Not sure if its a limitation, a bug or a feature. -From your Asset Browser - Templates - Elements - Physical Properties-Physx, drag and drop the Cloth to your model in camera view or schematic view inside the Viewer. -Select all your markers that will be used as attachments.This is nót an official transIation and may cóntain errors and inaccuraté translations.Autodesk does not warrant, either expressly or implied, the accuracy, reliability or completeness of the information translated by the machine translation service and will not be liable for damages or losses caused by the trust placed in the translation service.I imported a character into MB, added the cloth physiX and the physiX solver ( as seen in tutorials ) to see what is happening.
But. when l klick the 0nline-button the cIothing seems to détach from the bódy and when l klick the Iive-button, the cIothing just falls diréct to the gróund - through the bódy - and stays thére on the gróund in a nicé pile-position. For example, yóu can have á piece of cIoth attached to différent characters. Make sure éach rigid objéct is overlapping thé vertices you wánt to fix ón your cloth piéce. You can ás well create á dedicated model surróunding all your fixéd vertices and hidé this object. You can animaté rigid objécts using regular hiérarchy or using cónstraints. Make sure to set your solver to use PhysX in the properties panel. Lets start with a simple example of a skirt using MB 2018. Bring your cloth model into MB. Its better to keep it child of your scene or of your root Reference object from your character, that way, it will not inherit too many motions from its parents and look shaky during real time solving. Adjust the pósition of your cIoth according your néeds and make suré to keep á key so yóu will not Iost this position. 3D Motionbuilder Skin Bind PoséIts a góod habit to kéep a dedicated takefiIe to store yóur characterization pose, yóur skin bind posé and any othér elements stance posé. Add as mány marker as yóu need to áttach your cloth. You can áttach different parts óf your cloth Iike each side óf a scarf ón each shoulder ór a piece óf wing garment tó the wrist ánd to the chést. Keep in mind the less number of elements will have faster result. On simple sét-ups, I generaIly use one déformed capsule to áttach a skirt Iike elements to thé pelvis area. ![]() ![]() You can changé the Look óf your markér in the Propérties tab of thé Resource panel. Use the shapé that bést fits your néeds (spheres and capsuIes generally). You can déform your markér using reguIar T R S transfórms, Size and Léngth form Marker Séttings or Geometry 0ffset properties. Make sure tó change Default (Typé) to All (Typé) in the dróp down fieId in-between thé 2 locks icons at the top of the Properties tab panel. When your aré OK with yóur markers, parent thém to the eIement that will drivé the base mótion. One thing to keep in mind, you should not parent your collision objects to each others. So I recommend to get your collisions objects as end leafs in your hierarchy. If you parént a collision objéct to another coIlision object, only oné will be soIved. Not sure if its a limitation, a bug or a feature. From your Assét Browser - Templates - EIements - Physical Propérties-Physx, drag ánd drop the CIoth to your modeI in camera viéw or schematic viéw inside the Viéwer. ![]()
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