Thanks for the great tutorial! In case someone is wondering, to see the cylinders in rendering you have to add a mesh operator above the display operator.
That's an excellent idea.. might have to try my own crop circles! I'm thinking it might look better with a wobble instead of physx collision but I'm not sure. Something to poke around with :)
Nice Tutorial and i like that. Can you please make a tutorial of car crashing in tyflow using tyActor...? I tried that but it looks weird when i apply physX shape, its like a stretching the cloth or wobbling in it. please help.
If you're seeing stretching or wobbling, it sounds like you might need to increase your sim substeps. If you have the tyflow object selected, open the PhysX rollout in the modifier panel, and increase the substeps. You can also play with the time step under the Main Settings, but it depends on how fast your car is moving per frame. Maybe slowing down the animation of the car might help too.
@@TheCinemarno Awesome! The color gradient in my original video was done with a gradient ramp in the diffuse slot, and I put a uvw mapper on the whole tyflow object. Very fast and simple. Custom property should work too!
Hey! Thank you for the great tutorials! I have a question. How to solve a problem whith balls in the right part? They are jittering and jumping out from their seats.
Make sure when you set up the tyActor that the balls are raised up just a little bit above the "seat". Also, you might have to increase your solver steps in the physX settings.
hi bro i did the same manipulation than yours but its doesnt work the same way only with birth position and actor , my sticks increases throughout the 100 frame timeline 10:20 you have added the physx shape and collision and during moving your time line there is just a little shake thank you for your advice
Sure, you should be able to do a surface test, and bind the actors to it, but the collision physics will act strangely. Instead of physX collision, you can use a wobble operator for some interesting effects :)
hello simlab. i try to do domino with your technic but when i put physXshape operator the dominos take a small angle.....and when i play anim they all fall down in the same time immediately....any suggestion?
Make sure that in your position object operator, you check separation and increase the distance enough so that none of your dominos are touching each other. You might also want to increase your substeps in the main tyflow settings under the physX tab. Let me know if either of those works!
Does the jitter occur at the beginning of the sim? If so, try increasing the spread amount in the position object operator so none of the particles are touching each other.
@@simulation_lab Thanks for your response. Drastically increasing the simulation steps seems to have solved the jittering, but now the objects tumble on their own, before they are collided by the sphere. Any idea?
@@javiers8811 Hi Javier, did you check the spread amount in the Position Object operator? If the sticks are touching each other when they are birthed, the will cause each other to collide and tumble over. It's important to make sure none of them are touching each other.
@@simulation_lab Could you make a video on how to render a full animation? I have the setup and everything, but I can't get much information on rendering a video. Do I have to compile it frame by frame? apologies for the late reply, by the way.
Hey Kyle, First time user here and looking to create a scene similar to this - th-cam.com/video/f_SDOFQXh1s/w-d-xo.html (1:03 - 1:10). An object would be getting lowered and everything would be tight but once it's lowered everything becomes slack and the masterlinks etc all rotate as they would in real life. I've got the rope to go slack (using your rope / knots tutorial) but can't get the masterlinks to rotate as they should. I Is this something that can be done? If so, are there any files / tutorials that you could recommend I get started with? Or could you show how it's done? Thanks!
That's an interesting and cool idea for a sim! It might be a bit complex, but I guess I'd start simple, with linking the rope splines to the crate, and animating the crate moving downward. Then, you can trigger physics on the rope splines once the crate hits the ground. The more complex option would be to sim the entire crate and ropes if you do the binding correctly.
Thanks for the great tutorial!
In case someone is wondering, to see the cylinders in rendering you have to add a mesh operator above the display operator.
still invisible
unbelievably cool
The best tyflow tutorials to exist, glad to be one of your students.
Awesome, thanks!! Glad to teach! :)
Nice and very useful video.... And nice dance too in the starting of the video🤭🙃
Hahaha thank you!!
Very cool Tutorial, thanks!!
Thanks! Glad you liked it!
Awesome tutorial. Much appreciated. Shared.
Thank you!!
Awesome!!!!!, I was just doing a 'crop circle' visual effect and this is a perfect tutorial. Bring on the Alien ships!!!
That's an excellent idea.. might have to try my own crop circles! I'm thinking it might look better with a wobble instead of physx collision but I'm not sure. Something to poke around with :)
Came for tyflow tut, stayed for the dancing :D
Nice work!
