Custom properties: get TM state interpolation?
#1
For an effect like rubbery material (using cloth) that would spring back into the original shape after being influenced by forces I tired using the set and get TM with custom properties using a low interpolation like 0.1 and continuous timing.
That works fine, up to a point. 

The issue is that after the initial bunce back, the particles take their sweet time to go back and basically slow down to a crawl and never get back to the original shape completely. 

I tried higher values, but they still have the same outcome, after the initial spring back, they are very slow to get return to the initial shape.

My questions are:

1. what does the interpolation value mean? Does 0.1 mean that 10% interpolation is applied to each frame?
2. is there a better way to achieved this effect for cloth?

Thanks!
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#2
Target tracked to point
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#3
If you don't deactivate your particles from the bind solver, they'll never return to their original location because even after you interpolate them, the solver will change their position in accordance with the cloth/bind settings.

So the first thing you need to do is deactivate particles with a Particle Switch, once you want them to return.

Also, the default interpolation method is linear interpolation (lerp), which will move your particles based on the specified interpolation value (it's a value of 0-1, so 0.1 would be a 10% lerp towards the target). Linear interpolation has a ramp-in effect, where the visual interpolation amount will slow over time and ease-in to the target. Newer tyFlow builds have other curve-based interpolation methods you can use instead, to fine-tune how the ramping/easing occurs.
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#4
(09-04-2022, 05:38 PM)tyFlow Wrote: If you don't deactivate your particles from the bind solver, they'll never return to their original location because even after you interpolate them, the solver will change their position in accordance with the cloth/bind settings.

So the first thing you need to do is deactivate particles with a Particle Switch, once you want them to return.

Also, the default interpolation method is linear interpolation (lerp), which will move your particles based on the specified interpolation value (it's a value of 0-1, so 0.1 would be a 10% lerp towards the target). Linear interpolation has a ramp-in effect, where the visual interpolation amount will slow over time and ease-in to the target. Newer tyFlow builds have other curve-based interpolation methods you can use instead, to fine-tune how the ramping/easing occurs.

Thanks for the info!
Unfortunately it did not help in my situation, as soon as I deactivate the bindings, the particles go wild. I'm guessing that particles that are still cloth bond can't handle it.

With regards to the ramp in effect (using TF beta for now) I tired animating the interpolation parameters, but as you said, even with interpolation at 1.0 they won't go back to the original position with the cloth bind active.

For more clarity, I'm trying to achieve an effect similar to this: https://www.youtube.com/watch?v=RTcqJFcSsVU

I'd appreciate if you have other suggestions how to go about achieving the spring back effect.
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#5
Ah right, well when you deactivate bindings, they'll no longer be part of the bind solver and so any velocities or things applied to them need to be dampened like you would any other non-bound particles. So you'll need regular Slow or Stop operators on them to counter-act existing velocities applied to them.
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