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Help  (somewhat) Solid parts in a simulated actor.
#3
(08-07-2022, 02:30 PM)josemendez Wrote: Hi!

Depends on what you mean by "solid". Is it solid as in more resistant to bending? Solid as in not moving at all?

If you're using skinned cloth (which is what you want for character clothing) you can just set the skin constraint radius to zero. That will turn cloth completely solid, in the sense that it will follow the animation and not be simulated at all. Progressively larger skin radius values will blend more simulation into the cloth behavior.

See: http://obi.virtualmethodstudio.com/manua...aints.html

Ah no, it's not for a character. This bra object is laying on the ground, and the objective is to move it to a nearby washing machine by dragging it. What I want to do is keep the breast covering parts more resistant to bending as you said, while keeping the parts that go around the body more compliant to bending, all in one mesh. Can I apply different bending constraint parameters to different groups?
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Messages In This Thread
RE: (somewhat) Solid parts in a simulated actor. - by KaanOzcelik - 08-07-2022, 03:32 PM