lightweigh animation with imitating simulation
Blender has been pretty good with animation, but when it comes to simulating cloth, water, wind and the others, it's going to use a lot of system resources. I'm not a code writer, I'm just a 3d student, I have no idea with coding, and I dont really use blender for animation, but I think blender actually simulate such objects so that it is taking a lot of resources. I think it is going to be a lot lighter and easier if developers just use key points and something like bones to imitate such animation with preset without the need to simulate the whole particles, collisions and etcetera on users computers. I mean, developers can use simulation on a super duper computer, analyze the simulation, then make the key point and preset to animate for the users. This way, I think it is going to be more precise, using less resources, and easier. Thanks.
1 Comment
I agree that work with cloth is hard, by this many stupid tests, even simple project. Whole baking philosophy is not efficient. I working sometimes with Marvelous Designer and the solutions are more simple. It's going with expectations to break object into something like uvmap or cad type translations as layer to 3d space youtube.com/watch Also addons are not so helpful here youtube.com/watch to much clicking