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