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1,013 comments found!
Hi fuqol27,
I assume you are working with the version that is still currently sold at Renderosity.
I don't know if you are able to do GPU simulations or if you are working in MultiThreading.
The current version at Renderosity has several flaws, the first is an instability of MultiThreading and the second is an inability to work with recent graphics cards that use OpenCL 3.0.
These issues are now fixed and I think I can send a test version to a few people who ask me for it.
Let me know if you are interested.
Alicia, If you wish, I can send you the test version that I am currently finalizing.
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Thread: Restart VWD??? | Forum: Virtual World Dynamics
FVerbass suggested that it would be interesting to have the ability to write Python scripts in VWD.
This can be considered a simple solution that would solve the problem you raise.
There could be a master program which would sequence VWD executions with a minimal number of parameters.
Thus, a set of simulations could be done in a single action.
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Thread: Restart VWD??? | Forum: Virtual World Dynamics
I assume you would like to do all the simulations with just one opening of the VWD program.
For the moment this is not possible because VWD was written to only do one simulation and return the result to the host.
This would represent a lot of work in the program.
Importing _VWD files as a collision object is relatively quick. I'm not sure the time saving is huge.
I'll still think about it.
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Thread: Restart VWD??? | Forum: Virtual World Dynamics
This is already the case in VWD.
A simulated object with a name with _VWD can be imported as a collision object and will participate in the next simulation.
For example: hair on the character and a _VWD outfit
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Thread: Restart VWD??? | Forum: Virtual World Dynamics
It works.
It is now possible to stop the program to perform an action in Poser and then restart it without losing what has already been done.
I can send you the Python files so you can try it out but I don't know how to do it.
If you want, you can give me an email or send me an email on virtualworlddynamics@gmail.com or give me another way to send you the files.
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Thread: Come back! | Forum: Virtual World Dynamics
I just made a dress that looks like the one you simulated, for me too, the results seem good.
I also just rewrote the functions used for generating garments that I had initially made for Daz Studio. They are now available in Poser.
They will be the subject of several explanatory videos even if they do not represent the entire process of generating a garment.
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Thread: Pull and thug manipulation? | Forum: Virtual World Dynamics
When you are in the simulation tab, the shift key activates the simulation.
You can activate the dynamic deformation by moving on the garment. The selection can be a single vertex or by a sphere containing the vertices included in this sphere.
You can move the vertices in a plane parallel to the screen or on a line perpendicular to the screen by pressing the control key (with the shift key).
When the program switches to "dynamic deformation" mode, inertia is unchecked because mouse movements could generate too much energy if inertia was active.
When you release the mouse and continue to press the shift key, the simulation continues without inertia but you can reactivate it by clicking on the inertia box.
If you release the shift key, the simulation stops but you can restart it by clicking on the "static simulation" button.
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Thread: Restart VWD??? | Forum: Virtual World Dynamics
I'll do some more tests but the first ones weren't conclusive.
I'll see what I can do.
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Thread: Pull and thug manipulation? | Forum: Virtual World Dynamics
Okay, I understand what you mean.
Normally, the point or set of vertices that are snapped with the mouse and shift key are released when you release the mouse.
There is a setting that allows you to keep these vertices snapped in space, but this is not the default mode.
If, by mistake, some vertices remain snapped in space, you can always select them, remove the "Fixed Points" mode and restart the simulation normally or with the shift key.
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Thread: Come back! | Forum: Virtual World Dynamics
The self-collision process has several possibilities.
The normal mode detects both sides of the fabric.
My current version greatly improves the self-collision and allows for several test iterations.
I think it is possible to see the different cases in the last video I put on YouTube.
I did new tests with Poser 12 and I think I can say that everything works normally without modifications.
The animation import problems of "La femme" were related to the fact that the character is displayed with a subdivision while the character internally is not subdivided. The export of vertices done in Poser is done in basic mode (not subdivided). This is why the script reading mode did not work while the mode using OBJ files worked correctly.
