Revisiting an old technique Manu covered a while ago. But this time using H18.5’s new KineFX tools to make it a tiny bit less painful. Nevertheless Mo of course dives into VEX and a bit of linear algebra.
Links
Manu’s previous tut on manually building polyfolding
Matt Estela’s CGWiki entry on KineFX
Awesome. Thanks!
Great, just wondering:
How would one export such a setup as .fbx?
I successfully exported with the rop_fbxcharacteroutput but since the skinning is nonstandard , it’s missing the boneCapture attribute and no deformation comes along in the FBX.