Ossim - Simulation Baking Tool

by Peter Gubin in Scripts and Addons

Ossim is a simulation baking tool. It allows you to generate an armature and skinned geometry based on physics simulation to use in game engines and realtime applications such as Unreal Engine 4 or Unity3d and many others.

Showcase

Generated armature in Blender

Exported skeletal mesh in UE4


Changelog

Version 1.1.0

  • Code refactor: now introducing new features will be easier
  • Autokeyframing feature
  • UI/UX improvements (more options and context-aware tools)
  • Bug fixes for armature generation:
    • Duplicated geometry now use the same modifiers/mesh data/materials as the originals
    • Generator now properly treats modifiers and non-mesh object in the selection
    • Animated physics assets now treated correctly


Roadmap

Version 1.2

  • Morph targets bake
  • Cloth bake


  • Export templates


Installation

  • Put python file inside Blender scripts folder (Blender\2.**\scripts\addons)
    • OR simply press Install Addon From File button in Addons tab (Preferences)
  • Enable addon by clicking on checkbox


How to use

  • Bring any mesh to blender and break it however you want
    • You can use built-in Blender addon called Cell Fracture
    • You can also use PhysAssist addon
  • Set rigid body physics for all geometry pieces you want to simulate. You can make simulation conditions as complex as you like (adding wind, vortex or another rigidbody colliding with your mesh)
  • Select just geometry you want to bake. Move it to separate layer for convenience.
  • Specify target layer for skinned geometry.
  • Run armature generation (Tool located under Tools->Misc->Ossim)
  • Select your generated armature and run autokeyframe feature
  • Select armature and skinned mesh and export it.


Discussion

Installation

  • Put python file inside Blender scripts folder (Blender\2.**\scripts\addons)
    • OR simply press Install Addon From File button in Addons tab (Preferences)
  • Enable addon by clicking on checkbox


How to use

  • Bring any mesh to blender and break it however you want 
    • You can use built-in Blender addon called Cell Fracture
    • You can also use PhysAssist addon
  • Set rigid body physics for all geometry pieces you want to simulate. You can make simulation conditions as complex as you like (adding wind, vortex or another rigidbody colliding with your mesh)
  • Select just geometry you want to bake. Move it to separate layer for convenience.
  • Specify target layer for skinned geometry.
  • Run armature generation (Tool located under Tools->Misc->Ossim)
  • After you have got armature you can keyframe it in Pose Mode.
  • Select armature and skinned mesh and export it.


Demo

You can download demo scene here to get familiar with the tool.


Video below demonstrates basics of using built-in addon called Cell Fracture addon for Blender which can be used as a way to break down your mesh you want to simulate.


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Item Rating

This item has an average rating of 4 from 1 ratings by the community.

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  • Fractures 3 months ago

    Great tool which streamlines the process of porting baked simulations into a game enviroment.

    I'm looking forward to the features purposed in 1.2 and then on.

    The only issue I have faced with this plugin is the keying, the keying does not key the constrained location properly, although this can be bypassed by exporting to a FBX, importing, and then exporting to any alternative formats that are are exclusive to other engines.

    For Peter, I would like to suggest (if possible) to a function which would merge the skin mesh, and make the rest pose the same as the origins of each object, rather than every bone being at the origin of the world.

    Overall, great tool.

    • Peter Gubin 3 months ago

      Thank you very much! I'm glad that it is useful not only for me but for several users at this point. About your suggestion - sounds reasonable, I'll take a look at this possibility. Thank you!

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