Strand Collision Framework

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Strand Collision FrameworkAuthor: Mathias Nordskog
updated for Softimage 2015. This set of ICE nodes simulates inter-strand collisions as well as strand self-collisions. Fwiw the author declares it to be in a »useable enough« state — see the demonstration video to get an impression of its speed and stability.

[..] Usage should be largely self-explanatory, with the zip containing a number of example scenes. The length correction factor before collision takes place corresponds to the bidirectional length correction in the original strand dynamics framework. Think of it was a wobbliness factor. A lot of the compounds have a Range input. These compounds are driven by various values, usually the collision force. We divide the input by the range value and clamp it between 0 and 1, so a range of 10 and an input value of 1 would give you 0.1, or a 10% effect. The lower the range the stronger the effect, with 0 disabling it completely.

Read more in the thread linked below, including usage and the limitations

local backup: StrandCollisionFramework_2015.xsiaddon (includes patch from si-commmunity thread) scf-demo_scenes.zip (demo scenes)

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caledonian_tartan
Posts: 252
Joined: 17 Feb 2010, 15:13

Re: Strand Collision Framework

Post by caledonian_tartan » 30 Oct 2013, 09:57

this is fantastic, thank you!!

unfortunately i get an error with a custom ice node. Per_Point_Array.dll
although it still works.

Code: Select all

# WARNING : 3000 - Invalid port type specified for Custom ICE Nodes.
# Port Name: Attribute
# ID: 0
# Invalid port type: 276480
# WARNING : 3000 - Invalid port type specified for Custom ICE Nodes.
# Port Name: Array
# ID: 201
# Invalid port type: 277504
# ERROR : 2384 - This port type(s) is incompatible with other ports of the same constraint map:
# <Node: Per_Point_Array>
# <Port ID: 201>
# <Group ID: 201>
may it have something to do with this?
"...the output port was using the same same context
ID as a "singleton" input. So using two context IDs solved it..."
SI 2015 @ WIN7-64

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Roughy
Posts: 9
Joined: 10 Jul 2009, 20:52

Re: Strand Collision Framework

Post by Roughy » 30 Oct 2013, 12:20

Yeah, it's an error that only pops up in 2013/2014 (and possibly 2012). Loads fine in 2011
Back when trying to fix it SI would complain even if all ports were given separate constraint maps. Any and all combinations short of cutting the extra ports would result in the same error, so I'm just going to leave it as long as it doesn't cause any actual problems.

Granted, chances are I'm overlooking something painfully obvious. Would expect it to throw the same error in 2011 though.

jmquintela
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Re: Strand Collision Framework

Post by jmquintela » 31 Oct 2013, 23:14

Thanks!, just in time to test some dinamic Muscle System ideas I was having... great timing men , thaks a lot, you probably save a lot of us HOURS of work :)

adrencg
Posts: 186
Joined: 05 May 2012, 00:50

Re: Strand Collision Framework

Post by adrencg » 02 Nov 2013, 00:23

Can the strands collide with things other than strands?

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Roughy
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Joined: 10 Jul 2009, 20:52

Re: Strand Collision Framework

Post by Roughy » 02 Nov 2013, 10:03

The framework includes a node that turns the edges of a mesh into strands, which you can collide with.
It also includes the stock strand collision setup, which lets them collide with mesh faces as usual.

Have a look at the Dynamic-Mesh-Collisions sample scene

nikaragua86
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Joined: 20 Apr 2012, 23:08

Re: Strand Collision Framework

Post by nikaragua86 » 03 Nov 2013, 07:53

thanks !!!

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SamHowell
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Location: London
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Re: Strand Collision Framework

Post by SamHowell » 03 Dec 2013, 10:47

I remember seeing some tests for this stuff on Vimeo years ago. It's fantastic that you finished it and even more fantastic you are sharing it. People like you are helping to keep the golden age of ICE going. Thankyou.

alanf
Posts: 22
Joined: 14 Jun 2009, 20:22

Re: Strand Collision Framework

Post by alanf » 21 Jan 2014, 16:39

Another glaring issue... No Linux compile? :-\ It's too bad as I'd love to use it in production at work (in Softimage in Linux.)

Do you have plans of releasing the source?

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Roughy
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Joined: 10 Jul 2009, 20:52

Re: Strand Collision Framework

Post by Roughy » 21 Jan 2014, 17:22

I am planning a complete rebuild to go along with a set of more advanced hair modeling tools I am working on, as such I would rather this monstrosity not spread any further :)

Alas, it is going to take me a while to get to it, as the modeling toolset takes precedence.

I am afraid you are going to have to wait :(

TheRazorsEdge
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Joined: 10 Jun 2009, 11:58

Re: Strand Collision Framework

Post by TheRazorsEdge » 16 Mar 2014, 10:03

This looks very promising. Thanks a lot for sharing.

Cheers!

adrencg
Posts: 186
Joined: 05 May 2012, 00:50

Re: Strand Collision Framework

Post by adrencg » 19 May 2014, 00:59

This is great and it seems to work perfectly for hair once the emitter is set to segments instead of capsules.

Is there a way to taper the ends?

CYTE
Posts: 33
Joined: 05 Sep 2015, 07:55

Re: Strand Collision Framework

Post by CYTE » 20 Oct 2016, 21:36

Hey Roughy,
your strand collision framework is really amazing!
is there a way to enable selfcollision and collsion with other objets at the same time?
cheers
CYTE

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Roughy
Posts: 9
Joined: 10 Jul 2009, 20:52

Re: Strand Collision Framework

Post by Roughy » 04 Nov 2016, 07:22

CYTE wrote:Hey Roughy,
your strand collision framework is really amazing!
is there a way to enable selfcollision and collsion with other objets at the same time?
cheers
CYTE
You can just add a second Collide Strands compound directly beneath it, and use that to collide with any other strand geometry: http://i.imgur.com/1S97000.png

At least it seems to work. It's been a long time since I've touched this plugin, and I have no recollection of trying this.

Pardon the belated reply; I don't visit these parts very often anymore.

CYTE
Posts: 33
Joined: 05 Sep 2015, 07:55

Re: Strand Collision Framework

Post by CYTE » 07 Nov 2016, 09:23

Hey Roughy,
thanks alot!

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