MAYA船、孙悟空布料特效nCloth特效基础
ULTRAMAN
发布于2019-04-20 14:57:12
![问题贴图](https://private.static.hxsd.tv/15557408569095559558.png?x-oss-process=image%2Fresize%2Cm_fill%2Ch_428%2Cw_760&OSSAccessKeyId=LTAI5t7u3tERiW6on3dcQqum&Signature=On4bdr9I05jAdEbNTjQXeW3ppyk%3D&Expires=1738989006)
进入nCache布料缓存设置,属性设置好点击确认,布料的缓存就保存下来了
![问题贴图](https://private.static.hxsd.tv/15557413398461603658.png?x-oss-process=image%2Fresize%2Cm_fill%2Ch_428%2Cw_760&OSSAccessKeyId=LTAI5t7u3tERiW6on3dcQqum&Signature=ASeUfTqli9n0Ln3diR39cIzDoos%3D&Expires=1738989006)
如果要重复用已经缓存好了的布料,可以在Cache里导出ABC文件(模型自带动画,不需要做特效了),然后再点击Import Alembic导入文件,然后调整导入布料的缩放、位移、旋转到合适的位置
![问题贴图](https://private.static.hxsd.tv/15557425462283053799.png?x-oss-process=image%2Fresize%2Cm_fill%2Ch_428%2Cw_760&OSSAccessKeyId=LTAI5t7u3tERiW6on3dcQqum&Signature=uI1w%2BLds4p3jiW1kUqvZTK5uzbU%3D&Expires=1738989006)
每次制作布料的时候要在Time Attributes里设置Start Frame(开始解算的帧),布料只会在设置的Start帧开始解算
![问题贴图](https://private.static.hxsd.tv/15557429674639742277.png?x-oss-process=image%2Fresize%2Cm_fill%2Ch_428%2Cw_760&OSSAccessKeyId=LTAI5t7u3tERiW6on3dcQqum&Signature=OVb57qfz80ffcXTAQA%2Ft8WG6H7o%3D&Expires=1738989006)
只要是给自带动画的模型做布料特效,用约束锁定布料很麻烦,我们需要进入模型布料属性中把Dynamic Properties的Imput Mesh Attract调到“1”,这样布料就被锁在了原模型上
![问题贴图](https://private.static.hxsd.tv/15557433591800407530.png?x-oss-process=image%2Fresize%2Cm_fill%2Ch_428%2Cw_760&OSSAccessKeyId=LTAI5t7u3tERiW6on3dcQqum&Signature=ei5hn3qbd6hNT%2FVsAgk9oqqOvi8%3D&Expires=1738989006)
布料模型被锁定后,为了让模型的动画有效,我们需要进入nCloth里Pain Vertex Properties的Input Attravt(绘制)顶点控制贴图,把模型需要解算布料的部分使用Replace选择绝对值涂黑,然后用Smooth点击Flood加一些过渡
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