An incredibly useful tool with intuitive controls! A huge time-saver.
@christiegeebee765Ай бұрын
If it's all right, could you make a video showing what you wrote in the description? I tried typing in bake action, but couldn't find anything. Please?
@Llama_PE8 ай бұрын
This addon is amazing, thank you for your hard work. Do you know if its possible to make the physics react to collisions? Like so long hair doesn't go into a shoulder for example? Thanks again.
@crzyzhaa8 ай бұрын
not that i know of, i guess the best approach is to just bake it and move the keyframes around where you dont want it to collide.
@Llama_PE8 ай бұрын
@@crzyzhaa Gotcha, thanks for your reply. Wanted to ask with respect to baking, when I do F3 and type in "Bake Action", I get two results from nla.bake and Pose > Animation. Which is the right one to use? I ask because I've tried both, and after I bake the keyframes, and then press remove wind scene it keeps the keyframes but takes away the animation - even after baking it to the keyframes. So the keyframes are just empty.
@MonsterJuiced11 ай бұрын
Hey, it would be amazingly useful if the wind would also affect the pivot/ root bone too so that it offsets with the noise rather than staying in place. Imagine a free falling piece of cloth in the air. The whole sheet needs to be affected. Infact, now that I think about it, a loop option would be great. Like somehow make it loop seamlessly between a selection of frames. This is a very powerful addon man, I'm using it for a lot more than what it was likely intended for so I'm discovering these new niche requirements
@crzyzhaa11 ай бұрын
if you want it to affect the root bone theres multiple ways you can do it, for example add a couple of dummy bones before the chain that act as a head but don't actually deform anything. Or you can make a separate bone chain, add wind to it, and then use a copy rotation constraint on the bones you wanted to animate originally and just source the specific bones you want from the separate chain you created. looping is an interesting question, i'm sure you could do it if you bake the wind and just move it around a little
@MonsterJuiced11 ай бұрын
@@crzyzhaa Hey, I was just about to send you a message if I could find your email or something. I'll put it here instead. From this workflow I have been creating VAT's for use in unreal engine. Just incase you didn't know, a VAT is a Vertex Animation Texture and is a great way of baking animations like flapping birds, pedestrians in crowds at a distance or other things like clothes on a clothes line flapping in the wind. It's extremely good on saving performance so we don't need to simulate cloth physics or have bones for everything. All I needed was a piece of paper that flaps but it needs to be a skeletal based animation for the VAT baking method to work. So I really need to find a way to make these bones loop seamlessly within your system first and bake that out. I'm experimenting and I've tried a few solutions but the results are pretty unusable. I noticed your system uses arrays of noise displacement on the bones themselves, I was thinking that perhaps there's a way to make this system also line up the noise texture at some point so that the positioning of the bones match that of the start of the animation. I'm really not sure how how approach this, maybe have all the displacements starting positions noted to begin with, and then if a checkbox is enabled and a framenumber is given, then each of those textures will gradually align themselves to match the same coords as their first position. If you're interested I would be happy to work together with you on this to figure something out. This could then be used to do some pretty cool things that'd save on performance everywhere like instead of creating a shader to make grass flow using a displacement and intensity based on the wind, that wouldn't need to be recalculated every frame anymore, but instead use a VAT and tell the shaders playback rate float value to increase or decrease based on the wind intensity for example. I'm still experimenting so I may come up with a new solution yet. looking forward to hearing your thoughts on this :)
@MonsterJuiced11 ай бұрын
@@crzyzhaa I'm new to baking animations so I didn't know about the checkbox for clearing constraints and visualising the keyframes. I think I'll just do the loops manually unless you have any other ideas? lol
@crzyzhaa11 ай бұрын
@@MonsterJuiced if I sat and thought about it for a while maybe I could come up with something but I dont have the time / financial incentive to do so unfortunately
@MonsterJuiced11 ай бұрын
@@crzyzhaa Totally understandable tbh
@RB-el4oi Жыл бұрын
Beautiful addon I Love it. If you can add the possibility to save wind presets this would ibe great but at that price the addon is already amazing
@simonw.1223 Жыл бұрын
I somehow dont get what you mean by shape key like how curled the hair looks at the tips.
@crzyzhaa Жыл бұрын
tbh its not super important, its just that you can play around with shape keys to get the look you want
@Rude_soup_cat Жыл бұрын
Amazing dude
@maheshchathuranga8414 Жыл бұрын
Amazing brother. 01. How to stop rig mesh go through other mesh. can we add a collision? 02. Can we combine this born to riggify rig ?
@crzyzhaa Жыл бұрын
yes you can combine this with rigify - for collisions theres no particular feature, its math based not physics based but you can just animate the root bones in the chain if you want to avoid it front intersecting with other objects.Or you can bake the wind to the bones
@Theskytravis Жыл бұрын
I can use this for a tail bro
@Theskytravis Жыл бұрын
Buying it now🔥🙌🏽. Came here from Your Instagram. Beautiful work bro
@simonw.1223 Жыл бұрын
sadly I dont got enough money for oyur addon
@crzyzhaa Жыл бұрын
i understand all good. Its for specific people, personally I wouldve paid a good amount for something like this if it existed in the past