From 565cbc55c4b2e279c065718dbed3f091fc31ac37 Mon Sep 17 00:00:00 2001 From: Alan Jefferson Date: Wed, 2 Aug 2023 15:39:52 +0100 Subject: [PATCH] Update docs --- download/index.html | 4 +- extra.css | 168 +- extra.js | 37 + floating-licence/index.html | 4 +- menu/index.html | 12 + .../{2023.05.xx => 2023.07.xx}/index.html | 114 +- releases/blender/2023.08.xx/index.html | 2635 ++++++++++++++++ releases/core/2023.07.xx/index.html | 2387 +++++++++++++++ releases/maya/2023.07.xx/index.html | 2513 ++++++++++++++++ releases/maya/2023.08.xx/index.html | 2346 +++++++++++++++ search/search_index.json | 2 +- sitemap.xml | 170 +- sitemap.xml.gz | Bin 698 -> 698 bytes tutorials/cloth_emulation/index.html | 10 +- tutorials/manikin/index.html | 146 +- .../manikin_blender}/index.html | 516 ++-- tutorials/manikin_ik/index.html | 10 +- tutorials/manikin_ragdoll/index.html | 121 +- tutorials/manikin_ragdoll_blender/index.html | 2675 +++++++++++++++++ tutorials/mocap_chap/index.html | 10 +- tutorials/ragdog/index.html | 10 +- tutorials/rookie_wasp/index.html | 10 +- tutorials/self_walking/index.html | 10 +- 23 files changed, 13416 insertions(+), 494 deletions(-) rename releases/{2023.05.xx => 2023.07.xx}/index.html (94%) create mode 100644 releases/blender/2023.08.xx/index.html create mode 100644 releases/core/2023.07.xx/index.html create mode 100644 releases/maya/2023.07.xx/index.html create mode 100644 releases/maya/2023.08.xx/index.html rename {blender-beta-manikin => tutorials/manikin_blender}/index.html (78%) create mode 100644 tutorials/manikin_ragdoll_blender/index.html diff --git a/download/index.html b/download/index.html index 01d339a1..333ba916 100644 --- a/download/index.html +++ b/download/index.html @@ -2503,7 +2503,7 @@

FAQ


Limitations

-

As of Ragdoll 2023.06.09-blender34-macOS.Intel these are the current known limitations of Ragdoll.

+

As of Ragdoll 2023.04.01 these are the current known limitations of Ragdoll.

