also that way your target cloth can be a bit more polygon friendly as well,
let syflex mesh be as dense as needed for simulation purposes and then you
have lo w poly for game that is driven by those nulls


On Mon, Oct 14, 2013 at 3:50 PM, Nicolas Esposito <[email protected]> wrote:

> 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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