How Do Cloth Constraints Work?
#1
Question 
I'm using Object Test (Distance) workflow like in the cloth tearing example file. It's easy enough to add test objects and deactivate nearby particles but it seems like their proximity is based on the object center, not the actual volume or vertices of the object. Is that correct?

Would there be a way to test areas more specifically, so that you could create more traditional constraints? For example through an explicit vertex selection, within a volume or nearby mesh sub-objects?
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#2
Use a Surface Test instead of an Object Test.
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#3
(04-29-2019, 07:45 PM)tyFlow Wrote: Use a Surface Test instead of an Object Test.

Cool, I see it now. I'll give that a try. Thanks! Genius-tier work you're doing.
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