Skip to main content

Learning Reallusion's iClone 5: Part 4 - Rigid Body Physics

Sorry to my regular readers for not posting for some time. Unfortunately when Animation 4 Business is good I don't get all the time I need to post regularly here. I've also been struggling with the latest iClone 5 Quick Fix Tutorial, Rigid Body Physics, which should have been simple but ended up with me seeking help on  Reallusion's Forums.

If you're interested in iClone and was wondering how hard it is to learn then that's what this series is about, my experience of learning iClone 5 using Reallusion's Quick Fix Video Tutorials. Click the following links for Part 1, Part 2 and Part 3. If you're just looking to learn iClone then skip this and try the tutorials for yourself as this series is not a how to guide for iClone 5.

The Rigid Body Physics tutorial demonstrates how to construct a simple car crash into a stack of barrels. Everything is set to the default settings so it's mostly a case of just dragging the relevant barrel props onto the stage and then setting up the jeep iprop to crash through them... except, in my case it wasn't.

This 3 and a half minute tutorial was meant to be simple...what?

So, setting up the barrels (which are already saved as physics props with predefined settings) was straight forward enough. As was setting up the jeep and putting in place a prop that's known as the infinite plane.

To explain the infinite plane it's essentially an area that you define that acts as a barrier that props with physics properties can't penetrate. A typical example, and in the case of this tutorial, is the ground. Without the infinite plane defined those barrels drop through the ground into an infinite hole.

Trouble is, when I put my barrels on the infinite plane they didn't sit still. They kind of jiggled around... a lot. In fact it moved them around so much that my barrel stack fell down. I played around with quite a few physics settings but in the end went to the Reallusion iClone forum to find answers.

One forum suggestion was that the World Scale was set too high. I'm not too sure what that setting represents but the lower the number the less pronounced physics simulations are. For example on the lowest setting it had the effect of making everything move in slow motion.

Lowering the world scale did fix my barrels but not other physics props I experimented with. Take a look at the video below where I have barrels set up and, in the distance, cardboard boxes and wooden crates further down the road. Notice the barrels are still but the boxes and crates are moving around despite not being touched by anything.



The next forum suggestion was to set the barrel's physics profile to frozen rather than dynamic. Personally I don't quite understand the different profiles, there are four in total. The other two are kinematic and static.

I was advised on the forum that dynamic physic props are more sensitive to other physics props within their proximity whilst frozen physics props only react when something actually bumps into them. In any case, changing the barrels profile to frozen seemed to do the trick and worked with my boxes and crates too. See the video below. I also set the World Scale back to its original setting.



I got a good tip on the forum that rendering your video on the By Frame setting instead of Realtime gives better results with physics simulations. Which appeared to be true as fewer of my barrels, boxes and creates seemed to drop below ground level with this setting adjustment.

Honestly, I expected to breeze through this tutorial but the default settings of my physics props didn't act like those in the tutorial. I still don't really know why? I've followed the tutorial step for step several times, creating the exact scene in that video but not getting the same results as those of the video.

The next tutorial deals with Soft Body Physics. I haven't even looked at it yet but I hope it proves to be a little less baffling.

Comments

Related Posts with Thumbnails

Popular posts from this blog

Voice All Your Own Animated Characters with Voice Changer

Voice Changer by AVSoft is real time voice manipulation software that can be used for a wide range of purposes including (according to their website); Voice-over and voice dubbing for audio/video clips, presentations, narrations, voice messages, voice mails, E-greeting cards, broadcasting, etc.; mimic the voice of any person, create animal sounds, change/replace/remove voices in songs, videos,etc.

I bought it for the specific purpose of changing my own voice, to extend my vocal range, for voicing characters in my own animations.
I was fortunate enough to get this software at a significant discount that made it difficult to refuse, given that I'd never tried it, or even heard of it before. I'm not sure if I would have bought it at the full price given that much of what it can do (for my needs) can also be done with the freeware audio program, Audacity.
Voice Changer is relatively easy to install and set up. Once installed simply change you default microphone to the installed AV…

Make Disney/Pixar Style Characters with Reallusion's Character Creator and Toon Figure Bases

I've talked before how I've wanted to get into 3D Disney/Pixar style character animation since I first saw the animated cutscenes for the very first Tomb Raider game back in 1996.

It's why I initially bought Reallusion's iClone 3D studio app as soon as I could afford a computer that would run it.

But then Reallusion released their 3D Character Creator (CC) for iClone and I wanted to create my characters with that (and I did try with Bat Storm). But the focus of CC was realism, even with ToKoMotion's stylised body morphs.

