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View Full Version : Attaching ncloth to skinned polygons


PacManiac
06-25-2008, 09:52 AM
Hi, does anyone have any advice for how to attach ncloth to skinned polygons? Let's say you want a part of a shirt to be ncloth but the rest driven by joints? Struggling a bit to get it working to 100%, but can get it to 95% by skinning the input mesh and painting an inputAttract map.. but it's never totally accurate. Tried lots of combinations by painting the other attributes as well but it just doesn't go the full way.

Cheers for any help.

Ourouk
06-25-2008, 02:55 PM
Perhaps you can create a blendshape between the skinned object and the nCloth one.
Then you just have to paint the blenshape weight...

Duncan
06-25-2008, 09:59 PM
You may need to make inputAttract greater than 1.0 (on the node, not the map) to get it to exactly follow the input mesh. Values around 1.3 or so should do the trick( this attribute is highly non-linear, so avoid values much higher than 2 or things will get slow).

Something else that can work is to detach the part of the mesh you wish to be cloth. Paint the input attract to 1.0 along the seam and zero elsewhere. Then do a poly combine of the cloth output mesh and the non-cloth part of the mesh along with merge verts and normal smooth. This can be more efficient when you only want to simulate a small part of the overall mesh.

Duncan

PacManiac
06-26-2008, 01:45 PM
Won't have time to try these things out this week by the look of things but sounds like some good ideas to try out, thanks!

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