Create and transfer cloth simulation to an animated character rig in Blender

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  • เผยแพร่เมื่อ 15 มิ.ย. 2024
  • Learn how to add cloth simulation to a rigged character.
    Also learn how to transfer the simulation to a rig so that you can export it to any engine as an FBX for example.
    Physical Starlight And Atmosphere addon :
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    00:00 intro
    00:46 Cloth simulation fundamentals
    01:46 Pinning
    03:27 Combining cloth and armature
    05:35 Example cape rig
    10:29 Animating the character with the cloth
    12:30 Transfer cloth simulation to a game rig
    14:22 Constraint bones to the simulation
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ความคิดเห็น • 131

  • @johnnytwinjacket
    @johnnytwinjacket ปีที่แล้ว +18

    I've realized how hyped modeling in blender is and i dont understand why animation lessons and tutorials don't get so much attention. Everyone like to whatch the result of animator's work, but not so much people want to learn and see how its done. Keep it going, your videos are so useful. Thank you for your work!

    • @PierrickPicaut_P2DESIGN
      @PierrickPicaut_P2DESIGN  ปีที่แล้ว +9

      Thank you.
      The main reason is that it takes way more time to learn and produce good animation. While you can create awesome sculpts in a couple of hours. Most people want result fast without pain…

    • @mlgsweetie
      @mlgsweetie ปีที่แล้ว +1

      it all depends on the goal of the person, for example, I want to sell game models, but I'm limited only to humanoid characters, and I really want to give a twist to the character ... Therefore, I'm studying animation)

  • @BonusPokus
    @BonusPokus ปีที่แล้ว +12

    Man, after watching your animation course, I felt like this was exactly the one video that it was missing. I was trying on my own to simulate clothes, but I was achieving mixed results. I am so glad that you posted this video, it is clear now. Thanks!

  • @liquid201
    @liquid201 ปีที่แล้ว +24

    I came up with a little workaround to avoid duplicating/positioning empties and bones manually on the cloth using geometry nodes:
    - Create an Empty and an Armature
    - Add geometry nodes to the cloth
    - Use instance on points setup for both Empty object info node and Armature info node (you can have a look at some tutorials that do the same thing)
    - Once you have all the empties/armatures aligned, got to Object - apply - make instances real. You will end up with a lot of armatures.
    - Select all the armatures and go to Object - Relations - make single user - object & data (this is needed because the bones in each armature share the same data and are treated as one)
    - Select all the armatures and join with CTRL + J. This will create just one armature including all the bones.
    I know it's probably not a super simple solution but I think it will definitely save some time!

    • @JC-ov8ko
      @JC-ov8ko 9 หลายเดือนก่อน +3

      Couldn't you just make a video and post the link. This is a bit complicated to follow.

    • @lucutes2936
      @lucutes2936 9 หลายเดือนก่อน

      nah its fake@@JC-ov8ko

    • @tristanherb49
      @tristanherb49 7 หลายเดือนก่อน

      ​@@JC-ov8kohave you managed to do it?

    • @GoldenGameDev
      @GoldenGameDev หลายเดือนก่อน

      ​@@JC-ov8ko Video tutorial of a fully automated system for this is up on my channel.

  • @wheany
    @wheany ปีที่แล้ว +18

    Cloth simulations are not even the most tedous to work with. Fluid simulations are an absolute nightmare. High resolution simulations take ages to finish, but in my experience if you try to do a "quick and dirty" version with lower resolution, then just increase the resolution for the "final" version, the simulation will run completely differently from the lower resolution version, so you will have to do it at the higher resolution from scratch anyway.

    • @pablonotpicasso7520
      @pablonotpicasso7520 หลายเดือนก่อน

      Even in Physics fluid simulations are pure nightmare lol

  • @popogeejo
    @popogeejo ปีที่แล้ว +1

    I asked for this on twitter not to long ago so thanks so much for this! Between this and your other tips on rigging loose materials my characters should be a lot more fun to work with.

