Hello Guys!
I'm looking for a method/process for keep the simulation on my retopology mesh, i don't have found any solution for that.
We can transfer attribut vertex in maya or 3dsmax, but we can't transfert vertex position and keep the simulation, i'm wrong?
If you have an idea for get the simulation on my retopology mesh... :)
Sorry for my bad english :)
Cheers!
I keep re-topology to my external workflow as a rule, where I have ultimate control if the base mesh and transfer of the higher poly mesh. However when animating I create a MD garment with a low poly count in quad patterns, and a copy (flat version) at a high particle distance and use a bake to flat pattern approach to get the addition of high poly frequency detail i.e: micro creasing. I might do this for at least three levels of garment detailing frequency blending these together.
My approach to this is perhaps unique across the MD community, but it is also perhaps the most accurate and fastest way to get incredible animated detail in any MD garment and keep full editorial and creative control. The advantages are many as you can take a non-destructive approach to any single MD garment and retain editable control. So although MD provide the internal re-topology toolset I choose a more advanced approach to ensure full CG control across the garment detailing to control of the garment. You can then rig the garment (something not done in MD) and mix the cache export within your next workflow, (eg: wrap3D) greatly enhancing the possibilities for clothing motion, and retaining levels of frequency that remain true to the garments creasing (drape within MD). This also has additional advantages as it means you can separate editing changes (which break the workflow in MD retopology) from changes in garment design.
That has been my approach for many years, and has yet to be bettered even with MD10 I stick to this as it's simply more versatile and leads to higher detailing possibilities, for modest effort.
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