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=-

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