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Instead of trying to get two-way interaction between a rigid and nCloth just make the torus an nCloth and use the nCloth rigidity attribute, then constrain the cloth to that.
Duncan
thanks! i wasn't all that familiar with the attributes to know that you could simulate that kind of a hard object with cloth. this is great, i'm pretty sure i can get a result i want with this. ![]()
For what it's worth...
DuncanBrinsmead's suggestion is something that has worked for me in the past.
(not that I have much experience here...just adding a nod)
Hello,
I've been playing around with nCloth, and so far I'm really liking it. I'm wondering though, if anybody has come up with a solution to something like a windsock.
What i want is for the "skeleton" of the windsock (in this case, toruses (torii?)) to be affected by gravity, but also be held together by the cloth in between. so, when the wind blows through the windsock, the lift of the non-stretchy cloth will lift the toruses up.
I've tried to create the toruses as active rigid bodies, and then using a point to surface constraint on the nCloth to "stitch" the cloth to the skeleton, i can get the cloth to stick to the rigid bodies, but the rigid body simulation seems to trump the nCloth sim. the toruses will just keep pulling and stretching the cloth. since they use different solvers, maybe this isn't possible? if this method is impossible, has anybody come up with one that would work the way i explained? i've tried making "rigid" seams in the cloth where the torus would be, but i couldn't really get that to work...
any suggestions? i hope this makes sense...