  • @federicagallo3231
    @federicagallo3231 หลายเดือนก่อน

    THANKS !!! Pertfect if you want to export physical simulations from Blender to Unreal Engine with FBX!

  • @blackswan6386
    @blackswan6386 7 หลายเดือนก่อน

    this is by far the best animation channel, this Sir is so deep in the materia ! awesome ! learning so much here, thanks sir

  • @XINN1X
    @XINN1X ปีที่แล้ว +4

    wow i never knew vertex groups had a search bar hidden under that arrow... great tutorial! will be using this a lot when i finish your course

  • @jussirautiainen7772
    @jussirautiainen7772 ปีที่แล้ว

    Excellent tutorial .. clear and to the point ... and even small details are explained ... thank you!

  • @JoshuaMerrill042
    @JoshuaMerrill042 ปีที่แล้ว

    Thank you for making this process so easy to understand 🙏

  • @pyrstudio8669
    @pyrstudio8669 ปีที่แล้ว

    The level of patience you have of attaching empties to every single vertex of the mesh is on another level😲😲😲😲.

  • @tendividedbysix4835
    @tendividedbysix4835 ปีที่แล้ว +2

    I have been looking into importing Blender physics into Unity, and this is a great technique! I did find another way, but it's a little less control friendly, because it makes a butt-load of shape keys but it is faster for small quick results:
    1. Animate your cloth sim, (may work on others).
    2. File, export, export as Lightwave Poiint Cache (you need to enable the 'Input-Export MDD as mesh shape keys addon that I think comes with Blender)
    3. WITH YOUR OBJECT SELECTED, now re-import that exact same .mdd file you just exported (I know, it's silly).
    4. You can now delete any hooks, or cloth sims from the object, the animation will be baked to shape keys for that object.
    I don't know if this will help with rigging necessarily, but I just wanted to share this trick in case it helps you or anyone else!!

  • @johnhayes580
    @johnhayes580 ปีที่แล้ว

    Great tutorial. second one I've watched now and very educational / informative. keep it up

  • @aaatthh
    @aaatthh ปีที่แล้ว

    Thanks for sharing this workflow with us. 👌🏻

  • @ario6819
    @ario6819 ปีที่แล้ว

    love your content, it helps a lot in getting an understanding of animation and rigging, can't thank you enough, it really helped me

  • @verticallucas
    @verticallucas ปีที่แล้ว +5

    I love this method. I honestly can’t believe there isn’t a script for automating creating an empty at the tip of each bone, or any other step in the process. I’d gladly pay for a script like that.

    • @user-gk9in8rz4q
      @user-gk9in8rz4q 3 หลายเดือนก่อน

      import bpy
      mesh = bpy.context.view_layer.objects.active
      bpy.ops.object.editmode_toggle()
      bpy.ops.mesh.select_all(action='DESELECT')
      bpy.ops.object.editmode_toggle()
      bpy.ops.object.armature_add(enter_editmode=False, align='WORLD', location=(0, 0, 0), scale=(1, 1, 1))
      armatura = bpy.context.view_layer.objects.active
      bpy.ops.object.editmode_toggle()
      bpy.ops.armature.select_all(action='SELECT')
      bpy.ops.armature.delete()
      bpy.ops.object.editmode_toggle()
      bpy.ops.object.select_all(action='DESELECT')
      bpy.context.view_layer.objects.active = mesh
      j=0
      ArrEmpt=[]
      for i in bpy.context.view_layer.objects.active.data.vertices:

      num=0
      ti=bpy.context.view_layer.objects.active.data.vertices[num]
      while(ti.index!=j):
      num=num+1
      ti=bpy.context.view_layer.objects.active.data.vertices[num]



      bpy.context.scene.cursor.location = ti.co

      bpy.ops.object.empty_add(type='SPHERE', radius=0.05, align='WORLD', location=(ti.co), scale=(1, 1, 1))
      lastempty = bpy.context.view_layer.objects.active
      ArrEmpt.append(lastempty)

