Toy Bricks simulates physical motion and collision of rigid bodies and constraints in 3D space. It can export (bake) the physical simulation as After Effects keyframes.
Nice plugin, I really enjoyed using it yesterday: it felt pretty intuitive and fast to use.
But I have some requests (mainly details) that would really make a difference IMO, and I must confess I chose to buy it hoping future updates/upgrades would be significant:
- a small detail, but in the Create Object or Set Object lists there could be a separator between the first item and the other ones. It seems it's not done in Plexus either but it would feel a bit more logical this way.
- what about pyramid and triangular shapes like cones? I can make some using the compound objects (which is a really nice feature) but having a default shape would help.
- it's sometimes a bit hard to know if new changes have been taken into account in the simulation: this may be related to the CS6 cache issues, but while I can see that the simulation updates after I move something, it doesn't seem to be the case when I change some of the physical parameters. Should I always assume they're not taken into account and re-run the simulation?
In my CS6 I have to Purge the memory or move the camera pretty often to avoid glitches but I guess that's not your fault, and once the animation is baked there obviously no problem anymore.
I thought too you were using bullet physic, I remember that they have functions to calculate the hull of a mesh automatically, so I hope one of the next versions will also allow the import of OBJ files!
It's a very nice plugin and my comments were really minor, I really liked using the plugin so far and yet I barely used the compound objects and constraint, so I still have a lot to learn.
This is a pretty robust plugin for AE but I'm failing to see it's use in the pipeline. It does seem quite intuitive but it seems like it would make much more sense to be doing this kind of work inside of a 3D application. I mean if you're doing any sort of physics simulations chances are you're going to want a lot of flexibility to achieve all sorts of results. With this plugin you really don't get much more than bouncing geometric objects around with the occasional constraints. Your competitor Newton really did a good job at focusing on a physics engine for AE that works with AE pipeline. Usually you really don't want to be doing this sort of 3D work inside of AE because your results in terms of look (not simulation quality) just can't match up to what you can achieve in 3D. Newton however found a really good nitch, 2D physics. Something all AE artists have been looking for because we are always having to figure out how to work with physics in our keyframing. Newton really allows you to add some really nice dynamics to your motion graphics in the 2D world. I feel like this plugin won't really generate that much use but again, that's just my opinion.
I'd say you should probably focus more on 2D physics because that's where there is still a lot room to grow in the AE community.
$200 !!?? Seriously? Have you seen 'Element 3D'? Is there seriously more lines of code and more polish in this, then what's in Element?
My advice, go for volume, not niche market. The guys that have the cash for this are guys that already have 3d apps in their pipeline. Your market has a very solid workaround. I know you worked hard on this, (even tho it's bullet physics) but the polish and execution, and market demand is just not there for this price. Do yourself a huge favor and charge $50. You'll make 10x the sales. Far doubling your profit.
Think of Element 3D. Why did they select a price at $150??
Nice plugin with lots of potential. Is it technically posible to equip the rigid body parameters with stopwatches? I know it doesn't make sense to animate mass over time but this would give users the posibility to make global changes via expressions. right now it's pretty tedious to work through 10 restitution paramaters to finally find my sweet spot. Also caching is still e big issue even with disc cache turned off I keep on purging and still see some old settings.
Yes, it's possible to change the parameters with time.
But it takes some time to implement.
The cache problem will be solved by 1.turn off disk cache, 2.delete cache by ctrl(command) + alt(option) + numpad /(slash), or 2' force rerender the scene, for example, move the active camera.
Thanks for your feedback Of course I disabled disk cache but still the plugin requires a lot of purging. Maybe this purging could be automated by recalculating the simulation in the set object menu but that's a nice-to.have.
What's kind of annoying is that the orthographic views are not working propperly so it's next to impossible to create a compound object (a 3d car in my case) because the positings are shifting and scaling not in sync with the main camera and it's quite tedious to only work with the active camera. Do you think this could be fixed in future updates or is this a limitation of the physics engine?
What's kind of annoying is that the orthographic views are not working propperly so it's next to impossible to create a compound object (a 3d car in my case) because the positings are shifting and scaling not in sync with the main camera and it's quite tedious to only work with the active camera. Do you think this could be fixed in future updates or is this a limitation of the physics engine?