Hi Ben,
will see if I can get the driven static kinestate to work - the way I
understand you, this should be indeed what I'm after. Hope XSI agrees :-)
Speaking of cloth sims - from what I understand syflex has such a thing as a
target pose (not initial state!) - the shape a cloth would assume if not
under influence of any forces. But not in the XSI implementation :-(
Anyone can confirm this?
You have to constrain two things to the cloth:
1) Your deformer
2) A "base" null that represents the "undeformed" position. When the
deformer hasn't been moved these two things follow the cloth in the
exact same position.
Then drive the static kinestate of your deformer with the base null.
This will make the deformations relative to the base null rather than
the predeformed position when the operator was applied, which is what
static kinestate is by default. This is analogous to bind pose in
Maya.
Also I've had luck with copying the cloth mesh and rigging it, then
using a simple scripted op to do a "blend" between them. You can even
get really fancy and read a weight map if you like.
for each point in position array:
alpha = weightmap * slider value
lerp(mesh1.point mesh2.point, alpha)
what's "lerp"?
and how can I access a point's weightmap value?
(its probably RTFM - will dig into the scripting reference tomorrow, sounds
like it can come in handy.)
On 9/20/07, peter boeykens <peter_b(at)skynet.be> wrote:
trying to find a good workflow for rigging cloth.
at the moment I am cage deforming the highres cloth geometry with the
syflex
simulated cloth. Its all good.
now Im trying to layer deformations on top of the simulation.
What I would like to get now, is a layer of (few) manipulators, driven by
the simulated cloth.
I guess I'll cluster constrain nulls to the cloth, and then parent my
manipulators under those nulls - but Im open for other suggestions. With
those manipulators I'd like to "sculpt" on top of the simulation.
I do not want to simply envelope the highres to the manipulators, since I
wont get the precision I'm getting from the cage. But if I'm enveloping
the
highres to the manipulators on top of the cage I'l get a "double"
deformation.
It works fine if the layer of my manipulators is not deformed by the
cloth,
sculpting locally around the default pose of the cloth, but its not
intuitive at all working that way.
Any suggestions how to approach this?
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