      bpy.context.view_layer.objects.active = armatura
      bpy.ops.object.editmode_toggle()
      bpy.ops.armature.bone_primitive_add()

      bpy.ops.transform.translate(value=(-0, -0, -0.9), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, False, True), mirror=False, snap=False, snap_elements={'INCREMENT'}, use_snap_project=False, snap_target='CLOSEST', use_snap_self=True, use_snap_edit=True, use_snap_nonedit=True, use_snap_selectable=False)

      bpy.ops.object.editmode_toggle()

      mesh.select_set(True)
      lastempty.select_set(True)
      bpy.context.view_layer.objects.active = mesh


      bpy.context.view_layer.objects.active.data.vertices[j].select = True
      j=j+1

      bpy.ops.object.editmode_toggle()
      bpy.ops.object.vertex_parent_set()

      bpy.ops.mesh.select_all(action='DESELECT')
      bpy.ops.object.editmode_toggle()
      bpy.ops.object.select_all(action='DESELECT')

      bpy.context.view_layer.objects.active = mesh


      bpy.context.view_layer.objects.active = armatura
      bpy.ops.object.posemode_toggle()
      bpy.ops.pose.select_all(action='SELECT')
      counter = 0
      for bone in bpy.context.selected_pose_bones_from_active_object:
      constr=bone.constraints.new(type='COPY_LOCATION')
      constr.target = ArrEmpt[counter]
      counter = counter + 1
      bpy.ops.object.posemode_toggle()

    • @user-gk9in8rz4q
      @user-gk9in8rz4q 3 หลายเดือนก่อน

      This script works for active object. You need to apply object location.

  • @toonanimationstudio
    @toonanimationstudio ปีที่แล้ว

    Men you are a genius
    A improved alot with your course alive

  • @fabriziolorito
    @fabriziolorito ปีที่แล้ว

    Very high level as usual

  • @WaterShowsProd
    @WaterShowsProd ปีที่แล้ว

    As always, some great tips and methods. I've been curious about this topic, and I wouldn't have known about having to pin vertices that were parented to bones. I would definitely have been yelling at the computer when it didn't work. Ha ha... You explained very concisely why it has to be done that way.

  • @SanOcelotl
    @SanOcelotl ปีที่แล้ว

    Awesome video man, i learned a lot, thanks :)

  • @Vertrucio
    @Vertrucio ปีที่แล้ว

    Very very informative. Going to try and do some of this in Maya.

  • @user-ry1lf9ro2m
    @user-ry1lf9ro2m ปีที่แล้ว

    I was given soft soft as a gift in 11, and up until recently, I was so overwheld by the complexity of it that I never got past just using

  • @user-oe9yh3or4u
    @user-oe9yh3or4u ปีที่แล้ว

    Thank you for video.

  • @asemfkhan
    @asemfkhan ปีที่แล้ว

    that was easy. Thank you!

  • @AP-rq2pe
    @AP-rq2pe ปีที่แล้ว

    Merci beaucoup !

  • @SURREALMOOKIE
    @SURREALMOOKIE 7 หลายเดือนก่อน

    Bro your incredible 3d designer

  • @writersblock8493
    @writersblock8493 ปีที่แล้ว

    TY sir

  • @ARMORHOUS3weplay
    @ARMORHOUS3weplay ปีที่แล้ว

    I wish you could the exact training courses but in UE5 as well. I would pay for this. Great work as always.

  • @enginyuksel8667
    @enginyuksel8667 ปีที่แล้ว

    greats thanks Pierrick

  • @containedhurricane
    @containedhurricane ปีที่แล้ว

    Great tutorial. I'm sure this method is much better for the performance in a game engine and battery power in mobile devices, as compared to using cloth simulation in Unreal or Unity

  • @giannhs9997
    @giannhs9997 ปีที่แล้ว +1

    Bro I really do appreciate you for this help, Thanks! I subscribed and Liked the video.

