ManteDec Posted March 25, 2019 Share Posted March 25, 2019 (edited) Hi, Iam trying to figure out how too simulate curtains with Vellum , i have and animated pin constraint network but it does not seem to affect my final result , did i forget to emplement something? Anyone can help me out? Thanks in regards curtain.hipnc StartGeoV2.obj Edited March 25, 2019 by ManteDec Quote Link to comment Share on other sites More sharing options...
markinglevfx Posted March 25, 2019 Share Posted March 25, 2019 I believe you need to add animation to the curtain for the pinned points to connect to. Even if you add animation to the whole geo and plug it into the vellum solver, the solver only takes the first frame of the geo - unless the points are in a pin group. curtain_fix.hipnc 1 Quote Link to comment Share on other sites More sharing options...
ManteDec Posted March 25, 2019 Author Share Posted March 25, 2019 1 hour ago, markingleukc said: I believe you need to add animation to the curtain for the pinned points to connect to. Even if you add animation to the whole geo and plug it into the vellum solver, the solver only takes the first frame of the geo - unless the points are in a pin group. curtain_fix.hipnc Ok thank you so much I will look into your Hip File Quote Link to comment Share on other sites More sharing options...
ManteDec Posted March 25, 2019 Author Share Posted March 25, 2019 (edited) 1 hour ago, markingleukc said: I believe you need to add animation to the curtain for the pinned points to connect to. Even if you add animation to the whole geo and plug it into the vellum solver, the solver only takes the first frame of the geo - unless the points are in a pin group. curtain_fix.hipnc Is there a way to keep my exisiting point for the contraint network instead of the animation of my copy so my curtain animation follow the curtain rings? now its a squash in the transform node disabling it will give the following results Edited March 25, 2019 by ManteDec Quote Link to comment Share on other sites More sharing options...
markinglevfx Posted March 25, 2019 Share Posted March 25, 2019 You can try using a pointdeform sop instead of the transform, using the animated rings as the deformation lattice. curtain_fix2.hipnc Quote Link to comment Share on other sites More sharing options...
Noobini Posted March 26, 2019 Share Posted March 26, 2019 that ConstraintNet makes no sense to me. Why are you using a cylinder to define cloth constraints ? You should let vellum cloth configure the constraints for cloth. Quote Link to comment Share on other sites More sharing options...
Noobini Posted March 26, 2019 Share Posted March 26, 2019 here's a basic setup/proof of concept...just keep it simple. Slowly add more things/collider in as you need them. Don't have EVERYTHING in at once, you'll get bamboozled and can't debug things. vu_vellumCurtain.hiplc 2 Quote Link to comment Share on other sites More sharing options...
ManteDec Posted March 26, 2019 Author Share Posted March 26, 2019 3 hours ago, Noobini said: here's a basic setup/proof of concept...just keep it simple. Slowly add more things/collider in as you need them. Don't have EVERYTHING in at once, you'll get bamboozled and can't debug things. vu_vellumCurtain.hiplc thanks i will look into it Quote Link to comment Share on other sites More sharing options...
foxtrotzulu Posted September 25, 2020 Share Posted September 25, 2020 On 3/26/2019 at 12:09 PM, Noobini said: here's a basic setup/proof of concept...just keep it simple. Slowly add more things/collider in as you need them. Don't have EVERYTHING in at once, you'll get bamboozled and can't debug things. vu_vellumCurtain.hiplc I know it was a long time ago you posted this, but I wanted to thank you and let you know that it was very helpful. 1 Quote Link to comment Share on other sites More sharing options...
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