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# 8 02-07-2010 , 01:48 PM
Falott's Avatar
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Join Date: Jan 2005
Location: vienna
Posts: 1,095
still not quite what I need. another problem showed up during the process.


the last step which made my rig work was an expression in the locators.translation


float $vertA1[] = `xform -q -t -ws outputDress.vtx[159]`;
AimA1.translateX = $vertA1[0];
AimA1.translateY = $vertA1[1];
AimA1.translateZ = $vertA1[2];


that made them stick to surface while it animated.

next step was laying my dress rig on top of that structure by feeding spine rotation values from mocap_spines to dress_spines and let the dressBones (selected one in the pic) aim towards the vertex constrained AimLocators.

the goddamn thing now really moves finally. the bones follow the cloth simulation.

BUT

for all 6 jointChains (2 bones each) I would now have to make corrections to the offsetX rotation values. which would be a tedious work for 7 times 4000 frame walking animations.


SOLUTION (how I have in mind..)


is there a way to connect the

"dressBoneB1_aimConstraint1.offsetX"

with the help of of a normal or geometry similar constraint so the bone (Xrotation) follows the flow of the surface below?

I guess all that sounds pretty confusing, and I am sorry for my lack of explaining things carefully enough.

thing is - if that last step finally works, I could bake a cloth simulation to a boneanimated dress for exporting it to a realtime application with some mouse clicks

I´d be happy to provide further informations if anyone has an idea.

thx!

Attached Thumbnails

everything starts and ends in the right place at the right time.

Last edited by Falott; 02-07-2010 at 01:50 PM.