  • @3dyem
    @3dyem ปีที่แล้ว +1

    So useful video

  • @charlesdarwin7647
    @charlesdarwin7647 ปีที่แล้ว

    That was very interesting. Thanks. It would also be great to know how you animate the hair.

  • @lwitiko_the_creative
    @lwitiko_the_creative ปีที่แล้ว

    Great video

  • @MrEmilable
    @MrEmilable ปีที่แล้ว

    I always use cloth simulation for muscle simulations and body jiggles might be useful.

  • @kiprotichtony7561
    @kiprotichtony7561 ปีที่แล้ว

    good stuff. good stuff

  • @The_Visual_Artist
    @The_Visual_Artist ปีที่แล้ว

    Wow👌👌👌

  • @tomoyaogawa4485
    @tomoyaogawa4485 ปีที่แล้ว

    This is exactly what I was looking for to study! Thanks, Pierrick!
    And oh one question, I purchased your rigging and animation course on the gumload a long time ago and I have recently learned that you have the new online school thing. So as you mentioned in the announcing video, I just need to verify my email to transfer my courses to the online school right? cheers.

  • @LonghairBeardface
    @LonghairBeardface ปีที่แล้ว

    Great video! Been looking for something like this for a looooong time! Best provider of animation and rigging stuff I've come across so far!
    So is this the method they use most commonly for cloth animation in modern games? For example, the cloaks in Elden Ring?

  • @user-uu1ko7oi8z
    @user-uu1ko7oi8z ปีที่แล้ว

    man i would be very thankfull if you'll make playlist on channel with all cloth related stuff

  • @user-hi3uw8sl7o
    @user-hi3uw8sl7o ปีที่แล้ว

    I fucking love you mate!! I saw a lot of videos for soft but tNice tutorials one is handsdown the best one! Love how your super calm and really take

  • @Ali-sh3tg
    @Ali-sh3tg ปีที่แล้ว

    thanks your animation course is really good but its hard for beginners

  • @axfedy5300
    @axfedy5300 ปีที่แล้ว

    great tutorial man. I'm Nice tutorialgh af and I understood tNice tutorials so well I was just hype to get to making s

  • @trucngan1502
    @trucngan1502 ปีที่แล้ว

    may have to go another route.

  • @TigreDemon
    @TigreDemon ปีที่แล้ว

    I think you can just put a negative number in the simulation start so you don't have to do the rest pose

  • @TommyLikeTom
    @TommyLikeTom ปีที่แล้ว

    Wow, what an incredibly complex process. You're like a nuclear physicist of animation. This has a weird use-case as it's for games that are not advanced enough to run cloth physics calculations in real-time but advanced enough to run high poly models with hundreds of bones

  • @milhouse8166
    @milhouse8166 7 หลายเดือนก่อน

    First of all thank you for these tutorials but if I may add some constructive criticism, and perhaps these videos are not aimed at beginners, but it would be really helpful for those that are learning if you were to explain why you do each step instead of just saying what you will do. But still thank you!!!!!!!!

  • @UnseenBlade
    @UnseenBlade ปีที่แล้ว

    You are a Blender God. 🙏
    Also, at 12:40 you say that the simulation cloth "is only attached to the root bone". What exactly does this mean?

  • @JSM11140
    @JSM11140 ปีที่แล้ว

    Love your animation tutorials
    Please tell me size of Trident🔱Character in meters
    I wanna make like the

  • @userxbw
    @userxbw ปีที่แล้ว

    how do we do boots or shoes? pretty much the same. form a boot or shoe around the foot, make it cloth and apply the everything else to keep them attached to the feet and move along with them?

  • @mateo_acuna_
    @mateo_acuna_ ปีที่แล้ว

    Could this be a way to create complete garments, or is it only for cape?

