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Aug 31, 3:02 PM
#1

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Jan 2020
862
Asking this, hoping someone has experience working with game engines (I barely learned Maya, so I'm too stupid for that).

So, for characters that have dangling clothes or clothes with dangling parts that aren't skinned to the basic body IK/FK rig, is the cloth simulation already baked into the FBX file and imported into the engine as a regular deform rig animation, or is the cloth simulation done within the engine somehow?

I'm asking this because I do have a plugin for physics simulation that lets me make dynamic FK joint chains, set up collision etc. So, theoretically, if there's some special cloth physics simulation system tailored for games, I can kinda mimic that. And, of course there are workarounds, such as constraining the joints to an invisible nCloth mesh or a mesh with a Wrap/Proximity Wrap deformers via locators constrained to the vertices of that mesh, but if I set it up like that, I lose the ability to tweak the pose and fix the penetrations when needed.

Because skirts, cloaks, dresses are really a headache to rig... Well, not too difficult if you just want to make them stiff af, or animate the cloth motion by hand, but honestly both of those options stink...
Aug 31, 5:33 PM
#2
Nostalgia Rules!

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Jun 2008
13337
I have dabbled a little bit in RPG Maker before in the past but I'm not sure how much my knowledge in this will help you.
Aug 31, 8:16 PM
#3

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Sep 2023
428
I don't do cloth simulation or ped animating but I have dabbled in looking at it. Isn't this done with weight painting? Thats at least how we do it in GTA.



Be safe and well travels,
Chris


Yesterday, 12:31 AM
#4

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Jan 2020
862
Reply to bevarnow
I don't do cloth simulation or ped animating but I have dabbled in looking at it. Isn't this done with weight painting? Thats at least how we do it in GTA.
@bevarnow, thanks. I watched some modding tutorials, and for GTA the simulation seems to be done with vertex painting (within the 3D modelling software), so the swaying is applied in the game engine. The skeleton setup is also pretty generic – biped body + face, no additional bones. I guess that's the setup to go for when you have thousands of characters.
Yesterday, 7:30 PM
#5

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Sep 2023
428
Reply to RudeRedis
@bevarnow, thanks. I watched some modding tutorials, and for GTA the simulation seems to be done with vertex painting (within the 3D modelling software), so the swaying is applied in the game engine. The skeleton setup is also pretty generic – biped body + face, no additional bones. I guess that's the setup to go for when you have thousands of characters.
@RudeRedis yea thats what I was thinking of. Not sure where I got weight painting from lol



Be safe and well travels,
Chris


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