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Hi there
I'm using cloth as a hair simulation. i'm trying to achieve a smooth grad of movement so it'll look organic and no matter how i try to reduce the particles mass/skin radius/ backstop/backstop radius/skin stiffness and what not, they are still getting a lot of motion. 
any ideas /tutorials about how to create a smooth transition from a skinned vertices to a simulated ones? 

(we've purchase both cloth and softbody, the guy in charge of purchasing them will send me the invoice/order number later today)
(24-02-2019, 09:51 AM)drorlazar Wrote: [ -> ]Hi there
I'm using cloth as a hair simulation. i'm trying to achieve a smooth grad of movement so it'll look organic and no matter how i try to reduce the particles mass/skin radius/ backstop/backstop radius/skin stiffness and what not, they are still getting a lot of motion. 
any ideas /tutorials about how to create a smooth transition from a skinned vertices to a simulated ones? 

(we've purchase both cloth and softbody, the guy in charge of purchasing them will send me the invoice/order number later today)

Hi,

Use skin constraints to blend between skinned and simulated motion.
http://obi.virtualmethodstudio.com/tutor...aints.html

The "skin radius" parameter controls how far from the skinned position can the vertex go when following the simulation. A value of 0 will result in purely skinned motion, larger values will progressively add more simulation to the mix.

Also, try increasing solver damping. This will cause particles to lose energy faster and come to rest. This is specially useful to simulate hair as it is affected by a lot of internal friction.
(25-02-2019, 07:41 AM)josemendez Wrote: [ -> ]Hi,

Use skin constraints to blend between skinned and simulated motion.
http://obi.virtualmethodstudio.com/tutor...aints.html

The "skin radius" parameter controls how far from the skinned position can the vertex go when following the simulation. A value of 0 will result in purely skinned motion, larger values will progressively add more simulation to the mix.

Also, try increasing solver damping. This will cause particles to lose energy faster and come to rest. This is specially useful to simulate hair as it is affected by a lot of internal friction.

I've used the skin constraints tutorial as my bible, and even though i've reduce the skin radius to 0 it still moves, i've tried also damping on the solver and the aerodynamic constraints, but still the particles that suppose to be skinned are moving way too much, here's a video of the problem:
https://youtu.be/X-SiVgfFcTM
(25-02-2019, 09:49 AM)drorlazar Wrote: [ -> ]I've used the skin constraints tutorial as my bible, and even though i've reduce the skin radius to 0 it still moves, i've tried also damping on the solver and the aerodynamic constraints, but still the particles that suppose to be skinned are moving way too much, here's a video of the problem:
https://youtu.be/X-SiVgfFcTM

I can see a one-frame delay between skinning and animation in the video, that's why particles with 0 skin radius move so much: they're 1 frame behind the fixed ones.

Make sure you're not using interpolation in the solver (as it introduces such delay) and also make sure you've set the animator update mode to Animate Physics.
(25-02-2019, 10:38 AM)josemendez Wrote: [ -> ]I can see a one-frame delay between skinning and animation in the video, that's why particles with 0 skin radius move so much: they're 1 frame behind the fixed ones.

Make sure you're not using interpolation in the solver (as it introduces such delay) and also make sure you've set the animator update mode to Animate Physics.

great! thanks!