Tuesday, 8 December 2009

Ncloth problem - solved!

After speaking to Alan today Ive been able to finally achieve the final result for my fabric jack in the box arms i was looking for. It was suggested by Alan just skinning the arms to the joints and using a jiggle deformer or soft bodies deformer, but eventually the Ncloth worked. I have had to make some slight alterations, as you can see Ive included extra geometry within the arm itself to give it some definition of an arm shape and stop the cloth from just falling through itself, it also has given me a bit more control over how i want the arm to look. Ive also rigged the hands and fingers now.

I think i will hopefully be able to do the final grouping tomorrow, but i do want to get my character checked by Alan beforehand so that i don't start animating then end up having a problem with something that i could have sorted out earlier.

Below are some images of how the ncloth is working.

  • I selected the arm geometry and then chose ndynamics - nmesh - create ncloth
  • Then reselected the arm and also the main spring geometry as this is what was previously causing weird problems and chose 'exclude collide pairs' from the ncloth - nconstraint menu. This stopped the arm interferring with the spring.
  • I transform constrained the vertices's on either end of the arm from the nconstraint menu - transform.
  • After doing this the arm stayed put, sagging in the middle behaving normally.
  • I then placed some objects within the arm. A sphere for the elbow and two edited cylinders to keep the arms shape and parented them to the joints.
  • After they had been modified and fit the arm i selected the arm geometry and then the object and then chose nmesh - create passive collider. This then told the arm geometry not to pass through and treat them as solid objects.
  • I did a few tests, moving the arm and watching the nmesh to make sure it was still behaving normally and it all worked perfectly.
I'm so glad the i could use the nmesh as its giving the effect that i wanted :)



I also added a few custom controls to my character. (obviously apart from the obvious controls on the arms and hands and fingers)

My lid only has an 'open_close' control that i linked to the rotate z channel using the connection editor, i also did a similar thing for the winder on the side of the box giving it only a 'turn' control (no transltaes/rotates or scales)

I also created a main body spring control that i gave a 'sqash' attribute and also a 'lean L to R' (left to right) and a 'lean f t b' (fron to back) allowing me to move Jack in all directions allowing me to squash and stretch at the same time.

For the blend shapes i created a 'happy' 'sad' 'angry' 'suprised' 'left EB lift' (eyebrow) and a 'right EB lift'. I created a control shape above Jacks head for this. Emily also suggested that i make a few blank blend shapes that i can link up so that if i need to add another expression i have some spares to edit, so i also have two spare heads.








1 comment:

  1. congratulations on solving your 'n-cloth' dilemma! You seemed very positive when I saw you today - you see, bugging Alan really works :-)

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