Monday, October 13, 2014

The Simulation Editor (Updated Version)

The Current Version of the Simulation Editor


Here is the most recent version of the Simulation Editor. As you can see there are several new features that I have added to help the animators handle the effects pipeline and animate the scene.  Although there is still more work that needs to be done, I can safely say that this tool will be completed very soon.
As mentioned in my previous post about the Simulation Editor, the first set of options is made to enable and disable the dynamic elements in the scene. This allows the animators to focus on the animation and to make adjustments in their scene if needed, without the frustration of playback lag, disabling each dynamic element individually, and uncertainty of which dynamic elements were enabled or disabled. The previous version I made was not able to work with nHair and Soft Bodies, however I have fixed that problem so now the Simulation Editor is able to enable/disable all simulations in Maya.
The other options of my Simulation Editor are methods to initialize/clear initialize the states of fluid containers (which also works on Maya’s Ponds and Ocean simulations), and to ramp nParticles and/or nCloth of a scene. I have added an input box, which allows the user to put in the starting frame (though this might change so that this will update automatically). However now I have a new bug which refuses to ramp the nCloth, and nParticles which I am currently trying to fix.
The other features I have added include allowing the animators to change objects into active/passive rigid bodies, passive colliders, and to create a new nucleus for dynamics elements that can have one. The reasons for this is to make the tool have all essential functions, and to create a new nucleus so that not all dynamic elements have the same nucleus, so that if you are ramping only an nCloth, you don’t accidentally ramp anything else. It still needs a few adjustments but once it’s completed it’ll prove to be very useful for the effects in the scene.
The final feature that I have added allows users to easily bake and cache their scenes when they are ready to render it. I added this to make the tool more holistic to the animation pipeline.

There are still more bugs to squash, and codes to write but it should be done in about two weeks.