OK. I got the body working with armatures, and now on to the harder part.
Clothing
Ok. What should I use, clothing that is parented to the armature like the body or clothing draping off the body using softbodie
???
OK. I got the body working with armatures, and now on to the harder part.
Clothing
Ok. What should I use, clothing that is parented to the armature like the body or clothing draping off the body using softbodie
???
Both of course
Seriously, think of it : softbodies won’t move your clothes when your character walk, jump or whatever. Armatures, unless you’re a genius with the patience of a saint, won’t give your cloths flexibility and collision detection. And you may also need some shape keys for when collision detection is not accurate enough, unless you’re ok with a hight poly count and have the patience of a saint…
Jean
exactly,
softbodies alone are very poor in simulating real clothes, since they miss some properties
I. material memory ( if you fold a piece of paper it stays more or less folded )
II. stickyness ( colliding softbodies glide along surfaces with no friction )
III. bending elasticity
IV. no untangeling ( self intersection, i often hear ‘when there is collision detection why not add 2 lines of code to have self collision detect …’
well if it was that easy i would have added that 2 lines , promised … pitty though it is not. )
and others
some ‘hybid’ examples there –>
http://mosebjorn.altervista.org/sbe/BSE.html
BM
set up your cloth over character in rest position
set up character to deflect
bake the cloth to get the rest position
minimise character model (remove mesh under clothes, etc.)
apply armature to bend it in meaningful ways
bjornmose - more shamless plugs needed for your speed improvements in softbody simulation. 10+ times faster softbody simulation - allows for complex deflectors… http://www.blender.org/forum/viewtopic.php?t=7499