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=- >> > >