  • @flui82galnlobat78
    @flui82galnlobat78 ปีที่แล้ว

    Does it have the repeat step sequencer in the step sequencer ??

  • @carlose.arellanoschwab8007
    @carlose.arellanoschwab8007 ปีที่แล้ว

    Noice m8

  • @BlueSpiritC
    @BlueSpiritC ปีที่แล้ว

    Hi thank you for teaching blender I learn a lot from u but I have a question!
    Can you tell me about 3d prints?!
    I don't know my character that I sculpt can be print as solid obj in real life or not can you tell me about that!?

  • @vesko.1.9.26
    @vesko.1.9.26 ปีที่แล้ว

    I am a bit confused on the part cloth to game rig can anyone explain me how does the blue and red panel work

  • @anupamkumar4109
    @anupamkumar4109 ปีที่แล้ว

    Can do how to animate floppy clothe folds without physics system 'looks bad'

  • @Taldisuiskai
    @Taldisuiskai 8 หลายเดือนก่อน

    I would suggest constraining the bones location directly to the mesh vertex groups without the empties, or am I missing something?

  • @fergadelics
    @fergadelics 8 หลายเดือนก่อน

    Evenly Distributed Vertices. Evenly Distributed Vertices. Evenly Distributed Vertices. Say it with me. The quad remesh option in the vertex tab is good for this if you are starting with something that doesn’t have… Evenly Distributed Vertices.

  • @zahiterdemguzel4581
    @zahiterdemguzel4581 11 หลายเดือนก่อน

    Hey anyone knows an addon for automating the cloth rigging proccess ?
    like converting simulation to rigged animated cloth mesh with one click

  • @bobbauman706
    @bobbauman706 2 หลายเดือนก่อน

    top

  • @Pahadi_Animator
    @Pahadi_Animator 9 วันที่ผ่านมา

    I downloaded a rig online which already have the cloth rigged to the character. How can I add automatic simulation to that one?

  • @dragonsamurai559
    @dragonsamurai559 5 วันที่ผ่านมา

    Can this work with a longcoat? My character has one and I'm trying to find a way to rig a coat without blowing up my laptop

  • @NCHDEMON
    @NCHDEMON ปีที่แล้ว

    👍👍👍

  • @Fyres11
    @Fyres11 ปีที่แล้ว

    Great tuto. Could it work if I make clothes in marvelous designer and import them in blender? MD do great simulations, but take more time to tweak between 2 programs.

    • @PierrickPicaut_P2DESIGN
      @PierrickPicaut_P2DESIGN  ปีที่แล้ว

      I guess you can

    • @Fyres11
      @Fyres11 ปีที่แล้ว

      @@PierrickPicaut_P2DESIGN The main issue is looping the clothes animation with MD. With the bones you've made. I could at least add some where it need editing to make a smooth loop.

  • @fitnesslivingway2273
    @fitnesslivingway2273 ปีที่แล้ว

    Hi, I am correctly taking your ALIVE COURSE. And I have to tell you, it was the best decision I have ever made. But I don't why I can't post my videos in the discord group?

  • @danronitydev
    @danronitydev ปีที่แล้ว

    finally

  • @neakybrown6088
    @neakybrown6088 ปีที่แล้ว

    which course I should buy and learn first, the art of effective rig or alive animation course?

    • @PierrickPicaut_P2DESIGN
      @PierrickPicaut_P2DESIGN  ปีที่แล้ว +1

      It didn’t matter.
      You don’t need the skill from one to understand the other.

    • @neakybrown6088
      @neakybrown6088 ปีที่แล้ว

      @@PierrickPicaut_P2DESIGN can I download all the video file for offline ?

    • @PierrickPicaut_P2DESIGN
      @PierrickPicaut_P2DESIGN  ปีที่แล้ว

      @@neakybrown6088 yes

    • @neakybrown6088
      @neakybrown6088 ปีที่แล้ว

      @@PierrickPicaut_P2DESIGN can I even access the course updates in any of these market place,flipped normal,artstation,blender market,cubebrush,..etc

  • @osamaabdalla7401
    @osamaabdalla7401 ปีที่แล้ว

    Is this course complete and is it completely free?

