Maya dynamics skirts and clothing baked down as skincluster

Hi everyone,

I would like to know if anyone has any experiences rigging dyn sys for characters in production with a tight skirt and stuff like that… How do you usually approach this stuff? I cannot use any plugin like Apex etc… I need to create a sys which still gives some visual feedback and control too if possible to animator in the scene… and that can be exported as normal skin cluster…

I thought of a dyn cloth driving the the bones of a skinned final object… but in that case how would I be able to also give some controls to the animators other the dyn cloth?

I just don’t know much about it and would like to know how people usually approach this kind of thing. Also would be nice to know what to do for parts I would like to flap and I can’t use bones for … such as flappy big shirts etc… I can only export skin cluster and cannot use any plugin at all…

Thanks a lot in advance

Off the top of my head: Skirt sim geo feeds into a set of follicles. These follicles carry controllers, which in turn constrain joints. The joints are used to deform the final mesh.

This way you run the sim cache (nCloth, etc) after body animation is approved. You then allow the animator to perform fixes by keying the controllers. Finally, you bake the joint constraints down to the timeline using Bake Simulation and delete the constraints before export to your engine.

By “flapping” – you mean you want it to be dynamic? Same thing can be done for flappy shirts-- you can sim nCloth and have follicle/control/joint setups riding on top, or you could use the hair dynamics in nHair in 2014+. nHair has really impressed me, and the dynamics are great. You can easily attach both ends of the curve using transform constraints and have only the middle be dynamic, then have the middle carry a curve using a curveInfo node or a motionPath (the latter of which is preferrable because you can pump in an up vector).