1
$\begingroup$

I figured out I could get cloth to sew itself without gravity issues by animating gravity. So, after several minutes I end up without between fifty and a hundred frames of cloth simulation that result in a clothed character. Now, the problem is I want to animate the character doing multiple things while wearing the same set of clothes. Is there a way to bake the simulation up to a certain point, then drop the whole thing into a scene for further animation? I'm sure I could script something, but I'm just wondering if it can be done by default. I don't want to apply the cloth simulation, because then I'd end up with a non-planar base mesh.

$\endgroup$
2
  • $\begingroup$ You would have to apply it...why the worry about a non-planar base mesh? $\endgroup$
    – JakeD
    Commented Aug 22, 2016 at 17:20
  • $\begingroup$ Because it seemed like it might make transformation calculations based off the original state of the mesh. Like, if you have a hoodie, it's going to deform differently than a piece of flat cloth temporarily pushed into that shape. That was my line of thought, anyway. Maybe there's something I'm not understanding there. $\endgroup$
    – AaronF
    Commented Aug 23, 2016 at 10:30

1 Answer 1

0
$\begingroup$

You can duplicate the cloth object in an animated state (there is an addon called Corrective shape keys) where vertices are already in a "clothy" way. You can then use this as a base for other animations. The problem is: The cloth modifier still takes some frames of jiggling before it is stead

$\endgroup$

You must log in to answer this question.

Not the answer you're looking for? Browse other questions tagged .