  • @manojkalum5884
    @manojkalum5884 ปีที่แล้ว

    Can you post a how to make a character rig video 🥺🖤

  • @helix1957
    @helix1957 ปีที่แล้ว

    Can you create a beginner course on non human rigs like bird wings, tentacles, animals custom rig. I'm willing to pay for the course similar to the art of rigging course

  • @NycroLP
    @NycroLP ปีที่แล้ว +1

    15:53 Wouldn't the amount of bones for just a single cloth heavily impact the perfomance? Just asking because im an illiterate when it comes to this.

    • @PierrickPicaut_P2DESIGN
      @PierrickPicaut_P2DESIGN  ปีที่แล้ว +1

      No that’s fine.
      Unless you use it for mobile games

    • @cmbasnett
      @cmbasnett ปีที่แล้ว +1

      It depends on how many of these things you are going to be having in the game at once. It's probably not a good idea to have hundreds of these animating at once since each bone adds multiple matrix calculations per frame. If it's just a single instance of it (say, on a main character) then there shouldn't be any noticeable performance impact.

  • @crow-sch98
    @crow-sch98 5 หลายเดือนก่อน

    Does it still work in blender 4.0? When I add the constraint on the bone so that it follows the empty, it doesn't work, the animation plays and the empty follows the vertices to which it was parented, but the bone doesn't move 15:12

    • @crow-sch98
      @crow-sch98 5 หลายเดือนก่อน

      I'm stupid, I had the Rigg in rest position, I changed it to pose mode and worked perfectly

  • @KriegLives
    @KriegLives ปีที่แล้ว

    Pierick, how do you think will AI replace 3d artists and animators? it's pretty scary

  • @jouanjulien2864
    @jouanjulien2864 ปีที่แล้ว

    did you lock something? i don't have the option to add your video to my favs 😢

  • @eliazarelizondo7075
    @eliazarelizondo7075 5 หลายเดือนก่อน

    Can anyone point me in the right direction? Im trying to animate my complex shirt on my model without destroying the clothing and every video ive watched doesnt do it 😭

  • @xaqw778
    @xaqw778 ปีที่แล้ว

    Fr

  • @JC-ov8ko
    @JC-ov8ko 9 หลายเดือนก่อน

    This would've been so much better if you could have explained the more complex cape than the generic one. There is something not clear. I also tried finding the solution in the coursed on the p2design channel but no luck.

    • @PierrickPicaut_P2DESIGN
      @PierrickPicaut_P2DESIGN  9 หลายเดือนก่อน

      I don't understand your point, what do you mean by more complex cape?
      You can model whatever you want with enough density and follow the same steps.

  • @ario6819
    @ario6819 ปีที่แล้ว

    NICE COMMENT

  • @captainofnumenor8221
    @captainofnumenor8221 ปีที่แล้ว

    5:35

  • @a3n_gd
    @a3n_gd ปีที่แล้ว

    Hey Pierrick, thanks for this helpful tutorial once again! Do you have an idea if it was possible somehow to split & connect multiple rigs? I want to build a game in unity in which players can build creatures out of different body parts (head, torso & legs). Therefor, I need to combine head A (e.g. walrus) with body B (e.g. gorilla mech) and legs C (e.g. spider).I thought maybe I could use come sort of anchor points at the neck and hips but I'm not quite sure how to pull that off. I'd be very thankful for any guidance!!

  • @Tremori_A
    @Tremori_A ปีที่แล้ว

    how would one get chatgpt to "scipt" this

  • @GameDevAraz
    @GameDevAraz 6 หลายเดือนก่อน

    I do this in unreal for realistic cloth 😂

  • @user-ez7ls2du9c
    @user-ez7ls2du9c ปีที่แล้ว

    wheres the fbx export?
    Baking does nothing...

