05-18-2019, 02:36 PM
Hey Adam. Did you manage to find any solutions to this?
In his post Tyson said:
The whole thing looks as if it were one spline.
I thought maybe it could be similar to the banana peel demo on G-drive where the geometry is pre-sliced. But then this wouldn't give much flexibility for changing after skinning is applied.
Maybe it's done with 2 Flows? one to generate the TySplines and then feeding those into another flow, converting them to cloth?
Any idea anyone?
In his post Tyson said:
Quote:Using tyFlow path constraints to swirl particles up and around a character's bodyparts, and then progressively converting those spiral paths to dynamic cloth strips using an animated gradient map as the trigger.
The whole thing looks as if it were one spline.
I thought maybe it could be similar to the banana peel demo on G-drive where the geometry is pre-sliced. But then this wouldn't give much flexibility for changing after skinning is applied.
Maybe it's done with 2 Flows? one to generate the TySplines and then feeding those into another flow, converting them to cloth?
Any idea anyone?