3ds Max and TyFlow TUTORIAL: Physx Sticks

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ความคิดเห็น • 51

  • @wolfbaer75
    @wolfbaer75 4 ปีที่แล้ว +5

    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.

  • @matthiasegger4535
    @matthiasegger4535 4 ปีที่แล้ว +1

    unbelievably cool

  • @hazemviii
    @hazemviii 5 ปีที่แล้ว +3

    The best tyflow tutorials to exist, glad to be one of your students.

    • @simulation_lab
      @simulation_lab  5 ปีที่แล้ว

      Awesome, thanks!! Glad to teach! :)

  • @ayushpatel4052
    @ayushpatel4052 5 ปีที่แล้ว +1

    Nice and very useful video.... And nice dance too in the starting of the video🤭🙃

  • @Darri3d
    @Darri3d 5 ปีที่แล้ว +1

    Very cool Tutorial, thanks!!

  • @walkerboh39
    @walkerboh39 5 ปีที่แล้ว +1

    Awesome tutorial. Much appreciated. Shared.

  • @axumchris
    @axumchris 5 ปีที่แล้ว

    Awesome!!!!!, I was just doing a 'crop circle' visual effect and this is a perfect tutorial. Bring on the Alien ships!!!

    • @simulation_lab
      @simulation_lab  5 ปีที่แล้ว +1

      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 :)

  • @tryfailtryagain
    @tryfailtryagain 3 ปีที่แล้ว

    Came for tyflow tut, stayed for the dancing :D

  • @jhill3d
    @jhill3d 5 ปีที่แล้ว +1

    Nice work!

  • @ragnakim
    @ragnakim 5 ปีที่แล้ว +1

    Amazing stuff. thx

  • @logman121
    @logman121 4 ปีที่แล้ว

    Awesome stuff!

  • @ramdpshah
    @ramdpshah 5 ปีที่แล้ว +1

    You are awesome master

  • @redachokrallah212
    @redachokrallah212 5 ปีที่แล้ว +1

    really good love it
    if u can make one for spline it will be really helpful

    • @simulation_lab
      @simulation_lab  5 ปีที่แล้ว

      Thanks!! Do you mean spawning spline objects instead of the rigid sticks like in the tutorial? Or duplicating objects along a spline?

  • @BerndHaier_Keyframe
    @BerndHaier_Keyframe 5 ปีที่แล้ว +1

    cool Tutorial ! Love it ! Share it ;)

  • @avinashsagar3294
    @avinashsagar3294 5 ปีที่แล้ว +1

    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.

    • @simulation_lab
      @simulation_lab  5 ปีที่แล้ว

      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
    @TheCinemarno 5 ปีที่แล้ว +1

    Nice tutorial, thanks. Sorry for the noob question but how did you make the gradient color on particles in your render ? Thanks

    • @TheCinemarno
      @TheCinemarno 5 ปีที่แล้ว

      solved with custom property :)

    • @simulation_lab
      @simulation_lab  5 ปีที่แล้ว +1

      @@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!

  • @ericliuzzz
    @ericliuzzz 4 ปีที่แล้ว +3

    I want to try this in reality to see if it is likely the same effect ...

  • @PetrovMaxim3dmarks
    @PetrovMaxim3dmarks 5 ปีที่แล้ว

    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.

    • @simulation_lab
      @simulation_lab  5 ปีที่แล้ว

      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.

  • @charujangraphiste6093
    @charujangraphiste6093 4 ปีที่แล้ว

    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

  • @saltacme
    @saltacme 5 ปีที่แล้ว

    Hey - is there any chance to bind those actors to surface?

    • @simulation_lab
      @simulation_lab  5 ปีที่แล้ว

      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 :)

  • @yayayen
    @yayayen 5 ปีที่แล้ว

    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?

    • @yayayen
      @yayayen 5 ปีที่แล้ว

      Solved: i find the default gravity at a very high level....strange...but fixed.
      thx for this super tuto simlab

    • @simulation_lab
      @simulation_lab  5 ปีที่แล้ว

      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!

  • @javiers8811
    @javiers8811 4 ปีที่แล้ว

    Any suggestion on how to reduce the jitter of the particles? I already tried increasing the simulaiton substeps, but did´t see any difference.

    • @simulation_lab
      @simulation_lab  4 ปีที่แล้ว

      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.

    • @javiers8811
      @javiers8811 4 ปีที่แล้ว

      @@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?

    • @simulation_lab
      @simulation_lab  4 ปีที่แล้ว

      @@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.

  • @deanbest5320
    @deanbest5320 4 ปีที่แล้ว

    Is is good to drink? I mean is it beer or something?

  • @breadedhamsters
    @breadedhamsters 4 ปีที่แล้ว +1

    I have everything down, but I can't for the life of me figure out how to render it :(

    • @simulation_lab
      @simulation_lab  4 ปีที่แล้ว

      Yep, make sure you add mesh operators, or it won't appear in your render.

    • @breadedhamsters
      @breadedhamsters 4 ปีที่แล้ว

      @@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.

  • @Smithalar
    @Smithalar 2 ปีที่แล้ว +1

    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!

    • @simulation_lab
      @simulation_lab  2 ปีที่แล้ว

      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.