25 June 2011
Various passes tweaking the attributes for the uniform for my Shoeless Joe character rig. The first playblast shows the nCloth with basic attributes applied to it. The initial uniform mesh was first bound to the skeleton, just like the body skin, and the weights were copied from the original mesh onto the uniform mesh. At least then, you can pose the character however you want, and the uniform mesh moves with the rest of the rig. After binding skin, make the uniform mesh nCloth in the usual way. The belt was skinned the the main hip joint, and set as a passive collider, which in hindsight may be a mistake on my part. I'm thinking later trying skinning just the buckle to the main hip, making it a passive collider, and then making the waist portion of the belt nCloth as well.
The referenced rig in the scene. From here, I referenced a workflow borrowed from a gentleman who is absolutely brilliant, Duncan. If you frequent the Autodesk forum AREA, you can see his blog post regarding nCloth workflow for animation here: http://area.autodesk.com/blogs/duncan/basic_cloth_on_character_setup. Basically, you connect your original mesh to the posed nCloth and make a rest shape, which will pull back the stretched mesh in simulation. After that, you paint weights on the cloth mesh under a couple of different attributes, depending on how you want that part of the mesh to behave. It's trial and error as it goes.
Maybe time to cache everything out and finally inbetween and cleanup this piece- I can't believe I let it stay this way for so long. After the animation is clean, it will be easier here to diagnose problems with the cloth, and key the attributes necessary to make it look a little more natural.
Subscribe to: Post Comments (Atom)
Post a Comment