Atom Posted November 30, 2018 Share Posted November 30, 2018 Is there a way to turn part of a deforming character into vellum? For this elephant I would like different springy styles for the ears and trunk. Quote Link to comment Share on other sites More sharing options...
ParticleSkull Posted December 1, 2018 Share Posted December 1, 2018 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 1 Quote Link to comment Share on other sites More sharing options...
dyei nightmare Posted December 1, 2018 Share Posted December 1, 2018 great question i want to know too Quote Link to comment Share on other sites More sharing options...
Atom Posted December 1, 2018 Author Share Posted December 1, 2018 (edited) Thanks for the tip ParticleSkull, here is a basic setup working using those two attributes you mentioned above. // 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? Edited December 1, 2018 by Atom 1 Quote Link to comment Share on other sites More sharing options...
Atom Posted December 1, 2018 Author Share Posted December 1, 2018 (edited) It looks like more Constraint Iterations helps a lot to remove the floppy effect, here I have raised it from 100 to 300. 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. Edited December 1, 2018 by Atom 1 Quote Link to comment Share on other sites More sharing options...
dyei nightmare Posted December 1, 2018 Share Posted December 1, 2018 (edited) 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 December 1, 2018 by dyei nightmare Quote Link to comment Share on other sites More sharing options...
dyei nightmare Posted December 1, 2018 Share Posted December 1, 2018 (edited) btw i havent tested this, you are working with these integer values, but what about stiffness? i gues it responds in the same maner you are defining stopped variable??? did you managed the trunk controlling stiffness? Edited December 1, 2018 by dyei nightmare Quote Link to comment Share on other sites More sharing options...
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