sprockets The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D New Radiosity render of 2004 animation with PRJ. Will Sutton's TAR knocks some heads!
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Hash, Inc. - Animation:Master

Cloth 17


Shelton

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  • Hash Fellow

At least the simulation finishes, that's promising already. :)

 

It looks stiff and my first guess is that the mesh isn't dense enough. Can you show a wire frame of it?

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It's promising! Rob's right- too much starch! Select the cape, run the 'splitpatch' wizard on it(insert and connect) this will essentially double the CP mesh and then add the newly made CPs to the cape group so they are red- and re-run the simulation! (Maybe run splitpatch wizard on it again after that for even smoother!)

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  • Hash Fellow
Wow, this has been an event. It is still a little more "springy" than I would like, but the collisions are working, nothing right now is passing through the cape! :rolleyes:

 

Here is the cape

 

 

that's much improved. The springiness can be reduced by raising "stretch stiffness". Try 1000.

 

You can make cloth less active while it's resting by raising "damping".

 

You can raise the air drag to make the cloth heavy looking.

 

edit: I meant "less heavy" :rolleyes:

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  • Hash Fellow

Looking better! How are you attaching the cape?

 

 

 

You can raise the air drag to make the cloth heavy looking.

 

Whoops! I meant to write "less heavy"

 

 

(For "air drag" to be noticeable he'll eventually need to move through global space rather than walk in place.)

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  • *A:M User*

Robert

 

Thanks for all the help

 

I have actually attached the cape both ways. In chor and actually to the model. So far the better results have been to the model itself. I have a collar and the cape extends out from the character by having a bone at the top of the collar.

 

Steve

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