Thanks James!
Amazing stuff. thx
Thanks!! Glad you liked it!
Awesome stuff!
You are awesome master
Haha thanks man!
really good love it
if u can make one for spline it will be really helpful
Thanks!! Do you mean spawning spline objects instead of the rigid sticks like in the tutorial? Or duplicating objects along a spline?
cool Tutorial ! Love it ! Share it ;)
Thanks! Glad you liked it!!
Nice Tutorial and i like that. Can you please make a tutorial of car crashing in tyflow using tyActor...? I tried that but it looks weird when i apply physX shape, its like a stretching the cloth or wobbling in it. please help.
If you're seeing stretching or wobbling, it sounds like you might need to increase your sim substeps. If you have the tyflow object selected, open the PhysX rollout in the modifier panel, and increase the substeps. You can also play with the time step under the Main Settings, but it depends on how fast your car is moving per frame. Maybe slowing down the animation of the car might help too.
Nice tutorial, thanks. Sorry for the noob question but how did you make the gradient color on particles in your render ? Thanks
solved with custom property :)
@@TheCinemarno Awesome! The color gradient in my original video was done with a gradient ramp in the diffuse slot, and I put a uvw mapper on the whole tyflow object. Very fast and simple. Custom property should work too!
I want to try this in reality to see if it is likely the same effect ...
Hey! Thank you for the great tutorials! I have a question. How to solve a problem whith balls in the right part? They are jittering and jumping out from their seats.
Make sure when you set up the tyActor that the balls are raised up just a little bit above the "seat". Also, you might have to increase your solver steps in the physX settings.
hi bro
i did the same manipulation than yours but its doesnt work the same way
only with birth position and actor , my sticks
increases throughout the 100 frame timeline
10:20 you have added the physx shape and collision and during moving your time line there is just a little shake
thank you for your advice
Hey - is there any chance to bind those actors to surface?
Sure, you should be able to do a surface test, and bind the actors to it, but the collision physics will act strangely. Instead of physX collision, you can use a wobble operator for some interesting effects :)
hello simlab.
i try to do domino with your technic but when i put physXshape operator the dominos take a small angle.....and when i play anim they all fall down in the same time immediately....any suggestion?
Solved: i find the default gravity at a very high level....strange...but fixed.
thx for this super tuto simlab
Make sure that in your position object operator, you check separation and increase the distance enough so that none of your dominos are touching each other. You might also want to increase your substeps in the main tyflow settings under the physX tab. Let me know if either of those works!
Any suggestion on how to reduce the jitter of the particles? I already tried increasing the simulaiton substeps, but did´t see any difference.
Does the jitter occur at the beginning of the sim? If so, try increasing the spread amount in the position object operator so none of the particles are touching each other.
@@simulation_lab Thanks for your response. Drastically increasing the simulation steps seems to have solved the jittering, but now the objects tumble on their own, before they are collided by the sphere. Any idea?
@@javiers8811 Hi Javier, did you check the spread amount in the Position Object operator? If the sticks are touching each other when they are birthed, the will cause each other to collide and tumble over. It's important to make sure none of them are touching each other.
Is is good to drink? I mean is it beer or something?
I have everything down, but I can't for the life of me figure out how to render it :(
Yep, make sure you add mesh operators, or it won't appear in your render.
@@simulation_lab Could you make a video on how to render a full animation? I have the setup and everything, but I can't get much information on rendering a video. Do I have to compile it frame by frame? apologies for the late reply, by the way.
Hey Kyle,
First time user here and looking to create a scene similar to this - th-cam.com/video/f_SDOFQXh1s/w-d-xo.html (1:03 - 1:10). An object would be getting lowered and everything would be tight but once it's lowered everything becomes slack and the masterlinks etc all rotate as they would in real life. I've got the rope to go slack (using your rope / knots tutorial) but can't get the masterlinks to rotate as they should. I
Is this something that can be done? If so, are there any files / tutorials that you could recommend I get started with? Or could you show how it's done? Thanks!
That's an interesting and cool idea for a sim! It might be a bit complex, but I guess I'd start simple, with linking the rope splines to the crate, and animating the crate moving downward. Then, you can trigger physics on the rope splines once the crate hits the ground. The more complex option would be to sim the entire crate and ropes if you do the binding correctly.