View Full Version : baking cloth
svenip 01-03-2003, 02:38 PM hi,
i search for a good way to bake cloth in 4.5. i tried that script from highend (bakeCloth.mel). unfortunatly it doesn't seem to work in 4.5. it has problems with (duplicatePreset). by god, i can't find this procedure in maya4.5.
so any other solution ??
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Ckerr812
01-03-2003, 02:41 PM
what do you mean exactly? You mean you want to save the cache? Or bake the material on the cloth?
svenip
01-03-2003, 02:49 PM
i wanna bake the cloth, so i don't need cloth or the cache anymore. better for rendering etc.
Ckerr812
01-03-2003, 03:13 PM
Well if you want to do that you lose all the velocity data from the cache, what that script on highend does it makes it a blend shape, so it just keyframes every vertex (resulting in a shitload of keyframes) which I don't see how that would be any faster..but maybe I am missing something.
Anyway, what I always do is the alias recomended way, and just compress the cache, saving lots of space and faster for rendering.
You can compress caches, which removes some or all of the velocity data. The Compress Cache operation removes all velocity data from the cache except for the last frame in the cache.
Or if you are the adventerous type, you could try using the Framecache node, but that would require some scripting.
I don't think it's possible without alot of effort to bake cloth like particles...because there is no real need for it. That's the way I do it anyway, if the other way of doing it gives better resluts please do tell. I would love to learn about it.
svenip
01-03-2003, 03:24 PM
i don't think that rendering on a farm will work very well with the cache. also i like the idea with the blendshape. i could adjust some errors that cloth has produced (it is doin that all the time :) )
Ckerr812
01-03-2003, 03:35 PM
I remember back about a year ago, I had a hell of a time with cloth (it might be similar to what you want), but I had a hell of a time with it, took me awhile to get it right, and ever sinse then I been only using the Cloth cache.
This might help though, what I did was I used a nurbs wrap on the cloth, so it looked alot better then the normal cloth, but took up ALOT of CPU and memory. So I used the nurbs wrap, then connected it to the frame cache node (which I had to write a script in the end), then after solving the cloth, I used the frame cache node to store the nurbs wrap data (animations). Then I just deleted the cloth cache (which is not the frame cache node), cloth object and cloth solver. So in the end all I had was a nurbs mesh animated as cloth.
Again though, I had alot of trouble with this, but it might get you on the right path.... good luck!
*edit* I forgot to mention that the Framecache node is integrated in the maya scene, so there is not a seperate file like the cloth cache node.
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