Posted on Jan. 19, 2023, 11:36 p.m. by AngryKarakuri • Last updated on Jan. 21, 2023, 9:09 p.m.
Do you have nice proxies set up with nice wiggle and wobble but in your animation, it just isn't enough?
There's always the displacement ripple method but what if you're stubborn and want to keep using what you have?
Look no further, for I, the caveman Oog Boog, have come up with a stupid solution with forcefields.
Quick Demo Here:
Step 1:
Create a collection for the forcefield. You'll need one.
Step 2:
Go to your proxy/cage and to all the way to the bottom of the cloth modifier and set the Effector Collection to the collection you just made.
Step 3:
Add a wind forcefield to the collection. I'd recommend you start with these settings.
Step 4:
Adjust the wind to be the direction of the thrusts.
IMPORTANT: In case that it fails to pick up a very specific proxy/cage due to deformation or anything, set the mode to be Force instead of Wind. Keep the settings as they are, following the guide. You'll lose out on directional control but you can place it where you want it to be and still get the same effect, instead of rotating it.
Step 5:
Go to the timeline, mark all your thrusts (optional) and keyframe every moment of impact with a Strength of for example 50.000 (50K). Add a keyframe with a Strength of 0 the frame before and after it.
You can also set it to be active for longer than 1 frame. 2-3 should be the maximum needed.
Example:
Frame 24: 0
Frame 25: 50000
Frame 26: 0
OR
Frame 24: 0
Frame 25: 50000
Frame 27/28: 0
Step 6:
You're done. Here comes the juicy part, however. If you want specific proxies/cages to have only a certain amount of additional strength added to them, go back to the cloth modifier, all the way to the bottom, and now assign a different Force value for it.
SUMMARY: What we are doing is create a directional force that only gets toggled on for a split moment. This will result in a directional quick impact. You can customize the effect it has on each proxy/cage. What's important to note is that you keep collections organized.
Additional Notes: If you don't get enough jiggle in general or you're unsatisfied with your current simulation, this here won't help much. It's only a way to artificially boost a simulation that might be too realistic for artsy needs. I recommend the following guide if you're still learning: https://smutba.se/tutorials/view/105/
What's different from this and the displacement ripple method?
Well. This doesn't run on the body mesh itself. It runs on the proxy/cage, through the cloth modifier. Depending on your proxy/cage density, you might not get the detail you want. A denser mesh will always give you more movement at the cost of performance.
To be clearer: The displacement ripples run on the body mesh which is denser and thus most likely allows for more deformation. Proxies/Cages are lower poly.
Potential FAQ
-How the fuck do I turn this off? Set the strength to 0. Hiding the collection or so with the force in it doesn't work.
-I've deleted the force but it's still running in the simulation. It's dead and haunting me now. If you decide to not use this anymore, clear the collection. If it's still happening, clear the cloth sim cache (either by manually deleting it or disabling cloth sim, hitting play, resetting to frame 1 and re-enabling it).
-Why does my particle hair fly away? You need to adjust your particle hair's Effector Collection, the same way we did with the force collection. It'd be best if you made a separate collection for particle hair.