KineFX 101 – Pt.9: Retiming Simulations With DIY Motion Clips by Christopher Kopic 10.03.2022 comments 4 Part of: Kinefx 101 Kinefx 101 DIY, KineFX, Motion Clips, Premium Content, Premium Course, Retiming, simulation, Time, Time Bending To view this content, you must be a member of Entagma's Patreon at $29 or more Unlock with Patreon
Really nice tutorial series,
I’ve been using KineFX a lot in my work – I wonder if there is a way to get KineFX to behave like this
— What comes to mind is an IK solver or perhaps secondary motion, but perhaps you have a cheaper method. As you can see with C4D it is as easy as turn-on dynamics!
Thanks! Yes, the Secondary Motion SOP would probably be my first guess here as well. Actually the video you shared does nicely connect some topics I still want to cover in this course. I’ll have a closer look at that!
I wanted to ask how properly setups uvs map for rendering in the second setup. I try myself but it seems my textures moving each frame or the texture is static while the pieces are moving.
Hey Alexander, I think I know what’s the problem in your setup and it’s about order of operations: In general you want to create UVs before you start animating. If you create UVs on a moving object, those texture coordinates will be recalculated for every frame resulting in those weird behaviours you’re describing. In this specific setup I’d make sure all uv nodes are wired in above the rbd bullet solver. I’d set the UVs for the outside of the block right below the box-SOP, for example using a uv-flatten node and then separately for the inside of the fractured pieces right below the rbd material fracture (there should be a prim group called “inside” for the insdide faces). Probably using a uv-autoseam and again a uv flatten.