Difference between revisions of "SimCloth"

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(New page: Summaries of strategies (mostly from research done by robcat) the key to cloth simming is setting a very high limit to the number of sub steps. The default is 32. Thousands may be necessa...)
 
 
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Summaries of strategies (mostly from research done by robcat)
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== Reference ==
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Here are [http://www.hash.com/forums/index.php?showtopic=36797 links to descriptions of parameters]
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Here is HomeSlice's [http://www.hash.com/forums/index.php?showtopic=37782&st=0&p=327831&#entry327831 A:M properties] tiddly wiki which includes SimCloth properties.
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There is also a page for [[Cloth_Simulation|simulating for Nimmie]] in the [[Main_Page_Two|TWO movie project]].
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[http://www.spot3d.com/simcloth/ Spot3D's page on SimCloth3]
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== Summaries of strategies ==
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(mostly from research done by robcat)
  
 
the key to cloth simming is setting a very high limit to the number of sub steps. The default is 32. Thousands may be necessary for complex situations.
 
the key to cloth simming is setting a very high limit to the number of sub steps. The default is 32. Thousands may be necessary for complex situations.

Latest revision as of 18:25, 13 January 2011

Reference

Here are links to descriptions of parameters

Here is HomeSlice's A:M properties tiddly wiki which includes SimCloth properties.

There is also a page for simulating for Nimmie in the TWO movie project.

Spot3D's page on SimCloth3

Summaries of strategies

(mostly from research done by robcat)

the key to cloth simming is setting a very high limit to the number of sub steps. The default is 32. Thousands may be necessary for complex situations.

Thom walking with cuffs this version has patches about 1.5 cm square. I tried 2cm earlier and that seemed too coarse.

the high stiffness, was on the chains, but these pants are pretty high too, 4000

In general:

your cloth mesh needs to be fairly dense because simCloth is only aware of the CP positions, not the splines in between. Also, thin meshes have trouble folding enough to fit in tight pinches. Cloth doesn't like being pinched.

Deflector meshes can be more normal.

"Collision Tolerance" is better at low values. This gives cloth more room when it is caught between two surfaces. These pants used 0.5

"Sub steps" and "adaptive subdivision" need to be higher for clothing situations.

The defaults of 4 and 3 mean the frame can be subdivided into up to 4... 8... 16... 32 time slices

For the pants I used 25 and 5, allowing for up to 25... 50... 100... 200... 400... 800 slices

One cloth observation... if you stop a simulation at some midpoint, perhaps to fix an intersection, and then restart the sim at that point, the cloth seems to regard its shape at that moment as its default shape and will seek to maintain that rather than whatever its original shape was.


Jumping over a box with cloth pants, cloth torture test


Chain as cloth

Metal coil (similar to a slinky) simulated with cloth