During the week, I will finalize a version that I will make available to several people for testing.
Many features will not be documented yet but I want to make sure the GPU works properly and that the Poser version works as well.
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Thread: Come back! | Forum: Virtual World Dynamics
Thank you all for these tests in Poser.
FVerbass, I bought the Poser12 version from Humblebundle.
My first tests seem to work very well, launching VWD and importing the different elements are done perfectly.
However, I had a problem with importing the collision character animation.
I wanted to animate "La femme" and apply to her, the trumpet dress and Zoe hair that I had used in the last animation of the video posted on YouTube.
I replaced the normal animation import with the animation by OBJ.
Using this method, I was able to perfectly apply the dress and hair on "The Woman", the simulation is fast and precise.
This "OBJ" method of importing animation has the disadvantage of being particularly slow because each pose of the animation is first exported in OBJ before extracting the vertex positions.
I will try to debug to understand where the problem is.
I guess you had some difficulties with GPU simulations.
This problem is now solved which allows to make very fast simulations.
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Follow me on Twitter : @VWDynamics
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Thread: Pull and thug manipulation? | Forum: Virtual World Dynamics
____________________________________________
Follow me on Twitter : @VWDynamics
Watch demo videos on Youtube
Thread: Come back! | Forum: Virtual World Dynamics
Thank you very much FVerbass,
I started looking at the Python help for Poser.
I think it will take some time to analyze how to do this conversion.
I tried Python2 to Python3 converter online but the slightest error causes the entire text to be converted to be rejected.
Do you know of a reliable converter?
I made a first video showing some clothes and hair made with VWD.
I want to make more and more complex clothes.
Here is the link : https://youtu.be/Ec-zKtPfhKY
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Follow me on Twitter : @VWDynamics
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Thread: Come back! | Forum: Virtual World Dynamics
Hello,
I will try to answer all the questions.
Sepiasiren, I can send you the current version of Renderosity because my future version is not ready yet.
About Poser 12 and 13, I don't have any solution yet but I want to solve this problem.
If someone can send me the PDF document corresponding to the Python functions in version 13, I think I can make the necessary changes in the program.
I don't have the latest version of Poser and I'm currently unable to do any testing.
Could you tell me what the error messages are when trying to launch VWD from Poser 13?
I have no pretensions compared to Marvelous Designer, but the new version of VWD will be able to create clothes.
The next version will also be able to create hair.
I'm working on a video showing this work.
This video will show several animations made with clothes and hair created with my current test version.
As I said before, mesh quality is essential to a quality simulation, which is what I will show in this video.
After that, I will make a video showing a clothing simulation and a hair simulation done with the various parallelization methods.
From a simulation done in a single processor to a simulation done with my RTX 4070 Ti Super card.
I'm thinking about a way to redo a simulation very quickly without starting from scratch.
A solution exists in the current version but I probably haven't explained it enough.
I would also like to work on an UNDO in the program. This function is obviously very useful but requires memory.
I think this is one of the major reasons to move to 64 bits. I think all the libraries I use are now 64-bit accessible.
Regarding the import of characters with additional meshes, I have not done any new tests but if Daz Studio has not made any modifications, the import will have to be done using the OBJ parameter.
I will try, but I suppose it is possible to save this animation and thus only have to do this import once.
In simulation, making a looping video is very complicated because, as you say, the random part makes this process almost impossible.
We can imagine a system of constraints which would become stronger and stronger and force the mesh to return to its original shape. It's not won.
Please tell me if I have answered one or more questions.
Thank you for your support.
Gerald
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Thread: Come back! | Forum: Virtual World Dynamics
Thank you for all your responses and comments.
I will answer you more precisely on Sunday.
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Follow me on Twitter : @VWDynamics
Watch demo videos on Youtube
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Thread: Come back! | Forum: Virtual World Dynamics