sprockets Learn to keyframe animate chains of bones. Gerald's 2024 Advent Calendar! 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
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Posted (edited)

capedthom.gif

 

 

 

 

 

 

 

 

 

 

 

 

 

 

a_caped_thom.prj

 

This was edited from the original post

Edited by johnl3d
project file not including thom
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Posted

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.

 

CollTol.JPG



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.

 

AirDrag.JPG

Posted

Thanks Robert will check this out... did a quick trial and that seemed to help with a larger air drag

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