I'm using ncloth for the first time for this project and im not quite sure how to create the arm ncloth component. I have a spring mechanism with the geometry wrapped around being ncloth which folds in and out when squashed and stretched but when i try to create the arms and constrain the ncloth transform controls it screws up the whole spring.
i need the arms to 'flop' about rather than be solid as they are entirely made from cloth but as i already have the spring i don't know where to start
...im not sure how much sense that made but if anyone has any idea how to solve this problem then please let me know!! if print screens would help i can put some up
heather
i need the arms to 'flop' about rather than be solid as they are entirely made from cloth but as i already have the spring i don't know where to start
...im not sure how much sense that made but if anyone has any idea how to solve this problem then please let me know!! if print screens would help i can put some up
heather
(I'm not sure whether you posted this before or after you asked me to help you at Uni)
ReplyDeleteRegardless, as I said, I'd suggest simply skinning it and using some other technique for that 'flop'. You can use blendshapes or the rig to do that. Ncloth is a real pig, and for that kind of thing I would simply try to avoid it.
As you said, you have a meeting with Alan tomorrow, see what can be done to resolve that, but certainly look into skinning it.
Yes. If you're going for the skinning, you could create an arm joint chain with more joints in it to allow more deformation. (not just shoulder - elbow - wrist, but more like shoulder 1, 2, 3 - elbow 1, 2, 3 - etc). Then you can use a spline IK instead of an RPsolver IK. It uses a CV curve that controls the joints using its points. you put clusters on those points, which you can animate.
ReplyDeleteWe've done this with Alan in the 2nd year on in the spine rigging tutorial and this would basically be the same thing.