[Bf-committers] Linking and Simulating Cloth/Softbody

Tobias Oelgarte tobias.oelgarte at googlemail.com
Tue Jan 17 09:18:22 CET 2012


That helps a lot. But i still have some remaining questions:

1. If i link in an group, can i control the objects in a way that they 
will keep the same layers as in the original file? Currently my 
character is spread out to multiple layers. This makes the baking faster 
(only what is needed on that layer) and solves a collision issue. If i 
guess right softbodys do not have a collision group feature and i'm 
bound to have two objects on two different layers to make it work. If i 
link in my group then all objects are on one layer. The layer buttons 
itself (using the 'pin'-trick) have no effect.

2. Is there an example for the the script you used for Sintel? Would be 
easier as to write anything from scratch. At least i could use it as a 
reference, since i will need to be able to edit at least the frame range 
for baking.

Am 17.01.2012 01:41, schrieb Campbell Barton:
> 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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>
>



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