6ril Posted March 2, 2016 Share Posted March 2, 2016 Hi all, would like to pick your brains again here is what I'm trying to achieve: Blue-print roll in and unfold. It will have a blue print textured and I can't stretch it (at least not too much, and ending up un-stretched). I'm just starting, and only tested a cloth approach. I managed to get an "ok" rolled-up tube, but I'm foreseeing big penetrations and other pb with this method. Blendshapes could work? But with a way to maintain cord-lenght. Thanks ! Quote Link to comment Share on other sites More sharing options...
Skybar Posted March 2, 2016 Share Posted March 2, 2016 Bend SOP? roll_dv.hip Quote Link to comment Share on other sites More sharing options...
6ril Posted March 2, 2016 Author Share Posted March 2, 2016 Thanks Skybar, I was trying sim approaches to avoid to manually create the unperfections I mentioned. But it's nice to see your exemple, it will help. As I might not have the time to learn the granular world. Granular sheet might be a solution? Quote Link to comment Share on other sites More sharing options...
Skybar Posted March 2, 2016 Share Posted March 2, 2016 Easiest would probably be to nail your animation, and then add simulation on top of that. Quote Link to comment Share on other sites More sharing options...
6ril Posted March 2, 2016 Author Share Posted March 2, 2016 (edited) hmmm sound like a nice way to go then ! I'm going to try with the bend sop. May I contact you when I'm at this point ? As I'm already a bit confused about how "add simulation on top of that." would work. Edited March 2, 2016 by 6ril Quote Link to comment Share on other sites More sharing options...
6ril Posted March 2, 2016 Author Share Posted March 2, 2016 (edited) so let's say that's the "manual" animation (see hip file)... How would I replace/add the entrance (rolling in) with some softbody/cloth simulation ? As I would like some little bounces and deformation and also the flapping part to react nicely. Is there some tutorials about that particular aspect ? Adding sim over animated geo. thanks again! roll_2sim.hip Edited March 2, 2016 by 6ril Quote Link to comment Share on other sites More sharing options...
6ril Posted March 3, 2016 Author Share Posted March 3, 2016 I'm still looking at how to combine some sim (don't even know which type) with the keyed animation... watching some videos about simulations, but still haven't found some examples : / So far the only hints I could gather are : - mixing keyed anim and simulation, but it's about how to switch from one to the other (activation) - rest and target state might also be used, but in my case ??? I'm just looking for some hints or link to example/tut. thanks. Quote Link to comment Share on other sites More sharing options...
merlino Posted March 11, 2016 Share Posted March 11, 2016 Maybe you can make the mesh as cloth object, and use the animated mesh as targetP using a multiplesolver with wired in a sopsolver (where you import the animation as targetP) and the femsolver itself. Quote Link to comment Share on other sites More sharing options...
6ril Posted March 29, 2016 Author Share Posted March 29, 2016 Thanks merlino, but I got a solution here : http://forums.odforce.net/topic/25328-add-simulation-over-keyed-animation/ kinda works and it's less heavy then what you propose (If I even understand your proposal !!) thanks for answering tho ! Quote Link to comment Share on other sites More sharing options...
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