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Help  How to Make Obi Cloth Stiff and Heavy
#1
I have a question about setting the physical properties of Obi Cloth. I’ve already set the blueprint to an existing cloth sheet. (Here is a screenshot of the current settings I’ve applied to Obi Cloth. Please refer to it for context.)

I want this Obi Cloth to look stiff (not stretchy) (1), not easily blown by the wind, and appear slightly heavy (2), but it doesn’t seem to work as I expected. Below are the constraint settings I’ve considered. 
Please let me know if any adjustments are needed.

  1. (For stiffness, no stretching): Adjusting distance constraints and tether constraints.
  2. (For heaviness, not easily blown by wind): Disabling aerodynamics and volume.
Currently, I’m only adjusting the constraints. 

Are there any additional factors I should consider to make the Obi Cloth appear stiff and slightly heavy?


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#2
Hi,

(29-11-2024, 10:02 AM)eunjilim Wrote: (For stiffness, no stretching): Adjusting distance constraints

Make sure the distance constraint's stretch compliance is set to zero. This will ensure the cloth will stretch as little as possible, given your solver simulation budget.

To increase the solver budget, crank up the amount of substeps in your solver. The more substeps you use, the higher the quality of the simulation, which allows all constraints to reach higher effective stiffness. The manual contains a very in-depth explanation of how the engine works and how iterations/substeps affect output quality.

(29-11-2024, 10:02 AM)eunjilim Wrote: and tether constraints.

Cloth contains no tethers by default, unless you explicitly generate some in the blueprint editor.

(29-11-2024, 10:02 AM)eunjilim Wrote: (For heaviness, not easily blown by wind): Disabling aerodynamics and volume.

Neither of these will affect heaviness in any way. To make the cloth heavier, increase its mass in the blueprint editor.

kind regards,
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#3
(29-11-2024, 10:08 AM)josemendez Wrote: Cloth contains no tethers by default, unless you explicitly generate some in the blueprint editor.


Neither of these will affect heaviness in any way. To make the cloth heavier, increase its mass in the blueprint editor.


Thank you for your kind and helpful response.

In the blueprint, to increase the mass, I set the property to 'Mass', adjusted the 'Massvalue, and clicked the Done button. However, when I go back into the blueprint by clicking the Edit button again, the mass value is reset to 0.
It seems like the change isn’t being applied.

Is there something I’m doing wrong with the settings?


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#4
(03-12-2024, 03:32 AM)eunjilim Wrote: Thank you for your kind and helpful response.

In the blueprint, to increase the mass, I set the property to 'Mass', adjusted the 'Massvalue, and clicked the Done button. However, when I go back into the blueprint by clicking the Edit button again, the mass value is reset to 0.
It seems like the change isn’t being applied.

Is there something I’m doing wrong with the settings?

Hi there,

The value shown by the property field (mass, in this case) reflects the value of that property for the currently selected particle(s). If you have no particles selected, or if the particles are other ones than you set the value for, it will not show the value you expect.

kind regards,
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