Hello there,
I'm not familiar with games pipes, so maybe I misunderstand your problem.
If you put chain bones you'll need to add as many bones (or effectors) as there are points on your mesh. Otherwhise you'll only get a rough approximation of the cloth sim. Plus you'll need to paint some enveloppe weights. Anyway if this what you're after, IMHO, a simple point constraint of the Null effector should work, and then a Plot of the bones. Imho, shapes or a cage of nulls will be more predictable (if pointcache is not an option).

Le 12/10/2013 12:52, Nicolas Esposito a écrit :
Hello,

I'm working on a character that will be exported into a game engine ( UDK ), but since SI doesn't have an Apex plugin to export the data I need something to simulate the cloth behaviour

So, first I'm simulating the cloth during the animation on my character, that has a Species rig applied ( face + body ).

What I would like to do is to build a bone chain to be able to export the complete rig into UDK

Since the function of the bone rig is to drive the mesh in my case I need to do the opposite, so the simulated syflex mesh will drive the bones position/rotation, and add a keyframe for each movement, in order to bake all the animation into a single rig (_since UDK for animation accept only rig animations_...and shapes, but I would like to use a rig )

Consider that my character wear a coat, so after the simulation I was thinking to build 4 chains ( 2 on the back and 2 on the front ) and then let the syflex simulation drive the bones position/rotation

I hope that is clear what I'm trying to do

So, is there a way to achieve something like that?

Nicolas

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