Now with Reallusion's Cartoon Designer bundle for CC3 which features two packs, Toon Figures, and Toon Hair, designing Disney/Pixar style 3D characters just got a whole lot quicker.



The two packs are the bare essentials for creating Toon style characters. Five body morphs (2 male, 2 female, and one adolescent body morph that works as both a male or female pre teen), eleven hair style bases, with thirteen hair additions for further variation.

T…

Review: CrazyTalk Animator 3 vs Moho Studio Pro 12

Reallusion's CrazyTalk Animator 3 or Smith Micro's Moho Studio Pro 12. Which of these 2D animation applications is right for you?

Regular readers of this blog will know I'm a strong supporter, and fairly proficient user of CrazyTalk Animator since version 1. It's a great piece of software for producing 2D animations from purchased content quickly and, with version 3, is easier than ever to create animations from your own art.

Lesser known is that I first purchased Moho Studio Pro 12 (then known as Anime Studio Pro 9) back in October of 2012 and have been upgrading it to the latest version ever since because I believed in it as an application for creating great 2D animation to TV quality standard. As such, it's a much more complex application than CTA3 that I only got around to learning properly late last year. I'm still in the process of blogging my progress.

Despite this I feel I've learned enough of Moho to compare it to CTA3 to help you determine which …

Blender 2.8 Amazes with 2D Animation Features. Might Be the All-in-One Animation Studio for You

There are a number of animation apps that like to promote themselves as the one tool for all your animation needs and, while many are certainly very powerful, I think Blender 2.8, released earlier this year, may be the closest yet.

If you're not familiar with Blender it's been almost the go to tool, since at least 2002, for anyone wanting to learn 3D animation on a budget - and nothing is easier on the budget than completely free.

With the release of 2.8 not only is Blender a complete 3D animation tool, it's now also a complete 2D animation tool. That's right you can use it to create 2D, hand drawn animation, motion graphics, and bone rigged 2D characters. As well, it has plugins that can give 3D animation that 2D look.

Hence my suggestion that Blender 2.8 is truly the one tool for all your animation needs (because Blender is also very capable at VFX - think of any 'live action' movie that uses CGI to create almost anything in a scene that wasn't there dur…

Should You Buy or Upgrade to MOHO 13? *Spoiler* Yes. Yes You Should!

Smith Micro released MOHO 13, their all in one, 2D animation studio, this week. The question is should you buy or upgrade to the latest version? Obviously I've already spoiled this in the title, so the actual question is why do I think you should buy or upgrade?

To be clear, I'm only talking about MOHO 13 Pro. If you're considering MOHO 13 Debut be aware that you're missing out on some of the new features, and a lot of existing features that are only available in the Pro version. Debut is fine if the budget doesn't stretch to Pro, but, if you never want to be disappointed about not having a feature, it's Pro or nothing!

The other thing I need to be transparent about is I'm not, by any stretch, a frequent MOHO user/animator. However I took the time to learn MOHO 12 Pro fairly extensively, blogging about my process and sorting out 104 free MOHO training videos into a logical viewing order in the process. I think I have more than enough insight to let you kno…

Learn Moho Pro 12 Free Using SmithMicro's Own 104 Video Tutorials Sorted into a Logical Order of Progression

So you've bought Smith Micro's Moho Pro 12 along with the Moho, 10 hour, 104 Video Tutorials Add On pack so you can get learning right away... only you can't. For whatever reason, the video tutorials aren't sorted into any logical order of progression making them hard to follow.

Yeah, I've been there, only I've done what Smith Micro should have done and sorted all the video tutorials into a logical order of natural progression for you. That is, each tutorial builds upon what you learned in previous videos and you won't suddenly come up against some feature you've never used before, unless that feature is what the video tutorial is about.

Tomb Raider to Tears of Steel: 3D Animation with Blender

3D animation (of the polygon and texture map kind not the 3D glasses kind) is something I've wanted to get into ever since I saw the cut scenes created for the original Tomb Raider game back in 1996.

I've embeded the opening cut scene to the first level of the game below. It looks quite primitive now but back then it was very cinematic for a game cut scene. It was the closest thing I'd seen to the possibility of making movies with strong characters directly on a home computer.

The problem was that I never could afford a computer powerful enough to run the software 3D animation programs require. The system I had at the time could just barely run the Tomb Raider game in low resolution mode.



Seemingly, every time I was able to buy a more powerful system, 3D animation software had progressed and required a system more powerful to run it. Because of this I eventually gave up on 3D animation as something that was accessible to me.

Fast forward to the September 2012 release of t…