Hello, Ive been trying to bake out an nCloth simulation from maya to get it into a game engine (Unity, The realtime cloth isnt really any good). . I have a few options that I've been working with and I cant get any of them to work right.
1) nCache.
I have a plugin in unity that will allow me to play nCache animations. This would be great but my characters clothing is seperate and when I loop the nCache animation, the clothing will momentarily seperate from the character's hips due to the blending required for the animation to loop seamlessly.
2) Bones parented to verts.
I select an array of vertices on the nCloth mesh and parent a bone to each selected vert.
This is a simple plane im using for testing with bones attached.
I then run the simulation and bake the bone movement to keyframes. Everything seems to go well up to this point. I then try to smooth bind the bones to the original mesh and no matter what settings I use, the cloth does not deform correctly.
3) Bone IK spline chains parented to curve.
I create an nCloth and select a few edges running down the mesh and convert them to curves. I then create a bone chain for each curve and make them into a IK spline parenting them to the curves I just created. The simulation is then baked to the bone chains. This all seems to work correctly. When I try to skin the bones to cloth, it won't deform correctly. Pretty much the same issue as
#2.
I've been hunting around for a solution for about a week and I can't seem to find ANY information on this. If someone could walk me through a pipeline for getting a nCloth simulation baked to a bone rig I would be greatly appreciative!
Thanks!
Replies
The plugin I mentioned (its a bit expensive)
https://apps.autodesk.com/MAYA/en/Detail/Index?id=appstore.exchange.autodesk.com%3askinningconverter_windows64%3aen