0 to the end of the scene.
    1. Usual location: pose slider panel, Animation_Controls, Dynamics. Woot has belt_dynamics and backpack outside of Dynamics.
  3. Turn off Draw Particles/Hair unless hair needs to be simulated too.
  4. Simulate Spring Systems with these steps.
    1. First make sure the choreography's length property ends at or just after the scene's render range. Otherwise if the length is to long it will simulate longer than you need (sometimes a lot longer).
    2. Create and activate a new choreography action for each model with dynamics in the simulation. This is to isolate the simulation data.
    3. Name the new choraction "Dynamics".
    4. Go to frame 0 and right click the choreography and choose Simulate Spring Systems.
    5. Move the new choraction above the existing choraction (so that the existing one will remain the active one when the choreography is loaded.
  5. Check the animation from ten frames before scene start to ten frames past scene start (usually 90 to 110).
    1. If the animation jumps this might cause the simulation to jump. The animation before scene start may need to be adjusted.
    2. Resimulate if needed.
  6. If there are two or more characters to simulate, make the current one inactive and activate the next one. Repeat the process.
  7. When all characters are simulated, remove any active channels you created from the model's choractions, and restore any preexisting active states.
  8. Save the choreography.