@SwitchBladeII That's true, that is easier to manage, but what if if you want to use in in a game. For example smd format (goldsource and source engine for example) supported only bone-based animations, not vertex animation.
@RatmanXX Touche, my friend xD That is also very true. I guess it mostly depends what type of animation you're doing. Game animation would be this ragdoll format .Any Cinematic animation / video animation would probably be the flex mod.
Hi! Thanks for your tuto! I've a problem with my simulation... I have manga hair (volumic) and i want to sim them with cloth modifier. I saw a lot of tuto and I set system unit to cm, I tesselate my model,... I try a lot of configuration, but my hair goes through the body! I don't understand why... could you help me?
@SwitchBladeII That's true, that is easier to manage, but what if if you want to use in in a game. For example smd format (goldsource and source engine for example) supported only bone-based animations, not vertex animation.
It's cool to do this, but you lose a lot of control when animating. I think a flex mod and wind element is a bit easier to manage.
@RatmanXX Touche, my friend xD That is also very true. I guess it mostly depends what type of animation you're doing. Game animation would be this ragdoll format .Any Cinematic animation / video animation would probably be the flex mod.
Hi! Thanks for your tuto!
I've a problem with my simulation... I have manga hair (volumic) and i want to sim them with cloth modifier. I saw a lot of tuto and I set system unit to cm, I tesselate my model,... I try a lot of configuration, but my hair goes through the body! I don't understand why... could you help me?
Good idea.
now it havent sence, cuz in max 2012 reactor is dead...
Miku's hair?