I would like to use the rivet constraint. I'm puzzling out how to do that in a for loop at the moment.
Any example links? would be appreciated.
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Technical Discussion » Difficulty attaching buttons to cached vellum cloth sim
- geordiemartinez
- 45 posts
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Technical Discussion » Difficulty attaching buttons to cached vellum cloth sim
- geordiemartinez
- 45 posts
- Offline
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
Technical Discussion » Vellum collision penetration
- geordiemartinez
- 45 posts
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Technical Discussion » Vellum collision penetration
- geordiemartinez
- 45 posts
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tamte
You can try running your Geo through quick Soft Target constrained Vellum Sim to resolve the collisions, assuming your starting pose is not penetrating
Tomas,
So you're saying turn all of the collision geometry into soft bodies with a pin to target vellum constraint turned on and cache the sim of each part so if any of the parts collide or attempt to penetrate the solve will push them apart. With a certain amount of thickness on each part there will be a gap between the penetrating pieces.
Is this what you mean by a Soft Target Vellum Sim? I just want to make sure I understand what you are referring to.
Technical Discussion » Vellum Fiber Direction
- geordiemartinez
- 45 posts
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I am trying to contract a vellum tet mesh using an animated materialW attribute.
I have created the attribute in a point wrangle upstream to start off as {0,0,0} so the tet doesn't contract
how can I animate the y value of that vector using a float channel attribute in a SOP/point wrangle and the
the vellum constraint properties node would update every frame to that value?
I have created the attribute in a point wrangle upstream to start off as {0,0,0} so the tet doesn't contract
how can I animate the y value of that vector using a float channel attribute in a SOP/point wrangle and the
the vellum constraint properties node would update every frame to that value?
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