- User Since
- Jan 27 2017, 1:08 AM (179 w, 5 d)
Thu, Jun 25
I tried to bake the simulation with a resolution of 150. And I noticed that if the simulation is paused, the simulation will be unstable at the end.
Below is a video in which I paused the simulation twice.
And in this video, the simulation is without a pause.
Maybe it's a pause. But the noise is clearly baked incorrectly (examples are above).
It turned out to repeat the unstable simulation at a resolution of 200. No noise.
Fire and smoke should be from the first frame, but they are not. In the end, the simulation is very unstable.
1)Select a torus and bake the particle system.
2)Choose a domain and bake gas.
And one more example with Noise.
I can’t repeat the “explosion” of the simulation on the low domain settings.
After running a few low-resolution tests on the domain, I noticed that Noise affected the simulation behavior.
Below is a video without noise.
Below is the same simulation, only with noise. Level 1
I also found a video on YouTube, in which you can see the "explosion" of the simulation. This happened with Noise enabled.
Tue, Jun 23
Tue, Jun 16
- Download this blend file
- Select "Torus" and bake particles
- Select "Smoke Domain" and bake data of gas
- If render looks good, switch frame. For example, select 67 frame and render. Or another frame.
Video showing steps:
Sat, Jun 13
Wed, Jun 10
May 12 2020
Feb 27 2020
Feb 26 2020
Most likely, jitter occurs when the adaptive Domain begins to trim the excess voxels. When extra voxels are removed, the noise information becomes incorrect and the noise shows artifacts.
And another test.
I found out that jitter only appears with Noise enabled in the Domain settings. Without noise, baked smoke does not tremble. In the video, the result is first with noise, then without noise.
I uploaded the cache. Only 180-190 frames.
Feb 24 2020
Also, if you pay attention, at the end of the video you can notice how the smoke is shifted jerky. I recorded a video in which you can notice a jerk when I switch between 182 and 183 frames. After frame 183, the jerk is repeated several more times. On the 188 frame smoke artifacts are visible. Perhaps this is the result of the adaptive domain. Shaders are not animated. The camera is not shaking. In the recorded video, you can see the animation curves of the camera. Perhaps this problem should be moved to a separate Task. I have not tried to reproduce the shake with poor quality smoke.
This is the latest version of my file.
Feb 23 2020
Render results. File test_smoke_mantaflow.blend.
It can be seen that the fuel does not burn out. The fire disappears in one frame.
Feb 21 2020
In the file test_smoke_mantaflow.blend, the fire does not work correctly.
When the Fuel value reaches zero, the fire instantly disappears.
File 2.82.blend loaded correct. The result of baking as on a gif animation.
Feb 17 2020
Nov 13 2019
I tried to make animation without constraints. Just manually change the scale and rotation. It is not possible to achieve the desired result. Probably you can’t do without disabling scale inheritance.
Nov 12 2019
Can't bake an animation based on cyclic dependencies? Perhaps using a new algorithm?
I understand that the animation is well baked if the bones do not have a parent with each other. But in the skeleton of a game, the spine, arms and legs must be connected.
For example, in a gif animation, a character is shown in UE4, in which the spine is squashed and stretched. How to bake a similar animation in Blender?
Maybe here Scale inheritance from parents in UE4 is simply disabled.
Here is an example with a repeating transformation rig. Animation is baked incorrectly.
Nov 9 2019
If I want to make a flexible back and limbs, then after baking visual keys, the animation does not look right.
This is UE4Skeleton. It repeats the transformation of the deforming bone rigify.
Expectation: visually the back is bent, everything works correctly. After baking visual keys, the animation looks exactly the same.
In fact: After baking visual keys, the animation does not look right.
If I see that the bone stands in place at coordinates 0.0.0, then after baking the visual keys, I should see that the bone stands in place at coordinates 0.0.0
Bone is the parent for Bone.001. And bone Bone.001 is the parent for Bone.002. If a coordinate transformation occurs at Bone.001, then Bone.002 inherits these transformations.
Bone.002 has constraint Copy Transforms. Bone.002 copies the bone transformation of Bone.003. Bone.003 is at rest, and the bone of Bone.002 is also at rest, no matter how the transformation of its bone of the parent Bone.001 changes.
Expectation: after baking visual keys, the animation will be the same as with rig.
In fact: after baking visual keys, the Bone.002 bone has its own transformation keys, and also inherits the transformation from the parent’s bone. Animation does not look the same as with rig.
Perhaps you need to change the algorithm for baking visual keys so that the bones take into account the transformation of the parents.
Nov 7 2019
This is very important for animators working in gamedev. With improper baking animations, you can not do good squashing and stretching.
Oct 28 2019
And a simple rig. Pay attention to the foot.
Oct 24 2019
Jul 11 2019
Jul 1 2019
May 20 2019
It seems now the export works correctly. Version of the blender f606f588455e from 20.05.2019.
Version fbx 4.14.8.
Apr 8 2019
Jan 27 2017
sample I think the problem is in the Exploid modifire.