  | | | soft body cluster and cluster center | soft body cluster and cluster center 2005-04-30 - By Brad Friedman
Back I've spent very little time with soft body dynamics in XSI so please excuse me if this is a bit of a simple solution in the end.
I'm experimenting with ways to make my simplePolyMuscle construct, do the jiggling muscle thing. I have a few ideas but I decided to explore the softbody solution first.
So I grabbed the verticies that make up the center mass of the muscle and turned them into a softbody (leaving the ends of the muscle as normal animated geometry). And I threw the waterballoon preset on the softbody to get started.
My muscle geometry animates via three cluster center ops in the animation part of the stack. So since I want the simulation to inheret that animation, I moved the sofbodyop after the cluster center ops in the stack.
The problem however, is that the op seems to want to override my cluster center animation completely (on the whole mesh, not just the verts that are part of the softbody). It looks like its reading an initial state from the modeling stack or something. So the muscle just sits there in its initial pose and runs the simulation on top. It doesn't take the cluster center animation into account at all. It overwrites the verticies with the initial position from the modeling stack (I think).
I've tried the various options on the "Dynamics" tab of the sofbody op to little positive effect. I've also tried moving the softbodyop to different places in the stack. But I can't seem to get it to ackowledge the vertex animation created by the cluster center ops.
Is this a limitation of softbodies? Should I be looking for a simple solution that I'm unaware of? Should I TD this to death with a complex workaround?
Thanks,
-brad
p.s. as stated, this is not my only potential solution to jiggly muscles. So if it turns out this just wont work, I have other options. no worries. --- Unsubscribe? Mail Majordomo@(protected) with the following text in body: unsubscribe xsi
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