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Hi all
I have been digging around and cant find an answer in the limited syflex docs.
I have a syflex Cloth bib on my character, all fine as far as Syflex goes, but it only sims on the lowest level of subdivision. I dont want to do a permantent subD of the mesh as I will have to animate this. I thought I remembered doing this ages ago, but it was ages ago and now I cant find the answer.
any help most appreciated
Cheers
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Have you tried applying a local subdivision refinement operator before the syflex operator in the stack - so your modeling is in the modeling stack, the subdivision one above that one and syflex on top?
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Hi,
Sorry, I didnt make my problem clear in my rambling.
It is the collision target mesh that will get subdivided later, not the cloth.
So what is happening is that when I up the subD on the target mesh for rendering that looks as it should, but the cloth sits on the original geometry you no longer see, just hovering.
cheers
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I’m not very experienced in terms of simulation, but my try would be to to temporarely subdivide the collision target (local subdivision refinement), run the simulation, plot it (or bake it or whatever it is called) and unsubdivide again.
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Thats ok, thanks for the help.
I’ll just set it up as a cage deformer and simulate on the high one at the end. i was hoping for a syflex setting to take account of the subD, but never mind.
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select your mesh
use Model->Create->PolyMsh->Subdivision
(do not freeze it or click delete button in its ppg)
this will create another mesh, subdivided version of your character
it means, you can animate low poly mesh the subdivided will update
you can use this as a collider and keep it hidden for the whole time
so in the wiewport you will see only low poly character and your syflex will collide with hidden subd version
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