Friday, October 16, 2015

What a Cloth Sim looks like and how to do it.

This is our workaround for the problem of exporting a maya alembic file into houdini and then tyring to rig a cloth sim to it.

Tab in a geometry node, Dive in and tab in an alembic node. Click on the alembic node and select the alembic file that will eventually be your deforming geometry. Tab in a convert node that will convert the file into houdini polygons by default. Connect the alembic node to the convert node.

tab in another geometry node, (this one will be your cloth object). On the cloth object, you may need to drop in a sort node to reorganize the points "by Y". You do this by diving into the cloth object, turning on your point numbers (on the toolbar right by the perspective view) and if they are not obviously organized, tab in a sort node. Click the view button on the sort node and then under the point tab, select "by Y" on the drop down menu and then click the "reverse" checkbox if you want it to go from top to bottom.
Open up your cloth tab, then select your cloth object, select your deforming collider, then attack to body.


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