Motion Builder, LW and Dynamics


#1

Having a problem figuring this out…
I am trying getting into using mocap data and lw cloth
I have a character that I have use Motion Builder to add some motion to, I imported it back into Lightwave…no problems so far. Now, I want to add cloth and hair…
I added a long hair hair to use Sasquatch with, parented to the head bone and i hit calculate…it does it (although the hair stretches a bit)…ok…so I add a collision dynamic to the figure mesh…here’s where it goes odd…
When I add the collision dynamic a duplicate of the figure mesh is created at the original bind pose and when I hit calculate it moves the duplicate mesh along with the base mesh…of course I cant finish the simulation because Lightwave bogs down too much. Am I missing something? Any help would be greatly appreciated.
I’m using LW9.3.1 x64, 4gb ram.


#2

If the collision object is just for the hair you might be better building your collision object out of nulls parented to the bones.
this clip was done using this technique, the leg bones had collision nulls as well some on the head and shoulders for the hair


#3

I agree with Lightfreeze on using nulls as collision objects.

Additionally, if that doesn’t work, use a low poly proxy mesh of the head and shoulder (or whichever areas the hair might interact with), set it to use bones from the original mesh so it will also deform similiarly, and then use it as the collision object.

Not as fast as using collision nulls, though.


#4

Is there a link to a tutorial or something on using nulls for collision?


#5

did this a bit ago, might help


#6

Thanx…That is useful…I was under the impression it was a more complicated thing…hehe.


#7

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