Very interesting,
thank you for that !
Le 03/07/2012 15:29, Matt Morris a écrit :
Hi guys, thanks for the compounds, very useful!
My base mesh is a combination of diamonds and triangles (to give a
nice torn look to the edge of the cloth) so used vincent's method and
it works well, but crashes when I'm trying to combine it with uv
transfer. Might be to do with order of operators etc, trying some diff
combinations.
There are also some floating polys at the edges which I'd like to
filter out using the filter points tab in the empoly options,
struggling with how to idnetify those in the icetree.
Here's the base lagoa ice tree I'm using - just a polymesh to emit,
and a few nulls to control where the elastic breaking point is weaker
and to add some reverse gravity to the top section once it's
separated. The uv stuff is something guilliame posted a while back,
doesn't need to be there for the sim.
On 3 July 2012 11:07, olivier jeannel <[email protected]
<mailto:[email protected]>> wrote:
Looks really super !
Is there a place to find some helpfull tutorial to achieve
something like this ?
Le 03/07/2012 00:18, Matt Morris a écrit :
Hi guys,
I've got a tearing lagoa cloth sim that I'm fairly happy with,
and am meshing it with empolygonizer3, but getting some extreme
stretched polygons. Attached a small quicktime to show the prob.
http://www.matinai.com/si/cloth_sim_v17.mov
I've tried pretty much every checkbox/easily changable option but
no joy, even making it zero thickness doesn't help. Can sometimes
lessen the amount by altering the sim slightly, but I was
wondering if there are any ways to tell the mesher not to mesh a
poly if it stretches past a certain amount?
I'm guessing the issue is with the toplogy building data inside
lagoa, so is there a way to exclude points if they get too
isolated from main sections?
thanks for any advice,
Matt
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