Attached you a file of most simple flag setup I can make.
So, here's what's going:
EVENT 01
- Birth Object
Obviously, we pick the plane that we want to be the flag.
- Cloth Bind
Now this is very useful and powerful operator. It's not only that adds cloth behavior, it also create particle on each vertex of the plane, and on top of that, it creates plane that is "skinned" to those particles. So, before this modifier, we only had one particle, with this modifier, we have a particle on each vertex + mesh (cloth) that will follow those particles.
Sometimes, you will use cloth just to get particle on each vertex (even you won't use cloth), because it's an awesome way to achieve some other stuff.
- Force
We use this operator to just add a little bit of gravity
- Collision
I use this modifier to select the ground, so cloth collides with ground. You can pick whatever you want. Even animated geometry, or deflectors.
- Suface test (distance)
Remember that with cloth we have now particle on each vertex? So, we place this operator, and we pick cylinder. Right now, the distance value is 10cm, so I am telling him, grab every particle that is 10cm (or closer) to the cylinder pole, and send them to next event.
EVENT 02
So, here are these grabbed particles from previous event, and they chill out here now : They still have cloth properties.
- Particle switch - deactivate
We tell them to disable any cloth behavior they inherited from previous event
- Object bind - pick cylinder
We tell them "you see this object - cylinder", go on and stick with it... just follow it whenever it goes.
-------------------
Additionally (I disabled this particle setup), I created you a version where cloth have self collision.
It is achieved by adding Particle Physics operator, that basically force particles to have self collision, therefore preventing cloth to self-intersect.
You can also add a turbosmooth modifier on Tyflow Icon, if you want too smooth cloth out.
But for nice cloth sim, you should go with more plane segments, but I created low poly, so it's more clear what is going on.
Hope this helps.
Ups, forgot attachment
So, here's what's going:
EVENT 01
- Birth Object
Obviously, we pick the plane that we want to be the flag.
- Cloth Bind
Now this is very useful and powerful operator. It's not only that adds cloth behavior, it also create particle on each vertex of the plane, and on top of that, it creates plane that is "skinned" to those particles. So, before this modifier, we only had one particle, with this modifier, we have a particle on each vertex + mesh (cloth) that will follow those particles.
Sometimes, you will use cloth just to get particle on each vertex (even you won't use cloth), because it's an awesome way to achieve some other stuff.
- Force
We use this operator to just add a little bit of gravity
- Collision
I use this modifier to select the ground, so cloth collides with ground. You can pick whatever you want. Even animated geometry, or deflectors.
- Suface test (distance)
Remember that with cloth we have now particle on each vertex? So, we place this operator, and we pick cylinder. Right now, the distance value is 10cm, so I am telling him, grab every particle that is 10cm (or closer) to the cylinder pole, and send them to next event.
EVENT 02
So, here are these grabbed particles from previous event, and they chill out here now : They still have cloth properties.
- Particle switch - deactivate
We tell them to disable any cloth behavior they inherited from previous event
- Object bind - pick cylinder
We tell them "you see this object - cylinder", go on and stick with it... just follow it whenever it goes.
-------------------
Additionally (I disabled this particle setup), I created you a version where cloth have self collision.
It is achieved by adding Particle Physics operator, that basically force particles to have self collision, therefore preventing cloth to self-intersect.
You can also add a turbosmooth modifier on Tyflow Icon, if you want too smooth cloth out.
But for nice cloth sim, you should go with more plane segments, but I created low poly, so it's more clear what is going on.
Hope this helps.
Ups, forgot attachment