07-11-2019, 04:42 AM
Hey Ty
I've managed to pull something with cloth bind.
Look at this ugly render test:
https://youtu.be/-McY-as1XiA
So, now the planes behave much more naturally (bending), then it would be with wobble, that only have bottom and top.
I have 2 problems though:
1) No matter of my collision settings with the sphere (friction, and bounce), some of the cloth vertex's get stuck on the sphere.
I just want them to slide.
2) If my collision sphere touches the bottom vertex's (that should be in the other event (not affected by the cloth, or collisions), they are actually still affected, and behave strangely.
Here is my flow:
https://ibb.co/cT47zDp
----------------------------
What I actually want to achieve?
Well, there is a cool workflow in 3DS Max (I am sure you are aware of it).
For example, if you wanted wheat field animated with wind (and proper collisions), you basically make thin planes (with 5-10 segments of height), the run a cloth simulation (wind blowing up, with locked bottom vertecies of the planes), and after you done sim, you just skinwrap the hi poly wheat models, to the thin planes cloth sim.
That brings me to another question:
3) Is tyflow capable of, for example I have 2 flows, and one is cloth sim with simple meshes, the other (with hi poly meshes) is skinwrapped to first by vertex or poly level?
Well : Now just crossed my mind that I can treat Tyflow as every regular object. Maybe if I just add a skinwrap to the tyflow, and pick the first flow, it will work. Gotta try it.
I've managed to pull something with cloth bind.
Look at this ugly render test:
https://youtu.be/-McY-as1XiA
So, now the planes behave much more naturally (bending), then it would be with wobble, that only have bottom and top.
I have 2 problems though:
1) No matter of my collision settings with the sphere (friction, and bounce), some of the cloth vertex's get stuck on the sphere.
I just want them to slide.
2) If my collision sphere touches the bottom vertex's (that should be in the other event (not affected by the cloth, or collisions), they are actually still affected, and behave strangely.
Here is my flow:
https://ibb.co/cT47zDp
----------------------------
What I actually want to achieve?
Well, there is a cool workflow in 3DS Max (I am sure you are aware of it).
For example, if you wanted wheat field animated with wind (and proper collisions), you basically make thin planes (with 5-10 segments of height), the run a cloth simulation (wind blowing up, with locked bottom vertecies of the planes), and after you done sim, you just skinwrap the hi poly wheat models, to the thin planes cloth sim.
That brings me to another question:
3) Is tyflow capable of, for example I have 2 flows, and one is cloth sim with simple meshes, the other (with hi poly meshes) is skinwrapped to first by vertex or poly level?
Well : Now just crossed my mind that I can treat Tyflow as every regular object. Maybe if I just add a skinwrap to the tyflow, and pick the first flow, it will work. Gotta try it.