View Full Version : SoftBodies with Skinned Geometry?

07 July 2005, 08:21 AM
I'm considering it. I've done some preliminary tests for some fabric effects on a character.

Cloth not an option. Just want to know if I am barking up the wrong tree; if there is a cleaner and/or _saner_ process to get nice secondary motion on a character with an excess of draping clothes.

Here is how the insanity currently proceeds:

Clothing object built as polygonal mesh (and smoothed)
Object converted to SoftBody, duplicate (as Goal) is hidden.
Springs applied to softbody
Forces applied as needed for sway, billow, motion of cloth.
Softbody weights set to 1.0, painted lower for hanging bits.
Goal object skinned to Joints.
(Naturally, if I skin the main SB object, it reaches for it's goal instead, like it's been told... should I skin both?)

This has proven quite tedious to striike a balance between joint-driven deformations and secondary motion desired from SB dynamics. Results are promising, but not quite there. If any better ideas come along, I will try them.

Thanks heaps in advance!


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07 July 2005, 08:21 AM
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