Hey guys i'm wondering how you would go about doing this?
Specificaly I mean if you make a rig which has a flowing cape on the back that is applied according to dynamics, how would this be done? To a realistic level as hand animating is ineffecetive especially for cinematic scenes. I would like to do it on hair too. Thanks.
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Does it need to be compatible with an engine, if so which one? Or are you just rendering?
People will need to know what are you doing this in? Maya? Max? UDK?
usually you can specify a kind of IK controller or just tell those bones to be part of a dynamic system. But it depends on the software you're doing it in.
ALSO!
I would recommend learning how to hand animate physics and secondary motion to a sufficient level for cinematic scenes. Software calculated dynamics is very handy but having to rely on it can cause problems
I am doing it in Maya and UDK
to set this up in UDK you need to first create a physics asset for your mesh. To do this you need to use phat:
http://udn.epicgames.com/Three/PhATUserGuide.html
then once you've got your asset setup you need to set part of your skeleton to simulate:
http://udn.epicgames.com/Three/PhysicalAnimation.html#Partial physical simulation on skeletal meshes