Urban simulation with MSPhysics

Urban simulation with MSPhysics

Postby faust07 » Sun Jul 15, 2018 10:51 pm

Two exemplary frames of NPR video sequences - day and night simulation - and a GIF snippet of the pure rendering.
The MSPhysics model and the NPR film are still in work. I want to see a few moving branches and relaxed walking people...
Used: MSPhysics, indigo RT, FotoSketcher, VirtualDub, Shotcut and a few models from 3D-Warehouse
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Re: Urban simulation with MSPhysics

Postby srx » Mon Jul 16, 2018 6:27 am

Wow! That's very nice. Moving Moebius. :thumb:
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Re: Urban simulation with MSPhysics

Postby Mike Amos » Mon Jul 16, 2018 9:04 am

Wow, completely wow.
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Re: Urban simulation with MSPhysics

Postby pilou » Mon Jul 16, 2018 10:50 am

Blade runner! :fro:
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Re: Urban simulation with MSPhysics

Postby Bryan K » Mon Jul 16, 2018 1:50 pm

Looking good! Wow.
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Re: Urban simulation with MSPhysics

Postby faust07 » Mon Jul 16, 2018 4:11 pm

Thank you all for your "wow".
Fixed camera and only a few moving objects are the best for quick GIF output.
Modeling, animation and rendering for the short final full HD NPR film need a bit more time...
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Re: Urban simulation with MSPhysics

Postby faust07 » Tue Jul 24, 2018 5:08 pm

Improvement of the effect of the wind from the copter rotors on the leaves and branches.
And improved the particle simulation to reduce the storage volume and rendering effort for the many surfaces.
The raindrops, splashes and water marks appear only in the field of view of the camera depending on speed and direction of movement.
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Re: Urban simulation with MSPhysics

Postby faust07 » Wed Aug 01, 2018 5:33 pm

Another attempt to add individual moving people.
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Re: Urban simulation with MSPhysics

Postby faust07 » Wed Aug 15, 2018 1:26 pm

Here's another attempt to get a 3D Warehouse model up and running.
And so I continue to try to simulate upright walking or running with SketchUp and MSPhysics.
Never thought that would be so complex and all parts have to be adjusted exactly..
Mass of body parts, speed, position and programming of the MSP joints, damping, frictional resistance of shoes and ground - everything interacts sensitively.
Running and jumping movements are particularly difficult as the feet tend to break through the ground.
The MSPhysics joints reach their limits and centrifugal forces or shocks, for example, cause the feet to swing out of their imaginary joints.
Falls and fidgeting on the ground are not uncommon during the test runs..
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Re: Urban simulation with MSPhysics

Postby solo » Wed Aug 15, 2018 7:32 pm

Holy moly, this is something, here I am trying to get a frigging treadmill to work with no success and you all Topgun.

I need your skills.
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Re: Urban simulation with MSPhysics

Postby Bryan K » Thu Aug 16, 2018 8:37 am

Walking is hard for any simulation program and even research labs with millions to spend. You are doing great.
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Re: Urban simulation with MSPhysics

Postby Pixero » Thu Aug 16, 2018 8:42 am

Very nice.
I really like the night NPR image. An animation in that style would be awesome.
The only thing missing is some light from the thrusters and maybe some more lights in some of the building.
Great job!
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Re: Urban simulation with MSPhysics

Postby Mike Amos » Thu Aug 16, 2018 9:45 am

When it come to motion, you are THE class act. Marvelous.
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Re: Urban simulation with MSPhysics

Postby HornOxx » Thu Aug 16, 2018 9:57 am

:o :shock: :thumb: Faust, with my mouth open I stand there and marvel and I sincerely bow to this class! I love all this even without ever striving or understanding how all this works ... Great!
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Re: Urban simulation with MSPhysics

Postby Pixero » Thu Aug 16, 2018 10:22 am

Could you elaborate on how you did the animated tree branches simulation?
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Re: Urban simulation with MSPhysics

