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Old 22-10-2008, 06:01 PM   #1
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Default dynamic ribbon

Hi Rage.
Here is that new thread, .

Just to reiterate, I have a gift box with a ribbon on the top lid and I am trying to simulate the box opening and then falling open with the lid w/ribbon reacting to the floor.

The art director needed to see something this morning, so I pacified him with this that is using no dynamics:

http://www.upperhouse.us/cct/cherrycreek/box1.html

I tried some other options earlier, but things weren't reacting that well.
There is one test that had some promise, but it is on a different machine and I am away currently. Basically, I was able to setup a simulation this way:

Apply 2x2x2 deform lattice to ribbon and group with box lid.

Box lid and ribbon lattice group and box bottom all selected and apply gravity to make rigid objects.

Nurbs floor set as passive object.

Simulation reacting as expected.

Then chose ribbon lattice and set as soft body and adjusted weights to hold some rigidity.

Simulation starts pretty well with the lid remaining rigid and reacting to the floor and the ribbon looking pretty good as well with some nice wiggle. Problem at the end, though. The whole boxlid group somersualts upside down which is fine, but the ribbon just collapses under the box lid rather supporting it above the floor.

That was very long winded, sorry I don't just have another vid that would be more self evident. I will try and get it posted tomorrow, if that route is even worth persuing.

Thanks again for your time.
You guys rule!!
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Old 22-10-2008, 09:36 PM   #2
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id be looking at springs and goal weights?? if i understand the problem ?

when i think curtains, ribbons..? i think springs and goal weights, not that i know a lot about it.
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Old 22-10-2008, 11:50 PM   #3
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Hey Eric, thanks for creating the new thread.

So, like I said as the hint before: nCloth to the rescue

Basicly, the jist is this:

As long as your bow is made of polys, you would select it, and make it an nCloth object.

Then you can use a "Transform" nConstraignt to "pin" the bottom of the bow to the lid so it doesn't come off no matter what the lid does or where it goes

Then, adjust the Nucleus node settings (WAY too many attributes to list here so read the help) to get the proper "bounce" and ribbon-like jiggle motion, etc.

Then simply make the floor a "passive" object under the nCloth menu so when the ribbon contacts the floor, it either crushes, OR, bounces softly, or slides, etc.

Whatever you want it to do

It really is easier than I've made it sound here, and I will "TRY" to make a sample at work tomorrow to see if I can narrow-down the settings you might need, but really once you read the help on the Nucleus node it all becomes apparent pretty quickly

Also, for anyone interested, Duncan Brimsmead, one of Autodesk's creators of nCloth and the Nucleus module has an AWESOME blog at the AREA at Autodesk, and his nCloth section is AWESOME:
http://area.autodesk.com/index.php/b...g_list/nCloth/
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Old 23-10-2008, 12:32 AM   #4
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that is one cool link you put up there rage. is there any to n particles and such??
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Old 23-10-2008, 01:36 AM   #5
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I read this in the other other thread, and though of ncloth straight away!

Wouldn't you adjust the ncloth node itself to get the right properties as the neuclus node adjusts the solvers attributes, gravity, time, substeps etc etc, not the cloth properites, drag, bounce lift etc etc?

What might help out is loading up some presets and seeing if they give you a close match to what you want, this would save you time messing about with all the properties individually (they also have some help in the Notes section in the attribute editor). Then go and tweeks the settings for a final adjustment.

I watched a presentation by Jos Stam, the guy who did the maths behind the neucleus solver, he went over how the maths works to get ethe solver to work, and Its a work of genius, its a bit like "why the heck didnt I think of that" moment! Ncloth is so light he had a C window that showed the solver running in realtime with lots of interactions, he even got it to solve Pi, as its based off a spring which is then made into a circle, and the solver calculates the circle without using Pi, upping the substeps, then solves the circle to a higher degree thus giving Pi.
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Old 23-10-2008, 04:26 AM   #6
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had a C window that showed the solver running in realtime with lots of interactions, he even got it to solve Pi, as its based off a spring which is then made into a circle, and the solver calculates the circle without using Pi, upping the substeps, then solves the circle to a higher degree thus giving Pi

ha ?? what ?? lost me dont know about the rest of the crew.., but its more info, or not enough.., for me to understand.., i just want to be pointed to somewhere i can learn about it. im waiting for the 'maya 2009' book to come out.., as i asked.., if theres any links about that might shed some light on 'n' anything i would be greatful. i have fun playing with it but i have no idea what im doing (read a waste of time) .., despite the digi tuts tutorial???
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Old 23-10-2008, 08:25 AM   #7
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Originally posted by mirek03
that is one cool link you put up there rage. is there any to n particles and such??
Thanks Regarding links to nParticles, I'm affraid they are still too new for any structured tutorials, or articles about them yet
However, I'm getting Maya Unl. 2009 in the next 5 weeks, so when I get it I REALLY want to dive into it, and provide some insight here at SM about it.
My favorite feature so far seems to be the ability to define "sticky" nParticles. So, it acts like liquid or sludge on a bedsheet, etc... handy for characters, etc...
Originally posted by gster123
Wouldn't you adjust the ncloth node itself to get the right properties as the neuclus node adjusts the solvers attributes, gravity, time, substeps etc etc, not the cloth properites, drag, bounce lift etc etc?
Yep But I was mainly trying to get others to read the help, as there is a wealth of information explaining how everything works, so it makes one understand how the object and the Nucleus node work together better.
What might help out is loading up some presets and seeing if they give you a close match to what you want, this would save you time messing about with all the properties individually (they also have some help in the Notes section in the attribute editor). Then go and tweeks the settings for a final adjustment.
EXACTLY!
As I remember eric, you are on 2009 correct?
Well, I assume that there are far more presets in there available to you than in my current version (I'm still on 8.5).
Assigning a preset is not a "copout" it simply allows one to get to thier targeted end-result faster.
Then like gster said, check the notes in the Attribute Editor NOTES area at the bottom of the AE, and there are usualy really helpfull notes that explain whats going on, and how to tweak it to your needs

Thanks a lot for your question eric, and thanks very much for your help mirek and gster!!

Good luck all!
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Old 23-10-2008, 09:30 AM   #8
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Oh, here are some of the major "links" to information regarding nParticles right now:

Duncan Brimsmead talks about it at Siggraph: (Part 1)
http://www.digitalproduction.com/dp/...3&MODE=28&NS=1

(Part 2) - my fav part is breaking the egg and nParticle self shading!!
http://www.digitalproduction.com/dp/...D=8224&MODE=28
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Old 23-10-2008, 07:47 PM   #9
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thanks there rage, interestingly.., this just arrived in the inbox

http://www.digitaltutors.com/store/video.php?vid=1683
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