caskal Posted December 3, 2017 Share Posted December 3, 2017 Hey magicians, I saw a cool animation and I was wondering how to achieve this effect, is this made with cloth + constrains?, love the detailed look on the rugosity, any tip will be great! Thanks! Quote Link to comment Share on other sites More sharing options...
caskal Posted December 3, 2017 Author Share Posted December 3, 2017 Quick test, time to play with parameters, any tip will be great tho! Quote Link to comment Share on other sites More sharing options...
yglemarec Posted December 4, 2017 Share Posted December 4, 2017 Hello Caskal, maybe you can watch this : ( same pink color ) or you can look at this thread : there are somme hip to make wrinkles. (related to "softbody week 6" video) 1 Quote Link to comment Share on other sites More sharing options...
yglemarec Posted December 4, 2017 Share Posted December 4, 2017 (edited) here is a quick test + hip : 1 - ray sop 2- cloth solver with NO collision + NO gravity 3- blend sop + smooth sop wrrinkles-00.hiplc Edited December 4, 2017 by yglemarec 2 Quote Link to comment Share on other sites More sharing options...
caskal Posted December 4, 2017 Author Share Posted December 4, 2017 Thanks a lot guys! I saw those softbodies tests @yglemarec but didnt know that there was a thread with hips, lots to analize and learn! thanks for the file too, checking now Here's a test I did yesterday, i was having issues to upres, will check that softbodie week 6 P.S: On the cloth constraint at DOPs there's a "points to constrain" where I can specify point numbers, what should I do if I have an attribute transfer that stores points, how can I put that value there? instead of manual numbers Cheers! Quote Link to comment Share on other sites More sharing options...
yglemarec Posted December 4, 2017 Share Posted December 4, 2017 (edited) - You can create a point group sop and replace your manual numbers in the dop by taping your group name. - an other method to constraint your points is to define a @pintoanimation attribute =1 in a wrangle sop ( and @pintoanimation=0 for the non constraint points) - and the last method to have more flexible control, is to write this in a wrangle sop for instance : @targetstrength= @Cd.r * 1000000; in the cloth object/deformation/target strength, write the value "1" because this number will be multiplied by the @targetstrentgh value. (note : i use @Cd.r from an attribe transfert) ++ Edited December 4, 2017 by yglemarec 1 Quote Link to comment Share on other sites More sharing options...
caskal Posted December 4, 2017 Author Share Posted December 4, 2017 6 hours ago, yglemarec said: - You can create a point group sop and replace your manual numbers in the dop by taping your group name. - an other method to constraint your points is to define a @pintoanimation attribute =1 in a wrangle sop ( and @pintoanimation=0 for the non constraint points) - and the last method to have more flexible control, is to write this in a wrangle sop for instance : @targetstrength= @Cd.r * 1000000; in the cloth object/deformation/target strength, write the value "1" because this number will be multiplied by the @targetstrentgh value. (note : i use @Cd.r from an attribe transfert) ++ Thanks a lot for your help @yglemarec really appreciate it! I just saw the group method in your soft bodies files, as well as some attribute transfer stuff, really helpful Got lots to play, thanks again! Quote Link to comment Share on other sites More sharing options...
sakeden Posted September 7 Share Posted September 7 here is a quick test + hip : 1 - ray sop 2- cloth solver with NO collision + NO gravity 3- blend sop + smooth sop Quote Link to comment Share on other sites More sharing options...
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