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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).

 

blue-p10.jpg

 

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 !

 

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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?

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Easiest would probably be to nail your animation, and then add simulation on top of that.

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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 by 6ril

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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 by 6ril

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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.

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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.

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