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Udapud
01-19-2009, 04:17 PM
I have been bashing through dezFX's Soft Body flag animation tutorial today (http://www.dezfx.com/HTML_pages/TutorialPages/animatedFlag_1.html) and I'm stuck now with how to bake the simulation. I'm happy with the results but I am going to export the mesh into game engine and need to know how to get just the keyframes.

When I try the Edit>Keys>Bake Simulation the frames zoom across and the flag explodes. i have converted the nurbs to polys successfully but am stuck now on how to bake those keyframes any help would be very much appreciated.

so there it is

How do I Bake a soft body animation?

optimus008
01-19-2009, 06:28 PM
Well softbodies use particle so you don't bake your animation like you do with rigid bodies.
What you want to do is cache you softbody animation. But this will not give you key frames.

Udapud
01-20-2009, 08:41 AM
So theres no way to bake a coverted poly mesh whcih follows the nurbs soft body copy? there must be some kind of way to get a keyframed animation when the informations all there!

Udapud
01-20-2009, 09:47 AM
Ok I fixed it. It IS possible to bake a soft body animation. Although a few steps have to be taken first :D

1. Convert your NURBS surface to polygons NB! Make sure that "Control points" under "Tesselation Method" is checked. (this will ensure the topology won't change, in other words that the number of faces stays the same:))
2. Grab the Poly version (which should follow the NURBS surface exactly anyway) and go to Edit>Keys>Bake Simulation>Options
3. Set the "Sample By" to anything you want but make sure "Control Points" is checked again.
4. Proceed

This should give you a perfect baked polygon animation of your NURBS surface, whcih is very handy if you are making a nice natural flag anim...like I am. So thanks to this post which pointed it out for me http://www.ogre3d.org/forums/viewtopic.php?f=8&t=45218

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