So now you need to do another video like this for CC4 and then you could add in collision physics. You're videos are very instructional - I learned a lot about the program by watching the whole video. A lot of the things you show in here can be applied elsewhere. One thing I'm having trouble with is characters with odd shapes having they're body parts run through each other. How it applies to this video: If you showed how to FIX this issue on a woman with comically large breasts, that same fix would work for a character who is comically obese. You'd use it for breasts to get the views (because - let's be honest - you get 10x more views for a video about breasts). Anyway, some of the overall knowledge disseminated in your video does still apply to CC4, just not as much. Great job!
@@JP-hh3mt Thanks so much, JP. I may eventually update this video for iClone8. To be honest, I haven't played with the spring physics for breasts much in the latest version. I guess I may have to, for science. Thanks for your suggestion for a video on extreme body types. There is a feature in CC4 called Pose Offset that is meant to address this. I'll add it to my list of future videos. Cheers!
Thanks very much 0Calvin! Its been a year or two since I worked with this and I totally forgot how awesome it makes beautiful characters looks. So its back to working on this for me for sure :) 🤩🤩🤩
Cool. The video shows some things you might not know about, like how to edit the spring file to change things like gravity and the limits on the movement of the springs.
This popped up in my recommended. I cant stop laughing the first 5 minutes. Absolutely a new sub. Maybe I'll get to the point in 3D animation where I'll require some bouncy bobas lol
It does have an unfortunately robotic twang to it, doesn't it? However, I think the voice suits her. If you know of any really good text-to-speech services/programs, I'd love to hear about them. I'm always looking for better options. Also, thanks for watching and for the sub!
Yeah, the whole system changed a bit with iClone8. I don't know that there was a new version of the Heavy file, but I guess you could try saving the current settings and then have a look around the file and experiment. I haven't had a chance to do so yet, unfortunately.
So now I'm wondering if they disabled this "feature". Those .spx files did not exist in that folder, but after I adjusted the sliders and clicked on the Save button it created one. Editing that file and adjusting the sliders have no effect on my character though. grr
Thank you! This was actually very helpful. IClone's spring physics is tedious and to undocumented. How could something like this be applied to IClone Hair props? The existing functions don't allow for bouncy hair.
I guess, in theory, you could rig a hair prop in Blender and apply spring physics to it, but that sounds like maximum pain to me. I actually once made a tail prop for iClone and wanted to make it sprung, but I didn't understand the spring physics very well at the time. I may have to revisit that project. For the hair physics - hair in iClone is usually made from hair cards, which are just long planes with no thickness that have a transparency map applied to make them look stranded. iClone uses soft cloth physics for hair, as you know. I'm at work right now so I don't have access to iClone, but I know there are different settings for the soft cloth hair physics, like short hair, long hair, curly hair, etc. Maybe playing with that setting and some of the other soft cloth settings will get you the bouncy hair you want. I don't do a lot with soft cloth physics in iClone as I always find it temperamental and it makes me want to pull my own hair out. But I still think that would be easier than adding several bones to every hair card in a hair prop and trying to set up spring physics for them all. Sorry I couldn't be more help.
Thanks. I honestly don't know if it is preserved in UE5. I know that the soft cloth physics are, but I'm not sure if the spring bones are - I've never tried.
I think will be great idea if you teach as on how we can create but physics movements in iclone .... I create some bat morphs in zbrush for my characters , but an automatic spring effect will be even better to have
Do you have 3DXchange? I believe you have to use that to assign bones as a "spring" type and then you can control it like in this video. (Or upgrade to iClone 8).
@@0calvin I have genesis 2 female with bat bones ... Than if i try to import it to CC3 to be able to use the CC3 clothes , the character will be imported , but without the bat bones .... The same character i can import in iclone by 3D exchange and will come with bat bones to use physics , but i will not be able to give her CC3 clothes or take of CC3 clothes because will not be an CC3 character .............. . CC4 will do the same .
15:56 You said that "it makes absolutely no difference whether or not you adjust the bones in the proper position". Did you mean that it makes no difference specifically in iClone or other 3d softwares like Blender, Maya Cinema 4D and etc as well?
To be clear, it normally makes a huge difference if your character's bones are out of position. It might even make a slight difference in the case of the breast bones in iClone, which is what I was talking about. But I think because they are translation-only bones, it doesn't matter nearly as much. If they were rotational bones, it would probably have been a different story.
Thank you for a very cool deep dive into the topic. :-) I've used the 3 sliders in the past but never noticed the spring files. BTW: Have you ever tried what happens if you combine bouncy breasts with a loosely fitting top that has soft-cloth physics? I would expect wardrobe malfunctions to occur... ;-)
I would expect the same thing. The softcloth physics engine collides against the collision shapes of the character, not the actual mesh, so I don't think things would go well. It might be worth a laugh to try, though. I'm actually surprised that weight-painted clothing seems to do pretty good at keeping up, though. I guess it makes sense since they are animating off the same bones. It is still neat that it works, though.
@@0calvin I have experimented with mesh collisions in other contexts and, to make that work (more or less) properly, requires a lot of computational work that would no longer be anywhere near "real time".
Just a heads-up for CC4 users, this system works a bit differently so this video does not apply.
So now you need to do another video like this for CC4 and then you could add in collision physics. You're videos are very instructional - I learned a lot about the program by watching the whole video. A lot of the things you show in here can be applied elsewhere. One thing I'm having trouble with is characters with odd shapes having they're body parts run through each other. How it applies to this video: If you showed how to FIX this issue on a woman with comically large breasts, that same fix would work for a character who is comically obese. You'd use it for breasts to get the views (because - let's be honest - you get 10x more views for a video about breasts). Anyway, some of the overall knowledge disseminated in your video does still apply to CC4, just not as much. Great job!
