Cloth Movement

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Cloth Movement

Postby Embreon » Sun Jan 16, 2011 3:33 pm

Hey,

I'm trying to let cloth move on wind, which can be done with Reactor and cloth modifiers.
Getting it to move is not the problem but getting it in Uru....

Since Reactor does not store any key frames I tried the key frame baking method... but it does not save vertex transformation.
I also tried to convert Reactor to trajectories, but haven't found anything about that on the Internet.

Does anyone have a idea how too get this working, it should be possible because if I remember correctly there is a flag in URU somewhere ...

Thanks,
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Re: Cloth Movement

Postby andylegate » Sun Jan 16, 2011 5:48 pm

Minkata has several flags that are whipping in the wind.

However, if you open up Minkata in PrpShop, you'll find that the flags animations are Bone animation. Most likely set up with a sine wave.

Not Reactors or Cloth modifiers I'm afraid.
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Re: Cloth Movement

Postby N. Sigismund » Sun Jan 16, 2011 6:16 pm

Embreon wrote:I'm trying to let cloth move on wind, which can be done with Reactor and cloth modifiers.


Is that Reactor and/or cloth modifiers? Max 8 allows for cloth stuff without using Reactor...
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Re: Cloth Movement

Postby Lontahv » Sun Jan 16, 2011 9:44 pm

It shouldn't matter what a person uses to simulate physics, as long as it can be baked into bones. Plasma has no support for per-vertex animated meshes or cloth simulation. The only way to get the effects of a simulation is to capture the simulation motion and convert it into a bone animation.
Currently getting some ink on my hands over at the Guild Of Ink-Makers (PyPRP2).
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Re: Cloth Movement

Postby Embreon » Mon Jan 17, 2011 2:21 am

If you open up minkata in prpshop ? ( I can only get the .age, .sum to open )
Isn't it possible to just import those ages in 3ds .... ?

And these bone animations, are the bones linked to a mesh ?, because i don't really have a idea how its created
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Re: Cloth Movement

Postby Embreon » Mon Jan 17, 2011 2:38 am

Ok, never mind..
Already found out that the "skin" modifier works within Uru...

Thanks for your help !
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Re: Cloth Movement

Postby andylegate » Mon Jan 17, 2011 6:42 am

No problem. Prior to the holidays, Boblishman was experimenting with Bones Animations and showing me some of his results. At some point I'll get a tutorial made for it.

Basically you set up your Bone System for your animation. Bob was using the IK Solver to produce the splines of the animation of the bones (makes the movement look very natural), and of course was using the Skin Modifier to skin the object we see animated.

We ran into some hitches, but it was the right road for it. But then Bob sort of left the community, and I became very busy with other things.

Let us know how your results turn out (and what you did. It would be great to see more people post in this section of the forum on how they did things in Max with Cyan's plugin).
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Re: Cloth Movement

Postby Embreon » Mon Jan 17, 2011 8:51 am

Sure this is what I managed to get and how I did it ...

I wanted to make some curtains that would move on the wind. I used the cloth modifier and Reactor wind to get a cloth moving as I wanted it to.
After that I made strings from bones that matched the amount of lines in the curtain. Then animated every bone to match the movement of the curtain.
Deleted the curtain and made a new box, with a skin modifier and attached all the bones to it.

Then let the plasma engine play it in a loop and you have realistic moving curtains.

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Re: Cloth Movement

Postby N. Sigismund » Tue Jan 18, 2011 6:06 pm

What's Chris doing in that age? He should be working on Llantern... >:|

(Chris is the name of the common complete POTS save that people have who didn't originally complete POTS like myself. He helps me a lot with Llantern development!)
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