| Reactor –Cloth with a Deforming Mesh
This is how to create
deformable clothing, hair, etc., around a skinned character, creating
secondary motion. The deforming
mesh itself does not require a reactor modifier... only,
add it to a deforming mesh collection. The vertices of the
deforming mesh are being modified by another modifier such as a skin
and bones system like Skin or Physique, or by some other
animation tool. So ... we will create
a deforming mesh collection (DMCollection) to add our deforming mesh to. We will then add
cloth to a cloth mesh and see the boned/skinned
“arm” make the “cloth” move along with it. Start with an animated boned mesh So, we will start
with some bones and skin, and keyframe some
rotations on the bones.
Add the “arm” mesh
to a deforming collection:
Add a “sleeve” around
the “arm”:
Apply reactor cloth
modifier to the “sleeve”:
Select vertices to be constrained [I used the
top and bottom rows only] and select avoid
intersections:
Attach to our DefMesh ...
Pick the cylinder
[the “arm”]:
Create a cloth collection
with the sleeve selected:
Make the cloth’s
property to unyielding to have the keyframes
work:
When you preview
the animation, you will see the cloth follow the arm:
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