Yeah, I'm sure you're right. The automated rigging, the prefabricated complex movements and the flexible model and clothing surfaces in these programs are extremely time-saving.
For character animation with MSPhysics you also need minimal programming knowledge, which is not very user-friendly.
Posts made by faust07
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RE: Animating 3D People with Animator
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RE: Animating 3D People with Animator
The source for the outer shell of the characters is, as mentioned above, the 3D warehouse ("3D People").
Most of the time I use models that are already divided into the moving body parts ("Rigged").
For example: Cronoz-artes Graphic Design, Brazil: https://3dwarehouse.sketchup.com/by/CRonoz?login=true#
I modify and combine the body parts in order to adapt them to my representation goals and movement sequences.
Then they are combined with the simple, physically active basic geometries (with MSPhysics collision, mass, material properties etc.) and these are connected with the joints.
The joints, the behavior of the basic bodies and thus all movement sequences are controlled via MSPhysics scripts.
Special curve joints (CurvyPiston) are responsible for the movement of the figures on paths. Direct control with keyboard and mouse is also possible. But that would be more important for games.
If it's interesting, I could open a tutorial explaining the approach on a sample character.
But it would be better to wait for the new version of MSPhysics, as the author AntonS wants to improve the user friendliness and the effectiveness. As announced by him, the new version will not be compatible with older MSPhysics models.
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RE: Animating 3D People with Animator
here is a link to some examples of character animation that I created with MSPhysics within SketchUp almost 2 years ago:
https://sketchucation.com/forums/viewtopic.php?f=333&t=69952#p641730
Unfortunately, I haven't had much time since then to go into this further. Character animation with just simple tools is a highly complex task, especially when you want to combine different types of movement fluidly.
Animator has a completely different approach than MSPhysics, but is basically suitable for simple character animation. But here you start from scratch, so to speak.
It is easier to work with systems that offer prefabricated body models, rigging and movement sequences. But it's always fun.
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RE: Trade policy that makes me cranky :-(
I'm on the same street as HornOxx. Thank you very much, Didier!
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RE: Looking for plugin/code to connect lines
I can not believe it. What was all the years? Great joy that you still exist. Hopefully nothing bad had happened. It's insane β¦
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RE: Relocating the axis for all Groups/Components at once
thomthom: axes tools
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RE: Cateripllar with Fredo6 animator
This is the world of MSPhysics β¦ Sorry, but there are a mass of examples for caterpillar.
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RE: Msphysics buoyancy.
Should MSPhysics simulate a wheel floating flat in the water or a kind of rubber tire on the road?
The behavior of bodies under MSPhysics buoyancy depends, in addition to material and density, very much on their size, shape and position to the surface.
The tire is a bit more complicated anyway, because here the concave shape has to be put together from individual segments.
Posting a model would be helpful to help ... -
RE: A small selection of my work from the past year.
Great work. Bus and Trabi remind me of my childhood. I was allowed to drive a Trabant myself. My father let me go short time. What renderer did you use?
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RE: Best way to make a background
For single images I like to use environment maps (HDR images, JPGs etc.) directly in the render program (here Indigo RT). However, these do not work when rendering MSPhysics simulations. Then I still like to use domes with internally mapped 360 Β° panoramic images of hemispheres and landscapes, whereby the night sky is also set as an emitter. I then also place light sources as sun or moon within these domes. For example, a sun (indigo or twilight light source) that I can align as a dynamic component according to the SketchUp position of the sun.
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RE: Anyone Upgrading to 2020?
Oder wie der Sachse sagt: "Dig, Dag und Digedag"...
(Cover of the first issue of a comic magazine from the 1950s of the former GDR)
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RE: MSPhysics 1.0.3 (16 October 2017)
Thanks for the information on the further development of MSPhysics. That sounds great. Will the old models be compatible with the new version?
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RE: [Plugin] Virtual Assistant - v1.0.2 - 28 Dec. 2019
It is amazing when geniuses are found. I am thrilled and can hardly wait for the results. I would be particularly excited about the synergies for the MSPhysics area - voice input ...
Thanks again! -
RE: Keyboard pivot component around its axis
I often use this little plugin: rot90.rb
Copyright (c) 2008 Clark Bremer (aka daiku)
Rotate selected component instance 90 degrees around Z axis:
5/17/08: All 3 axes. Input from Matt666
4/24/08: Use center as rotation point instead of CI origin. Also works on groups now. -
RE: A cosy retreat
Great pictures - in the past everything was better... but back to SketchUp - which software (modeling, texturing, rendering) did you use?
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RE: Animation, rendering, tooling advice - aerospace application
With MSPhysics everything is possible..
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RE: MSPhysics 1.0.3 (16 October 2017)
Sounds good. This could be a reason to purchase SketchUp 2019...
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RE: A few of my models, used in the LAZARUS comic book
Absolutely outstanding work! Thank you for the presentation here in the forum. Which techniques and which software do you use for the visualizations? How are the characters and their gestures created - 3D models or are they drawn into the pictures?