Super Nobrain!
merci de partager ce tut avec les lecteurs !
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Ca marche vraiment pas mal merci pour la technique!
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www.3dvf.fr / www.progiss.com - Services et solutions hardware/software/financement/formation
Bon alors comme j'ai eu pas mal de demande pour une version anglaise du tutorial, j'update ici
as some people asked me, here is an english version of the tutorial...
In this tutorial you will learn how to animate a 35000 poly chainmail within seconds using physics simulation. this tutorial is for lightwave, but the method can be applied using any software. As a high poly mesh cannot be simulated using a standard workstation, we will apply the simulation on a low poly proxy object, and then apply the resulting deformations to the high poly.
first, let's take a look on the chainmail we want to animate: it's juste a single ring, duplicated enough times
Here is the global scene i will use for illustration: as you can see, there's an animated canonball and a simple armature to hang the chainmail. Regarding dynamics, a collision sphere is parented to the ball, while a global gravity is applied to the whole scene.
1. start modeler
firstly, let's draw a 2D subdivided plane of the same size as the chainmail. To get best results, be carrefull to subdivide it so that every polygon is about the size of a chain ring.
as the chainmail will be hanged from the armature, the cloth simulation won't be applied to the full object: the upper part must remain static. To ensure everything will work fine, let's extrude the upper edges. select the polygons created during this operation, and create a new surface for them. this should result in something like this: the red surface's name is "modele_root", while the other one is named "modele"
Our meshes are ready, let's get into simulation !
2. start Layout
first, import the plane, and apply the ClothFX modifier (you can find it in the object properties. keyboard shortcut: 'p')
the next 3 pics show the general settings applied to clothFX (if the scale of your scene is not the same than mine, these settings may be slightly differents)
just keep in mind 3 things: -to set the red part as static, select the "modele_root" surface in the "basic" tab -to activate collision with the canonball, select the "modele" surface in "collision detect" -it could be interessting too to activate self collision
now, you can launch calculation (oubviously, by clicking on the "calculate" button ) and look at the magic
3. the chainmail
its now time to import the chainmail into the scene. But before that, we can hide the proxy plane, by setting its "object disolve" property to 100%
import your high poly chainmail into layout
now, our objective is to apply the plane's deformation on the chainmail. First, select the high poly, and parent it to the proxy. (keyboard shortcut: 'm')
next, you have 2 solutions: there's 2 ways for applying the deformation to the object hardlink and metalink. metalink will apply a full deformation to the target mesh, while hardlink will apply the deformation taking into account the semi-rigid object structure. It's what we need for the chainmail, because the individual rings need to keep the same shape.
so you need to select "hardlink" int the "deform" tab of the chainmail properties
you can now play your animation, and enjoy a 35000poly chainmail perfectly animated within minutes