Hello,
I've made a simple trampoline like effect with Vellum. I'm dropping a pighead onto a Struts-Cloth and letting it bounce of it. Now im trying to get the pighead to bounce of a bit more from the struts but more importantly I'm trying to make the pig head not flip over when bouncing of. Is there a way to limit its angular velocity and how do I generally art direct vellum sims a bit better? I've attached a sample of the scene.
Video [gyazo.com]
Any help is very appreciated. Thank you.
How to art direct Vellum and limit rotation ?
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- aw_iv
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- SciTheSqrl
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Hi, it relatively simple, what you need to understand first is that vellum don't see object as a whole, they are rather a bunch of point connected to each other via constraint, there isn't a 'angular velocity' per object per say.
what you want to do is basically limit the ability of the point to move in the X and Z direction, essentially constraining them to only move in the Y axis (up).
you can dive into your vellum solver and add a 'pop wrangle' and damp the velocity 'v' by multiplying it by a smaller value. connect the node to the force output.
this will effectively limit the rotation of the object.
ps: you might want to only damp the head by using group, or the effect will apply to the whole simulation.
what you want to do is basically limit the ability of the point to move in the X and Z direction, essentially constraining them to only move in the Y axis (up).
you can dive into your vellum solver and add a 'pop wrangle' and damp the velocity 'v' by multiplying it by a smaller value. connect the node to the force output.
@v.x *= 0.2;
@v.z *= 0.2;
this will effectively limit the rotation of the object.
ps: you might want to only damp the head by using group, or the effect will apply to the whole simulation.
Edited by SciTheSqrl - Feb. 21, 2022 05:51:40
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- aw_iv
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