Thanks Eric,

I think that this is the best option, infact I'm using the same workflow to
drive a Facerobot rig without having a C3D file, and its working properly (
custom rig that drives another rig ), but for syflex I was hoping to do a 4
bone rig directly on the mesh ( to save some time ) but I guess having two
rigs ( one with constrained nulls and the other one being the actual rig
with effectors ) its the best solution, since I would just run the
simulation and bake it to the other rig



Thanks :)


2013/10/14 Eric Turman <[email protected]>

> 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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