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Bug / Crash  Cloth lagging behind based on depth in higherarchy
#2
Looks like the object being moved around as the player moves the cursor is SSPlayer, correct? So you're moving the solver around, and injecting 50% of its world-space movement to the cloth simulation (as you have linear/angular inertia scaled set to 0.5 in the solver).

By moving the solver up the hierarchy, you're accomplishing two things:

- The solver is now static, so the cursor moves around within the solver's local space. No inertial effects will take place as the solver itself isn't moving, but the cloth is. You can notice this as in the second part of the video, cloth movement is much more lively/aggressive. Instead of injecting 50% of the solver movement to the otherwise static cloth, you're moving the cloth directly so 100% of its movement will be applied to particles.

- Cloth now relies on whichever attachment you're using being updated at the correct moment, relative to the cursor. If the attachment is updated before the cursor, you'll get a delay.

Depending on what you're after, you should either go with the world-space approach (leaving the solver up the hierarchy, and moving the cursor "within" it) or local-space approach (the cursor is the solver, you move the solver around, and inject back inertial forces). It's two completely different setups.

Also, keep in mind that you have solver interpolation enabled, and this will add a one-frame delay to visuals as explained in the manual. If you're not using slow-motion/bullet-time effects, it's best to disable it.
http://obi.virtualmethodstudio.com/tutor...olver.html

Quote:Interpolate will introduce a 1-frame delay between the actual physical location of particles and the position they're rendered at. Keep this in mind when using interpolation around other objects in the scene.
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Messages In This Thread
RE: Cloth lagging behind based on depth in higherarchy - by josemendez - 04-01-2021, 10:20 AM