Hi Nicolas, You need to use a source and target solution. The source has the simulation on it and the null deformers are constrained to it; think of the source as if it were a rig. The nulls in turn deform a second mesh, the target which is point weighted. The target and its deforming nulls are what is exported to the game engine.
Cheers, -=Eric Turman On Mon, Oct 14, 2013 at 8:10 AM, Nicolas Esposito <[email protected]> wrote: > 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 >> >> >> > -- -=T=-