Postby faust07 » Thu Aug 16, 2018 4:30 pm

Thanks for the encouraging words!
An animation in the NPR style is my goal. The picture in the first post above is a single frame from an early stage.
There are still missing animated people, other animated objects, lights, etc ..
For the finished one-minute film with a few camera shots, both of my computers each need about 1 week of computation time with an average of 6 minutes of rough rendering per image (1920x1080 pixels, indigo RT).
Next, four movie layers are superimposed in the video editing program - SketchUp Lines-and-Colors, pure rendering, and two graphic layers created with FotoSketcher from the rendered images.
Several filters are used for the overlay then ..
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Re: Urban simulation with MSPhysics

Postby faust07 » Thu Aug 16, 2018 4:40 pm

The animated tree branches are components extracted from trees, which in this case can be copied arbitrarily and generate a servo joint with a MSPhysics script, wiggle and react to passing copters.
The large blue box in the GIF is the tree dummy with witch all branches self connect.
The GIF shows most of the active simple physics geometry. The geometry to be rendered is too complex for the calculation and is therefore physically ignored. Most smaller objects outside the camera's field of view are hidden. The rain simulation is not shown here.
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Re: Urban simulation with MSPhysics

Postby faust07 » Mon Sep 17, 2018 10:20 pm

Playing with the architecture - from scaffolding character to more organic shapes in the exterior dungeon of the buildings.
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Re: Urban simulation with MSPhysics

Postby Mike Amos » Tue Sep 18, 2018 11:43 am

Very nice, a brilliant demo of your ability.
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Re: Urban simulation with MSPhysics

Postby faust07 » Sun Oct 07, 2018 11:00 pm

Here is an attempt to summarize the essential components of the simulation very briefly. In complex MSPhysics simulations, it makes sense to separate the collision geometry from the visual geometry ...
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Re: Urban simulation with MSPhysics

Postby Mike Amos » Sun Oct 07, 2018 11:47 pm

Thank you, a privilege to see.
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Re: Urban simulation with MSPhysics

Postby faust07 » Wed Oct 17, 2018 12:12 pm

Thanks Mike,
i struggle with details and especially with the light in rendering animations …
Try to understand why certain lights in IndigoRT suddenly turn brighter or darker.
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Re: Urban simulation with MSPhysics

Postby faust07 » Thu Nov 08, 2018 6:58 pm

23 joints, 2 beautiful eyes and the movements of the cloned model are halfway liquid .. ;)
Lost in character animation again - endless test series, felt 250 set screws.
Each joint with at least 5 settings, each body part with position, mass, collision and friction properties, a little script, a bit of practice as Frankenstein and some time ..
Sorry for the GIFs with that massive reduce of load time. :fro:
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Re: Urban simulation with MSPhysics

Postby pilou » Thu Nov 08, 2018 7:16 pm

How joints are regulated? by cursors ? Times lines ? ...
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Re: Urban simulation with MSPhysics

Postby Mike Amos » Fri Nov 09, 2018 7:53 am

Amazing job you are doing with animations, thanks for keeping us up to date.
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Re: Urban simulation with MSPhysics

Postby faust07 » Fri Nov 09, 2018 11:47 am

@ pilou
The connections are controlled via a kind of timeline for each character in a script.
I have predefined several types of movement, which can then be modified and combined as desired.
Since several people are to act in a complex model, a real-time control via mouse or keyboard in SketchUp is not controllable.
For smaller environment models, however, it is possible to control a figure via mouse and keyboard in MSPhysics in real time ..

@ Mike
Thanks Mike.
There is also a bit of enthusiasm for MSPhysics behind it.
I do not want the interest in it breaking off.
Maybe there will eventually be a further development that is even more user-friendly ..
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Re: Urban simulation with MSPhysics

Postby HornOxx » Fri Nov 09, 2018 1:27 pm

:o :o how great it is to see something reaching this state of high level.
And just like Mike said it above: thank you for keeping us informed here!
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Re: Urban simulation with MSPhysics

Postby faust07 » Mon Nov 12, 2018 12:57 am

Thanks HornOxx,
hope this WIP comes to an end soon ..
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