how could I resolve pintconstraints in vellum? Scene: a gridcloth, fixed on the corners on top of four rods. I know as soon I use a point to pin its @mass becomes 0. Pinned points are in the pinpts group. Depending on different events and behaviours I want to resolve the pinconstraints
So I used a popwrangle in the vellumsolver with i.e.:
i@ingrp = inpointgroup(0, "pinpts", @ptnum); // will work only if you bind input 0 to Myself in Inputs tab, you can also use @group_pinpts instead without messing with Inputs tabif(@Time>15||@mass==0||i@ingrp==1){// you probably want to use && instead of || @Time>15// your timeline is just 240f at 24FPS so 10s so @Time will never be > 15 maybe you meant @Frame>15@mass==0.11; // == is for comparison, for assignment use =, so @mass=0.11;
Follyx I know as soon I use a point to pin its @mass becomes 0.
that's only when the Pin Type is set to Permanent, which you'd usually use if you never want to unpin (as for unpinning you'd have to know the exact mass value) in your case just set it to Stopped which sets @stopped=1 for them instead so then it would become: