I would absolutely be overjoyed if CC4 had character mesh collision instead of the capsule based system it uses now. You could use a low poly character mesh as a proxy collision mesh so performance won't be hampered too badly if the full detail character mesh is too much for it.
It's interesting that the weight mapping uses black to white versus the industry standard, which is blue to red, seems a lot easier to use though. Funny thing is, I was just thinking about how to do this for a character I made the other day that I wanted to work more on literally minutes ago when this video showed up on my list of videos to watch so this is 100% a godsend.
@@travezripley Ah okay, that makes sense. Yes, typically red-blue for weight in rigging and I thought it might be similar so that's why I got slightly confused after seeing it.
Please create a video of pipeline from Marvelous Designer to CC4. The weight paint map is not working reliably for cloth created in MD and then imported to CC4 as accessory and then changed to cloth. It stays rigid despite adding a weightmap.
I would absolutely be overjoyed if CC4 had character mesh collision instead of the capsule based system it uses now. You could use a low poly character mesh as a proxy collision mesh so performance won't be hampered too badly if the full detail character mesh is too much for it.
using blender and unreal engine 5 for my workflow, really enjoy using cc4 and iclone8 to bring my characters to life. thanks for this tutorial!
블렌더 사용하는데 매우 감사합니다
This was helpful. Thank you!!
It's interesting that the weight mapping uses black to white versus the industry standard, which is blue to red, seems a lot easier to use though. Funny thing is, I was just thinking about how to do this for a character I made the other day that I wanted to work more on literally minutes ago when this video showed up on my list of videos to watch so this is 100% a godsend.
Its a simple alpha map.
Do you use the red-blue for painting weights/rigging?
@@travezripley Ah okay, that makes sense. Yes, typically red-blue for weight in rigging and I thought it might be similar so that's why I got slightly confused after seeing it.
Please create a video of pipeline from Marvelous Designer to CC4. The weight paint map is not working reliably for cloth created in MD and then imported to CC4 as accessory and then changed to cloth. It stays rigid despite adding a weightmap.
Real
Oh great, I just needed this
One thing I wish any program had is easy custom hair.
there is a blender add on called bone dynamics pro you can use for cloth physics for hair its really good
This is useful! thanks! 👍
Could you please do a tutorial on how to get iClone hair simulation working properly in Blender.
Great! Does this mean I can do the same for hair animation?
can this physics be exported to unreal engine as that is my main DCC for rendering
I want to animate my clothes with bones, not simulate them.
Please make a tutorial on how to do that
+1 I would like that too, since many times it doesn't work with physics or is very problematic. So the alternative with bones would be awesome
The weight paint is grayed out for me.
Awesome! Does the same thing work for hair?
🎉🎉🎉
y'all created cloth sim for blender pipeline and refused to create for NVidia omniverse y'all need to listen to your users