Hans Peter Posted January 7, 2017 Author Share Posted January 7, 2017 (edited) Isn't working. How? Tried only the name and also the path Edited January 7, 2017 by Heraklit Quote Link to comment Share on other sites More sharing options...
Sepu Posted January 7, 2017 Share Posted January 7, 2017 is working just fine here vel2.hiplc 1 Quote Link to comment Share on other sites More sharing options...
Hans Peter Posted January 7, 2017 Author Share Posted January 7, 2017 Yeah, little misstake. Tried with a group node detached from the main stream. No it works. So this should be the procedural way of constraining cloth res independent. Quote Link to comment Share on other sites More sharing options...
stickman Posted January 7, 2017 Share Posted January 7, 2017 (edited) Thanks guys. Very cool. Learning lots! Actually, I tried exactly this (defining constrained points via a group) and was unsuccessful. Edited January 7, 2017 by stickman Quote Link to comment Share on other sites More sharing options...
stickman Posted January 9, 2017 Share Posted January 9, 2017 (edited) I was looking for a way to get the swell in the middle and while I was unable to integrate it into your scene, I built a cloth version which shows the idea. If the collision item had some more rotation and scaling, more rhythmic back and forth - perhaps tied to a dynamic placement relative to the ship's movement, and then given additional noise like your scene has - it might be very believable and directable. vel_DM_fillSAIL.hiplc Edited January 9, 2017 by stickman Quote Link to comment Share on other sites More sharing options...
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