Masoud Posted March 5, 2019 Share Posted March 5, 2019 Hi; To pin some points on a vellum cloth, to an animated geometry, I tried these steps: 1) I add a “Vellum Attach to Geometry” SOP. 2) I grouped boundary points (“pin” group) on my cloth geometry. 3) In “Target Path” on “Vellum Attach to Geometry” SOP, I set path of my animated geometry. but it doesn't work ! Thanks for helping. Vellum_Pin to target.hip Quote Link to comment Share on other sites More sharing options...
bonsak Posted March 5, 2019 Share Posted March 5, 2019 If you connect Animated OUT to the collision port of the vellum cloth node, specify the pin group on the vellum attach node and turn of collision on the solver, it should work. -b Quote Link to comment Share on other sites More sharing options...
Masoud Posted March 6, 2019 Author Share Posted March 6, 2019 Thank you "bonsak"; now it works but I need collision and when I turn collision on, the cloth behaviors strangely! Quote Link to comment Share on other sites More sharing options...
Masoud Posted March 6, 2019 Author Share Posted March 6, 2019 I attached animated geometry to 3th input of vellum. Now it's Ok but new problem is "Collision" as you can see bellow: Vellum_Pin to target2.hip Quote Link to comment Share on other sites More sharing options...
Masoud Posted March 6, 2019 Author Share Posted March 6, 2019 (edited) I find another solution, so I add a "Pin to Target" vellum node, but it needs that all point numbers be matched point to point (All Pin point numbers to all Target point numbers)! In my scene points on cloth starts from 0 to 49, and on animated geometry they are from 1 to 50 . How could I match these point's numbers? Vellum_Pin to target.hip Edited March 6, 2019 by Masoud Quote Link to comment Share on other sites More sharing options...
bonsak Posted March 6, 2019 Share Posted March 6, 2019 You can use a sort node set to shift to offset your point numbering: Quote Link to comment Share on other sites More sharing options...
Noobini Posted March 6, 2019 Share Posted March 6, 2019 (edited) you're overcomplicating things too much.. vu_Vellum_Pin to target.hiplc If you look in Cloth, you'd see I defined 'Cloth' only for the patch. Technically you can leave it blank to define all as cloth (but later on you pin the 'drum' part of the geo), it will still work but..slooooooooow. Hence to define only the patch part as cloth, then pin the rest of the drum as per user hand animation, much faster. Edited March 6, 2019 by Noobini Quote Link to comment Share on other sites More sharing options...
Masoud Posted March 7, 2019 Author Share Posted March 7, 2019 11 hours ago, Noobini said: you're overcomplicating things too much.. vu_Vellum_Pin to target.hiplc If you look in Cloth, you'd see I defined 'Cloth' only for the patch. Technically you can leave it blank to define all as cloth (but later on you pin the 'drum' part of the geo), it will still work but..slooooooooow. Hence to define only the patch part as cloth, then pin the rest of the drum as per user hand animation, much faster. Thank you "Noobini", very helpful. Quote Link to comment Share on other sites More sharing options...
Masoud Posted March 7, 2019 Author Share Posted March 7, 2019 On 3/6/2019 at 12:53 PM, bonsak said: You can use a sort node set to shift to offset your point numbering: Thank you "bonsak" Quote Link to comment Share on other sites More sharing options...
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