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I did not streaming for a long time. I'm sorry.

Today I made a motion of a meal scene. 

How many more months will I make this scene?

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April, I studied using physics simulation of 3ds max for Liru's hair.

Physical simulation is effective to create motion of a swaying object.

There are several methods in 3dsmax (Reactor, MassFX).

However, the work style I make has a lot of loop motion.

Also, It is not real time 3D.

Therefore, physics simulation which can obtain dynamic and irregular result is bad compatibility.

Actually, I was considering it six years ago.

Then, I learned that CAT which is a rig system of 3dsmax is incompatible with MassFX.

At that time I had little knowledge of maxscript, so I did not know the means to set up a large amount of hair bones.

For this reason, we abandoned the use at this time.

https://www.youtube.com/watch?v=pjHEcGtqn5A&t=43s

Time flows, I now gained knowledge of maxscript.

Also, when creating motion during streaming, I thought it would be convenient if I could obtain a sample of hair motion immediately.

I thought that people who are watching are also enjoyable.

So I made a tool that efficiently uses 3dsmax physics simulation MassFX.

It is a tool that applies preset values ​​to a large number of constraint objects.

However, poor compatibility with CAT can not fix and poorness of maxscript methods prepared for MassFX were bad.

Although it took more than half a month, it did not become a useful tool as I thought.

It's a shame. In April I was depressed by it (laugh).

長らく配信してませんでした。ごめんなさい。今日は食事シーンのモーションを作りました。私はいったいあと何ヶ月このシーンを作るだろうか…。-----

私は4月の初等から3dsmaxの物理シミュレーションを髪に使う事を検討しました。揺れるオブジェクトのモーションを作るのに物理シミュレーションは有効です。

3dsmaxにも幾つかの方法が存在します(Reactor, MassFX)。ただ、私が作る作品はループモーションが多い。またリアルタイム3Dではない。

だからダイナミックで不規則な結果が得られる物理シミュレーションは相性が悪かった。

実は、私はそれを6年前に検討・試行錯誤していた。

そのときMassFXは3dsmaxのリグシステムであるCATとも相性が悪いことが解った。また、当時の私はmaxscriptの知識が殆ど無かったため、大量の髪のボーンをセットアップする手段がわからなかった。

このため、利用を断念した。

https://www.youtube.com/watch?v=pjHEcGtqn5A&t=43s

時は流れ、私は現在maxscriptの知識を得た。

また、ストリーミング中にモーションを作るとき髪の動きのサンプルをすぐに得られたら便利だと考えた。見ている人も楽しいのではないかと考えた。

だから私は3dsmaxの物理シミュレーションMassFXを効率よく使うツールを作った。予め設定した値を大量のコンストレインオブジェクトに適用するツールだ。

しかしCATとの相性の悪さは解消しきれず、 maxscript のMassFX用に用意されたメソッドの乏しさがも徒になった。

それは半月以上の時間をかけたにもかかわらず、私が思ったほど便利なツールにはならなかった。残念でした。4月の私はそれによって意気消沈した(笑)。

Files

May 31, 2018 Stream Archive [DLC Spoiler]

I did not streaming for a long time. I'm sorry. Today I made a motion of a meal scene. How many more months will I make this scene? April, I studied using physics simulation of 3ds max for Liru's hair. Physical simulation is effective to create motion of a swaying object.

Comments

Sleepnir

Hair physics are so complex! Smart to stick with something with non-randomized results for your animation loops, I agree.

ACiiL (edited)

Comment edits

2026-09-29 15:00 We been talking about pro and cons of rendering physics. I will enjoy seeing your tests in the recording!
2018-06-03 04:28

Laser

I learned some too from your advice and it motivates me for using massFX more as well and learning it. I was wondering why you didn't use regular bones and just attached that to the cat bones. Is there a reason?

myuRanRan

It may not be necessary for Liru. I hope that this trial will be useful in the future.

myuRanRan

Hahaha. Yes, there is no universal useful function. Good place for the right function. Using the different functions is also a good creator's qualification.

myuRanRan

Using CAT bones, you can mix simulation results from 0% to 100%.

Laser

That makes sense!