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What does a simple flag setup from 3ds max setup look like please.

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    What does a simple flag setup from 3ds max setup look like please.

    Hi, I am having trouble setting up a simple flag with cloth. I've searched for and watched every tutorial I can find, but still it's not working, and I think it might have to with the fbx export from 3ds max. The tutorials cover the painting in cloth with Activate Cloth Paint etc, adding and applying clothing data, which I can do, but when I unclick Activate Cloth Paint, the flag/cloth/ whatever stays rigid.

    My flag has lots of divisions, relatively normal scale, I add a bone and skin to the cloth, then export.

    To add to the mystery, the cloth sample in the Unreal Content Sample seems to use a different setup to the tutorial I found with bone hierarchy in the Skeletal Mesh tab.

    The first two below screenshots is how I have it at the moment, though I've tried other combinations to no avail. The second two are from a you tube tutorial and the Unreal Cloth demo respectively. Even those two working examples seem to have a different setup. One of them has constraints in it, the other just has a single bone.

    Is there a specific way to add bones and do we need to do vertex weighting and so on?
    Does it matter where the bone is in relation to the flag mesh?

    Thank you

    Attached Files

    #2
    I'have done this few years ago and it's possible but a bad idea to do this in 3dsmax
    I think you have to see this https://www.youtube.com/watch?v=kjOq8OB_3AQ

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      #3
      Originally posted by Metathesus View Post
      I'have done this few years ago and it's possible but a bad idea to do this in 3dsmax
      I think you have to see this https://www.youtube.com/watch?v=kjOq8OB_3AQ
      Used that tutorial some time back. Works really well.

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