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bjornkn
08-27-2009, 01:18 PM
Now I have spent countless hours trying to get cloth to behave natural.
The object is a frame (actually 2) with cloth attached, with weightmaps, bones etc that folds and bends into a flat "package".
The frames/tubing bends fine, but no matter how I set the cloth parameters it never stops penetrating other parts of the cloth, not to mention how it moves right through the frames/tubing as if there was nothing there at all.
What is the secret to get good collision detection/behaviour with cloth?
More SubD?
SubD First instead of Last?

Dodgy
08-27-2009, 06:34 PM
You could go 2 ways. Build more divisions into your model (or up the Collision Offset, or do both) and try and get the cloth looking right using that, but that's likely to have a lot of detail which is unnecessary for the calculation and be quite slow. Or you could make a more uniformly divided object which has the same shape, and use that for the calculation, and use Metalink to use it to drive the high poly object. That way if you need more subdivisions to give more accurate results, you can cut up your dynamics object more and still have relatively fast calculations.

claudians
08-28-2009, 11:00 AM
use Metalink to use it to drive the high poly object

What does that mean? What is Metalink? Is it a plugin or just another part of Lightwave? I'd LOVE to get my cloth dynamics not to go through each other or through themselves.

bjornkn
08-28-2009, 11:23 AM
FX_Metalink is a displacement plugin that comes with LW.

When I up the Collission offset everything jumps around, apparntly because the cloth gets too close to each other.
This is a construction that folds back onto itself, similar to folding a blanket or similar.
The last image shows a state close to the end, showing the tubing only.