[Bf-committers] Linking and Simulating Cloth/Softbody

Campbell Barton ideasman42 at gmail.com
Tue Jan 17 01:41:26 CET 2012


In the cloth pointcache buttons there is a setting: "Use Lib Path"

Turn this off in your library file so that the pointcache will always
use the local path when making the path for pointcache.

Then in your animation file, link the character in as a group, proxy
the armature (but nothing else).

you _cant_ select the cloth object within the group, but theres a
hidden trick! (yes this is horrible)
You can access the bake buttons by setting the object buttons to
'Pin', then select the object from the dropdown below the pin button.
... now you can switch the physics area and press bake.

This feels like a walkthough for some puzzle game which is a bad sign!

for sintel we ended up doing this in a python script, since this can
also tweak cloth settings from the linked data after load which turned
out to be very handy.

On Tue, Jan 17, 2012 at 8:14 AM, Tobias Oelgarte
<tobias.oelgarte at googlemail.com> wrote:
> Now i was searching an entire day to find a way to link in a character
> that consists out an armature, the mesh and a clothes with
> cloth-modifier. But i could not find any solution on how to link it in a
> way that i can move the character with the armature (thats not the
> problem) and to simulate the cloth corresponding to this animation. How
> can i simulate/bake a linked piece of cloth without breaking the linking
> to the external library?
>
> If i make the jacket a proxy then i actually have two objects. The real
> one with modifiers and a "copy" without any modifier. So far i could not
> find any documentation on this matter.
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-- 
- Campbell


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