johnl3d Posted July 24, 2018 Posted July 24, 2018 (edited) a_caped_thom.prj This was edited from the original post Edited July 26, 2018 by johnl3d project file not including thom Quote
Hash Fellow robcat2075 Posted July 24, 2018 Hash Fellow Posted July 24, 2018 That one snap at the end is weird. I'll try to take a look. 1 Quote
Hash Fellow robcat2075 Posted August 1, 2018 Hash Fellow Posted August 1, 2018 Hi John, I think I figured out what was causing the jolt... As Thom rotates forward, one or more of the "cloth" CPs is somehow getting forced too close to his deflector surface. Go to the Choreography properties>Plug Properties>SimCloth and change the "Collision Tolerance" to a lower number. Collision tolerance is the minimum distance in cm that a CP is allowed to approach a deflector. I find that the default value of 3 causes many simulations to fail as the cloth gets pinched between two deflector surfaces. Also to try... you can get more loft on the cape if you set its "Air Drag" higher. Go up to the Materials Folder and do "Material1>SimCloth>Forces>Air Drag and try numbers higher than 1. Numbers up to 1000 get varied and interesting results. Quote
johnl3d Posted August 1, 2018 Author Posted August 1, 2018 Thanks Robert will check this out... did a quick trial and that seemed to help with a larger air drag Quote
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