@@ -2515,7 +2515,7 @@

Limitations

- Last update: 2023-05-08 + Last update: 2023-06-20
diff --git a/extra.css b/extra.css index af952a05..bedbc565 100644 --- a/extra.css +++ b/extra.css @@ -533,67 +533,6 @@ nav.md-nav.md-nav--primary { padding: 0.8rem; } -div.tabs { - padding-left: 1px; -} - -div.tabs button.active { - color: #1f1f1f; - position: relative; - border-bottom: 6px solid steelblue; -} - -div.tabs button { - outline: none; - cursor: pointer; - position: relative; - color: #6363635e; - border: none; - border-top-left-radius: 4px; - border-top-right-radius: 4px; - margin: 6px 14px 7px 0px; - transition: 0.2s; - font-size: 0.7rem; -} - -.tab-content { - background: white; - display: none; - padding: 0; - border: none; -} - -.md-typeset .tab-content .codehilitetable .linenos { - display: none; -} - -.md-typeset .tab-content .codehilitetable { - margin: 0; -} - -button.tab p { - padding: 0; - margin: 0; - letter-spacing: 0.1rem; -} - -button.tab div.tab-gap { - position: absolute; - width: 100%; - height: 3px; - bottom: -2px; - margin: 0; - padding: 0; - background: #ffffff; - z-index: 5; - left: 0; - display: none; -} - -button.tab.active div.tab-gap { - display: block; -} - [data-md-color-primary] .md-typeset a.button { font-family: "Roboto", Corbel, Avenir, "Lucida Grande", "Lucida Sans", sans-serif; max-width: 400px; @@ -925,6 +864,113 @@ div.tabs button.active p { opacity: 1; } +/* Maya & Blender tabs */ + +div.tabs { + padding-left: 1px; +} + +div.tabs button.active { + color: #1f1f1f; + position: relative; + border-bottom: 6px solid steelblue; + font-weight: bold; +} + +div.tabs button { + outline: none; + cursor: pointer; + position: relative; + color: #6363635e; + border: none; + border-top-left-radius: 4px; + border-top-right-radius: 4px; + margin: 6px 15px 0px 0px; + transition: 0.2s; + font-size: 0.7rem; +} + +.tab-content { + background: white; + display: none; + padding: 0; + border: none; +} + +.md-typeset .tab-content .codehilitetable .linenos { + display: none; +} + +.md-typeset .tab-content .codehilitetable { + margin: 0; +} + +button.tab p { + padding: 0; + margin: 0; + letter-spacing: 0.1rem; +} + +button.tab div.tab-gap { + position: absolute; + width: 100%; + height: 3px; + bottom: -2px; + margin: 0; + padding: 0; + background: #ffffff; + z-index: 5; + left: 0; + display: none; +} + +button.tab.active div.tab-gap { + display: block; +} + +div.tabs button.active p { + text-shadow: none; +} + +div.software-choice { + border: 1px solid #d9d9d9; + padding: 3px; + box-shadow: 0px 0px 17px #c7dbff; + border-left: 4px solid #7dbaff; +} + +div.tab.software-option.active { + background: #cae8ff; + border: 1px solid #a6cbe8; + font-weight: bold; +} + +div.tab.software-option { + padding: 8px; + font-size: 0.7rem; +} + +div.tab.software-option.disabled { + color: #b9b9b9; +} + +.tab.software-option.active:hover { + background: #acd7f8; +} + +.tab.software-option:hover { + background: #f2f9ff; +} + +/* Hide the browser's default radio button */ +.tab input { + position: absolute; + opacity: 0; + cursor: pointer; + height: 0; + width: 0; +} + @media only screen and (max-width: 60em) { .hboxlayout { flex-direction: column; diff --git a/extra.js b/extra.js index e69de29b..baea6392 100644 --- a/extra.js +++ b/extra.js @@ -0,0 +1,37 @@ +window.addEventListener("load", function () { + + // Assume Maya if no choice has yet been made + if (window.localStorage.getItem("RagdollHost1") == null) { + window.localStorage.setItem("RagdollHost1", "maya"); + } + + setTab(null, window.localStorage.getItem("RagdollHost1")); + +}, false ); + +/* Utility function */ +function hasClass(element, cls) { + return (' ' + element.className + ' ').indexOf(' ' + cls + ' ') > -1; +} + +/* Called when the user clicks any tabbed element */ +function setTab(event, tabName) { + + // Remember choice until next page visit + window.localStorage.setItem("RagdollHost1", tabName); + + var i, tabcontent, tabs; + + // Get all elements with class="tab-content" and hide them + tabcontent = document.getElementsByClassName("tab-content"); + for (i = 0; i < tabcontent.length; i++) { + tabcontent[i].style.display = hasClass(tabcontent[i], tabName) ? "block" : "none"; + } + + // Get all elements with class="tab" and remove the class "active" + tabs = document.getElementsByClassName("tab"); + for (i = 0; i < tabs.length; i++) { + tabs[i].className = tabs[i].className.replace(" active", ""); + tabs[i].className += hasClass(tabs[i], tabName) ? " active" : "" + } +} \ No newline at end of file diff --git a/floating-licence/index.html b/floating-licence/index.html index bf8c67d7..3b7c6a8e 100644 --- a/floating-licence/index.html +++ b/floating-licence/index.html @@ -2838,7 +2838,7 @@

What if I have multiple serial n RAGDOLL_FLOATING=10.0.0.4:601 # Artist workstations -RAGDOLL_FLOATING=10.0.0.4:602 +RAGDOLL_FLOATING=10.0.0.5:601


Can I disable the splash screen?

@@ -2951,7 +2951,7 @@

How do I run my
- Last update: 2023-06-05 + Last update: 2023-07-25
diff --git a/menu/index.html b/menu/index.html index f99b28e0..8b719e04 100644 --- a/menu/index.html +++ b/menu/index.html @@ -2393,6 +2393,10 @@

Overview

Generate new Maya scene from .rag file + Update Physics +Update changed physics parameters and add new Markers to existing Maya scene + + Bake Mesh Store geometry inside of the Marker, disconnecting it from its source mesh. @@ -2657,6 +2661,14 @@

Overview

Select all solvers in the scene. + Markers from Assigned +Select all Markers assigned to the current selection + + + Assigned from Markers +Select assigned nodes from currently selected Markers + + Create Lollipop Create a new lollipop for the selected marker. diff --git a/releases/2023.05.xx/index.html b/releases/2023.07.xx/index.html similarity index 94% rename from releases/2023.05.xx/index.html rename to releases/2023.07.xx/index.html index 482b9a19..ad058dcd 100644 --- a/releases/2023.05.xx/index.html +++ b/releases/2023.07.xx/index.html @@ -11,7 +11,7 @@ - + @@ -74,7 +74,7 @@
- + Skip to content @@ -2279,15 +2279,36 @@
+

- +
+
+

+

The default behaviour for Assign and Connect is to give the first selection - the "root" - a Animated behaviour.

What does Animated mean?

@@ -2760,7 +2813,12 @@

Drop Test


Tuning

Next let's address the elephant in the room; the shapes. They look awful.

+

+
+
+

+


Volumes

The shape of each collider affects your simulation in 2 ways.

@@ -2787,6 +2845,7 @@

Volumes


Shapes

With this in mind, let's tune some shapes.

+
  1. Run Manipulator from the Ragdoll menu
@@ -2796,10 +2855,8 @@

Shapes

This brings up the Manipulator interface, where you can manipulate shapes using mouse gestures.

-

Great, now let's turn those hands and feet into boxes.

-

Translate, Rotate and Scale

Notice I'm using the..

