Same dynamic in vellum on two different curves topology

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Hi everyone,

Quick vellum question here, is there any way to get the same dynamic I have on the curve with the points uniformly spaced but on the curve with the ‘dirty’ spaced points. It makes sense that it will bend more where there is more points, but I really want to avoid it and yet keep the same point spacing as the ‘dirty’ curve. Not sure if it's clear.

Also, I don't want to use a point deform or any post sop operation, I need to sim this ‘dirty’ curve.

Thanks,

Tom
Edited by Lewul - 2020年4月26日 17:48:15

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GIF-200426_234458.gif (2.6 MB)

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not impossible but since you're precious about uploading your file, I too will be precious about uploading my file.
Edited by vusta - 2020年4月26日 23:42:51

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Oups sorry I just didn't think of uploading a file. Here it is

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wire.rar (1.0 MB)

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consider yourself lucky i'm in a good mood, saved a bird from being devoured by a cat this morning. Bird recovered well enough to fly away, cat was not harmed in any way.

Notes:

- the ‘dirty’ curve should still be cleaned up and properly joined as one.
- wind is added inside the vellumsolver, you may delete this if not needed.
- adjust cloth settings as you see fit, this affect the GUIDE. (correction, it affects both)
- self collision is disabled in vellum solver collision tab, why ? coz the dirty/guide are self colliding and we don't want that, we just need to sim the guide then ‘stick’ the dirty to it.
- view the DIRT or GUIDE by themselves or side by side with the merge
- easiest way to see the magic at work is to toggle stitch on/off.
Edited by vusta - 2020年4月27日 06:39:26

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Thank you ! Pretty useful. Not sure if it's what my setup should use but it's a great start.
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i'm just used to doing things in SOP, no reason why you can't do the same in DOP if you're more comfortable there.
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Wait I'll send you another scene to explain you why, I didn't want to share a ‘complicated’ scene (the scene won't be complicated at all but I thought sending an example with just a curve would be enough), maybe you'll see what the problem is.
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Here, it break where there is a lot of branches, which makes sense. But I would like deformation to be uniform.

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yikes…that's a gnarly tree!
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ok don't be offended but the tree is just shizen…

- branches are all separate geos all over the place
- some originated in midair on one side, go right thru the main stem and end up on the OTHER side (dafooq is that?)

- all branches MUST originate from the main stem, sub branches must then originate from sub main stem…this is how a basic L-system tree is created, they just work.

- i had to fuse your tree so that all branches now originate from the main stem, don't like your tree being lobotomised ? Tough luck!

- once the tree is properly structured, it works just like an L-system tree, there would be no need to use stitch to ‘guide’ system I showed earlier, however I found it a bit too soft, so the stitch method makes it stiffer.

- reckon you owe me a beer.

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