ghoul
04-01-2004, 12:25 PM
Greetings,
I was here for a while but I didn't post and.....blah blah. Anyway my first post is here and I am already crying for help. "oh no another of those annoying noobs"- you may think, but when you read my question I hope you will change your mind.:)
Anyway, here's the problem:
I have a creature for my short, and I am almost done with the animation so I tought it was time to start calculating reactor simulations. I animated those wings and wanted to use reactor for membranae, but the problem is it takes simulation forever to finish. I attached few verts to bones that are involved in large hierarchy with many solvers. I tried solving the simulation with simple boxes instead of bones and it was finished in a matter of minutes. but when I linked those boxes to bones it took about 10 minutes for 2 frames!
This must be a bug and I don't see the reason why extensive IK would affect cloth simulations in reactor. The only solution I can think about would be to create boxes( the verts will be attached to them) and then write a script that will create key in every frame of the animation and position and orientate the box to appropriate bone.
But I have no idea how to write it, so if anyone would like to help me it would be greatly appreciated!
Or even better, if you have another solution post here!
Thanks.
Here is the creature and the bone setup so you can see what is it all about.
http://www.angelfire.com/bug/ghoul/flying_creature_In_the_cave04.jpg
http://www.angelfire.com/bug/ghoul/Flying_creature_helpers_and_bones.jpg
I was here for a while but I didn't post and.....blah blah. Anyway my first post is here and I am already crying for help. "oh no another of those annoying noobs"- you may think, but when you read my question I hope you will change your mind.:)
Anyway, here's the problem:
I have a creature for my short, and I am almost done with the animation so I tought it was time to start calculating reactor simulations. I animated those wings and wanted to use reactor for membranae, but the problem is it takes simulation forever to finish. I attached few verts to bones that are involved in large hierarchy with many solvers. I tried solving the simulation with simple boxes instead of bones and it was finished in a matter of minutes. but when I linked those boxes to bones it took about 10 minutes for 2 frames!
This must be a bug and I don't see the reason why extensive IK would affect cloth simulations in reactor. The only solution I can think about would be to create boxes( the verts will be attached to them) and then write a script that will create key in every frame of the animation and position and orientate the box to appropriate bone.
But I have no idea how to write it, so if anyone would like to help me it would be greatly appreciated!
Or even better, if you have another solution post here!
Thanks.
Here is the creature and the bone setup so you can see what is it all about.
http://www.angelfire.com/bug/ghoul/flying_creature_In_the_cave04.jpg
http://www.angelfire.com/bug/ghoul/Flying_creature_helpers_and_bones.jpg