@@ -2814,6 +2871,36 @@

Shapes

Symmetry

Also notice the edits are symmetrical; even when they don't start out that way like the feet!

+
+
+
    +
  1. Select rSolver object, within Ragdoll collection.
  2. +
  3. Activate Manipulator tool at the Toolbar
  4. +
+

This brings up the Manipulator interface, where you can manipulate shapes using mouse +gestures.

+

+

Great, now let's turn those hands and feet into boxes.

+

+
+

Translate, Rotate and Scale

+

Notice I'm using the..

+
    +
  • Middle-Mouse Button to Translate
  • +
  • CTRL + Middle-Mouse Button to Rotate
  • +
  • CTRL + Left-Mouse Button to Scale
  • +
+

The help text screen-right will help you remember these.

+
+
+

Greater Value Step

+

While dragging the value on Manipulator UI panel, you may hold Shift to increase value changing step.

+
+
+
+

Symmetry

+

Also notice the edits are symmetrical; even when they don't start out that way like the feet!

+


Recording

That's all there is for setting up your character rig for simulation! Let's now transfer the simulation back onto the rig.

@@ -2821,13 +2908,40 @@

Recording

  • Run Record Simulation
  • Enjoy
  • +

    - +
    +
    +

    +
    +

    Recording Options

    +

    Hold Ctrl whilst clicking Record Simulation to configure the recording process.

    +

    image

    +
    +


    Start Again

    The recorded simulation ends up on an Animation Layer, and is also Cached. To start over, delete this layer and disable the cache.

    +

    - +
    +
    +

    The simulation was recorded into the NLA Track of each marker assigned object with Solo enabled for playback. +To start over, disable Solo mode for those tracks (or delete them).

    +

    +
    +

    Initial Key

    +

    By default, Ragdoll adds one keyframe on the simulation starting frame, this is to keep original pose intact after +playback recorded animation.

    +
    +
    +

    Auto Cache

    +

    If you have recording option Auto Cache enabled while recording, solver will remember simulation result after recorded, +which can be helpful if you wish to compare the simulation against baked result. If so, don't forget to turn it off before +next simulation.

    +

    image

    +
    +


    Next Steps

    In the next tutorial, we'll take this a bit further. As you play around with the Rotate Stiffness on either the rGroup or individual rMarker nodes, you'll find some limbs start to misbehave. Especially the knees and elbows, that normally won't allow rotations past a certain angle in a real human (or Manikin for that matter!). That isn't the case here, because we've left out a critical part of any complete ragdoll.

    @@ -2843,7 +2957,7 @@

    Next Steps

    - Last update: 2023-06-09 + Last update: 2023-08-02
    diff --git a/blender-beta-manikin/index.html b/tutorials/manikin_blender/index.html similarity index 78% rename from blender-beta-manikin/index.html rename to tutorials/manikin_blender/index.html index dfcd429b..1fc7f280 100644 --- a/blender-beta-manikin/index.html +++ b/tutorials/manikin_blender/index.html @@ -11,27 +11,27 @@ - + - - + + - Manikin In Blender - Learn Ragdoll + Blender Manikin I - Learn Ragdoll - + - + @@ -50,7 +50,7 @@ - + @@ -74,7 +74,7 @@
    - + Skip to content @@ -89,7 +89,7 @@ - -
  • - - Bonus: Pin Constraint + +
  • + + Next Steps -
  • - - - - @@ -2461,61 +2421,17 @@ - + -

    Manikin In Blender

    +

    Blender Manikin I

    -

    Blender Ragdoll Beta Vol.2 🥳

    -

    Welcome

    -

    Ragdoll is a real-time physics solver for Maya, and now it's coming to Blender. -At this moment, we are working hard to port features from the Maya version of Ragdoll into the Blender one. -In the meantime, we invite you to join us in shaping its final form for Blender animators!

    -

    AddOn Status

    - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Blender VersionWindowsmacOS (Intel)macOS (Apple Silicon)Linux
    3.4
    3.5
    -

    A Quick Warm Up

    -

    -

    From left to right:

    -
      -
    1. A simple cycled up-down animation applied to the base of the Dragonfly
    2. -
    3. It's then driving the Ragdoll simulation
    4. -
    5. Once we are satisfied, Ragdoll records the result and bakes it onto the rig
    6. -
    7. Profit!
    8. -
    -

    And that's basically what Ragdoll is for — adding the fun of physics to your animation workflow!

    -

    To learn more about Ragdoll, read below!

    Manikin

    "Make your own motion reference"

    @@ -2549,8 +2465,8 @@

    Bring Your Own Rig


    @@ -2558,109 +2474,134 @@

    Motivation

    Why should we even bother simulating a character?

    -

    Finding motion reference is one of the most important activities for any animator. And yet I can safely challenge you to find reference for perhaps the most common motion in all blockbuster movies today, something that is either impossible or dangerous for actors or animators alike.

    +

    Finding motion reference is one of the most important activities for any animator. And yet I can safely challenge you +to find reference for perhaps the most common motion in all blockbuster movies today, something that is either impossible +or dangerous for actors or animators alike.

