foxtomas

320 posts

foxtomas

foxtomas

@_foxtomas_

🇰🇿 3D Animator - 22 y.o 📩 [email protected]

Katılım Şubat 2023
10 Takip Edilen8.5K Takipçiler
foxtomas
foxtomas@_foxtomas_·
I recorded a quick demo on how to use my addon Wiggle+ The workflow is very simple: -Select a pose bone. -Enable Wiggle Bone. -Press play. -Adjust the feel only when you need more control. -Bake the motion into regular animation keyframes.
Peter Carlson@Petcson

@_foxtomas_ I am your target audience for this product but without video examples and images of the interface in action I can't consider buying it. Only seeing a final result does nothing for me. The user needs to sell me over the other similar products.

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foxtomas@_foxtomas_·
@Petcson Right now I’m recording quick demo to show basics of the addon
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Peter Carlson
Peter Carlson@Petcson·
@_foxtomas_ I am your target audience for this product but without video examples and images of the interface in action I can't consider buying it. Only seeing a final result does nothing for me. The user needs to sell me over the other similar products.
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foxtomas
foxtomas@_foxtomas_·
Wiggle+ 1.2.0 - Changelog 🔥Performance - Big performance boost. The solver now runs on native compiled code on Windows. Expect roughly a 2.5x to 2.9x speed-up. - Collisions also use resources more efficiently now, which adds to the boost. Notes - I did not have a way to properly test macOS/Linux, so I added a fallback to the Python version in case the addon cannot load the .dll (the compiled code that speeds things up). foxtomas.com/products/wiggl…
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foxtomas@_foxtomas_·
@Petcson That’s a completely fair point, thank you
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foxtomas
foxtomas@_foxtomas_·
Currently testing a C++ port for the solver. It went from "almost real-time" to pure real-time on my rig. I know most animators stick to 24 or 30 FPS, but imagine having that massive performance overhead. It breaks a lot of logic under the hood though, so porting it is kind of tough. I need to run a few more of tests and implement a Python fallback so addon doesn't crash if the C++ binary fails to load
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foxtomas@_foxtomas_·
@Flolfiest Could you give me a quick example just so I can understand it better?
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Evan
Evan@Flolfiest·
@_foxtomas_ Would is be possible to include a way to shift the center point on bones for the collision detection. Like an offset, not sure if I’m wording it right.
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foxtomas
foxtomas@_foxtomas_·
Wiggle+ 1.1.2 - Changelog 🌿A quiet reliability update "Energy Loss" is now consistent even on very heavy rigs, plus internal cleanup.
foxtomas@_foxtomas_

Wiggle+ 1.1.1 - Changelog Motion - 🔥New: Armature Simulation is now a 0-1 slider instead of an on/off button. 0 disables physics for the armature, 1 applies the simulated pose fully, and values in between blend the simulated pose with the animated one. Dragging the slider blends the result without restarting or destabilizing the simulation, so you can dial in exactly how much wiggle you want, even by animating the slider itself. Rig Compatibility - Wiggle+ now respects the Transform panel's channel locks (the padlocks in the N-panel). A locked location/rotation/scale channel is left untouched, so Alt+R no longer leaves solver residue on locked channels or drifts the pose a little further on every reset. Reliability - Turning simulation off (Armature Simulation at 0, the scene toggle, muting, or unchecking a bone's wiggle flag) now returns bones to their authored pose. Previously a chain that had sagged under gravity stayed sagged until a manual Reset. - Zero-scaling a parent bone or the armature object (scale-to-zero switches, spawn effects) no longer breaks simulation for the whole scene with per-frame errors. - A collider mesh without faces (edge or vertex-only helper objects) is now safely ignored instead of raising errors on every frame. - Blending a settled chain with the Armature Simulation slider no longer causes a one-frame pop when the chain wakes. foxtomas.com/products/wiggl…