  • @iymankx9155
    @iymankx9155 ปีที่แล้ว +1

    Hi @pierrickpicaut , I really like your 👆 animations, if you don't mind I want to try animate your one of y
    The your animation on another rig to learn and improve my experience.I work in maya . Thanks you for answear .
    Ho bisogno della tua autorizzazione per i diritti d'autore

    • @iymankx9155
      @iymankx9155 ปีที่แล้ว +1

      I translated the last sentence by google

    • @PierrickPicaut_P2DESIGN
      @PierrickPicaut_P2DESIGN  ปีที่แล้ว +1

      @@iymankx9155 Hi, I'm french not italian. I won't give you the "dritti d'autorre", that's like copyright, and it's not related.
      Copyright is when you use someone work to do something with it.
      But you can use my work as an inspiration if you want, there is no problem with that. Just credit me like "Animation inspired by Pierrick Picaut's animation" and you put a link to my work :)
      Good luck!

    • @iymankx9155
      @iymankx9155 ปีที่แล้ว

      @@PierrickPicaut_P2DESIGN ok thank you bro that's what i meant too . How will i send you my work to show you ex: from instagram or smth messenger .

  • @Shalfatk01
    @Shalfatk01 ปีที่แล้ว

    you can try to use chat-GPT to create that script for you (end of the video). i am doing modeling and texturing part and that chat bot is very usefull in my kind of work. i am sure that if you can precesly describe what you are expecting from the scrpit that bot will make one for you. try the script and maybe if there is something incorrect you still can tell to the chatbot what is wrong . and in the thrid +/- iteration you are good to go. in under a 20 minutes.

  • @anupamkumar4109
    @anupamkumar4109 ปีที่แล้ว

    Do fur animation

  • @rygan5829
    @rygan5829 ปีที่แล้ว

    But there is a fix i found

  • @SketchySquirrel
    @SketchySquirrel ปีที่แล้ว

    This is a great video. I never knew that you could parent an empty to a group of vertices. That has solved several problems in my own work flow, so thank you for that. This is a really interesting solution to converting the simulation into a game engine compatible animation. I saw a video (th-cam.com/video/NQ5Dllbxbz4/w-d-xo.html) in which they created a page turning animation of a book, using a cloth simulation. They then used some code to convert the XYZ position of every vertex to the RGB values on a texture for every frame. This texture could then be used in the game engine, through a shader to reproduce the simulation. I would be interested to hear your thoughts on this technique, and how this compares to the method shown in this video.

    • @PierrickPicaut_P2DESIGN
      @PierrickPicaut_P2DESIGN  ปีที่แล้ว

      Ho yes, I think I saw something a bit similar to create explosions in Fortnite I believe (not sure about it) but they were using 3 dimensional displacement that was baked to a texture sequence and use it as a flip book basicaly.
      I don't know what method would get the best performances, storing the displacement data can be heavy.
      It really depends on what you wanna do.

  • @mdmamunislam2873
    @mdmamunislam2873 ปีที่แล้ว

    i learn soft with nobody teacNice tutorialng ...a friend gave the software and i started clicking anytNice tutorialng i see on the software for months

  • @SIMPLE-lp5st
    @SIMPLE-lp5st ปีที่แล้ว

    maybe blender is not a bad program, but it's a bit hacky

  • @veronicaaraujo2250
    @veronicaaraujo2250 ปีที่แล้ว

    away with what setups can generate.

