Hi Oliver,
Thanks for the answer

More or less the simulation will be an approximation of what the simulation
will be, so not 100% as the syflex simulation ( otherwise I'll have
thousands of effectors for each poly/vertex ), but something that close

What I'm worried about ( need to test if it works ) is that once I did the
simulation, and I add the nulls ( effectors ), if I paint the envelopes on
the mesh I will loose the simulation on the cloth...
I mean, envelopes ovverride the simulation? Or I can still apply the
pointcache to the cloth even if my mesh is enveloped?


2013/10/14 olivier jeannel <[email protected]>

>  Hello there,
> I'm not familiar with games pipes, so maybe I misunderstand your problem.
> If you put chain bones you'll need to add as many bones (or effectors) as
> there are points on your mesh.
> Otherwhise you'll only get  a rough approximation of the cloth sim. Plus
> you'll need to paint some enveloppe weights.
> Anyway if this what you're after, IMHO, a simple point constraint of the
> Null effector should work, and then a Plot of the bones.
> Imho, shapes or a cage of nulls will be more predictable (if pointcache is
> not an option).
>
> Le 12/10/2013 12:52, Nicolas Esposito a écrit :
>
> Hello,
>
>  I'm working on a character that will be exported into a game engine (
> UDK ), but since SI doesn't have an Apex plugin to export the data I need
> something to simulate the cloth behaviour
>
>  So, first I'm simulating the cloth during the animation on my character,
> that has a Species rig applied ( face + body ).
>
>  What I would like to do is to build a bone chain to be able to export
> the complete rig into UDK
>
>  Since the function of the bone rig is to drive the mesh in my case I
> need to do the opposite, so the simulated syflex mesh will drive the bones
> position/rotation, and add a keyframe for each movement, in order to bake
> all the animation into a single rig (* since UDK for animation accept
> only rig animations*...and shapes, but I would like to use a rig )
>
>  Consider that my character wear a coat, so after the simulation I was
> thinking to build 4 chains ( 2 on the back and 2 on the front ) and then
> let the syflex simulation drive the bones position/rotation
>
>  I hope that is clear what I'm trying to do
>
>  So, is there a way to achieve something like that?
>
>  Nicolas
>
>
>

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