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AXE
09-09-2002, 01:15 PM
hey guys, just a couple of questions about reactor.

I know reactor got a cool simulation of clothes, and I've done some tests. It seems really good. I was wondering what should I do if I need to animate the clothes of a moving character with reactor.

I mean, if I have a character animated with Character Studio, and I want to add some cloth animation on it, what's the right procedure to do it with reactor?

Should I add the character to a Rigid Body Collection, model the clothes, and add them to a Cloth Collection, and then perform the simulation with Reactor? I've tried to do this, but the clothes just fall down crossing the body of the character...

any help plz??

AXE

BrandonD
09-09-2002, 04:44 PM
First off, I wouldn't recommend Reactor for clothes at this point. Stitch is the best character clothing tool for MAX in my opinion. But with that said, in your case the workflow would be to model your clothes, trying to avoid long thin edges (the more uniform the tesselation the more realistic it will deform). Next you need to make collision objects for the cloth to react to. Parts of the Biped might suffice, maybe add a Push modifier to them to bulge them out a bit. Then you need to add them to an RBCollector BUT set them to UNYIELDING so that they continue to be animated, affect the cloth but are not affected by the motion of the cloth. That should get you started.

AXE
09-09-2002, 04:55 PM
mmm...I've heard of Stitch, but never tried it. What about SimCloth? It's free if I'm not wrong. I've seen something good done with SimCloth.

So, you say to make the cloth object react to biped parts? Will the push affect anything in Physique? I gotta give it a try...

Tnx for your help,

AXE

BrandonD
09-09-2002, 06:23 PM
Stitch is by Eddie Johnson...
http://www.size8software.com/

SimCloth is very good as a general cloth simulator and it's free. Stitch is a whole suite of clothing tools, modeling, seams, stitching, simulating, etc.

You just copy the biped objects you want to use for collision or make your own. I did a LOT of cloth sim on this Batman ride film when I was at Blur and I used that technique quite a bit. I'd copy and Push the Thighs, Chest and Arms. They're really low poly and closely approximate where the cloth needs to collide. Actually now that I think about it I think I added a Meshsmooth on top of that to just round it out a bit.

AXE
09-10-2002, 06:07 PM
hey BrandonD,

tnx for your help.

I'm playing a little with reactor, and a few more questions came up. I was trying to achieve the effect of a shoulder paddle on a moving character, but I had some problems: I've created the moving character (it simply knees down ad stands up), I've added the shoulder paddle and the Point-Nail costraints to make it fixed the shoulder. I've set the properties, collections, etc., correctly, and it seems to work good, until the character starts moving: the paddle stays fixed to the Nails, but it does not follow the character shoulder when it moves. How comes??

I've tried to link the paddle to the shoulder; the paddle to the point helpers; the paddle to the Nails...but nothing seems to work. Can you tell me how to get it fixed??

tnx in advance,

AXE

BrandonD
09-10-2002, 07:20 PM
I don't really understand. Do mean shoulder pads on a character? Like a rigid object that moves with the skin but is not deformed? If that's the case then linking (parenting) to the bone would be the first step.

AXE
09-11-2002, 06:24 AM
sorry, I was not able to explain what I was talking about :p

I'll try again:

If I have a character with an armor (or something like that)...let's say a rigid armor, which won't deform but only move with the character, should I link it to the biped parts at first? ..I've tried to do this, but the shoulder pad (linked to the Bip Clavicle) does it reactor simulation, without following the character when it moves.

AXE

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