workflow for cloth
-- quick setup one cloth object and multi-collision objects
--setup multi-cloth and multi-collision
-- setup biped keys on Tpose before animation
--create collision guide on biped arms legs -when needed -
-- presets for point groups - showed in another post I think -
mcloth
-- create collision objects capture object deformation for better simulation than ragdoll.collision.
after sim
-- fix penetrations dynamic by pushing whatever intersecting verts
-- add turbosmooth shell as needed or automatic on all cloth objects .
-- finally cache vertex animation for mcloth or cloth and send mcloth cached to lower version of max without problems and not depending on other external point cache files.
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