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Painting weights for Cloth constraint


Muhc

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Hi!

 

I'm wondering how can I paint weights for "Follow target" cloth constraint. I know it can be done (

at 1:05:00), but don't really know what attribute to paint to and how to use it in DOPs.

 

I have a character with opened shirt which is skinned and animated with the character skeleton (Alembic from maya). I only need to simulate a portion of the shirt, everything else needs to stay animated as is. I'm looking for a nice feathered constraint which blends original animation and simulation.

 

Thank you for all your help!

 

 

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Ok, I figured it out. Here is how (for anyone who might wonder the same thing):

 

In SOPs

1. Paint weights on animated geometry which you want to simulate and mix with original animation.

2. Put the painted weights in the attribute called "targetstiffness".

 

In DOPs

3. On the Cloth object under Geometry tab enable Import Target Geometry and adjust the Target stiffness and Target damping to yor liking. These numbers are multiplied with the weights you painted earlier.

 

Using this workflow you create soft constraints to original animation.

Hope this info helps someone.

 

Cheers!

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I just got screwed by this yesterday!  I figured the attribute targetstiffness would overwrite the dop value so I set it to zero in the dop.  But the 2 are multiplied together so I just couldn't get it stiff... which has never happened to me before, I swear!

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