    Or how about reference of someone simply falling over, perhaps from heat stroke or staring into the sun.

    This is, after all, one of the major reasons for pursuing computer graphics in storytelling rather than real people.

    -

    Animators bring life to characters, but of equal challenge is that of lifelessness. Of natural and realistic motion without someone behind the wheel. Be it getting hit or shot, blasted or thrown, animating lifelessness is enough to challenge even the most senior of animators.

    -

    As you will find, there is a lot more we can do once our motion reference is in 3D, on our actual character rig within Maya and infinitely customisable. As opposed to some video on the internet.

    +

    Animators bring life to characters, but of equal challenge is that of lifelessness. Of natural and realistic motion +without someone behind the wheel. Be it getting hit or shot, blasted or thrown, animating lifelessness is +enough to challenge even the most senior of animators.

    +

    As you will find, there is a lot more we can do once our motion reference is in 3D, on our actual character rig within +Blender/Maya and infinitely customisable. As opposed to some video on the internet.


    Setup

    Open your chosen character rig or download the above Manikin rig to get started.

    -

    Play around with the controls to get a feel for what we're working with. This Manikin rig is entirely FK which will make simulating it straightforward.

    -

    +

    Play around with the controls to get a feel for what we're working with.

    +

    +
    +

    FK or IK

    +

    Use FK for this tutorial

    +

    This Manikin rig has FK and IK (legs) controls, but we will focus on FK controls for this tutorial because it makes +simulating much straightforward.

    +


    -

    Simulateds

    +

    Simulation

    The stage is set, now let's apply physics.


    Torso

    Let's start with the Torso.

      -
    1. Select hip_ctl
    2. -
    3. Shift select torso_ctl
    4. -
    5. Shift select head_ctl
    6. -
    7. Run Assign and Connect
    8. +
    9. Select hip_FK
    10. +
    11. Shift select torso_FK
    12. +
    13. Shift select head_FK
    14. +
    15. In Physics Properties panel, run Assign and Connect
    -

    This will produce our first Group, which is a collection of connected Markers.

    +

    This will produce our first Group (named as hip_FK_rGroup, in Ragdoll collection), which is a set of connected +Markers.

    +

    +

    New Concept

    Group

    -

    The rdGroup node contains attributes that affect all contained markers. It's where you'd edit the overall look and feel of your character, like how stiff it should be and whether or not body parts should collide with each other.

    +

    The Group object contains properties that affect all contained markers. It's where you'd edit the overall look and +feel of your character, like how stiff it should be and whether or not body parts should collide with each other.

    Each Marker can either inherit or otherwise override these values.

    -

    - +
    +

    Markable Objects

    +

    Who can have Marker assigned?

    +
      +
    • Mesh objects and
    • +
    • Pose Bones
    • +
    +


    Left Arm

    -

    Next we will continue from the torso_ctl and out into the arms.

    +

    Next we will continue from the torso_FK and out into the arms.

      -
    1. Select the torso_ctl
    2. -
    3. Shift select L_clavicle_ctl
    4. -
    5. Shift select L_upperArm_ctl
    6. -
    7. Shift select L_lowerArm_ctl
    8. -
    9. Shift select L_hand_ctl
    10. +
    11. Select the torso_FK
    12. +
    13. Shift select L_clavicle_FK
    14. +
    15. Shift select L_upperArm_FK
    16. +
    17. Shift select L_lowerArm_FK
    18. +
    19. Shift select L_hand_FK
    20. Run Assign and Connect
    Is the order important?

    Yes, the order in which you select will determine how the markers are connected.

    -

    Your first selection is extra important, as it determines whether to start a new group, like for the hip_ctl, or to add to an existing group, like the torso_ctl.

    +

    Your first selection is extra important, as it determines whether to start a new group, like for the hip_FK, or +to add to an existing group, like the torso_FK.

    In this case, we would very much like our arm to be connected to the torso.

    Can I skip the clavicles?

    Yes, if you have extra controls - such as twist or bend - you can skip these if you don't care to simulate them.

    -

    Simply skip over them as you select, from torso_ctl directly to L_upperarm_ctl.

    +

    Simply skip over them as you select, from torso_FK directly to L_upperArm_FK.

    -

    +


    Right Arm

    Now repeat the above process for the other arm.

    -

    +


    Legs

    Now let's continue down the hips and into the legs.

      -
    1. Select the hip_ctl
    2. -
    3. Shift select L_thigh_ctl
    4. -
    5. Shift select L_knee_ctl
    6. -
    7. Shift select L_foot_ctl
    8. +
    9. Select the hip_FK
    10. +
    11. Shift select L_thigh_FK
    12. +
    13. Shift select L_knee_FK
    14. +
    15. Shift select L_foot_FK
    16. Run Assign and Connect
    17. +
    18. Repeat for the right leg
    -

    We will address those long feet shortly. 👃

    -

    +


    Drop Test

    That's enough setup, let's drop him!

