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User avatar   Beginner BeginnerMember since: 27.10.2008, 01:21Posts: 40 Likes: 0
 

 Post Topic: Custom cloth entity
PostPosted 01.04.2013, 13:42 
I am trying to make a football goal with a 'realistic' net by using a cloth entity with a net texture.

However, I am having some trouble getting a custom model to behave properly in the editor. Does anyone know where I could learn more about making custom cloth models?

I have been referring to this: http://source.crydev.net/viewtopic.php? ... 8&start=30

Thanks

User avatar   Trainee TraineeMember since: 20.04.2012, 17:30Posts: 133Location: Melbourne, Australia Likes: 7
 

 Post Topic: Re: Custom cloth entity
PostPosted 03.04.2013, 01:37 
Few things -- the 'net' of the goal must be one object. Frame of the goal should be separate.

Net must be:

1. one material, no submaterials;

2. one smoothing group (possibly not really needed but many smoothing groups causes some sub-division of the mesh and you don't want that)

3. and you must paint vertices.

Black vertices will not move, white will move. (so flood-paint everything white, then paint the edges that will not move, in black).

4. Finally, in 3DSmax, before exporting make sure you tick 'Physicalize' in the 3DSmax material. This tick in the material is only used during export, not before and not after; its a flag to the exporter.

If you miss any one of these items, in most cases, 'Cloth' entity will not simulate.


Showcase Thread: Allegra: Fantasy MMORPG Shroud Cloth Thread
Project: Allegra Website: www.allegragames.com
  Beginner BeginnerMember since: 18.08.2011, 00:02Posts: 62 Likes: 2
 

 Post Topic: Re: Custom cloth entity
PostPosted 08.04.2013, 06:54 
in maya, there are several options in the phisicalize tab, is it just default? or is it Obstruct.... the other two are proxy no draw and no collide, which i assume wont do much?


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