Difficulty attaching buttons to cached vellum cloth sim
3222 7 3- geordiemartinez
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Hello expert vellum users,
I could use some help.
I pre-cached a cloth sim using vellum I/O node. Now using Vellum Attach Constraint, trying to attach button geom to the pre-cached cloth sim and run a secondary sim to just adhere the buttons to the cloth (in the 3rd input) as if it were just deforming collision geometry. I want the buttons to remain as rigid as possible (ARAP)
Here is a simple example to share as I can't figure out how to keep these buttons from shearing even in this example.
Tried:
- velocity blending of 0.1-1.0 on the attach constraint.
- ReferenceFrame node
- shifting sim by 1 frame (seemed to help a bit. not sure why)
- turning off and on collisions on the solver.
NOTE: I have managed to get the actual sim to work using the stitch constraint but I want to know what I'm doing wrong here or if there is a bug expressing itself.
Any help will do. If you have any suggestions how to pin button geom to vellum cloth sims like a rivet so the button remains looking like a rigid, I would be very appreciative.
I could use some help.
I pre-cached a cloth sim using vellum I/O node. Now using Vellum Attach Constraint, trying to attach button geom to the pre-cached cloth sim and run a secondary sim to just adhere the buttons to the cloth (in the 3rd input) as if it were just deforming collision geometry. I want the buttons to remain as rigid as possible (ARAP)
Here is a simple example to share as I can't figure out how to keep these buttons from shearing even in this example.
Tried:
- velocity blending of 0.1-1.0 on the attach constraint.
- ReferenceFrame node
- shifting sim by 1 frame (seemed to help a bit. not sure why)
- turning off and on collisions on the solver.
NOTE: I have managed to get the actual sim to work using the stitch constraint but I want to know what I'm doing wrong here or if there is a bug expressing itself.
Any help will do. If you have any suggestions how to pin button geom to vellum cloth sims like a rivet so the button remains looking like a rigid, I would be very appreciative.
Edited by geordiemartinez - 2020年9月20日 02:49:52
- jsmack
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- geordiemartinez
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- vusta
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besides the rivet suggestion, your setup is far too complicated for my liking…sure, I don't know what else you have in mind further down the pipeline…but for a simple test setup to iron out kinks…here's my simplified setup: (this setup would allow the buttons to push away other cloth objects in the same sim, while a rivet is an attachment after the fact)
Edited by vusta - 2020年9月20日 17:35:55
- geordiemartinez
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- geordiemartinez
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The point deform method is a decent cheat. I will go with that.
I blew away all but a single triangle near each button and tweaked the settings and it looks great.
I think I'll make this an OTL that finds the nearest prim at rest and puts it in a group then blast the rest for button deformation during point deform time.
At least until I find a rivet method. But if that is just doing the same thing mathematically I think this will work.
I blew away all but a single triangle near each button and tweaked the settings and it looks great.
I think I'll make this an OTL that finds the nearest prim at rest and puts it in a group then blast the rest for button deformation during point deform time.
At least until I find a rivet method. But if that is just doing the same thing mathematically I think this will work.
Edited by geordiemartinez - 2020年9月20日 20:10:29
- vusta
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- geordiemartinez
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I see what you're saying.
There are basically two ways to do this:
if you don't want to simulate with the buttons for some reason (I've had a few get stuck in parts of other meshes) you can use the PointDeform single triangle approach.
I like the weight of the buttons on the cloth. But I will probably turn off collisions using collisionignore and collisiongroups so they don't get tangled up.
There are basically two ways to do this:
- Sim with the button geometry (or a proxy) using the Stitch Vellum Constraint
- Post sim using the PointDeform node to transform the button geom with a single triangle-per-button.
if you don't want to simulate with the buttons for some reason (I've had a few get stuck in parts of other meshes) you can use the PointDeform single triangle approach.
I like the weight of the buttons on the cloth. But I will probably turn off collisions using collisionignore and collisiongroups so they don't get tangled up.
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