@@JP-hh3mt Thanks so much, JP. I may eventually update this video for iClone8. To be honest, I haven't played with the spring physics for breasts much in the latest version. I guess I may have to, for science. Thanks for your suggestion for a video on extreme body types. There is a feature in CC4 called Pose Offset that is meant to address this. I'll add it to my list of future videos. Cheers!
@@0calvin thanks bud for the informational vid, can you just update on how to adjust the settings for cc4 now? and happy new year 2023!
Dope man. Big thanks for this video
Thanks very much 0Calvin! Its been a year or two since I worked with this and I totally forgot how awesome it makes beautiful characters looks. So its back to working on this for me for sure :) 🤩🤩🤩
Cool. The video shows some things you might not know about, like how to edit the spring file to change things like gravity and the limits on the movement of the springs.
@@0calvin Yep, that's why I love this so much! Big THANKS :)
This popped up in my recommended. I cant stop laughing the first 5 minutes. Absolutely a new sub. Maybe I'll get to the point in 3D animation where I'll require some bouncy bobas lol
Btw arent there more realistic text to speech options? Or is the intro one robotic on purpose?
It does have an unfortunately robotic twang to it, doesn't it? However, I think the voice suits her. If you know of any really good text-to-speech services/programs, I'd love to hear about them. I'm always looking for better options. Also, thanks for watching and for the sub!
my spring files are missing, just a empty folder. do you know where i can down load the heavy one?
I have the new iClone and it didnt come with the file. I tired one from the forum but it said its not compatible. Is there a new compatible file ?
Yeah, the whole system changed a bit with iClone8. I don't know that there was a new version of the Heavy file, but I guess you could try saving the current settings and then have a look around the file and experiment. I haven't had a chance to do so yet, unfortunately.
So now I'm wondering if they disabled this "feature". Those .spx files did not exist in that folder, but after I adjusted the sliders and clicked on the Save button it created one. Editing that file and adjusting the sliders have no effect on my character though. grr
A springing tour
Interesting video as always
Thanks for sharing your knowledge with all of us 🙂
THANK YOU
Smart man of culture
02:50 an honest and wise statement,
54:00 a life-saving request.
(Why CZcams have to take an eternity to suggest something useful?)
Thanks this helped me
Thank you! This was actually very helpful. IClone's spring physics is tedious and to undocumented. How could something like this be applied to IClone Hair props? The existing functions don't allow for bouncy hair.
I guess, in theory, you could rig a hair prop in Blender and apply spring physics to it, but that sounds like maximum pain to me. I actually once made a tail prop for iClone and wanted to make it sprung, but I didn't understand the spring physics very well at the time. I may have to revisit that project. For the hair physics - hair in iClone is usually made from hair cards, which are just long planes with no thickness that have a transparency map applied to make them look stranded. iClone uses soft cloth physics for hair, as you know. I'm at work right now so I don't have access to iClone, but I know there are different settings for the soft cloth hair physics, like short hair, long hair, curly hair, etc. Maybe playing with that setting and some of the other soft cloth settings will get you the bouncy hair you want. I don't do a lot with soft cloth physics in iClone as I always find it temperamental and it makes me want to pull my own hair out. But I still think that would be easier than adding several bones to every hair card in a hair prop and trying to set up spring physics for them all. Sorry I couldn't be more help.
Very cool tutorial! Thank you. Will this phisics work in UE5 if it will be exported as FBX?
Thanks. I honestly don't know if it is preserved in UE5. I know that the soft cloth physics are, but I'm not sure if the spring bones are - I've never tried.
I think will be great idea if you teach as on how we can create but physics movements in iclone .... I create some bat morphs in zbrush for my characters , but an automatic spring effect will be even better to have
Do you have 3DXchange? I believe you have to use that to assign bones as a "spring" type and then you can control it like in this video. (Or upgrade to iClone 8).
@@0calvin I have genesis 2 female with bat bones ... Than if i try to import it to CC3 to be able to use the CC3 clothes , the character will be imported , but without the bat bones .... The same character i can import in iclone by 3D exchange and will come with bat bones to use physics , but i will not be able to give her CC3 clothes or take of CC3 clothes because will not be an CC3 character .............. . CC4 will do the same .
15:56 You said that "it makes absolutely no difference whether or not you adjust the bones in the proper position".
Did you mean that it makes no difference specifically in iClone or other 3d softwares like Blender, Maya Cinema 4D and etc as well?
To be clear, it normally makes a huge difference if your character's bones are out of position. It might even make a slight difference in the case of the breast bones in iClone, which is what I was talking about. But I think because they are translation-only bones, it doesn't matter nearly as much. If they were rotational bones, it would probably have been a different story.
Thank you for a very cool deep dive into the topic. :-) I've used the 3 sliders in the past but never noticed the spring files.
BTW: Have you ever tried what happens if you combine bouncy breasts with a loosely fitting top that has soft-cloth physics? I would expect wardrobe malfunctions to occur... ;-)
I would expect the same thing. The softcloth physics engine collides against the collision shapes of the character, not the actual mesh, so I don't think things would go well. It might be worth a laugh to try, though. I'm actually surprised that weight-painted clothing seems to do pretty good at keeping up, though. I guess it makes sense since they are animating off the same bones. It is still neat that it works, though.
@@0calvin I have experimented with mesh collisions in other contexts and, to make that work (more or less) properly, requires a lot of computational work that would no longer be anywhere near "real time".
Do you like Trisha? Then pick her up at the Reallusion Marketplace: marketplace.reallusion.com/trisha9
I'm only here for the physics, just so you all know.
Where is your mother
just... lol