cloth rigging - blendshapes issues - PLZ help

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Old 09 September 2013   #1
cloth rigging - blendshapes issues - PLZ help

Hello!

I've got a banner that I rigged, and animated it flowing along a curve. I've rigged the geo in low poly, and now would like to smooth it and add secondary 'cloth action' as it follows its path and settles. I naturally lean to blendshapes, as its easier to control and animate. Thus, i copied the geo in its highest smooth state (so its got enough polys to make a convincing cloth), removed the skincluster, added the ncloth, animated it by moving left and right to make some creases, and built multiple cloth states to add to the original banner model.

Issue:

When I add the blendshapes it doesn't do it to the highest polysmoothed state, rather the primitive low poly geo it was rigged in. This results in the blendshaped banner model moving through its blendshaped states but obviously doesn't have those detailed creases.

How should I go about getting around this issue?

Thanks in advance!
 
Old 09 September 2013   #2
Originally Posted by lazzz: Hello!

I've got a banner that I rigged, and animated it flowing along a curve. I've rigged the geo in low poly, and now would like to smooth it and add secondary 'cloth action' as it follows its path and settles. I naturally lean to blendshapes, as its easier to control and animate. Thus, i copied the geo in its highest smooth state (so its got enough polys to make a convincing cloth), removed the skincluster, added the ncloth, animated it by moving left and right to make some creases, and built multiple cloth states to add to the original banner model.

Issue:

When I add the blendshapes it doesn't do it to the highest polysmoothed state, rather the primitive low poly geo it was rigged in. This results in the blendshaped banner model moving through its blendshaped states but obviously doesn't have those detailed creases.

How should I go about getting around this issue?

Thanks in advance!


Generally I add a polysmooth node at the end of the input chain on whatever I rig then I can tie the subdivision chanel into a custom detail attribute. In gneral it says on 1 or 0 and then on render time or when I need more detail I'll crank up the divisions.

Alternatively you can use the actual smooth cloth to setup a normal or displacement crease map and then animate that on the lower poly mesh.
 
Old 09 September 2013   #3
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