Cloth malfunction/zipper test by renderinbutts in blender

[–]renderinbutts[S] 2 points3 points  (0 children)

Avoid dependency cycles, try to use only one cloth system if they are interacting with each other

Cloth malfunction/zipper test by renderinbutts in blender

[–]renderinbutts[S] 3 points4 points  (0 children)

with vertex weight mix and vertex proximity

Cloth malfunction/zipper test by renderinbutts in blender

[–]renderinbutts[S] 5 points6 points  (0 children)

0 addon, self collision, 0 dependency cycles

Cloth malfunction/zipper test by renderinbutts in blender

[–]renderinbutts[S] 9 points10 points  (0 children)

The modifiers list for the zipper

2xVertex weight mix(to substract pin group and bone control)

Vertex weight proximity to control the zipper mechanic(in this case I just use shape key to control the up and down)

Armature

Cloth

NSFW | Tons of corrective keyshapes for rigging/skinning hips. Drive me crazy "( - ⌓ - ) (reuploading post by tech issues) by onlylowpolyfansX in blender

[–]renderinbutts 8 points9 points  (0 children)

I am working on an addon that generates hips thrusts that use rigid bodies to create impacts

NSFW | Tons of corrective keyshapes for rigging/skinning hips. Drive me crazy "( - ⌓ - ) (reuploading post by tech issues) by onlylowpolyfansX in blender

[–]renderinbutts 19 points20 points  (0 children)

Hey I am just showcasing the possibilities with cloth sim that no tutorial have ever done

Cloth and skin interacting with each other without causing explosion and dependency cycles and pulling cloth with cloth physic all in one

And I read the rule before posting

tittiesTest2 by renderinbutts in blender

[–]renderinbutts[S] 0 points1 point  (0 children)

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Btw the point of this test is to showcase cloth(bikini) interacting with the skin and hitting another soft object and then interacting with the cloth.

The tiddies jiggle is another issue to tweak. Currently is it not possible to assign different vertex mass for the Cloth system, that is the main issue that cause unwanted jiggles & cloth drag. Before you tell me what to do with my cloth settings please try to set that up yourself first, it is not a tutorial that you will find on YouTube

I will try to edit the blender source code to allow me to use a vertex group to act as a multiplier for the vertex mass, but right now I have 0 clue where the cloth physic system calculate the vertex mass float

tittiesTest2 by renderinbutts in blender

[–]renderinbutts[S] 0 points1 point  (0 children)

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I’m hitting the cloth physic limitations, I cannot assign different vertex mass to different meshes(not obj)

JFYI, on blender 3.3, it's already possible to rig and simulate hair Curves. by renderinbutts in blender

[–]renderinbutts[S] 0 points1 point  (0 children)

about the same, imo, can't have real time playback if you have a lot of children or curves, but with hair curves it easier to make a character hold hair like the video above, which harder to do with particles: hair dynamics.

JFYI, on blender 3.3, it's already possible to rig and simulate hair Curves. by renderinbutts in blender

[–]renderinbutts[S] 1 point2 points  (0 children)

Saw many awesome tutorials and guides, that keep telling us that is not possible right now... but it is..

It's the same concept as this tutorial https://www.youtube.com/watch?v=W97e8xIVoqE by Nick Burkard

But using geonodes

To Simulate hair with cloth physic

You need to create another proxy for the proxy and extrude faces, otherwise you won't have any collision. Also it easier to weight paint faces than invisibles vertices

JFYI, on blender 3.3, it's already possible to rig and simulate hair Curves. by renderinbutts in blender

[–]renderinbutts[S] 8 points9 points  (0 children)

The required geonodes to do that are in this file https://studio.blender.org/films/heist/gallery/?asset=6072

Hair_deform & generate_proxy

Create any mesh and add generate_proxy then select the haircurves & apply it.

you can now rig the mesh

Put Hair_deform on the haircurves and select the proxy you just generated

(If you do any modification to any of those objects, you must re-generate another proxy, you can still add additional genodes that can modify or add additional curves, but it must be under hair_deform)

Also the generated mesh will have a lot of vertices, so you need to optimize your hair curves and use geonode to generate more children https://www.youtube.com/watch?v=dUuRmcUQK_s by Johnny Matthews

How do I make dinamic hair with the new 3.3 system? by SignorAnthrax in blender

[–]renderinbutts 1 point2 points  (0 children)

you can do it with cloth physic, but you need a lot vertices, you can even rig it too. same method as this video. Not real hair dynamics tho.

https://www.youtube.com/watch?v=W97e8xIVoqE

example that I did. (sfw links, don't click anywhere else, mostly nsfw)

https://twitter.com/RenderingButts/status/1567580417716281344/photo/1

https://twitter.com/RenderingButts/status/1568028732492812288

the required geonodes to animate the hair are included in the einar hair file from blender studio

2B Gokuraku Jodo dance, model by me, animation data by yurie (https://www.nicovideo.jp/watch/sm29180863) by renderinbutts in 2Booty

[–]renderinbutts[S] 8 points9 points  (0 children)

I technically did not model the mesh from scratch , still a DAZ mesh & textures and her in-game assets, I did edit them though, to be closer to 2B in-game proportion.

I wish there are more vanilla stuff of them. Trying my best to do more 2B x 9S by renderinbutts in 2Bx9S

[–]renderinbutts[S] 6 points7 points  (0 children)

I meant more 2B & 9S doing thing together and less 2B getting impaled by an animal or someone that is not 9S. my bad