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foxtomas
foxtomas@_foxtomas_·
Glad to have you trying it. The first difference from Jiggle Physics is the solver. XPBD gives stability and more precise physics. If you look at the official page for Jiggle Physics, it lists quite a few limitations. For example, it says it doesn't support bounce or friction, and it even suggests making a planet-sized empty sphere just to collide with a flat floor. In Wiggle+, it will work even if it is a flat plane with negative scale, and next to it there's a cube with a hole in the mesh. Bouncing and friction are fully supported. Also, Jiggle Physics requires keyframes just to remember the initial pose of the bones and for the addon to work. My addon understands initial poses without keyframes. Plus a bunch of other small fixes for things I didn't like myself. In short, the goal of my addon is to work WITH the animator, never against them.
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Winget
Winget@WingetAnimates·
@_foxtomas_ Still getting my bearings, I've been using Jiggle Physics by naelstrof for 8 months. I'm eager to see what advantages this has (From what I read quiet a lot) would love to see a save/presets option in the future to help with the workflow or play around with examples.
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foxtomas@_foxtomas_·
@jifferey As long as the clothing has a rig with bones, it should work
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foxtomas@_foxtomas_·
@jifferey Here’s a video of ears reacting to momentum as I move them back and forth. If this is the kind of secondary motion you're looking for :3
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JFJ🇺🇸
JFJ🇺🇸@jifferey·
@_foxtomas_ like a simple coat catching small momentum, or any movement at all. Goo hasn't worked fucking 1 time.
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foxtomas
foxtomas@_foxtomas_·
Sounds like the issue is with the fur setup rather than the shader itself. Maybe the geometry node order is a bit off? Usually, when I run into this, it's either because the UV map is incorrect or the modifier stack order is messed up. For example, I’ve had cases where overlapping islands in the UV map completely glitched out the entire setup, which is actually a known issue in Blender itself. Hope it helps 💜
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RedPixel One
RedPixel One@RedPixelOne·
@_foxtomas_ im honestly still trying to figure out how to apply it to my character, or rather, to figure out why it places is on random sots and floating around my character xD as far as i know i followed the instructions correctly
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foxtomas
foxtomas@_foxtomas_·
@DangeN00dle That’s exactly why I love getting feedback, even if it’s critical. On my side of things, the addon feels completely perfect, but I need real user experiences to actually know what the community wants and where to head next :3
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foxtomas
foxtomas@_foxtomas_·
@DangeN00dle No plans to release on Superhive for now. It’s super convenient for buyers and I actually use it myself, but there are some cons on the creator side. Especially since I live in Kazakhstan, dealing with the payouts, taxes, and financial setup gets pretty complicated
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🔞 Danger N00dle 🔞
🔞 Danger N00dle 🔞@DangeN00dle·
@_foxtomas_ Any plan on making it available on Superhive Market? I tend to keep all my purchases there because it's easier to keep track of everything.
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foxtomas
foxtomas@_foxtomas_·
@DangeN00dle From what I understand, that addon relies on constraints. As long as it’s a bone controller or a constraint, my addon should work completely fine. However, I can't 100% guarantee perfect compatibility with Anim Toolbox specifically, since I haven't personally used it myself
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foxtomas
foxtomas@_foxtomas_·
If by controllers you mean constraints, I actually improved support for most of them in the recent 1.1.0 update, so the addon completely respects their behavior and values. For example, if you use a "Limit Rotation" constraint to fully lock the X axis, the addon won't fight it, it respects your setup and won't rotate along X at all. If you meant something else by controllers though, definitely let me know
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🔞 Danger N00dle 🔞
🔞 Danger N00dle 🔞@DangeN00dle·
@_foxtomas_ Yeah I might give it a shot later. My workflow isn't as flexible as I would like (baking controllers onto the bones)
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foxtomas@_foxtomas_·
@jifferey What exactly didn't work for you with Goo Physics, and what kind of effect are you looking to achieve?
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JFJ🇺🇸
JFJ🇺🇸@jifferey·
@_foxtomas_ Goo physics hasn't worked 1 fucking time since I bought it. Think this'll do?
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foxtomas@_foxtomas_·
No plans for a direct port right now. My focus is entirely on Blender because it's my native habitat, it's what I work in every day, and I know exactly what I can and can't do there. But if you're talking about getting the physics into a game engine, you can easily bake the simulation into clean keyframes and then export it
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RazorSharpFang
RazorSharpFang@RazorSharpFang·
@_foxtomas_ Is there anything in there that would work in game engines? (Is there a possibility of porting it?)
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