      -
    1. Select hip_ctl
    2. +
    3. Select hip_FK
    4. Set Behaviour = Simulated
    5. Drop the Manikin a few times

    New Concept

    Behaviour

    -

    Each Marker has a "behaviour", which tells Ragdoll it should interpret the control it has been assigned. Should it fall with gravity? Should it try and match the pose? Should it remain fully animated, even in simulation?

    +

    Each Marker has a "behaviour", which tells Ragdoll it should interpret the control it has been assigned. Should it +fall with gravity? Should it try and match the pose? Should it remain fully animated, even in simulation?

    -

    +

    The default behaviour for Assign and Connect is to give the first selection - the "root" - an Animated behaviour.

    What does 'Animated'/'Simulated' mean?

    Animated means "copy the animation into simulation and make no changes to it"

    -

    By instead setting this to Simulated, then Ragdoll will only use the animation for the starting position and orientation of the simulation.

    +

    By instead setting this to Simulated, then Ragdoll will only use the animation for the starting position and +orientation of the simulation.

    Use Group

    -

    Alternatively, you can set it to Use Group to have it use the value of the rGroup node that was created for the whole character.

    +

    Alternatively, you can set it to Use Group to have it use the value of the rGroup node that was created for the +whole character.


    Tuning

    Next let's address the elephant in the room; the shapes. They look awful.

    -

    +


    Volumes

    The shape of each collider affects your simulation in 2 ways.

    @@ -2668,34 +2609,42 @@

    Volumes

  • Contact Points
  • Rotation Mass
  • -

    The contact point can be important if your character interacts with an environment or another character. Like in this case where the feet are incorrectly colliding with the ground because of a bad shape.

    -

    +

    The contact point can be important if your character interacts with an environment or another character. Like in this +case where the feet are incorrectly colliding with the ground because of a bad shape.

    +

    -

    That's not always the case though, sometimes you just want overlapping motion without contacts in which case the shapes won't matter.

    +

    That's not always the case though, sometimes you just want overlapping motion without contacts in which case the shapes +won't matter.

    They do however also affect their resistance to rotation. Consider this.

    -

    Here, we rotate the exact same shapes, the exact same amount in the exact same amount of time. And yet they respond differently.

    +

    Here, we rotate the exact same shapes, the exact same amount in the exact same amount of time. And yet they respond +differently.

    -

    This shape has vastly different dimensions in the X, Y and Z directions, resulting in a different rotation mass for each one. As a result, the effort required to rotate it in each axis differs too.

    -

    In practice, you'll find this for just about any limb on a character, which is typically longer in one axis. For our Manikin, this is especially true for the default clavicle shapes.

    +

    This shape has vastly different dimensions in the X, Y and Z directions, resulting in a different rotation mass for each +one. As a result, the effort required to rotate it in each axis differs too.

    +

    In practice, you'll find this for just about any limb on a character, which is typically longer in one axis. For our +Manikin, this is especially true for the default clavicle shapes.

    Override Rotate Mass

    -

    In some cases, you have a shape but want it to act like a different shape. Rotate Mass is very similar to normal Mass, except in 3 dimensions. Where the position of an object is affected equal in X, Y and Z directions, rotations have 3 separate masses.

    +

    In some cases, you have a shape but want it to act like a different shape. Rotate Mass is very similar to normal +Mass, except in 3 dimensions. Where the position of an object is affected equal in X, Y and Z directions, rotations +have 3 separate masses.


    Shapes

    With this in mind, let's tune some shapes.

      -
    1. Select rSolver object, within RagdollCol collection.
    2. +
    3. Select rSolver object, within Ragdoll collection.
    4. Activate Manipulator tool at the Toolbar
    -

    This brings up the Manipulator interface, where you can manipulate shapes using mouse gestures.

    -

    +

    This brings up the Manipulator interface, where you can manipulate shapes using mouse +gestures.

    +

    Great, now let's turn those hands and feet into boxes.

    -

    +

    Translate, Rotate and Scale

    @@ -2708,6 +2657,10 @@

    Shapes

    The help text screen-right will help you remember these.

    +

    Greater Value Step

    +

    While dragging the value on Manipulator UI panel, you may hold Shift to increase value changing step.

    +
    +

    Symmetry

    Also notice the edits are symmetrical; even when they don't start out that way like the feet!

    @@ -2718,40 +2671,41 @@

    Recording

  • Run Record Simulation
  • Enjoy
  • -

    +

    +
    +

    Recording options?

    +

    By holding Ctrl while clicking Record Simulation, a dialog pops up provides you more control over recording process.

    +

    image

    +


    Start Again

    -

    The recorded simulation ends up on NLA Track of each marker assigned object, and the solver is also set Cached. -To start over, delete those tracks (or mute them) and disable the cache for solver.

    -

    +

    The simulation was recorded into the NLA Track of each marker assigned object with Solo enabled for playback. +To start over, disable Solo mode for those tracks (or delete them).

    +

    -

    Active Action Toggle

    -

    For correct playback, we have to turn off the influence of each objects' active action as it's required if -the simulation was derived from animation.