  • @jorgeguzman6195
    @jorgeguzman6195 ปีที่แล้ว

    lol then just buy yourself so silentwings 3 and tape them to your head. works with the computer, why not with the brain XD

  • @samiali6632
    @samiali6632 ปีที่แล้ว

    1st

  • @bahadrgenc9930
    @bahadrgenc9930 ปีที่แล้ว

    Pls decrease the backgroundmusic volume, it makes it hard to understand you

  • @storeboughtrocketgames2560
    @storeboughtrocketgames2560 5 หลายเดือนก่อน

    Not all that useful when you have to tediously create empties for every single bone. Unless this is scripted, I don't see how this is actually a technique you can use for anything but the simplest of models. I've been trying to follow this to get a coat rigged up for a few days, and I can't get good cloth simulation results without a few thousand verticies on the coat, which means thousands of empties, even if I restrict the mesh to only the bottom half of the coat, it's incredibly tedious to do this by hand.

  • @user-gk9in8rz4q
    @user-gk9in8rz4q 3 หลายเดือนก่อน +1

    import bpy
    mesh = bpy.context.view_layer.objects.active
    bpy.ops.object.editmode_toggle()
    bpy.ops.mesh.select_all(action='DESELECT')
    bpy.ops.object.editmode_toggle()
    bpy.ops.object.armature_add(enter_editmode=False, align='WORLD', location=(0, 0, 0), scale=(1, 1, 1))
    armatura = bpy.context.view_layer.objects.active
    bpy.ops.object.editmode_toggle()
    bpy.ops.armature.select_all(action='SELECT')
    bpy.ops.armature.delete()
    bpy.ops.object.editmode_toggle()
    bpy.ops.object.select_all(action='DESELECT')
    bpy.context.view_layer.objects.active = mesh
    j=0
    ArrEmpt=[]
    for i in bpy.context.view_layer.objects.active.data.vertices:

    num=0
    ti=bpy.context.view_layer.objects.active.data.vertices[num]
    while(ti.index!=j):
    num=num+1
    ti=bpy.context.view_layer.objects.active.data.vertices[num]


    bpy.context.scene.cursor.location = ti.co

    bpy.ops.object.empty_add(type='SPHERE', radius=0.05, align='WORLD', location=(ti.co), scale=(1, 1, 1))
    lastempty = bpy.context.view_layer.objects.active
    ArrEmpt.append(lastempty)

    bpy.context.view_layer.objects.active = armatura
    bpy.ops.object.editmode_toggle()
    bpy.ops.armature.bone_primitive_add()

    bpy.ops.transform.translate(value=(-0, -0, -0.9), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, False, True), mirror=False, snap=False, snap_elements={'INCREMENT'}, use_snap_project=False, snap_target='CLOSEST', use_snap_self=True, use_snap_edit=True, use_snap_nonedit=True, use_snap_selectable=False)

    bpy.ops.object.editmode_toggle()

    mesh.select_set(True)
    lastempty.select_set(True)
    bpy.context.view_layer.objects.active = mesh


    bpy.context.view_layer.objects.active.data.vertices[j].select = True
    j=j+1

    bpy.ops.object.editmode_toggle()
    bpy.ops.object.vertex_parent_set()

    bpy.ops.mesh.select_all(action='DESELECT')
    bpy.ops.object.editmode_toggle()
    bpy.ops.object.select_all(action='DESELECT')

    bpy.context.view_layer.objects.active = mesh


    bpy.context.view_layer.objects.active = armatura
    bpy.ops.object.posemode_toggle()
    bpy.ops.pose.select_all(action='SELECT')
    counter = 0
    for bone in bpy.context.selected_pose_bones_from_active_object:
    constr=bone.constraints.new(type='COPY_LOCATION')
    constr.target = ArrEmpt[counter]
    counter = counter + 1
    bpy.ops.object.posemode_toggle()

    • @user-gk9in8rz4q
      @user-gk9in8rz4q 3 หลายเดือนก่อน +1

      This script works for active object. You need to apply object location before.

    • @user-gk9in8rz4q
      @user-gk9in8rz4q 3 หลายเดือนก่อน +1

      It places empty objects and bones at each vertex of the active object, makes the vertices the parents of empty objects and adds a "Copy Location" constraint to the bones.