Rigging nCloth

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  01 January 2013
Rigging nCloth

I'm currently trying to rig a ghost character but what I'm trying to do is have it as an nCloth with a rigged face.


I've tried all sorts to try and make the face work with no luck.

Any ideas?
 
  01 January 2013
hi there. your solution seems to apply nCloth on top of the existing skinCluster or rigged mesh. Then start painting the input mesh attract parameter to get the desired dynamic result.
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  01 January 2013
Originally Posted by BoozermaN: I'm currently trying to rig a ghost character but what I'm trying to do is have it as an nCloth with a rigged face.


I've tried all sorts to try and make the face work with no luck.

Any ideas?


There's a couple of ways I've found that work well when animating Ncloth.

The simplest I've found is to have the inputpesh be driven via blendshape to a rigged mesh with bone weights painted. This can be added via blendshape to another mesh with no weights or influences along with the rigged mesh.

This gives you:

A Ncloth mesh that will automatically set it's rest position based on you Rigged mesh, and the final render mesh can be blended between full Ncloth or the Rigged controls. Set it to .5 and you get influence from both control systems.
 
  02 February 2013
Thanks for the replies.

Bouche I've done what you suggested even though I had to look up another tutorial to help but I've somewhat managed to get it working although it's led to another problem:


I've used a transform constraint with a locator on the head part of the ghost and the sphere is used as an inner glow for the eyes and mouth and controls the locator but am having trouble keeping the sphere inside the cloth as it moves.
 
  02 February 2013
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