Ziva VFX 1.5 Overview

Ziva Tutorials | 

Software Update

Ziva VFX 1.5 is building upon the five major tools released in Ziva VFX v1.4, which offered users even greater artistic functionality, including Maya Fields compatibility and automatic muscle growth. As the creative tools continue to grow, it is paramount to Ziva that we maintain and continually improve the computational efficiency of our technology, so creators can adopt the best character tools without sacrifice.

The most notable new function in Ziva VFX 1.5 is the new time integration algorithms that can produce livelier dynamics without increasing the overall simulation time. Prior to VFX 1.5, highly dynamic characters could only be achieved with very small time steps, leading to longer simulation times. With the new release, natural secondary motion can be achieved with significantly larger time steps, making it much more feasible to simulate lifelike creatures that bend, jiggle and stretch in a way that the audience would expect. Users can navigate to the Integrator drop-down menu bar and test the new time integration options:

1. Backwards Euler (most damped)

2. BDF2 (less damped)

3. TR-BDF2 (least damped)

For an existing creature, simply re-sim with a different integration option to get a better result right away without increase the sub-steps.

For additional release information, please watch the video above or visit the Ziva Documentation for the official release notes.

November 23, 2018

Is there a way to get feedback or increase the level of verbosity during a sim?
When we simulate on our farm it sometimes looks as if the machine has stalled because the simulations can sometimes run into hours and there is nothing to show how far along the simulation has progressed. It would also be good so we can estimate whena sim will be completed.

October 23, 2018

Thanks a lot for the response, I have figured out it was the animation controller gimbal between two key frame next to each other (example: frame 110, frame 111), which I couldn't notice it from the playblast. The body parts actually twist like crazy inbetween the two frames, which might be the reason to cause this issue with my zSolver substep 2. I guess this might be the reason. After I use the Euler filters in the graphic editor for the animation curve, and fix the controller twist a bit. Everything is fine now. I really feel like after all the technical tasks went through, there is still a bit challenge ahead of this muscle simulation, is to collaborate with animator animate it in a anatomical way.