Surface deformer workaround

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Old 02 February 2013   #1
Unhappy Surface deformer workaround

Hello. First of all - sorry for my english language.
Here's my trouble: i've got a rigged character with huge amount of stuff which goes with it. After all rigging & animation work it'll be exported to unity engine. Some of the character parts i've "attached" to a rigged character with Surface Deformer. But after exporting to fbx (or just saving it to unity assets - it has native integration plug in built-in) all "surfaced" parts - no longer attached to model. Is there a way to keep it even after export?
And for now it's no way to use animation with pla (not my wish). Maybe there's some kind of weightning to surface attach workaround or smth like this? Help please.
Cheers, EGGO.
 
Old 02 February 2013   #2
you should bake everything into keyframes including deformations.
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Old 02 February 2013   #3
Thanks ahven. Is it an only possible move to get it to unity? no workarounds here?
 
Old 02 February 2013   #4
Looks like one of the tiny solutions is to use VAMP with a little touch of weightning works. Keep digging..
 
Old 02 February 2013   #5
I am not very familiar with Unity but I think you can try also collada format to exchange data.
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Old 02 February 2013   #6
Collada works almost the same as fbx sadly)
 
Old 02 February 2013   #7
I doubt you'll be able to export your deformations, since Unity does not support PLA (point level animation). You are constrained to joints and their deformations, so try to reproduce that effect with them.

I might be missing something, not really up to date with Unity's import capabilities lately.

*Edit*
A plugin seems to fill that gap: http://answers.unity3d.com/question...-animation.html
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Old 02 February 2013   #8
What about Alembic?
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Old 02 February 2013   #9
Thanks fluffouille. Will ask an employer to purchase this plugin - looks really useful. Thanks again.
Navstar, i didn't know about collada format inside unity but will ask my employer about it.. But it still didn't support textures on export as i remember.. May be i'm worng..
 
Old 02 February 2013   #10
Originally Posted by fluffouille: I doubt you'll be able to export your deformations, since Unity does not support PLA (point level animation). You are constrained to joints and their deformations, so try to reproduce that effect with them.

I might be missing something, not really up to date with Unity's import capabilities lately.

*Edit*
A plugin seems to fill that gap: http://answers.unity3d.com/question...-animation.html

thanks fluffy. I´ve seen game models with cloth animations with bones but it takes much more time to setup rather than with just flag modifier.
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Old 02 February 2013   #11
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