Tuesday, November 3, 2015

Overview of what I'm trying to do.

When I first decided that I'd be using cloth in my UE4 Capstone, I assumed that using PhysX cloth would be the way to go. However, when I thought about it more, I realized that I wouldn't be able to open the project on my AMD graphics card at home. I'd have to create my entire capstone in the lab.

The other options I have are to use Havok cloth, AMD's version of PhysX cloth, or bake an Ncloth simulation onto bones in Maya

The first option sounds good, until you consider a little problem: Havok can't work in UE4.
The second option is much more reasonable. I could work at both
home and in the lab, and still have cloth that looks reasonably good.

 Some issues with this are: I'd have to create a seamlessly looping animation from an unpredictable and nearly impossible to realistically hand animate mesh of bones, and would have to deal with the fact that thousands of bones moving every frame will drastically decrease the frame rate in-engine. Although this will eventually be a pre-rendered video, moving around the viewport and baking lighting at any quality will take some time.


Fortunately, there are some documented tutorials I have found on how to loop Ncloth in Maya:
https://www.youtube.com/watch?v=0LFWv7rNufI
And how to apply bones to a moving piece of cloth:
https://facepunch.com/showthread.php?t=1251298

I will post another update when I've made some progress...

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