    -

    And for convenience, we have a toggle right next to the Record Simulation button for switching animation and baked result -back and forth, so you don't have to manually mute the baked track under each object. And yes, not a bulletproof switch, -meaning it will be improved in next release. -

    +

    Initial Key

    +

    By default, Ragdoll adds one keyframe on the simulation starting frame, this is to keep original pose intact after +playback recorded animation.

    -


    -

    Bonus: Pin Constraint

    -
      -
    1. Select one or many objects that have marker assigned.
    2. -
    3. Go to the Constraint panel, click Pin Marker (or Pin All Selected) button.
    4. -
    5. Once done, drag the empty object around and simulate!
    6. -
    -

    -
    -

    Other Constraints?

    -

    At the moment, only Pin Constraint works, other type of constraints coming soon!

    +

    Auto Cache

    +

    If you have recording option Auto Cache enabled while recording, solver will remember simulation result after recorded, +which can be helpful if you wish to compare the simulation against baked result. If so, don't forget to turn it off before +next simulation.

    +

    image


    -
    -

    That's it!

    -

    We hope you have fun, and please don't hesitate to ask questions on the forum!

    +

    Next Steps

    +

    In the next tutorial, we'll take this a bit further. As you play around with the Rotate Stiffness on either the rGroup or +individual rMarker nodes, you'll find some limbs start to misbehave. Especially the knees and elbows, that normally won't +allow rotations past a certain angle in a real human (or Manikin for that matter!). That isn't the case here, because we've +left out a critical part of any complete ragdoll.

    + +

    See you there!

    @@ -2760,7 +2714,7 @@

    Bonus: Pin Constraint

    - Last update: 2023-06-08 + Last update: 2023-08-01
    @@ -2803,21 +2757,21 @@

    Bonus: Pin Constraint

    - - + + - + diff --git a/tutorials/manikin_ik/index.html b/tutorials/manikin_ik/index.html index b956770b..ab64f50e 100644 --- a/tutorials/manikin_ik/index.html +++ b/tutorials/manikin_ik/index.html @@ -2541,6 +2541,14 @@

    Inverse Kinematics

    Manikin and IK

    +

    Pick your target application. 👇

    +
    +
    +
    +
    +
    +
    +

    In the previous tutorial we turned a character rig into a ragdoll, driven by your animation.

    In this tutorial, we'll have a look at how we apply this to the IK controls of a rig.

    @@ -2641,7 +2649,7 @@

    Test Animation

    - Last update: 2023-02-07 + Last update: 2023-08-02
    diff --git a/tutorials/manikin_ragdoll/index.html b/tutorials/manikin_ragdoll/index.html index 94a57be3..daa4c1a8 100644 --- a/tutorials/manikin_ragdoll/index.html +++ b/tutorials/manikin_ragdoll/index.html @@ -2583,11 +2583,19 @@

    Full Ragdoll

    Manikin Ragdoll

    +

    Pick your target application. 👇

    +
    +
    +
    +
    +
    +
    +

    In the previous tutorial we assigned markers onto a rig such that you can achieve overlapping motion.

    That's enough for some things, but other times you don't want any animation. You just want to drop a ragdoll someplace dangerous and watch it go.

    -

    Version 1.1 - Up to date

    -

    Written for Ragdoll 2021.12.10 and above.

    +

    Version 1.2 - Up to date

    +

    Written for Ragdoll 2023.08.01 and above.

    Estimated Time

    As you tune, try dropping the Manikin from different heights and angles. Put an obstacle underneath for more detail and to catch more edge cases. Once you are unable to produce an unnatural pose, you are done!

    +

    -

    Download Completed Scene

    For your reference, here is the completed scene with the Manikin file referenced.

    - +
    +
    +

    +

    Download Completed Scene

    +

    For your reference, here is the completed scene with the Manikin file referenced.

    + +


    Damped Limits

    You can tune the behaviour of each limit to capture the look you're after, such as making things a little more damped.

    +

    -

    Global Damping

    This, and other stiffness and damping-related attributes, can be controlled globally - for every limit in your scene - via the rSolver node.

    image

    +
    +
    +

    +
    +

    Global Damping

    +

    This, and other stiffness and damping-related attributes, can be controlled globally - for every limit in your scene - via the rSolver node.

    +

    image

    +
    +
    +


    Soft Limits

    Sometimes, a limit is hard. Like your elbow. It won't allow you to continue rotating it once it's straightened out. You'll break it!

    Other limits are more flexible. Let's reflect this in our simulation by reducing their range and lowering their Stiffness, accepting that they will exceed it, but get gently pushed back.

    +

    - +
    +
    +

    +


    Accurate Feet

    Feet contact with the ground is often more important than other contacts. For such cases, a box or capsule shape may not be enough.

    +

    So let's use Replace Mesh to fix that.

    1. Select L_foot_jnt
    2. Select a mesh
    3. Run Replace Mesh
    +

    +
    +
      +
    1. Select L_foot_blend_jnt
    2. +
    3. In Physics tab, scroll to Default Shape and find Custom mesh shape property
    4. +
    5. Pick L_foot_geo
    6. +
    7. Change Shape to Mesh type
    8. +
    9. Do the same to the other foot
    10. +
    +

    +


    Animation

    In most cases, you'll want some control over the resulting simulation. Just a little bit.

