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 > > >

