Hans Peter Posted July 18, 2017 Share Posted July 18, 2017 (edited) Hey there, how would you go about changing the animation/simulation state of e.g. a cloth sim? I tried the pin to animation attribute to release the cloth object from the animation; but bringing it back to follow the animation is harder. it just snaps into place when I put the attribute back to 1 in the sop solver (dops). Also does anyone know a way to mix between animations and simulations? Lets say the cloth object is meant to somehow follow the movement of a master object but also should react to some forces. Or in other words: object is moving fast = animation state; object suddenly moves very slow = simulation state; objects moves out of the frame again = smoothly go back to follow an animation. The pin to animation attribute isn't allowing 0.5 values or so. Edited July 18, 2017 by Heraklit Quote Link to comment Share on other sites More sharing options...
Hans Peter Posted July 18, 2017 Author Share Posted July 18, 2017 Oh, I think I got it 1 Quote Link to comment Share on other sites More sharing options...
anthonymcgrath Posted August 16, 2017 Share Posted August 16, 2017 On 7/19/2017 at 0:03 AM, Heraklit said: Oh, I think I got it can you share how ? I'd like to know how to do this too Quote Link to comment Share on other sites More sharing options...
Guest tar Posted August 17, 2017 Share Posted August 17, 2017 On 17/08/2017 at 4:24 AM, anthonymcgrath said: can you share how ? I'd like to know how to do this too low-brow version would be BlendSOP or top-shelf is Target Strength in the ClothObjectDOP Quote Link to comment Share on other sites More sharing options...
anthonymcgrath Posted August 21, 2017 Share Posted August 21, 2017 On 8/17/2017 at 10:18 PM, marty said: low-brow version would be BlendSOP or top-shelf is Target Strength in the ClothObjectDOP thanks for replying - so if i had say a cape on a character and i did a basic anim for my character to govern roughly where it should be... brought that in as alembic.. then i want to make that cape cloth but have some target strength based on the anim - is there a way for me to paint that value onto the mesh and then have that pass through to the simulation results? I've used a target constraint in fem in the past and that seemed to work - i wonder if the process is similar ? Quote Link to comment Share on other sites More sharing options...
Guest tar Posted August 21, 2017 Share Posted August 21, 2017 I *think* this linked thread has everything you need. Quote Link to comment Share on other sites More sharing options...
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