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Falling Bodies Two

Falling Bodies Two. July, 1999

This is an update to the Falling Bodies One manual.

Please report problems to support@animats.com


Contents


Notices

DISCLAIMER OF WARRANTY 

THIS SOFTWARE AND MANUAL ARE SOLD "AS IS" AND WITHOUT WARRANTIES AS TO PERFORMANCE OR MERCHANTABILITY. THE SELLER'S SALESPERSONS MAY HAVE MADE STATEMENTS ABOUT THIS SOFTWARE. ANY SUCH STATEMENTS DO NOT CONSTITUTE WARRANTIES AND SHALL NOT BE RELIED ON BY THE BUYER IN DECIDING WHETHER TO PURCHASE THIS PROGRAM. 

THIS PROGRAM IS SOLD WITHOUT ANY EXPRESS OR IMPLIED WARRANTIES WHATSOEVER. BECAUSE OF THE DIVERSITY OF CONDITIONS AND HARDWARE UNDER WHICH THIS PROGRAM MAY BE USED, NO WARRANTY OF FITNESS FOR A PARTICULAR PURPOSE IS OFFERED. THE USER IS ADVISED TO TEST THE PROGRAM THOROUGHLY BEFORE RELYING ON IT. THE USER MUST ASSUME THE ENTIRE RISK OF USING THE PROGRAM. ANY LIABILITY OF SELLER OR MANUFACTURER WILL BE LIMITED EXCLUSIVELY TO PRODUCT REPLACEMENT OR REFUND OF THE PURCHASE PRICE. 

This product is for use in education and entertainment. It has not been calibrated for forensic analysis, litigation support, or engineering design and should NOT be used for such purposes.

Copyright warning and notice

THIS SOFTWARE AND MANUAL ARE BOTH PROTECTED BY U.S. COPYRIGHT LAW (TITLE 17 UNITED STATES CODE). UNAUTHORIZED REPRODUCTION AND/OR SALE MAY RESULT IN IMPRISONMENT OF UP TO ONE YEAR AND FINES OF UP TO $100,000 (17 USC 506). COPYRIGHT INFRINGERS MAY ALSO BE SUBJECT TO CIVIL LIABILITY.

Copyright (c) 1999 John Nagle / Animats. All Rights Reserved

Each purchased copy of the software gives you the right to run this program on ONE machine only. If you need extra copies, please contact Animats to purchase them. Quantity discounts are available. Running a single copy of the software on more than one machine will be considered a copyright violation, and Animats will take appropriate action.

If you install the software on a file server, so that it can be used by multiple computers at one time, you must buy as many copies of the software as could potentially be run simultaneously from the file server copy. Ordinarily, this number will be equal to the number of softimage|3D licenses you have purchased from Softimage.

You can make backup copies of the software as part of your ordinary file backup procedures. Making copies for other purposes is prohibited.
Because of the nature of the animation industry, we make this exception: you may, in a business emergency, make and use additional copies of the software provided that you 1) have already paid for at least one copy of the software, 2) contact Animats within 72 hours of so doing, and 3) pay the normal retail price + 10% for each additional copy you made. This provides you with some flexibility in a production crunch.


Quick Start

What's in the download file:

Installation

This version comes as a downloaded self-extracting archive file. It can only be installed onto an NT/Intel machine running Softimage 3.8 or later.

Brief installation instructions:

  1. Double-click on "FallingBodies.exe"
  2. Follow the instructions given by the setup program.
This will install the effect and the "anatomy modules".
  1. The documentation and the databases will NOT be automatically installed.
  1. Use DB Exchange in Softimage to copy the databases E:\anatomy" and "E:\fallingdemos" to some convenient place on your hard drive.
  1. Open one of the scenes in one of the new databases, and try "Motion->Effects->Falling Bodies". Watch.

Common installation problems

If you get error messages from the installer, and it's not immediately obvious what the problem is, please let us know.

Information for system administrators

The installer installs the effect in the directories of the copy of Softimage you select, It does not alter any Softimage scripts, set any registry variables, or make any other environment changes. It does not install any DLLs other than the effect DLL "AnimatsFallingBodies.DLL". The minimum privileges required to install the effect are write permission for the "%SI_LOCATION%\3d\custom" directory and its subdirectories. Installation requires about 5MB.

Installing this version will overwrite the previous version of Falling Bodies. If you have to go back, you can re-install an older version of Falling Bodies, and this one will be overwritten.

To "Uninstall", proceed as for "Install", but when presented with "Install" and "Uninstall" buttons, click on "Uninstall". 


Using Falling Bodies

New features since Falling Bodies One

Moving Obstacles

In Falling Bodies One, everything but the character being simulated is stationary. In this new version, animated objects in the scene can move. So you can do, for example, a character in a moving chair or vehicle, or a character being hit by a truck. Typically, you hand animate the background object, and let it hit the character being controlled by Falling Bodies. The character controlled by Falling Bodies will respond to any collisions with moving background objects. This is one-way; Falling Bodies won't change the motion of the background objects.

The user interface is exactly the same as before, but now, Falling Bodies pays attention to animation in the scene.

Several restrictions apply to background objects animated in the scene:

Characters with skin

This exciting new feature makes it possible to use Falling Bodies on realistic Softimage characters with flexible envelope skin.

Simplified model used for simulationRendered image
 

Falling Bodies automatically constructs a simplified, polygon-reduced model of your character for use during simulation. Unlike other systems, the user does not have to hand-build simplified geometry just for dynamics. The pictures above illustrate this process. Each skeleton component (joint, null, or other model) with attached skin is treated as a rigid body, using the skin vertices weighted to that skeleton component. The result is a low-resolution model of the character, as seen in the first figure. The second is a mental ray rendered image of the same character. The low-resolution model is internal to Falling Bodies; you don't have to deal with it and it won't clutter up your Softimage scene.

