It's fair bit of a hassle to sim in Unity and bake out to FBX. You need Recorder and FBX Exporter packages in the project add rigidbody and joint components in unity for Simulation, then record the sim to an animation clip; apply the recorded clip back to the character and then export the character as an FBX animation.…
you could try Unity recorder to export simulated joints as FBX, then reimport that back as baked animation. Rig your cloth with jointsAnimate the characterImport to Unity, setup cloth joints for simulationsim the animation, for several loops if it's a cycle, make it easier to loop the sim laterExport the Sim to FBXFix up…
Hi Hito, I'm back in this topic, you talked about using the Unity recorder above. I'm testing this to export some animations from a nice animation pack I bought in the Unity asset store. The work here would be to refine the skirt of my character in Maya, because it seems the animations I apply from the pack don't take care…
The last time I saw someone baking cloth like this, it was for a MMORPG I worked on for PC. They ended up writing their own scripts to work with our sim data in 3ds Max. The basic workflow IIRC: * import the lowpoly model with its animations, * align the bones to the T-pose cloth, * bind the bones so they stick to the…
Hey everybody,this time I have to make a rig of a game-ready templar character with some kind of long jacket (or skirt). I would like to test a dynamic to see how it works. Any inspirations or reference for technical solutions that I could use? I'm working with Maya and Unity. The goal is to animate in Maya actions like…
What hardware do you need it to run on eventually? Mobile requires optimization, you likely won't want the performance cost of a fully dynamic cloth sim, so you would bake sim anims down into bones and use skin weights. Or else bake the vertex animation into cache files. Unity has addons for cloth, what have you checked…
Again thanks a lot guys for the inspiration. Congrats Eric for the nice work on that link. Hito, I didn't understand because it seems the unity recorder is there only to record movie/video files? I can't believe how hard it is. After a few tests, for me, here's what seems to work best for now: I have some joint chains…
Thanks a lot Eric, I will search. I'm having a hard time trying to bake ncloth deformations to bones. I'm not sure I can make it. But I did it on a single vertex from a cube. Keys on vertex, copy/paste the curves from the graph editor on a locator, scaled them to 20, then constrain parent on the joint. Quite a lot to do if…