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Vellum Part Of A Character?


Atom

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Hey Atom, I can't make some screenshots now but here's what i'd do:
if the vellum points have an attribrute i@stopped = 1 and other attribute i@gluetoanimation = 1  it will make this points follow the original geometry. If it's 0 in both it will be simulated. Not sure if you have to enable it on the vellum constraints in sops as well

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Thanks for the tip ParticleSkull, here is a basic setup working using those two attributes you mentioned above.

vellum_elephant.gif.a863470a3991cba9925f03e97079c796.gif

// Setup attributes based upon color paint value.
i@stopped = 0;
i@gluetoanimation = 0;
if (@Cd.r==0) {
    i@stopped = 1;
    i@gluetoanimation = 1;
}

I am wondering if some kind of strut constraint might help the trunk keep it's volume better?

 

Untitled-1.jpg

Edited by Atom
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It looks like more Constraint Iterations helps a lot to remove the floppy effect, here I have raised it from 100 to 300.

vellum_elephant.gif.b7ecc6b18570c6cbe3550bce8a0417be.gif

I also added in a Struts constraint and turned the Stiffness up from 100 to 1,000. The green spheres are produces by the visualizer in the post process node. I lowered the Thickness on the initial vellumcloth1 node while keeping an eye on the size of the green spheres. Make sure the green spheres don't overlap each other.

Untitled-1.jpg

Edited by Atom
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1 hour ago, Atom said:

It looks like more Constraint Iterations helps a lot to remove the floppy effect, here I have raised it from 100 to 300.

 

 great, but whats your set up regarding your skeleton joints?  or are you appling this on a baked animated geometry? i guess? 

Edited by dyei nightmare
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