Help!
I’ve created a plastic bag in Maya which I deformed using nCloth. I duplicated this nCloth bag multiple times and created blend shapes from these models.
I then keyframed the blendshapes to create a simple animation. This looks fine in Maya - but when I import it into Unity (with the animation and blend shapes attached) all the different bags are imported as
non-deformed separate objects.
See the two images of how the bag looks in Maya and Unity below.
Does anyone know what I’ve done wrong? I was under the impression I could duplicate meshes to create a blend shapes which could be imported into Unity - but maybe I’ve missed something?
Could it be the way I’ve frozen the mesh when deformed using nCloth. As you can see I still have the outputCloth1 node in Maya, as I just pressed ctrl duplicate to get my mesh shape: does anyone know if this could cause problems?
If anyone has any ideas on what I’ve done wrong that would be so helpful!!
Best,
Laurien
Yes - I've imported the base mesh: the problem is that the base mesh has been modified using nCloth. If I import the base mesh without animation the nCloth modified mesh is imported into unity fine. But if I import this base mesh with animation, the base mesh is imported without the modifications I made using nCloth - so I was wondering if I'd done something wrong in maya. (Specifically if I'm not able to modify a base mesh using nCloth, duplicate the model and then blend between them using blend shapes)
– Harwill