Since its version 3.3, Golaem Crowd supports Maya Blendshapes animation. It can be conveniently used to do facial, muscle deformer and also cloth animation. In the following tutorial, we'd like to animate the cape of a soldier character.
Creation of three different shapes of the cape set as blendshapes on
the original mesh
Animation of the blenshapes for each motion clip
Once the blendshapes are set in Maya, they have to be imported and set in Golaem Crowd:
Definition of the blendshapes in the Character Maker
Once defined in the Character File (.gcha) and the motions files (.gmo), blendshapes are ready to be used in a simulation. As their animation in stored in a motion file, they can be played and applied either with a Motion, a Locomotion or a SyncMotion behavior. Blendshape animations can be blended with different weights, deactivated / activated on some Behaviors with Body Masks like any bone animation.
Simulation of a Character with blendshapes.
To see the animated values of a Blend Shape, either open a Motion Clip with the Motion Clip Preview Tool, check the Visual Feedback of an Entity.
View of the blendshapes values in the Motion Clip Preview Tool
Rendering does not require anything more. As blendshapes values will be stored in the Simulation Cache, they'll be automatically applied to the final geometry of each soldier.
Render of the simulation with blendshape cloth