    +
    +

    Group Markers

    +

    You could add/remove groups as you go for better control, each group multiplies stiffnesses and damping on each contained Marker.

    +
    +

    +
    +
    +

    +
    @@ -2749,7 +2840,7 @@

    Animation

    - Last update: 2023-06-01 + Last update: 2023-08-02
    diff --git a/tutorials/manikin_ragdoll_blender/index.html b/tutorials/manikin_ragdoll_blender/index.html new file mode 100644 index 00000000..debf1347 --- /dev/null +++ b/tutorials/manikin_ragdoll_blender/index.html @@ -0,0 +1,2675 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + Blender Manikin II - Learn Ragdoll + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    + + + + Skip to content + + +
    +
    + +
    + + + +
    + +
    + +
    + + + + +
    +
    + + + +
    +
    +
    + + + + + +
    +
    +
    + + + +
    +
    +
    + + +
    +
    +
    + + +
    +
    + + + + + + + + +

    Blender Manikin II

    + + + +

    Manikin Ragdoll

    +

    In the previous tutorial we assigned markers onto a rig such that you can achieve overlapping motion.

    +

    That's enough for some things, but other times you don't want any animation. You just want to drop a ragdoll someplace dangerous and watch it go.

    +

    Estimated Time

    +
      +
    • 🕐 10 minutes
    • +
    +

    You will learn

    +
      +
    • ✔️ How to prevent unrealistic poses
    • +
    • ✔️ How to author and tune "limits"
    • +
    +

    Where to find help

    +

    If you find or run into any issues with these tutorials, here's what you can do.

    + +


    +

    Bring Your Own Rig

    +

    Either continue from the last tutorial or start anew with your own rig.

    +

    + + + +


    +

    Limits

    +

    Next let's see how our character behaves when there isn't any animation around to steer it.

    +
      +
    1. Select hip_FK_rGroup
    2. +
    3. Set Behaviour = Simulated
    4. +
    5. Set Rotate Stiffness = 0.0
    6. +
    +

    As in our last tutorial when we changed the hip_FK from Animated to Simulated, now we do the same but for the whole character!

    +

    Yikes! That's a mess. No longer is the animation holding a pose together, it's all up to gravity and the anatomy of our character now.

    +

    The way we will address this is via "limits", which is like locked rotate channels except they also lock a range of values. We can use this to replicate natural limits in our human joints.

    +


    +

    Legs

    +

    Let's start at legs and work our way up. First, let's figure out what axis we want to rotate, and which we want to lock.

    +

    + +

    Ok, great. The Z axis should rotate but X and Y should be locked.

    +

    Except... no. Because Ragdoll uses different axis system at the moment, so we better head right into Limit Mode and find out!

    +
      +
    1. Activate Ragdoll workspace tool Manipulator
    2. +
    3. Select the lower leg
    4. +
    5. Switch to Limit Mode
    6. +
    7. Enable limits around X, Y and Z
    8. +
    9. Have a look at which axis should be locked
    10. +
    11. Lock them, should be X and Z
    12. +
    +

    + +

    Next, tune the minimum and maximum values of the limit.

    +
    +

    Tune Minimum and Maximum Separately

    +
    +

    By holding the Ctrl key, you can manipulate one bound at a time.

    +

    + +

    Then we can do the same for the feet.

    +

    + +

    Something like that should do the trick.

    +


    +

    Clavicles

    +

    Let's keep the clavicles simple. We'll allow only 1 axis of rotation by locking the others.

    +
      +
    1. Activate Manipulator
    2. +
    3. Edit the clavicle
    4. +
    +

    + +


    +

    Arms

    +

    We'll lock the X and Z axes of the lower arm like we did for the lower leg.

    +
      +
    1. Activate Manipulator
    2. +
    3. Edit the lower arm
    4. +
    5. Edit the hand
    6. +
    +

    + +


    +

    Hip and Spine

    +

    Both the hip and spine should be allowed to rotate around all three axes, so we can leave these at their default values for now.

    +
      +
    1. Activate Manipulator
    2. +
    3. Edit the hip and spine
    4. +
    +

    + +

    And that's it! From here, we can hide the limits to have another look at contacts.

    +


    +

    Contacts

    +

    If we hide away our limits for a moment, we can see something that's not right. Notice how the arms and legs intersecting each other? That's because, per default, the limbs within a single group are allowed to overlap.

    +

    + +
    Should I enable Self Collision?

    Normally the answer is "no", but when you do, this can be overridden on the rGroup node.

    +

    image

    +
    +


    +

    Overlap Group

    +

    Let's address this by having these overlap with Nothing.

    +

    + +


    +

    Finalise

    +

    You now know enough to construct any character of any anatomy!

    +

    You have learnt

    +
      +
    • ✔️ How to limit the motion between two limbs
    • +
    • ✔️ How to tune the minimum and maximum bound of each limit
    • +
    +

    As you tune, try dropping the Manikin from different heights and angles. Put an obstacle underneath for more detail and to catch more edge cases. Once you are unable to produce an unnatural pose, you are done!

