Learn the ropes - Dynamic rope simulation in Poser?



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  • Yes I think they must have just bought it and incorporated it. Anyway I was thinking the same thing as I tried using one long cylinder for rope and it did not work out too well for me. Anyway here is the animation. Took the above and added one animated target to the first block them moved it in a circle with 6 keyframes and ran the sim.

    alt text

    Click on the imaged to see the animated gif.

    Tomorrow I will try for rope I just had a power outage. A tree fell on a power line.





  • OK back to this. I used a dynamic easy pose rope in my library. It was a figure with 100 bones in it. I believe it was a freebie. This is what I like in bullet (it does not need to be a prop like cloth sim.

    Anyway it is fairly easy once you learn the trick. Set up a new bullet sim. select objects, select soft dynamic and check rope.

    Then go down object select rope and constraints tab. Select paint icon and select it. Select weight and set it to .002. then go down to set all click it and select set all to target weight.

    Then go back up same panel and select more constrained and lightly paint two ends.

    Run sim. (I usually check live sim to test then unselect it clear sim and then run)

    0_1510728134541_Screen Shot 2017-11-15 at 12.53.17 AM (2).png



  • For the original poster instead of painting the ends you can paint where andy's hands are. then you will have to select more dynamic and paint the ends.
    0_1510728242404_Screen Shot 2017-11-15 at 1.31.01 AM (2).png



  • dynamic rope test



  • The problem with "dynamic rope" is that it's very difficult at times to keep "tubes" from collapsing, since retaining a closed object's volume isn't what the dynamics engine is supposed to be doing. (Cloth property changes help.)

    What I want is an automagic end-point-to-end-point simulation in "real time." There is a script on Sharecg with accompanying geometry/controls that let's you set up a connection points for a "chain" and then input sin/cos/tan yada values to automagically drape the chain from point to point, naturally, more or less. BUT, it doesn't respond to intersections at all, so you'll impale various figures along the way...

    Then, there's a script by... someone, maybe Nerd3D, called "follow me" or something to do with "telephone cord" that allows you to "draw" in a python generated 2d display what shape you want ANY rigged chain to follow. The rig does not need to be anything other than a sequential chain of bones, so nothing fancy there at all and it'll take any rig like that, even those with no IK. Draw how you want the rope/chain to look and, walla, it'll conform to that shape. But, just in one dimension, IIRC. (You may be able to rotate it along another axis, haven't checked.)

    The "best" solution using "known" features that I think are accessible, with my limited knowledge, would be a script that simply created a phantom 2D rope between two points, with a variable entered for gravity intensity, and then ran itself, first, through the dynamics engine with it's simplified geometry and, afterwards, spawned a static-prop rope mesh with the desired attributes of thickness and density of mesh. If, which is also possible, it instead generated a rigged rope that was preset with the appropriate number of user-selected bones, for fine tuning later, and pre-posed in the dynamically draped position... that would be awesome. :)

    (Better yet, a "Make Do Rope or Chain" between two points, automatically detecting all collisions, draping accordingly, and then "make do" it with the press of a button.. Yeah, that'd be great. One that adds/stretches as needed and drapes in real-time, I'd pay real good money for that. :) )

    PS - Most popular solutions revolve around "chains" because you can just create one oval as a base geometry, assign that multiple times to an automatically generated, sequentially numbered, chain rig and you're done. You can't do that with a "rope" since a base object won't orient itself to "look good." The little tubes wouldn't be contiguous geometry and they'd look like a demented chain of pixie straws or something. A "chain link" does not have that problem.





  • More practice weight painting on a dress figure and hair. That can now be posed with keyframe animation then have physics simulation on top of that.

    @morkonan self constraint helps with the collapsing tubes. But it takes some tries to weight paint and get all the setting right. And it will be different in each situation. I think it is another good tool in the tool belt. Of course, the trick is knowing all the tools and where and when to use each one.

    for example I think this works pretty well for the dress and hair here. Also I originally was interested in the rope because I am planning a city destruction scene where buildings collapse as I sowed elsewhere but also I want a telephone pole and the wire to fall and this technique works well for that with self constraints and one end weight painted. Similar to the rope above but that had two ends painted not just one.



  • @david_macrae said in [Learn the ropes - Dynamic rope simulation in Poser?]

    knowing all the tools and where and when to use each one.

    I very much agree. I know too little of some of Posers more intricate tools. (Bullet Physics, mostly, and Superfly optimization.)

    I'd want it for much the same thing as well as some "cheap" physics simulations for objects I can then export to work with other programs for fine-tuning. Since I've got Poser, why not use it, right? (I'm reminded of things like some of Stonemason's work, both sci-fi and historical/contemporary, and that of others, especially works with lots of hanging wires and "vines" that could be simulated to do all sorts of things other than just... sit there.

    Imagine trying to get a jungle tree to "sway" back and forth and having to deal with vines... You can't just one-click create them or easily repose them, you need to have them react. Trying to do that using the Cloth Room would be... uh... That's like trying to launch a Space Shuttle with a starter pistol...

    (Note: It is possible, using IK and parenting techniques, to get ropes/vines to react to a point being moved. But, they won't drape by themselves, don't react very well and ignore "gravity" at all times... That's OK for some quick stuff, but not for something one is going to spend a lot of effort creating, otherwise.)

    for example I think this works pretty well for the dress and hair here. Also I originally was interested in the rope because I am planning a city destruction scene where buildings collapse as I sowed elsewhere but also I want a telephone pole and the wire to fall and this technique works well for that with self constraints and one end weight painted. Similar to the rope above but that had two ends painted not just one.

    It's not bad, just a little stiff. But, depending on what's going on, it could be fine. (ie: There's not much "momentum" and recursive movement with resistance/momentum/etc.) Actually, with a sassy expression, that whole stiffness thing to the movement could give it a nice feel.

    Curious - You mentioned a "dynamic Easy-pose rope." I know, basically, "dynamics" and "Easy-Pose" stuffs, but have never heard/read the two mentioned in the same breath. Easy-Pose is old stuff, but great, and uses the same geometry restrictions for grouping/rigging that most Poser content uses. It's just great for dumping in a lot of IK and maths stuffs for movement, I guess.

    Do you mean the Easypose rope is hardwired for some sort of dynamics simulation capability? If so, can you point me to more info on that?

    On its use in Poser Physics, does Poser Physics require "rigged" figures or could one construct a basic rope that follows conventional "dynamic cloth" restrictions and just use that with Poser Physics?



  • @morkonan said in Learn the ropes - Dynamic rope simulation in Poser?:

    On its use in Poser Physics, does Poser Physics require "rigged" figures or could one construct a basic rope that follows conventional "dynamic cloth" restrictions and just use that with Poser Physics?

    No, you don't need to use rigged figures. You can use props. I don't know much about it yet, but I have used it on the high res square and on a dynamic cape.



  • There is a great utility from Cage for making ropes, he has also scripts for chains and wrapping fabric.
    It's available at http://www.morphography.uk.vu/~cagepage/looper/loopy.html

    Best regards,

    Bopper.



  • Funny enough the dress i used was already setup for cloth simulation which would work just as well in this case probably even better. Also I wanted to not that bullet physics does not work with the modifiers specifically the wind force.