12-20-2024, 06:12 PM
I am currently learning how to use tyFlow and would like to verify some concepts and request additional information. My goal is to test whether tyFlow can be used in a character rigging pipeline, specifically by constraining bones to physics-driven objects.
While MassFX can perform similar tasks, its simulation accuracy is limited. Since tyFlow is actively updated, I’m hopeful it could provide a more precise solution.
Based on the tutorials and documentation I’ve reviewed so far, it appears that tyFlow does not apply physics directly to objects. Instead, it seems to generate particles matching the object’s shape and apply physics to those particles.
If this interpretation is correct, I assume it would be impossible to retrieve specific particle data (such as name, position, or orientation) to constrain bones or interact with other 3ds Max features.
My Questions:
While MassFX can perform similar tasks, its simulation accuracy is limited. Since tyFlow is actively updated, I’m hopeful it could provide a more precise solution.
Based on the tutorials and documentation I’ve reviewed so far, it appears that tyFlow does not apply physics directly to objects. Instead, it seems to generate particles matching the object’s shape and apply physics to those particles.
If this interpretation is correct, I assume it would be impossible to retrieve specific particle data (such as name, position, or orientation) to constrain bones or interact with other 3ds Max features.
My Questions:
- Is my understanding correct?
- Is there any way to apply physics directly to meshes or retrieve individual particle data for use with other Max features, such as bone constraints or controllers?