Exellent ! small tip - you can create proxy mesh just in a few clicks: create event with "birth shape", pick your base mesh as a source, then add "tets" and "Cloth Bind". Finally, add "tyWeld" modifier to TyFlow object. Voila!
You are a life saver! I have this thingy with brains that I'm doing for college and I'm stuck at this point where I have to insert soft body brains into the flow. First I did it with simple rigid balls (as placeholders), but when I put in the brains it just didn't work good. But now I see what I was doing wrong (totally wrong bind settings :D). I'm gonna try it out tonight. Thanks mate!
No worries, I just used some base material from the corona library, rubber for the ducks, possibly oil for the gummies with some colour tint. Then added some grunge maps for the roughness. The lighting is a HDRI from aversis.
Hi, How do i sim a garbage bag falling into dumpster. Increasing a spring value in movement settings makes it too bouncy, decreasing it makes it flat during impact. Thanks
Hi cool tutorial and thank you!. I have a question. Is it possible to attach bones to a character so that there is a solid skeleton inside and a soft body outside?
I love the content, I love the sound FX, I love the visuals, although my output is not so pleasing. Not by the physics side (this is "fine" and tweakable) but the visual side is bad. My Duck gets wrinkled even in the air and during simulations, and in many places it stays like this at the end of animation. (I suppose my scale is somewhat similar to Yours) I have one more question. Because I'm super new to particles and physx, I don't know how to translate it in my head for future projects: What would happen if we build denser "spawning mesh" and had way more smaller spheres ?? Is it better for simulations or worse ? Is it just case of longer sims ? Could You explain what is the best practice and what we should aim when preparing scenes in general ?? Either way, thank You for the tutorial.
Hey there and cheers! Wrinkly mesh could be from deforming the high resolution mesh directly? Are you using a proxy mesh to use as the sim? Also, make sure your turbosmooth is above your tyParticleSkin, if all is good, you may just have too detailed skinned mesh, this method is not full proof. It might be overkill to use a heap of particles for the sim, it would obviously be more accurate, but may not be needed as you can potentially skin as high detail mesh as you want to the particles, although I haven't tested with extremely high dense meshes, you would need to find a middle ground I guess. Also, keep in mind that this method of creating soft bodies is only used so that you can have it react with physx rigid bodies. If your soft bodies only need to react with each other or simple collisions, you can simply use cloth particle bind, there is an example scene of this in the tyflow download scenes.
Hi i have a probleme when i try to link the typarticuleskin with the tyflow its say "Can't Make a Circular Reference" do you know what the probleme is ?
am working on a shark how come when my shark falls onto the ground it bounce like it should but than it becomes flat like a cloth on the ground. i want to have bounce affect and then keep its size
Sorry, been busy lately. I've just uploaded another video showing how you can do this here: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-m-_EMO9ests.html
@@StuLloyd yes. I found. BUT. How to make different pills shapes? In example all pills equal and have grains. How to make for instance pills with grains + another pills (round or another) without grains in the same icon? Like here: vimeo.com/260615952 Thanks!
Cheers! Yeah you could do it, but you would have to remove the Skin modifier, then create the soft body particles and bind them also the the parent mesh (hair to head for example), you can do this by adding the parent mesh as a PhysX Collider and then setting the bind proximity to "Colliders" as well, which will attach the particles to the mesh. Once the simulation has finished, you would apply the TyParticleSkinner. This is assuming I understand your question correctly ;)
@@headchoppa1 no, add a physx collision operator, then in the bind settings, in "proximity", select the "colliders" tickbox. It will then attach to your collider object (head for example)
I cover my entire project in the video. I have too little information to diagnose what's going wrong, easier if you just link me to your shark model, and I can take a look.
Tis a good question, I did look in to this briefly before I made it, but found it a bit tricky and from first glance not doable, could revisit it though. The main issue would prob be how you would skin high detailed meshes to the particles, but will take some testing.
@@StuLloyd I think the solution is in tyActor. Have you seen this video of Allan Mckay? ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-d5HFPa6RgDI.html when I have time I will try your technique with what Allan explains
@@TheFalconking You need to adjust the physX shapes on the proxy mesh so that there's a middle ground of size and space, try to close the gaps as much as possible.
@@TheFalconking ok no worries, are you wanting the cylinders to react with rigid bodies at all? Depending on your scene, it might be easier to just use cloth bind. This method of soft bodies is only needed if you want it to react to other physX sims