安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题



While primarily used to rig mesh to an armature (at least when it comes to Source stuff), they can also be used for other purposes (such as setting how much "left" or "right" specific vertices are when it comes to stereo shape keys for DMX exports for Source, or what the per-vertex value of "cloth_enable$0" should be for DMX exports for Source 2).
You're absolutely right. I completely forgot you could do more with vertex groups than rigging.
Probably better to add it there in that case.
https://i.imgur.com/lq9Du4y.png
https://i.imgur.com/sfbgXUl.png
They seemed to update the cloth physics in the latest engine update, at least for SteamVR Home. Cloth can now collide with arbirtary geometry (and also there is a new bug that makes it sleep when the regular physics does).
I have no idea if adding cloth_enable to a DMX file has had any effect before, since all the old help text for the model editor mention it being authored in maya, which I'd guess uses some intenal FBX export plugin.
It is also possible to make a a cloth proxy mesh instead, that uses its vertices for the cloth nodes and maps onto the render mesh. It generates a compiled uneditable cloth mesh, and I couldn't find any way of pinning the cloth to anything so it wouldn't just fall to the ground.
The third way whiich I've been using up until now is the Add Cloth Piece command from the physics right click menu. That allows you to use the existing armature to set up cloth manually, and has a ton of undocumented settings so it's kinda a pain to use.
Old version of the same table:
https://i.imgur.com/m4uZsyR.png
https://twitter.com/rectus_sa/status/1207928128007557122
I think these are all float valued. It is possible there are global parameters as well, but I haven't looked into it yet.
I added some basic export support to BST, with the attributes set with vertex groups. Unfortunately some of the values don't seem to be normalized between 0 and 1, so it's not possible to set the full range of values with vertex groups. Not sure if that is doable without adding some kind of custom interface.
https://github.com/Artfunkel/BlenderSourceTools/pull/7
Whoops, missed a thing to get it working. By default the .vmdl has a hidden property that foreces it to use cloth procxy meshes only.
If you open the .vmdl, go to m_clothProxyMeshList and set the property m_bDriveMeshesWithBacksolvedJointsOnly to false, it will generate cloth from attributes on the reference mesh.