Thanks for sharing! The actor collect is needed here to bring all the rig parts to this event as soon as one bone meet the test (in this case surface test) Without this operator only few bones will be sent to this event each frame and they won't bind tegother. In short, tyflow see each bone as one particle. not sure If I made it clear or the opposite 😅 Thanks again! Keep them coming!
Thanks! I have a similar growth tut I'm planning to do, which involves recursively growing objects on a surface, like a virus. Is that sort of what you were thinking?
@@simulation_lab Cool! I am thinking of growing coral like structures, a good example is this video ua-cam.com/video/ehRq87GXzww/v-deo.html around 0.35 etc. I know tyson has an example of using pheonix fd on his instagram aswell, I sent the video above in the discord community and he said that is made with VDBs. Since Im a beginner and haven't messed with VDBs im not sure if something similar is possible to create with tyFlow so I am on the hunt for creative ways of using tyFlow for creating expanding coral-like/smoke like growth:) Let me know what you think is possible since tyFlow is particle based (?). Someone on the discord also mentioned that perhaps the tyMesher (?) could maybe be used for something like this?
Good stuff man, just a side note when you switch to skin and remove the biped, make sure to switch Proximity Bind "Partciles" on.. otherwise you get Mr Rubber lol
Thank you , but how to active ragdoll on pre rigged characters that are not standard biped system ? I selected only mesh on actor but tyflow can't sim ragdoll effect . (my character is a fbx file that has helper bones )
There's an actor scene file in the TyFlow examples pack you can look at. It's the worm scene, which has a worm rigged with helper bones. You might have to play with the different options in the Actor Collect operator, but the ragdoll effect should work if your physX Bind is set up properly.
If your character is already skinned to a biped, then in your tyactor, you just select the skin mesh, and the bones automatically carry to your sim. Check out my channel, I have another tutorial that covers this. :)
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nice tut, i did it with a cat rig, dindt have problems
Awesome! Did you notice the cat rig having any weird issues with the joints twisting too much? That's the issue I had when I tried with a cat rig. With the studio biped, the joints twisted much more naturally and didn't spin out of control.
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@@simulation_lab nothing too noticeable for me, everything look good so far, no arms shaking or parts jumping
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@@simulation_lab check the scene file included in this tutorial it has a CAT rig working fine ua-cam.com/video/tYnjahL-D54/v-deo.html
Yes, that should be pretty simple to set up. You would have to create animations on your character for each action. Then in TyFlow, you can set up time tests, or use dummy geometry as triggers to transition between animations. For example, you can use a surface test to test if the actor passes through a box, and if he does, he plays a specific animation. Does that help?
I just used this to create a flock of animated birds. Thanks for this! Looking forward to the next one.
Nice one! I want to get my head around the biped/actor system in tyflow and this was a fun place to start.
thanks for this lovely explanation i wish you have patrion you deserve support
Nice one. Biped revenge sweet.
Thanks for sharing!
The actor collect is needed here to bring all the rig parts to this event as soon as one bone meet the test (in this case surface test)
Without this operator only few bones will be sent to this event each frame and they won't bind tegother.
In short, tyflow see each bone as one particle.
not sure If I made it clear or the opposite 😅
Thanks again! Keep them coming!
That's an excellent explanation! Thanks for clarifying, makes perfect sense that TyFlow treats each bone as a particle.
Thank your sharing, it is an useful tutorial.
Love all tyflow content:) if I could give a suggestion it would be super cool to see a tutorial on how to create recursive growth with tyFlow!
Thanks! I have a similar growth tut I'm planning to do, which involves recursively growing objects on a surface, like a virus. Is that sort of what you were thinking?
@@simulation_lab Cool! I am thinking of growing coral like structures, a good example is this video ua-cam.com/video/ehRq87GXzww/v-deo.html
around 0.35 etc. I know tyson has an example of using pheonix fd on his instagram aswell, I sent the video above in the discord community and he said that is made with VDBs. Since Im a beginner and haven't messed with VDBs im not sure if something similar is possible to create with tyFlow so I am on the hunt for creative ways of using tyFlow for creating expanding coral-like/smoke like growth:) Let me know what you think is possible since tyFlow is particle based (?). Someone on the discord also mentioned that perhaps the tyMesher (?) could maybe be used for something like this?
Good stuff man, just a side note when you switch to skin and remove the biped, make sure to switch Proximity Bind "Partciles" on.. otherwise you get Mr Rubber lol
nice. thank you.
So good job
Thank you!!!
Thank you , but how to active ragdoll on pre rigged characters that are not standard biped system ? I selected only mesh on actor but tyflow can't sim ragdoll effect . (my character is a fbx file that has helper bones )
There's an actor scene file in the TyFlow examples pack you can look at. It's the worm scene, which has a worm rigged with helper bones. You might have to play with the different options in the Actor Collect operator, but the ragdoll effect should work if your physX Bind is set up properly.
@@simulation_lab Thank you so much , I'll check that out
how do you add body mesh on bipeds
If your character is already skinned to a biped, then in your tyactor, you just select the skin mesh, and the bones automatically carry to your sim. Check out my channel, I have another tutorial that covers this. :)
nice tut, i did it with a cat rig, dindt have problems
Awesome! Did you notice the cat rig having any weird issues with the joints twisting too much? That's the issue I had when I tried with a cat rig. With the studio biped, the joints twisted much more naturally and didn't spin out of control.
@@simulation_lab nothing too noticeable for me, everything look good so far, no arms shaking or parts jumping
@@simulation_lab check the scene file included in this tutorial it has a CAT rig working fine ua-cam.com/video/tYnjahL-D54/v-deo.html
Can we have a tutorial regarding Ragdoll..like it's walking and after some time it I'll run and jump and then fall..with all action ..
Yes, that should be pretty simple to set up. You would have to create animations on your character for each action. Then in TyFlow, you can set up time tests, or use dummy geometry as triggers to transition between animations. For example, you can use a surface test to test if the actor passes through a box, and if he does, he plays a specific animation. Does that help?
waiting for the Tutorial..i tried but i am not able to figure it out