    +

    + +

    Download Completed Scene

    +

    For your reference, here is the completed scene with the Manikin file referenced.

    + + +


    +

    Damped Limits

    +

    You can tune the behaviour of each limit to capture the look you're after, such as making things a little more damped.

    +

    + +
    +

    Global Damping

    +

    This, and other stiffness and damping-related attributes, can be controlled globally - for every limit in your scene - via the rSolver node.

    +

    image

    +
    +

    Soft Limits

    +

    Sometimes, a limit is hard. Like your elbow. It won't allow you to continue rotating it once it's straightened out. You'll break it!

    +

    Other limits are more flexible. Let's reflect this in our simulation by reducing their range and lowering their Stiffness, accepting that they will exceed it, but get gently pushed back.

    +

    + +


    +

    Accurate Feet

    +

    Feet contact with the ground is often more important than other contacts. For such cases, a box or capsule shape may not be enough.

    +

    So let's use Replace Mesh to fix that.

    +
      +
    1. Select L_foot_blend_jnt
    2. +
    3. In Physics tab, scroll to Default Shape and find Custom mesh shape property
    4. +
    5. Pick L_foot_geo
    6. +
    7. Change Shape to Mesh type
    8. +
    9. Do the same to the other foot
    10. +
    +

    + +


    +

    Animation

    +

    In most cases, you'll want some control over the resulting simulation. Just a little bit.

    +
    +

    Group Markers

    +

    You could add additional marker group for better control over stiffness and damping on different part of limbs, which then decides how your input animation affects simulation.

    +
    +

    + +


    +

    Bonus: Pin Constraint

    +
      +
    1. Select one or many objects that have marker assigned.
    2. +
    3. Go to the Constraint panel, click Pin Marker (or Pin All Selected) button.
    4. +
    5. Once done, drag the empty object around and simulate!
    6. +
    +

    + +
    +

    Other Constraints?

    +
    +

    At this moment (2023.08 release), only Pin Constraint works, other type of constraints coming soon!

    +


    + + + + +
    +
    + + + Last update: 2023-08-01 + + +
    + + + + + + + + + +
    +
    +
    +
    + + + + +
    + + + + + + + + + + + \ No newline at end of file diff --git a/tutorials/mocap_chap/index.html b/tutorials/mocap_chap/index.html index 2dbe3cb5..f82fc1ec 100644 --- a/tutorials/mocap_chap/index.html +++ b/tutorials/mocap_chap/index.html @@ -2623,6 +2623,14 @@

    Mocap Chap

    Mocap Chap

    +

    Pick your target application. 👇

    +
    +
    +
    +
    +
    +
    +

    In the previous tutorials we've turned a character rig into a full ragdoll, driven by your animation.

    This time we'll look at applying physics to only parts of a character, like the upper body of this mocap clip found in Maya's default Content Browser.

    @@ -2811,7 +2819,7 @@

    Next Steps

    - Last update: 2023-04-12 + Last update: 2023-08-02
    diff --git a/tutorials/ragdog/index.html b/tutorials/ragdog/index.html index cf187747..94d467b1 100644 --- a/tutorials/ragdog/index.html +++ b/tutorials/ragdog/index.html @@ -2393,6 +2393,14 @@

    Ragdog

    Ragdog

    +

    Pick your target application. 👇

    +
    +
    +
    +
    +
    +
    +

    In this tutorial, we'll rig a character from scratch and assign meshes and limits to it.

    Version 1.0 - Up to date

    @@ -2436,7 +2444,7 @@

    Next Steps

    - Last update: 2023-03-06 + Last update: 2023-08-02
    diff --git a/tutorials/rookie_wasp/index.html b/tutorials/rookie_wasp/index.html index b984b19d..ae1be58b 100644 --- a/tutorials/rookie_wasp/index.html +++ b/tutorials/rookie_wasp/index.html @@ -2379,6 +2379,14 @@

    Rookie Wasp

    Rookie Wasp

    +

    Pick your target application. 👇

    +
    +
    +
    +
    +
    +
    +

    In this tutorial, we'll make an animation cycle using Ragdoll.

    Version 1.1 - Up to date

    @@ -2416,7 +2424,7 @@

    Videos

    - Last update: 2023-02-08 + Last update: 2023-08-02
    diff --git a/tutorials/self_walking/index.html b/tutorials/self_walking/index.html index 93db5675..e2a8e531 100644 --- a/tutorials/self_walking/index.html +++ b/tutorials/self_walking/index.html @@ -2393,6 +2393,14 @@

    Self Walking

    Walking Rhino

    +

    Pick your target application. 👇

    +
    +
    +
    +
    +
    +
    +

    In this tutorial, we'll make a self-walking character using our Rhino asset.

    Version 1.0 - Up to date

    @@ -2450,7 +2458,7 @@

    Next Steps

    - Last update: 2023-02-08 + Last update: 2023-08-02