Both local and global envelopes are supported. The example above used a separate local envelope for each major body part.

When working with flexible envelopes, Falling Bodies adds a small box-like body at each joint's center of rotation. These appear as small red cubes. This ensures that all skeleton parts have some mass, since massless moving parts can't be simulated. Normally, these cubes are hidden inside the model. If you see them, your joints are very near or outside the surface, which may indicate incorrect anatomy.

More technically, Falling Bodies builds its collision model automatically, using the weights of the envelope vertices. Any vertex weighted more than 50% to a skeleton is assigned to that skeleton for collision purposes. All the vertices of a model assigned to a skeleton are then "shrink-wrapped" (the technical term is "convex hull") to create a rigid polyhedral object used internally within Falling Bodies. This collision model is polygon reduced to maintain a 1% accuracy relative to the height of the character. The speed of Falling Bodies simulations is thus nearly independent of the the complexity of the original envelope.

This feature can also be used to fake some kinds of soft body dynamics. While Falling Bodies is a rigid body simulator, models can be built which look soft, by building an envelope around an IK chain. See our "noodle" example.

Fingers and toes

Extra joints out at the ends of limbs may be present, even when the anatomy module selected does not provide for them. Such joints will be treated as rigid during the simulation.

Hide/Show support

Objects in the scene which have been hidden with Display->Hide are now invisible to Falling Bodies. This is useful when a scene or character has models that you don't want to be simulated. For example, if you have a robot with some pistons driving the arms, you may want to hide the pistons but leave the arms visible.

Error display

Scene with models in error selected.If a simulation can't be started or fails because of errors, the models involved are selected and appear in white. In this example, the foot is inside the stair step, which prevents simulation. Error messages from Falling Bodies appear in the status bar and Softimage status log as usual. Click on the "Mode" bar at the bottom of the Softimage screen to display recent messages.

Notes on building characters for use with Falling Bodies Two

For Falling Bodies, as for Softimage|3D dynamics, 1 softimage unit = 1 cm. Scenes should be scaled accordingly. When rescaling enveloped characters, a workaround for a Softimage|3D bug may be required.

Falling Bodies detects collisions between the body parts of the character, so that, for example, arms won't pass through legs. Overlap between two models connected to the same joint is allowed, so smooth joints at elbow, knee, and hip are possible without requiring a gap. The user should set joint limits (with Motion-Constraint-Rotation Limits) to prevent joints from moving too far. These simple rules take care of most collisions between body parts.

Collisions between the inner thighs, where there is little or no clearance, can be a problem. Vertices weighted to the wrong skeleton object in this area may cause Falling Bodies to report that there are initial collisions it can't handle. The easiest way to fix this is to weight vertices in the crotch area to the parent of the leg chains (usually the torso). Overlap between the torso and each upper leg is allowed, but overlap between the legs is not. So weighting vertices to the torso is safe; that body area can then overlap with either leg without complaint from Falling Bodies.

It's also possible to have problems with characters where the arm models extend inward to the base of the neck and collide with each other, or with the base of the neck. Moving the chain roots for the clavicle joints outward from the base of the neck will fix this.

Known problems

If you switch tasks while Falling Bodies is running, or move or resize the Falling Bodies window, Softimage|3D may not redraw properly. You may then have to ask Softimage to redraw by typing "R". You may also notice some momentary window zooming as Falling Bodies completes. This is part of a workaround for the Softimage|3D redraw problem; every time Falling Bodies exits; Softimage is minimized, then restored, to cause a clean redraw. This may take several seconds for complex scenes. This is a known Softimage problem with Windows NT, and will probably be fixed in Sumatra.

The Softimage physical property "Density" is currently ignored by Falling Bodies. There were problems in Softimage|3D 3.7 reading this value from a plug-in. Elasticity and roughness are understood by Falling Bodies. Density is fixed at 1.0.

Messages of the form "SI_ERROR: Model does not have any Physical Properties" will appear in the Softimage|3D console window when models with no physical properties are in the scene. This is harmless, but unavoidable with the current plug-in support in Softimage|3D. Falling Bodies will use default values and proceed.

Technical notes

Gravity is currently fixed at Earth normal, 980cm/sec2, in the -Y direction.

Density is currently fixed at that of water, 1.0gm/cm2.

The system is self-tuning; there are no manual parameters to set. Internally, the height of the character (with limbs extended) is used as an scale factor where one is needed within the system. In general, errors are held to under 1% of that height. Characters from cat size up to Godzilla size should work effectively. Insect-sized characters are not well-supported. (At insect scale, viscosity and surface tension, rather than gravity and inertia, dominate, so a different sort of simulator would be needed.)

Models are allowed to interpenetrate slightly. This is a reasonable assumption for human bodies; we call it "skin thickness". It gives bouncing bodies more realistic motion than other approaches which allow no overlap. Currently, "skin thickness" is computed based on the dimensions of each model and is not adjustable by the user. Models will never penetrate beyond the "skin thickness". Nor will bodies "fall through the floor", as with certain other systems.

Y2K

We do not know of any Y2K problems with Falling Bodies. Falling Bodies itself stores no permanent data, and the one item of user data Falling Bodies stores in Softimage scenes contains no time information.

Known Softimage bugs which affect Falling Bodies

Rescaling flexible envelopes (Softimage|3D Bug #6994)